Information processing program, information processing method, game device, and information processing system
By allowing players to select commands that update game parameters based on variable operations and conditions, the system improves strategic gameplay and motivation in training games.
Patent Information
- Application Number
- JP2024188100
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-25
- Publication Date
- 2025-11-10
- Estimated Expiration
- 2044-10-25
AI Technical Summary
In conventional training games, the fixed utility activation leads to a fixed strategy requirement, reducing player motivation.
A system that allows players to select commands, varying game medium points, and updates parameters based on command results, with conditions met to activate utilities, managing command selection frequency and linking utilities to groups.
Enhances strategic gameplay by varying utility activation, increasing player motivation through dynamic game mechanics.
Smart Images

Figure 0007766767000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]
[0002] BACKGROUND ART Conventionally, as shown in Patent Document 1, a training game is known in which parameters linked to a character to be trained are updated. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-70268 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, if the utility that is activated in the game is always fixed, the strategy required of the player also becomes fixed, which poses a problem of reducing the player's motivation to play.
[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can increase a player's motivation to play by improving strategic aspects. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A method for varying specific points associated with a game medium to be developed, which is linked to at least one of a plurality of selection items. Changes can be controlled by the player. The process of accepting A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; The computer executes the following: The process of updating the parameters associated with the development target game medium includes: If a predetermined condition is met, the parameter is updated by referring to at least the utility based on the result of the varying operation.
[0007] the predetermined condition includes a first predetermined condition, The plurality of commands includes a specific command, The utility includes a first utility associated with the specific command; The information processing program updating a value of a specific parameter associated with the specific command when a specific condition is met; The computer executes the following: The process of allowing the player to select at least one of the plurality of commands includes: When the specific parameter reaches a specific value, the specific command is selectable by the player; The process of updating the parameters associated with the development target game medium includes: When the first predetermined condition including the selection of the specific command is met, the parameters associated with the training target game medium may be updated by referring to at least the first utility.
[0008] The process of allowing the player to select at least one of the plurality of commands includes: managing the number of times that the specific command can be selected, and decreasing the number of times that the specific command can be selected based on the selection of the specific command by the player; The number of selectable times may be increased when the specific parameter reaches the specific value.
[0009] the selection item belongs to one of a plurality of groups including a predetermined group; The information processing program a process of linking the first utility corresponding to the predetermined group to the specific command based on the total value of the specific points allocated to the selection items belonging to the predetermined group; may be performed by a computer.
[0010] The utility includes a second utility; the predetermined condition includes a second predetermined condition, The process of updating the parameters associated with the development target game medium includes: If the second predetermined condition is met for the selection item to which the specific points are linked by the variation operation, the parameters associated with the development target game medium may be updated by referring to at least the second utility corresponding to the selection item.
[0011] The parameters include special parameters; The process of updating the parameters associated with the development target game medium includes: updating the special parameters based on a selection of at least one of the commands by a player; The information processing program a process of updating the specific points associated with the development target game medium based on the value of the special parameter at a specific timing; may be performed by a computer.
[0012] 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 of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A method for varying specific points associated with a game medium to be developed, which is linked to at least one of a plurality of selection items. Changes can be controlled by the player. The process of accepting A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: If a predetermined condition is met, the parameter is updated by referring to at least the utility based on the result of the varying operation.
[0013] In order to solve the above problem, the game device one or more computers; The computer A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A method for varying specific points associated with a game medium to be developed, which is linked to at least one of a plurality of selection items. Changes can be controlled by the player. The process of accepting A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: If a predetermined condition is met, the parameter is updated by referring to at least the utility based on the result of the varying operation.
[0014] 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 of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A method for varying specific points associated with a game medium to be developed, which is linked to at least one of a plurality of selection items. Changes can be controlled by the player. The process of accepting A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: If a predetermined condition is met, the parameter is updated by referring to at least the utility based on the result of the varying operation. [Effects of the Invention]
[0015] According to the present invention, by making it possible to change the content of the utility activated by the variable operation, it is possible to improve the strategic nature of the game and increase the player's motivation to play. [Brief explanation of the drawings]
[0016] [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, and Fig. 3C is a diagram illustrating an example of a profile setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating an example of scenario initial addition value data, Fig. 5B is a diagram illustrating an example of scenario initial upper limit value data, and Fig. 5C is a diagram illustrating an example of scenario event addition value data. [Figure 6]Fig. 6A is a diagram illustrating a screen for selecting a character to be trained, 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 skills. Fig. 7D is a diagram explaining exclusive events. [Figure 8] FIG. 8 is a diagram illustrating the character strengthening screen. [Figure 9] Fig. 9A is a first diagram illustrating an inheritance character selection screen. Fig. 9B is a first diagram illustrating a training character list screen. Fig. 9C is a second diagram illustrating an inheritance character selection screen. Fig. 9D is a third diagram illustrating an inheritance character selection screen. [Figure 10] FIG. 10 is a diagram illustrating the inheritance system. [Figure 11] FIG. 11 is a diagram illustrating the factor information. [Figure 12] Fig. 12A is a diagram for explaining the effects of basic ability factors, and Fig. 12B is a diagram for explaining the effects of character factors. [Figure 13] FIG. 13A is a diagram for explaining compatibility determination targets, and FIG. 13B is a diagram for explaining compatibility determination items. [Figure 14] Fig. 14A is a first diagram illustrating a support card organization screen, Fig. 14B is a diagram illustrating a support card selection screen, and Fig. 14C is a second diagram illustrating a support card organization screen. [Figure 15] Fig. 15A is a diagram explaining a support card table. Fig. 15B is a diagram explaining support effects. Fig. 15C is a diagram explaining possessed skills. Fig. 15D is a diagram explaining support events. [Figure 16] Fig. 16A is a diagram illustrating a final confirmation screen, and Fig. 16B is a diagram illustrating a preset selection screen. [Figure 17]Fig. 17A is a diagram for explaining character types, and Fig. 17B is a diagram for explaining member IDs. [Figure 18] FIG. 18 is a diagram illustrating commands in each turn. [Figure 19] FIG. 19 is a diagram illustrating the correspondence between the number of turns and the period. [Figure 20] FIG. 20 is a diagram illustrating the top screen. [Figure 21] FIG. 21 is a diagram illustrating the training screen. [Figure 22] Fig. 22A is a diagram illustrating a training result notification screen, and Fig. 22B is a diagram illustrating an event screen. [Figure 23] FIG. 23 is a diagram illustrating the training levels. [Figure 24] Fig. 24A is a diagram for explaining a fixed increase value (speed), and Fig. 24B is a diagram for explaining a fixed increase value table (power). [Figure 25] FIG. 25 is a diagram for explaining the allocation ratio to the training items. [Figure 26] Fig. 26A is a diagram illustrating an example of the distribution ratio between training items and research levels. Fig. 26B is a diagram illustrating an example of a fixed increase value for research levels. Fig. 26C is a diagram illustrating the number of turns and the upper limit for each research level. [Figure 27] FIG. 27 is a diagram illustrating an example of the relationship between evaluation events, target research levels, results, and rewards. [Figure 28] FIG. 28 is a first diagram illustrating an example of the tuning screen. [Figure 29] FIG. 39 is a diagram illustrating an example of the tip effect. [Figure 30] FIG. 30 is a diagram illustrating an example of the overdrive effect. [Figure 31] FIG. 31 is a second diagram illustrating an example of the tuning screen. [Figure 32] FIG. 32 is a first diagram illustrating an example of the effect list dialog. [Figure 33]FIG. 33 is a second diagram illustrating an example of the effect list dialog. [Figure 34] FIG. 34 is a diagram illustrating an example of the tuning confirmation dialog. [Figure 35] FIG. 35 is a diagram illustrating the selection probability of the number of arranged gear icons. [Figure 36] FIG. 36 is a diagram illustrating an example of a display mode of the overdrive operation section. [Figure 37] FIG. 37 is a diagram illustrating an example of the overdrive activation confirmation dialog. [Figure 38] Fig. 38A is a diagram illustrating an example of an evaluation event start screen, Fig. 38B is a diagram illustrating an example of an evaluation event production screen, and Fig. 38C is a diagram illustrating an example of an evaluation event result screen. [Figure 39] FIG. 39 is a third diagram illustrating an example of the tuning screen. [Figure 40] Fig. 40A is a first diagram illustrating a race selection screen. Fig. 40B is a diagram illustrating a race start screen. Fig. 40C is a first diagram illustrating a race result screen. Fig. 40D is a second diagram illustrating a race result screen. [Figure 41] Fig. 41A is a diagram illustrating the breeding completion screen, Fig. 41B is a second diagram illustrating the breeding completion screen, and Fig. 41C is a third diagram illustrating the breeding completion screen. [Figure 42] FIG. 42 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 43] FIG. 43 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 44] FIG. 44 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 45] FIG. 45 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the preparation stage processing in the server. [Figure 47] FIG. 47 is a flowchart illustrating the development stage processing in the server. [Figure 48] FIG. 48 is a flowchart illustrating the turn start process in the server. [Figure 49] FIG. 49 is a flowchart illustrating the development stage processing in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the command operation process in the player terminal. [Figure 51] FIG. 51 is a flowchart illustrating the training-related command operation processing at the player terminal. [Figure 52] FIG. 52 is a flowchart illustrating a predetermined command reception process in the server. [Figure 53] FIG. 53 is a flowchart illustrating the execution result information receiving process in the player terminal. [Figure 54] FIG. 54 is a flowchart illustrating the tuning event execution process at the player terminal. [Figure 55] FIG. 55 is a flowchart illustrating the training game ending process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0017] 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.
[0018] (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.
[0019] 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.
[0020] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices 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.
[0021] 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.
[0022] 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.
[0023] (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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] (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 game media obtained by a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, the character linked to the character card may be simply referred to as a character.
[0033] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.
[0034] 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.
[0035] Here, a home screen selection operation section 102a, an enhancement screen selection operation section 102b, a story screen selection operation section 102c, a racing game 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.
[0036] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0037] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.
[0038] 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.
[0039] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. On the racing game selection screen, a player can select a racing game in which to race the training character. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have the gameplay of competing with other players for rankings.
[0040] 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 or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.
[0041] 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 the 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 he or she owns and sets the character as the character to be trained (hereinafter referred to as the character to be trained).
[0042] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.
[0043] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.
[0044] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0045] 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.
[0046] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] In this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can, for example, exchange specific event points, which are provided only during the specific event, for various rewards.
[0055] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.
[0056] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and can use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.
[0057] (Raising game) Figure 4 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player selects one character from among the characters they own and trains it as a character to be trained (hereinafter referred to as a character to be trained).
[0058] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing carried out in the setting game will be referred to as the preparatory stage processing, and the processing carried out 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.
[0059] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, successor character registration, support card registration, and featured member registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.
[0060] <Preparatory processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. 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 training of the character to be trained. In what follows, a character linked to a support card will be referred to as a support character.
[0061] <Scenario registration> 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 training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.
[0062] Each scenario is assigned a scenario ID, and the scenario ID selected by the player is registered here. When a character to be trained (described later) is selected, a character ID assigned to each character is registered. There are scenarios in which different goals are set for each type of character to be trained (here referred to as existing scenarios), and scenarios in which a common goal is set for all characters to be trained (here referred to as new scenarios).
[0063] In the existing scenario, goals are set at the start of the training game based on the registered scenario ID and character ID. On the other hand, in the new scenario, goals are set based on the registered scenario ID. In the new scenario, character IDs are not specified when setting goals for the training game, so a common goal is set regardless of the type of character being trained.
[0064] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.
[0065] FIG. 5A is a diagram illustrating an example of scenario initial additional value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event additional value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.
[0066] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are set: speed, stamina, power, tenacity, and intelligence. The higher the values of these five ability parameters, the more advantageous the character being trained will be in the race.
[0067] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.
[0068] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.
[0069] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario or for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.
[0070] For example, as shown in Figure 5A, according to the scenario initial additive value data, the scenario initial additive values for all five ability parameters linked to the scenario ID "0001" are set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values for all five ability parameters will be "1400."
[0071] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values for the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values for the stamina and intelligence ability parameters will be "1600", and the initial upper limit value for the power ability parameter will be "1400".
[0072] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B, scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.
[0073] In this way, the scenario initial upper limit value linked to the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.
[0074] Furthermore, in the training main game, a scenario event may occur at a predetermined timing that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event addition value associated with that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values of the five ability parameters each increase by "20."
[0075] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for another. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.
[0076] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.
[0077] <Registering characters to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. In the center of the character to be trained selection screen 150, multiple character icons 151 are displayed, and the characters owned by the player are displayed in a list.
[0078] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the development target character selection screen 150.
[0079] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0080] Additionally, the ability parameter display section 152a displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.
[0081] Here, in the ability parameter display section 152a, initial upper limit values that exceed the common base value are identifiable. For example, in the example shown in FIG. 6A, the initial upper limit values for speed, power, and tenacity exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limit values for speed, power, and tenacity are identifiable relative to the initial upper limit values for stamina and intelligence. Here, as an identifiable display, initial upper limit values that exceed the common base value are flashed or displayed in a different color.
[0082] 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, based on the initial values of ability parameters stored in the ability parameter (initial value) table, the initial values of ability parameters are displayed in the ability parameter display section 152a.
[0083] 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 ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.
[0084] The initial value of each character's ability parameters increases by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or specified items. As the character's status level increases, the initial value of that character's ability parameters also increases.
[0085] 7A shows the initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the objective of the training main game is to train a character with a higher numerical value for the ability parameter.
[0086] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.
[0087] 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, for the initial values of aptitude parameters, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values of aptitude parameters are displayed in the aptitude parameter display unit 152b.
[0088] 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.
[0089] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.
[0090] 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 change 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.
[0091] 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 character to be trained 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 character to be trained selection screen 150.
[0092] 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. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, which will be described later. The activation of skills gives each character an advantage in the race.
[0093] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character to be trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, that is, a skill that a character has acquired, will be referred to as an acquired skill.
[0094] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.
[0095] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills and possessed skills can be easily distinguished from each other.
[0096] Specifically, on the character detail screen 160 shown in FIG. 6B, one acquired skill is displayed in the acquired skill display field 161a, and seven possessed skills are displayed in the possessed skill display field 161b. Note that the number of acquired skills and possessed skills may differ for each character. Also, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.
[0097] Here, possessed skills include awakened skills. Awakened skills are skills that become possessed when the conditions for unlocking them are met. In other words, awakened skills are not possessed skills unless the conditions for unlocking them are met. Therefore, awakened skills whose conditions for unlocking them are not met cannot be acquired in the main training game.
[0098] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.
[0099] In this embodiment, the character's awakening level is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-described status level and awakening level. A player can increase the status level and awakening level individually. As shown in FIG. 6B, the character detail screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26.
[0100] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character detail screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. From the center downward of the character strengthening screen 165, character icons 151 corresponding to the possessed characters are displayed. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.
[0101] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.
[0102] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.
[0103] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the awakening level, and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.
[0104] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.
[0105] In this way, each character has four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, Awakening Skills function as acquireable skills.
[0106] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are displayed grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. Figure 8 shows a state where the awakening level is level 4 and three awakening skills have been unlocked.
[0107] Although a detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.
[0108] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.
[0109] 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, as shown in FIG. 6C, and a dedicated event display field 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.
[0110] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.
[0111] 6C may be executed in its entirety during the execution of the training main game, or at least some of the dedicated events 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 provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.
[0112] 6B and 6C, a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.
[0113] Furthermore, when the return operation unit 153 is tapped on the training target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Furthermore, the training target character selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the training target character selection screen 150 on the training information display screen.
[0114] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.
[0115] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.
[0116] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.
[0117] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the bonus numbers acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.
[0118] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than the finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.
[0119] Some races have a specified number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the specified number of fans as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that specifies the number of fans as a condition for entry is set as the target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the specified number of fans for the target race by the turn in which the target race is held.
[0120] Furthermore, the clearing goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the clearing goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (for example, a GI race) within a predetermined range of turns. In this way, multiple clearing goals are set for each character. By achieving the clearing goal, the player can continue the training main game until the final turn. On the other hand, if the clearing goal is not achieved, the training main game ends with that turn.
[0121] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character being trained will not be able to run in the target race. In this case, the clear goal will not be achieved, and the training game will end.
[0122] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.
[0123] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.
[0124] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.
[0125] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.
[0126] As described above, the player can select a character to be trained while checking various information about each character on the training character selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the training character selection screen 150, the selected character is set as the character to be trained, and the inheritance character selection screen 170 is displayed on the display 26.
[0127] <Registering a successor character> Fig. 9A is a first diagram illustrating inheritance character selection screen 170. Fig. 9B is a first diagram illustrating training character list screen 180. Fig. 9C is a second diagram illustrating inheritance character selection screen 170. Fig. 9D is a third diagram illustrating inheritance character selection screen 170. Inheritance character selection screen 170 is a screen for the player to register an inheritance character.
[0128] A successor character is a character that inherits ability values, skills, etc. from the character being trained. A player can select two successor characters from the character they own 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 their deck. Note that only one representative character of another player can be organized in their deck as a successor character in one training game.
[0129] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target 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 blanks, as shown in FIG.
[0130] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a training character list screen 180 shown in FIG. 9B is displayed. A My Character tab 181a and a Rental tab 181b are provided on training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.
[0131] 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. 9B. Furthermore, 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.
[0132] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.
[0133] 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 9D.
[0134] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171a.
[0135] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.
[0136] As shown in FIG. 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two training characters set as inherited characters for this character to be trained are referred to as the first generation of succession. Furthermore, for the first generation of succession characters, two characters are set as inherited characters when the training of the first generation of succession characters begins. The two characters that were set as inherited characters when the first generation of succession characters were generated are referred to as the second generation of succession.
[0137] In this case, the characters that have a utility effect on the current character to be trained are the first and second succession generation characters, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.
[0138] For example, one of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a first inheritance group. Similarly, the other of the two first-generation inheritance characters and the two second-generation inheritance characters that are the inheritance characters of the first-generation inheritance character constitute a second inheritance group.
[0139] 9D, the first inheritance character selection area 171a displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b displays icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.
[0140] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.
[0141] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.
[0142] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.
[0143] The factor level is determined by lottery. In this case, after the factors to be acquired by the development character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the factor to be acquired and the factor level are determined at the same time.
[0144] The factor level is most effective at level 3 and least effective at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.
[0145] Basic ability factors increase the ability parameter values and upper limit of the ability parameters of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence. For example, if a first-generation or second-generation character being trained has a speed factor, the value and upper limit of the speed ability parameter of the character being trained will increase.
[0146] FIG. 12A is a diagram explaining the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit value vary depending on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.
[0147] Therefore, if all six characters being trained, including two first-generation inheritors and four second-generation inheritors, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value 21 x 6 characters).
[0148] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.
[0149] As described above, the training main game is made up of multiple turns, and certain turns are set as factor activation turns. For example, suppose that the first, 31st, and 55th turns of the training main game are set as factor activation turns. In this case, the first turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.
[0150] Whether or not a basic ability factor will be activated is determined by lottery. In this case, the probability of winning the lottery to activate a basic ability factor, i.e., the probability that a basic ability factor will be activated (hereinafter referred to as activation probability), may differ among the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100% regardless of the factor level. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.
[0151] The inheritance character selection screen 170 displays the increase value for the ability parameters in the first turn. For example, in FIG. 9C, one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152a displays a value that includes the increase value for the first turn.
[0152] 9D, two inheritance characters that make up the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that in the first turn, the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively.
[0153] Note that the increase in ability parameters due to the inheritance characters that make up the first inheritance group and the increase in ability parameters due to the inheritance characters that make up the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are displayed in different colors.
[0154] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of the speed factor is level 1, the first time it is activated, the upper limit of the speed ability parameter of the character being trained will increase by "4", and the second and third times it is activated, the upper limit of the speed ability parameter will increase within the range of "1" to "4".
[0155] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character being trained will increase by "9" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character being trained will increase by "16" at the first activation, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activations.
[0156] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the higher the factor level, the higher the probability that activation will be determined. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.
[0157] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, suppose that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.
[0158] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision as to whether to increase the ability parameter value and the decision as to whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.
[0159] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value to which the additional value of the upper limit value that increases due to the basic ability factors has been added. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.
[0160] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained will always acquire one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.
[0161] Aptitude factors also have activation timing and conditions, and whether or not they will activate is determined for each aptitude factor on the same factor activation turn as basic ability factors. If an aptitude factor is activated, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.
[0162] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and middle distance, respectively, the turf aptitude and short distance aptitude of the character to be trained will each increase by two levels, and the mile aptitude and middle distance aptitude will each increase by one level.
[0163] Also, for example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of the three characters being trained belonging to the first inheritance group are all turf factors, and the aptitude factors of the three characters being trained belonging to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.
[0164] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.
[0165] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If the activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activating an aptitude factor can raise the value of the aptitude parameter up to S.
[0166] The aptitude parameter display section 152b on the inherited character selection screen 170 displays the aptitude parameter values after they have increased in the first turn.
[0167] The race factors increase the ability parameters of the character being trained. Race factors are provided for each highly difficult race (hereinafter referred to as a factor target race), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held for each factor target race in which the character being trained comes in first to determine whether or not the character will acquire a race factor. By winning this lottery, the character being trained can acquire a race factor.
[0168] In addition, race factors also have a factor level, and the factor level is determined by lottery for each race factor that is determined to be acquired. Also, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.
[0169] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.
[0170] Additionally, race factors also have activation timing and conditions, and whether or not they will activate is determined for each race factor on the factor activation turn. If a race factor is determined to activate, the ability parameters corresponding to the race factor will increase. Note that race factor activation turns are limited to the 31st and 55th turns. The activation probability of a race factor on a factor activation turn also varies depending on the factor level; the higher the factor level, the higher the activation probability.
[0171] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.
[0172] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.
[0173] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire skill hints, but the upper limit of ability parameters will not increase.
[0174] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit may be determined, for example, by lottery. In this case, the higher the factor level, the higher the increase may be set.
[0175] In this embodiment, the ability parameters whose upper limit values increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, while character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.
[0176] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.
[0177] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.
[0178] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.
[0179] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.
[0180] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.
[0181] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are a combination with good compatibility, the conditions for activating the factor are advantageous.
[0182] FIG. 13A is a diagram explaining compatibility judgment targets, and FIG. 13B is a diagram explaining compatibility judgment items. As shown in FIG. 13A, in this embodiment, seven judgment targets are provided, No. 1 to No. 7. The first judgment target (No. 1) is the current character to be trained and the first inheritance generation character to be trained in the first inheritance group. The second judgment target (No. 2) is the current character to be trained and the first inheritance generation character to be trained in the second inheritance group.
[0183] The third determination target (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth determination target (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth determination target (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).
[0184] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).
[0185] For each of the above-mentioned determination targets, it is determined whether or not a condition is met for each of a plurality of determination items. An example of the determination items is shown in Figure 13B. In this embodiment, the world view of the game is set such that characters that can be selected as characters to be trained are students, and each character trains at school.
[0186] As shown in Fig. 13B, each character is set in advance as a grade level, colleague, or friend. The determination items include, for example, whether the two or three characters to be determined are in the same grade, colleague, or friend. The determination items also include whether the character to be determined has a match in terms of its preferred running style, distance aptitude, and field aptitude.
[0187] Each judgment item is associated with an expected compatibility value, and the expected compatibility values of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values differ depending on the judgment item, but the expected compatibility values may be common to all judgment items.
[0188] For example, when determining compatibility, first, it is determined whether all of the criteria are met between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.
[0189] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.
[0190] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor to consider when selecting an inherited character.
[0191] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.
[0192] 9B, a display switch button 183 is provided on the training character list screen 180. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the training character icons 182 displayed on the training character list screen 180, i.e., the training characters that can be selected as inherited characters.
[0193] <Support card registration> FIG. 14A 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. 14A 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 and a start operation unit 193 are displayed at the bottom of the support card organization screen 190.
[0194] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.
[0195] 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.
[0196] FIG. 14B 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. 14A, the support card selection screen 200 shown in FIG. 14B 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.
[0197] 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.
[0198] FIG. 15A is a diagram illustrating a support card table. As shown in FIG. 15A, 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.
[0199] 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.
[0200] 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.
[0201] 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.
[0202] 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.
[0203] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various stats in the main training game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.
[0204] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.
[0205] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during the execution of the training main game. When a support event occurs, various status values in the training main game may increase or decrease.
[0206] 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.
[0207] The support events may include hint events and ability events. The hint events may include a first hint event that may occur at the start of a turn in the training game, and a second hint event that may occur after training in the training game, which will be described later. The ability events may include a first ability event that may occur at the start of a turn in the training game, and a second ability event that may occur after training in the training game.
[0208] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameters. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.
[0209] Fig. 14C 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. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in Fig. 14A.
[0210] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. Also, as shown in Fig. 14C, when the start operation unit 193 is tapped on the support card organization screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.
[0211] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.
[0212] Here, a preset is reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.
[0213] Preset selection screen 205A displays preset read buttons 206a corresponding to saved presets. After tapping one of the preset read buttons 206a, the player can set a preset by tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.
[0214] When the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, as shown in FIG. 4, the appearing members are registered, and then the top screen 210 (FIG. 20) is displayed on the display 26.
[0215] <Registration of appearing members> FIG. 17A is a diagram explaining character types. FIG. 17B is a diagram explaining member IDs. As described above, the training game of this embodiment is provided with a plurality of scenarios. The player can select a scenario to play the training main game. In any scenario, the main objective of the training main game is to increase the ability parameters of the character to be trained through training.
[0216] On the other hand, the training main game has a storyline set for each scenario, and the game progresses along the storyline. Here, a scenario will be described in which the character to be trained and 15 other characters are set as the main characters. In the preparation stage processing, 15 characters are determined as the main characters. Hereinafter, the character to be trained set as the main characters and the 15 characters will be collectively referred to as the "characters." The scenario of this embodiment has a storyline in which the performance of the robots appearing in the scenario is strengthened by using the tuning function described below, while the characters in the scenario train to improve their abilities.
[0217] Characters that can become members of the game are those linked to character cards or support cards provided by the management. As shown in FIG. 17A, priorities are set for characters that can be determined as members of the game, and characters with higher priorities are selected as members of the game. Here, the highest priority is set for scenario-linked characters.
[0218] Scenario link characters are essential characters in the story of the development main game, and in this embodiment, six characters are set as scenario link characters in advance. It is also possible to set a different scenario link character for each scenario. If the character to be developed is not a scenario link character, six scenario link characters are determined as appearing members. Furthermore, if the character to be developed is a scenario link character, five scenario link characters other than the character to be developed are determined as appearing members.
[0219] Once a scenario link character is determined as a featured member, a support character is then determined as a featured member. As described above, a support character is a character linked to a support card. Here, the priority of a support character is set to be second only to a scenario link character. In the preparation stage processing, six support cards are organized into a deck. Therefore, the featured members may include six support characters linked to the support cards organized into the deck.
[0220] However, if the character linked to the support card is a scenario link character, that character has already been determined to be a member of the cast as a scenario link character. For example, suppose that two of the six support cards organized in a deck are linked to scenario link characters. In this case, since the two support characters have already been determined to be members of the cast as scenario link characters, the other four support characters will also be determined to be members of the cast.
[0221] Although a detailed explanation will be omitted, support characters include characters that can be set as characters to be developed and special characters that cannot be set as characters to be developed. Special characters are set in advance so that they will not be determined as appearing members. Therefore, if special characters are linked to all six support cards organized in a deck, the number of support characters determined as appearing members will be zero. Note that here, special characters are not included in the scenario link characters. However, special characters may be set as scenario link characters. Furthermore, if a special character is a support character, the special character may be determined as an appearing member.
[0222] Once the members of the cast are determined from the scenario link characters and support characters, the missing members are determined from the other target characters. The other target characters are characters that can be determined as members of the cast, excluding characters to be trained, scenario link characters, and support characters. Note that the target characters do not include special characters.
[0223] For example, if ten characters have already been determined as appearing members from among the scenario link characters and support characters, five characters from the other target characters are determined as appearing members. Here, the other target characters are extracted, and characters to be appearing members are determined by lottery from among the extracted characters. Note that, for example, priorities may be set for characters to make up for the shortage of appearing members, and characters with the highest priority may be determined as appearing members.
[0224] A member ID is associated with each character that has been determined to be a member. Here, as shown in FIG. 17B, member IDs ranging from 01 to 15 are provided. As described above, once the character to be trained, the successor character, the support character (support card), and the member to be trained have been registered and stored, the preparation stage processing ends and the process moves to the training stage processing.
[0225] <Growth stage treatment> When the preparatory stage processing is completed, the training stage processing begins. The training stage processing progresses the training main game, in which the character to be trained can be trained. To facilitate understanding, the basic flow of the training main game will be explained below.
[0226] FIG. 18 is a diagram explaining the commands in each turn. FIG. 19 is a diagram explaining the correspondence between the number of turns and the period. In the scenario of this embodiment, goals to be achieved during the training game are set for the characters to be trained. Here, goals are set for the characters to be trained based on the scenario ID registered in the preparation stage processing. Note that the goals set for the characters to be trained may be different for each character selected as a character to be trained, or may be common to all characters.
[0227] The main training game consists of turns 1 to 78, as shown in Figure 18. Here, as shown in Figure 19, turns 1 to 24 are called the junior class, turns 25 to 48 are called the classic class, turns 49 to 72 are called the senior class, and turns 73 to 78 are called the final period.
[0228] Turns 37 to 40 and turns 61 to 64 are called the summer training period or summer training camp. In the Classic class, turns 25 to 36 before summer training camp are the first half of the Classic class, and turns 41 to 48 after summer training camp are the second half of the Classic class. Similarly, in the Senior class, turns 49 to 60 before summer training camp are the first half of the Senior class, and turns 65 to 72 after summer training camp are the second half of the Senior class.
[0229] Each turn, the player progresses through the training main game by selecting one of the commands that specify the actions of the character to be trained. The commands that the player can select are broadly divided into first commands, which end the turn when executed, and second commands, which do not end the turn even when executed. When the first command is selected in each turn, that turn ends and the game moves on to the next turn. During each turn, various parameters are updated according to the first command selected by the player. Furthermore, when the second command is selected, certain parameters may also be updated. The commands are explained below.
[0230] FIG. 20 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 20 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is associated with the character to be trained. 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 remaining "stamina" of the character to be trained can be visually grasped relative to the upper limit of "stamina."
[0231] Furthermore, the character to be trained is provided with a "condition" parameter. Condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, normal, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.
[0232] 20, an image A of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained. The status display section 213 displays the status of the character to be trained using numerical values and letters indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 displays the skill points possessed by the character to be trained using numerical values.
[0233] Also, as shown in FIG. 20, the bottom of the top screen 210 displays a rest operation section 215a, a training operation section 215b, a skill operation section 215c, a nurse's office operation section 215d, an outing operation section 215e, a lab operation section 215f, and a race operation section 215g.
[0234] The rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, outing operation unit 215e, and race operation unit 215g correspond to the commands "rest," "training," "infirmary," "outing," and "race," respectively. These commands are classified as first commands that end the current turn. In other words, in each turn, any one of the commands corresponding to the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, outing operation unit 215e, and race operation unit 215g can be selected.
[0235] However, as described above, a goal is set for the character to be trained. The goals set for the character to be trained include participating in a preset goal race and achieving a predetermined result in the goal race. In this way, in a turn in which a goal race is set (hereinafter referred to as a goal turn), the race operation unit 215g is operable, and the rest operation unit 215a, training operation unit 215b, nurse's office operation unit 215d, and outing operation unit 215e are inoperable.
[0236] During the target turn, the rest operation unit 215a, training operation unit 215b, infirmary operation unit 215d, and outing operation unit 215e are displayed in gray and cannot be operated by the player. Therefore, during the target turn, the player must operate the race operation unit 215g to enter the character to be trained in a race.
[0237] The player can select the "rest" command by operating the rest operation unit 215a. When "rest" is selected, the stamina of the character to be trained is restored. In addition, the player can select the type of training that the character to be trained will perform by operating the training operation unit 215b.
[0238] Furthermore, the player can select a "skill" command by operating the skill operation unit 215c. When "skill" is selected, the player can acquire one of the skills by consuming skill points. The skill operation unit 215c is set to be operable at all times in all turns. Even if the player operates the skill operation unit 215c to acquire a skill, the turn does not end. Therefore, the "skill" command is classified as a second command.
[0239] Furthermore, the player can select the "infirmary" command by operating the infirmary operation unit 215d. When "infirmary" is selected, the negative parameters of the character to be trained can be eliminated. Although a detailed explanation will be omitted, negative parameters that put the character to be trained at a disadvantage in the progression of the game may be set.
[0240] The training main game includes events that allow a character to acquire negative parameters. When an event occurs, the character to be trained will acquire negative parameters. Also, if training fails, the character to be trained may acquire negative parameters. If the "health room" is selected when the character to be trained has acquired negative parameters, the negative parameters may be eliminated. However, even if the "health room" is selected, the negative parameters may not be eliminated. Also, selecting the "health room" may restore stamina. Note that when the character to be trained has not acquired negative parameters, the health room operation unit 215d is displayed grayed out, as shown in FIG. 20, and operations on the health room operation unit 215d are not accepted.
[0241] Furthermore, the player can select the command "Go out" by operating the go out operation unit 215e. When "Go out" is selected, the condition of the character to be trained improves.
[0242] Furthermore, by operating the race operation unit 215g, the player can select the type of race that the character to be trained will compete in. When one of the commands "Rest," "Training," "Nursing Room," "Outing," or "Race" is executed, the current turn ends and the game moves to the next turn.
[0243] As shown in FIG. 20, an overdrive operation unit 216 is displayed in the upper left corner of the status display unit 213. The overdrive operation unit 216 is set to be operable only once per turn when a predetermined condition is met. However, the overdrive operation unit 216 may be operable more than once per turn. The player can select an overdrive command by operating the overdrive operation unit 216. Even if the player operates the overdrive operation unit 216 to use the overdrive function, the turn does not end. Therefore, the overdrive command is classified as a second command. The overdrive command and the overdrive function will be described in detail later.
[0244] Furthermore, the player can check the setting status of a tuning function, which will be described later, by operating the lab operation unit 215f. Details of this tuning function will be described later.
[0245] Figure 18 shows examples of commands that the player can select in each turn. In Figure 18, ◎ indicates that the command must be selected, ○ indicates that the command can be selected, and × indicates that the command cannot be selected. Also, △ indicates that the command can or cannot be selected depending on various parameters linked to the character to be trained at the start of each turn.
[0246] In this example, "Race" cannot be selected from the first turn through the tenth turn. Also, turns marked with a ◎ in the Race column in the diagram, such as the 11th, 24th, 60th, 74th, 76th, and 78th turns, are the target turns. In the target turns, commands such as "Rest," "Training," "Go Out," and "Nursing Room," i.e., commands classified as first commands other than "Race," cannot be selected.
[0247] A target race and a target in the target race are set in advance for the character to be trained. Here, the goal is set as the finishing order for each target race. Therefore, the player must make sure to enter the character to be trained in the target race in the target turn. Furthermore, if the goal set for the target race is not achieved, the training main game ends.
[0248] The goal set for the target turn is not limited to the finishing order in the target race. For example, a goal other than the target race may be set for the target turn, such as winning three or more races by the time of the target turn, or having a predetermined number of fans (described later).
[0249] In addition, in the scenario of this embodiment, an evaluation event and a tuning event are executed after the end of a predetermined turn. Here, as shown in FIG. 18, a total of five evaluation events, from the first to the fifth, are executed after the end of the 24th, 36th, 48th, 60th, and 72nd turns. Furthermore, a tuning event is executed after the end of each evaluation event. Furthermore, as shown in FIG. 18, a tuning event is executed after the end of the second turn.
[0250] As will be described in more detail below, evaluation events result in one of three outcomes: "Success," "Great Success," or "Super Success." When an evaluation event is executed, tuning points, which will be described later, are awarded depending on the outcome of the evaluation event. The outcome of the evaluation event is determined based on the research level, which will be described later. In this embodiment, the research level can be increased through training.
[0251] 20, the number of turns remaining until the next target turn and the number of turns remaining until the next evaluation event are displayed in the upper left corner of the top screen 210. The top screen 210 also has a research level display section 218 that displays information about the research level. The research level display section 218 will be described later.
[0252] FIG. 21 is a diagram illustrating a training screen 220. When the training operation section 215b on the top screen 210 is operated, the training screen 220 is displayed on the display 26. As shown in FIG. 21, operation sections corresponding to each training item are provided at the bottom of the training screen 220. Here, a speed operation section 221a, a stamina operation section 221b, a power operation section 221c, a willpower operation section 221d, and a wisdom operation section 221e are provided as operation sections for executing training commands. Hereinafter, the speed operation section 221a, the stamina operation section 221b, the power operation section 221c, the willpower operation section 221d, and the wisdom operation section 221e may be collectively referred to simply as the item operation section 221.
[0253] When the player operates an item operation unit 221, the training item corresponding to the item operation unit 221 to which the operation input was made becomes temporarily selected. At this time, the item operation unit 221 corresponding to the temporarily selected training item is highlighted. For example, FIG. 21 shows that the stamina operation unit 221b is temporarily selected.
[0254] Then, when an operation input is again made to the temporarily selected item operation unit 221, a training command is executed corresponding to the operation input made to the item operation unit 221. Specifically, when an operation input is again made to the temporarily selected speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, guts operation unit 221d, or intelligence operation unit 221e, training for speed, stamina, power, guts, and intelligence is executed, respectively.
[0255] Here, the speed operation section 221a, stamina operation section 221b, power operation section 221c, tenacity operation section 221d, and intelligence operation section 221e also display the training level for each training item. The training level is a parameter that increases based on the number of training sessions for each training item, and the higher the training level, the greater the increase in ability parameters when training is successful. The training level is initially set to level 1 and can increase up to a maximum of level 5.
[0256] FIG. 23 is a diagram illustrating training levels. As shown in FIG. 23, the training level increases according to the number of times each training item is successful. Specifically, a training level is set for each of five training items: speed, stamina, power, tenacity, and intelligence. For example, if the number of times the "speed" training is successful is 0 to 4, the speed training level is "1." As shown in the figure, the more times the "speed" training is successful, the higher the speed training level.
[0257] Although the training level is increased according to the number of successful training attempts, the training level may also be increased according to the number of times the training is performed. Furthermore, the parameters for increasing the training level are not limited to the number of successful training attempts and the number of times the training is performed.
[0258] Furthermore, on the training screen 220, an effect is executed in which image A of the character to be trained and image B of the robot appearing in the scenario perform movements in a predetermined manner corresponding to the provisionally selected training item and the training level of that training item. In other words, when the provisionally selected training item is switched, the movement manner of image A of the character to be trained and image B of the robot appearing in the scenario is switched on the training screen 220.
[0259] 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.
[0260] Specifically, in this embodiment, speed training is performed, and if successful, the values of the ability parameters of speed and power increase.
[0261] Furthermore, stamina training is performed, and if successful, the values of the stamina and tenacity ability parameters increase.
[0262] Furthermore, power training is performed, and if successful, the values of the stamina and power ability parameters increase.
[0263] Furthermore, if guts training is performed and is successful, the values of the ability parameters of speed, power, and guts increase.
[0264] Additionally, wisdom training is performed, and if successful, the values of the speed and wisdom ability parameters increase.
[0265] If you successfully train your speed, stamina, power, or tenacity, your stamina will decrease, while if you successfully train your wisdom, your stamina will increase.
[0266] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value to a fixed increase value determined in accordance with the training item and training level performed.
[0267] 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 fixed increase values when the training item is speed. Fig. 24B shows fixed increase values when the training item is power.
[0268] 24A and 24B, the fixed increase value table stores fixed increase values determined in accordance with the training item and training level performed. In this embodiment, as shown in FIGS. 24A and 24B, the ability parameter is set to increase more significantly as the training level increases.
[0269] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.
[0270] 21, the speed operation section 221a, stamina operation section 221b, power operation section 221c, guts operation section 221d, and intelligence operation section 221e in the provisionally selected state display a failure rate display section 222. The failure rate displayed as a numerical value in the failure rate display section 222 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display section 211.
[0271] The status display section 213 also displays the increase in ability parameter when the training corresponding to the provisionally selected item operation section 221 is successful. In the example shown in Fig. 21 and Fig. 22B, the stamina operation section 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the guts column of the status display section 213. In the example shown in Fig. 22A, the power operation section 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display section 213.
[0272] Furthermore, when a training session is performed and the session is successful, a predetermined event may occur. In this case, an event notification display 223 is displayed in the item operation section 221 corresponding to the training session in which the predetermined event occurs. The event notification display 223 may be displayed in different ways depending on the type of event.
[0273] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The main characters that can be placed in training items are support characters, scenario link characters, and story characters set for each scenario. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place it in a training item and the training item to be placed in it are determined by lottery. Hereinafter, a character placed in a training item will be referred to as a placed character.
[0274] 25 is a diagram illustrating the allocation ratios for training items. An allocation determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are allocated are determined based on the allocation determination table. In this embodiment, the training items into which characters are allocated are determined for all support characters, scenario link characters, story characters, and other appearing members based on character identification information.
[0275] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and scenario link characters, the decision to not place them in any training ("none" in the figure) is set at 10%, and the decisions to place them in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set at 18%. This placement determination table for support characters and scenario link characters is used when the character whose placement is to be determined is set as both a support character and a scenario link character.
[0276] According to the scenario link character placement decision table, the decision to not place the character in any training is set at 20%, and the decision to place the character in the training items of speed, stamina, power, tenacity, and wisdom is set at 16% for each. This scenario link character placement decision table is used when the target character is not set as a support character, but as a scenario link character.
[0277] According to the placement decision table for support characters, the decision to not place them in any training is set at 30%, and the decision to place them in the training items of speed, stamina, power, tenacity, and wisdom is set at 14% for each. This placement decision table for support characters is used when the target character is set as a support character and not as a scenario link character.
[0278] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a scenario link character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.
[0279] Note that a special training is set for the support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 25 so that the selection probability of the special training set for the support card is increased. Also, for example, an effect may be linked to some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. For support characters that are linked with such an effect, a change is made so that the placement probability for a predetermined training item is increased.
[0280] Each training item has a maximum number of characters that can be placed. In this example, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."
[0281] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.
[0282] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.
[0283] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.
[0284] 21, in the upper right portion of the training screen 220, for each item in the temporarily selected item operation section 221, a character icon 224 corresponding to the character placed in the training is displayed. If the training is successful, a predetermined event linked to the character may occur. In this case, an event notification display 223 is displayed on the corresponding character icon 224.
[0285] Furthermore, if the training to which the placed characters are linked is successful, the parameter increase value of the character to be trained will be higher than if the training to which no placed characters are linked is successful. Note that, hereinafter, training to which characters are linked will be referred to as joint training.
[0286] As described above, if training is successful, a preset ability parameter for each training session increases. In this embodiment, many ability parameter addition conditions are set. The addition conditions include the placement of a character. Therefore, in training sessions in which a character is placed, a predetermined addition value is added to the fixed increase value. In this embodiment, the addition condition is met based on the setting status of the tuning function (described later) and the use of the overdrive function (described later). The addition condition may also be met based on the current research level. Furthermore, for example, a growth rate may be set in advance for each training item for each character to be developed. In this case, the fixed increase value is multiplied by the growth rate for each training item.
[0287] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate, which will be described later.
[0288] A bond gauge 224a is displayed below the placed character icon 224. The bond gauge 224a visually displays the bond parameters linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameters of the placed character increase. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character to be trained when the training is successful.
[0289] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.
[0290] Each support card (support character) is associated with one of five training categories: speed, stamina, power, tenacity, and intelligence. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.
[0291] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training of the support character based on a predetermined probability, a friendship training possibility state is set for this training item. Then, when a training item for which a friendship training possibility state is set is selected and this training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.
[0292] Specifically, once the characters to be placed are determined, a friendship training state is set. For example, a support character is extracted from the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training state to occur are met for the extracted support character. As described above, the setting conditions for the friendship training state to occur are set such that the training item in which the support character is placed is a specialty training and that the bond parameter associated with the support character is equal to or greater than a predetermined value.
[0293] The friendship training occurrence possibility information is then linked to support characters that meet the setting conditions for the friendship training occurrence possibility state. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the setting conditions for the friendship training occurrence possibility state are placed. This sets the friendship training occurrence possibility state.
[0294] For training items that are set to a friendship training possibility state, the friendship bonus addition rate is multiplied when calculating the increase in ability parameters. In other words, the friendship bonus addition rate is used when a friendship bonus possibility state is set for a training item. In this case, the friendship bonus addition rate is calculated for each character placed in the training item.
[0295] For example, suppose the friendship bonus rate is 20% and three characters with friendship bonus potential are placed in the same training item. In this case, the friendship bonus rate is 60%. In this way, the friendship bonus rate is multiplied, resulting in a larger increase in ability parameters.
[0296] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.
[0297] 22A is a diagram illustrating training result notification screen 220a. As described above, when another operation input is made to item operation section 221 in a provisionally selected state, training corresponding to item operation section 221 to which the operation was input is performed. Once the training is performed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.
[0298] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The images displayed at this time are provided for each training item. In addition, the images corresponding to each training item are provided with a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.
[0299] Additionally, if a training session in which the friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.
[0300] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected, and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.
[0301] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.
[0302] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.
[0303] Although not shown in the figure, an effect is superimposed on the placed character icon 224 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 215b on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.
[0304] Furthermore, on the training result notification screen 220a, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.
[0305] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 21 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 successful, stamina decreases. On the other hand, when training for wisdom is successful, stamina is restored.
[0306] 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.
[0307] 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.
[0308] 22B 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.
[0309] For example, when the first or second 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 specific ability. Each skill has its own activation conditions and effects, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.
[0310] Events include first and second hint events that provide skill hints, as well as events that restore stamina, events that decrease stamina, first and second ability events that increase or decrease ability parameters, events that increase condition, and events that decrease condition. As will be described in more detail later, events include events whose occurrence turn is predetermined and events that occur when a predetermined lottery is won. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all of the events that have occurred have ended, the top screen 210 for the next turn is displayed.
[0311] The scenario of this embodiment has a storyline in which the performance of the robots appearing in the scenario is strengthened by using a tuning function, which will be described later, while the members appearing in the scenario train to improve their abilities. The following describes the distinctive gameplay of the scenario of this embodiment.
[0312] FIG. 26A is a diagram illustrating an example of the distribution ratio between training items and research levels. FIG. 26B is a diagram illustrating an example of a fixed value for increasing the research level. In this embodiment, five types of research levels are provided: a "speed" research level, a "stamina" research level, a "power" research level, a "tenacity" research level, and a "wisdom" research level. Each training command is pre-assigned three types of research levels. This scenario has a gameplay feature in which, when a training command is executed, the research level associated with the training item increases. Note that if training fails, the research level may not increase. Alternatively, if training fails, the increase in research level may be smaller than if training succeeds. Alternatively, if training fails, the research level may decrease.
[0313] Specifically, as shown in FIG. 26A, when speed training is performed, the research level of "speed," the research level of "power," and the research level of "stamina" will increase. When stamina training is performed, the research level of "stamina," the research level of "intelligence," and the research level of "guts" will increase. When power training is performed, the research level of "power," the research level of "stamina," and the research level of "intelligence" will increase. When guts training is performed, the research level of "guts," the research level of "speed," and the research level of "power" will increase. When intelligence training is performed, the research level of "intelligence," the research level of "guts," and the research level of "speed" will increase.
[0314] Therefore, selecting a training command can be thought of as selecting a combination of research levels to increase, and executing a training command can be thought of as increasing the research level of the type associated with the training command.
[0315] As shown in Figure 26B, in this embodiment, a fixed total increase in research level is determined according to the number of characters placed for each training item. The determined fixed increase is then allocated as an individual increase in research level for each type associated with the training command based on the ratio shown in Figure 26A.
[0316] Specifically, for example, if two characters are deployed for stamina training, the total fixed increase in research level is determined to be "20." The individual increase in research level for "stamina" is determined to be "12," which is 60% of the total fixed increase in research level. The individual increase in research level for "wisdom" is determined to be "5," which is 25% of the fixed increase. The individual increase in research level for "tenacity" is determined to be "3," which is 15% of the fixed increase. In other words, the total of the individual increase in research level for each research level is equal to the fixed increase.
[0317] In this embodiment, the individual increase values are treated as integers, so decimal points are rounded down. In this case, the total of the individual increase values for each research level is adjusted to be equal to the fixed increase value. For example, the fixed increase value may be added to the research level of the type determined to have the highest allocation ratio so that the total of the individual increase values for each research level is equal to the fixed increase value. Specifically, if three characters are assigned for stamina training, the total fixed increase value for the research level is determined to be "25." In this case, the individual increase values for the research levels of "stamina," "wisdom," and "perseverance" may be determined to be "16," "6," and "3," respectively. However, the type of research level to be added may also be determined by lottery.
[0318] The fixed increase value shown in FIG. 26B may be multiplied by or added to a predetermined correction value to derive the fixed increase value for the total research level. For example, the correction value may be determined based on whether or not the gear icon 230 is placed for each training item. The correction value may also be determined based on whether or not a friendship training event is set for each training item. The correction value may also be determined based on the chip effect whose activation condition is met. The correction value may also be determined based on the overdrive effect whose activation condition is met.
[0319] Alternatively, the correction value may be determined based on the current research level. For example, the correction value may be determined by substituting the current research level into the following formula (1). Correction value = (current research level + 100) × 0.06% (1)
[0320] FIG. 26C is a diagram illustrating the number of turns and the upper limit of each research level. In this embodiment, an upper limit is set for each research level. Specifically, as shown in FIG. 26C, the upper limit of each research level is set to "200" for the period up to the 36th turn of the training game. In other words, for the period up to the 36th turn of the training game, each research level can only be increased to a maximum of "200". On the other hand, for the period from the 37th turn to the 60th turn of the training game, the upper limit of each research level increases to "500", and for the period from the 61st turn of the training game onwards, the upper limit of each research level increases to "700".
[0321] In other words, once the 36th turn is over, the second evaluation event, and the tuning event are over, the first half of the Classic class will be over, and the first increase in the caps for each research level will be made.
[0322] Also, once the 60th turn is over and the 4th evaluation event and tuning event are over, the first half of the Senior level will end and the upper limits for each research level will be raised for the second time.
[0323] In this embodiment, the upper limit of each research level is set to a value lower than the target value for each evaluation event. This prevents the result of an evaluation event from being marked "super successful" even if only one research level is focused on increasing. By setting an upper limit of research levels in this way, it is possible to prevent a player from completing a scenario by performing only specific training items and excessively increasing only a specific research level.
[0324] As shown in FIG. 21, the research level display section 218 is divided into five display areas. Each display area corresponds to one of the research levels. An image indicating the type of research level is displayed in each display area to enable identification of the corresponding research level. Each display area displays the upper limit of the research level corresponding to that display area as the denominator and the current research level as the numerator. If the upper limit of the research level increases, the display content of the research level display section 218 is updated.
[0325] Furthermore, on the right side of each display area, an increase number icon 218a is displayed, indicating an individual increase value that is expected to increase when the training corresponding to the provisionally selected item operation unit 221 is executed. The example shown in FIG. 21 illustrates a case where a stamina training command is provisionally selected. In this case, on the right side of the display area corresponding to the stamina research level, an increase number icon 218a indicating an individual increase value that is expected to increase when the stamina training command is executed is displayed as "+12." On the right side of the display area corresponding to the guts research level, an increase number icon 218a is displayed as "+3." On the right side of the display area corresponding to the intelligence research level, an increase number icon 218a is displayed as "+5." This makes it possible to identify the individual increase values that are expected to increase when the currently provisionally selected command is executed. When the provisionally selected command is executed, each individual increase value is added to the respective research level, and the display content of the research level display unit 218 is updated.
[0326] FIG. 27 is a diagram illustrating an example of the relationship between evaluation events, target research levels, results, and rewards. As described above, in this embodiment, a total of five evaluation events are executed, from the first to the fifth. Each evaluation event has a preset number of turns set as its execution timing. When the turn set as the execution timing ends, the evaluation event automatically starts.
[0327] Each evaluation event has a preset outcome based on the total research level at the time of the event. Specifically, for the first evaluation event, if the total research level is 349 or less, the outcome is "Success," if it is 350 to 499 or less, the outcome is "Great Success," and if it is 500 or more, the outcome is "Super Success." Similarly, for the second evaluation event, if the total research level is 649 or less, the outcome is "Success," if it is 650 to 899 or less, the outcome is "Great Success," and if it is 900 or more, the outcome is "Super Success." Furthermore, for the third evaluation event, if the total research level is 899 or less, the outcome is "Success," if it is 900 to 1299 or less, the outcome is "Great Success," and if it is 1300 or more, the outcome is "Super Success." In the fourth evaluation event, if the total of all research levels is 1249 or less, the result is "Success," if it is between 1250 and 1799, the result is "Great Success," and if it is 1800 or more, the result is "Super Success." In the fifth evaluation event, if the total of all research levels is 1599 or less, the result is "Success," if it is between 1600 and 1999, the result is "Great Success," and if it is 2000 or more, the result is "Super Success."
[0328] Additionally, each evaluation event has a target value for the total research level required for a "super success" result. Specifically, the target value for the first evaluation event is set to "500." Similarly, the target values for the second, third, fourth, and fifth evaluation events are set to "900," "1300," "1800," and "2000," respectively.
[0329] As shown in Figure 21, the research level display section 218 displays the progress of the current total value of each research level relative to the target value set for the next evaluation event. Specifically, the left side of the research level display section 218 visually displays the ratio of the current total value of each research level relative to the target value set for the next evaluation event using a gauge. In addition, the lower part of the research level display section 218 displays the difference between the target value set for the next evaluation event and the current total value of each research level using a numerical value.
[0330] When an evaluation event is executed, one of the results is derived based on the total value of each research level at that time. Note that here, the main development game continues regardless of the result of the evaluation event. However, depending on the result of the evaluation event, for example, if the result of the evaluation event is "success" three times in a row, the main development game may end at that point.
[0331] As shown in FIG. 27, a reward is preset for each evaluation event depending on the result. When an evaluation event is executed, a reward is provided according to the result. In this embodiment, the reward is determined as the number of tuning points that the player can use in the tuning event depending on the result of each evaluation event. Note that tuning points are managed in association (linked) with the character to be trained.
[0332] In this embodiment, the number of tuning points determined is greater when the result is a "great success" or a "super success" than when the result is a "success." On the other hand, the number of tuning points determined is equal when the result is a "great success" and when the result is a "super success." However, the number of tuning points determined may be greater when the result is a "super success" than when the result is a "great success."
[0333] In addition, in the fifth evaluation event, if the result is a "great success" or a "super success," the character to be trained will receive skill hints as a reward. Note that skill points may also be earned as a reward depending on the results of each evaluation event.
[0334] In the fifth evaluation event, if the result is "super success," a super overdrive state in which the overdrive function is constantly activated may be set during the final period from turn 73 to turn 78. In the fifth evaluation event, if the result is "super success," a skill that enables the setting of the super overdrive state may be given to the character to be trained.
[0335] Next, the tuning function will be described in detail. In this embodiment, a tuning event is executed after the end of each evaluation event. Also, a tuning event is executed after the end of the second turn. Here, an example will be described in which the tuning event is executed after the end of the second turn. However, the timing of executing the tuning event, i.e., the timing when the tuning function is enabled, is not limited to the above example. For example, the tuning function may be enabled during each turn.
[0336] In this embodiment, when the first tuning event is executed, the number of tuning points available to the player in the tuning event is determined to be "5", regardless of the total value of the research level.
[0337] 28 is a first diagram illustrating an example of tuning screen 300. When a tuning event is executed, tuning screen 300 is displayed on display 26.
[0338] The tuning event has a gameplay in which players can improve the performance of the robots appearing in the scenario by allocating tuning points to one of a number of options, thereby generating tuning effects. In this embodiment, the tuning effects include an overdrive effect and a chip effect.
[0339] Specifically, in this embodiment, the robot appearing in the scenario is provided with three types of cores: a head core, a chest core, and a leg core. Each core is provided with three types of chips. Each chip has a predetermined chip effect that corresponds to the number of tuning points allocated to it.
[0340] Furthermore, a predetermined overdrive effect is preset for each core according to the total value of tuning points allocated to the chips belonging to that core.
[0341] Fig. 29 is a diagram illustrating an example of a chip effect. As shown in Fig. 29, in this embodiment, the head core is provided with three types of chips: "Intelligence Research Chip", "Skill Hint Chip", and "Proficiency Rate Up Chip".
[0342] The "Intelligence Research Chip" has a chip effect of increasing the individual increase in the "Intelligence" research level. The chip effect increases according to the number of tuning points allocated to the "Intelligence Research Chip." As shown in Figure 29, a maximum of "5" tuning points can be allocated to each chip.
[0343] The "Skill Hint Chip" has the effect of increasing the occurrence rate of hint events. The more tuning points allocated to the "Skill Hint Chip," the greater the chip effect.
[0344] The "Proficiency Rate Up Chip" has a chip effect of increasing the probability that a support character will be placed in a specialty training. The more tuning points allocated to the "Proficiency Rate Up Chip," the greater the chip effect.
[0345] The chest core also has three types of chips: a "Stamina Research Chip," a "Perseverance Research Chip," and a "Friendship Enhancement Chip."
[0346] The "Stamina Research Chip" has the effect of increasing the individual increase in the "Stamina" research level. The more tuning points allocated to the "Stamina Research Chip," the greater the chip effect.
[0347] The "Guts Research Chip" has the effect of increasing the individual increase in the "Guts" research level. The more tuning points allocated to the "Guts Research Chip," the greater the chip effect.
[0348] The "Friendship Strengthening Chip" has the effect of increasing the increase in ability parameters when friendship training is successful. The more tuning points allocated to the "Friendship Strengthening Chip", the greater the chip effect.
[0349] The leg cores are also equipped with three types of chips: a speed research chip, a power research chip, and a skill point chip.
[0350] The "Speed Research Chip" has the effect of increasing the individual increase in the "Speed" research level. The more tuning points allocated to the "Speed Research Chip," the greater the chip effect.
[0351] The "Power Research Chip" has the effect of increasing the individual increase in the "Power" research level. The more tuning points allocated to the "Power Research Chip," the greater the chip effect.
[0352] The "Skill Point Chip" has the effect of increasing the skill points acquired when training is successful. The more tuning points allocated to the "Skill Point Chip," the greater the chip effect.
[0353] Also, as shown in FIG. 29, some chips have a set unlock timing. In the example shown in FIG. 29, unlock timings are set for the "proficiency rate up chip," "friendship strengthening chip," and "skill point chip." For chips with a set unlock timing, tuning points cannot be allocated until the unlock timing arrives. Note that different unlock timings may be set for each chip. In the example shown in FIG. 29, the unlock timing for the "proficiency rate up chip" is set to the 36th turn, and the unlock timing for the "friendship strengthening chip" and "skill point chip" is set to the 60th turn.
[0354] Fig. 30 is a diagram illustrating an example of the overdrive effect. As shown in Fig. 30, in this embodiment, an overdrive effect is set for each core according to the total value of tuning points allocated to chips belonging to the same core.
[0355] 30, it is set for each core that when the total value of tuning points allocated to chips belonging to the same core reaches "3," the overdrive effect corresponding to the total value of "3" becomes active. Similarly, it is set for each core that when the total value of tuning points allocated to chips belonging to the same core reaches "6," "9," "12," or "15," the overdrive effect corresponding to the total value of "6," "9," "12," or "15" becomes active. Note that the total value of tuning points at which the overdrive effect becomes active may be set to a different value for each core.
[0356] 30, in this embodiment, a basic effect is provided that is set regardless of whether tuning points are allocated and the content of the allocation. It is also possible to provide an overdrive effect that can be activated based on the total number of tuning points allocated to all chips. In this case, for example, when the total number of tuning points allocated to all chips reaches "3," "6," "9," "12," or "15," the overdrive effect corresponding to the total number of "3," "6," "9," "12," or "15" may be set to be activated.
[0357] As shown in FIG. 28, the tuning screen 300 displays a head core operation unit 310, a chest core operation unit 312, and a leg core operation unit 314, which function as operation units that accept selection operations by the player. The tuning screen 300 also displays a tuning area 320. When the head core operation unit 310 is tapped, chip display areas 322 corresponding to the three types of chips set in the head core are displayed in the tuning area 320. Similarly, when the chest core operation unit 312 is tapped, chip display areas 322 corresponding to the three types of chips set in the chest core are displayed in the tuning area 320. When the leg core operation unit 314 is tapped, chip display areas 322 corresponding to the three types of chips set in the head core are displayed in the tuning area 320.
[0358] Each chip display area 322 is provided with a point display section 324 that displays the tuning points allocated to each chip. Point fluctuation operation sections 326a and 326b are provided on the left and right of the point display section 324. The player can select the tuning points to allocate to each chip by operating the point fluctuation operation sections 326a and 326b. Below the tuning area 320, a remaining point display section 330 is provided that displays the number of remaining tuning points that can be allocated to each chip.
[0359] For example, when point fluctuation operation unit 326a is operated, the tuning points displayed in point display unit 324 increase by 1, and the tuning points displayed in remaining point display unit 330 decrease by 1. Furthermore, when point fluctuation operation unit 326b is operated, the tuning points displayed in point display unit 324 decrease by 1, and the tuning points displayed in remaining point display unit 330 increase by 1. This allows the player to select the tuning points to allocate to each chip.
[0360] Furthermore, the point fluctuation operation units 326a and 326b of the chips for which the unlock timing has been set will not accept any operation until the unlock timing arrives. In this case, as shown in Fig. 28, an image notifying the unlock timing is displayed in the chip display area 322.
[0361] 31 is a second diagram illustrating an example of tuning screen 300. When tuning points are allocated to each chip, the total value of tuning points allocated to the chips belonging to each core is updated and displayed on head core operation unit 310, chest core operation unit 312, and leg core operation unit 314, as shown in FIG.
[0362] The tuning screen 300 also displays a tuning effect list display area 340. The tuning effect list display area 340 also visually displays, using a radar chart, the amount of increase in each ability parameter due to the chip effect. The tuning effect list display area 340 also displays a list of overdrive effects that have been set to an active state based on the allocation of tuning points to each chip, and chip effects that have been set to an activatable state. That is, when the point fluctuation operation units 326a and 326b are operated to allocate tuning points to each chip, the display contents of the tuning effect list display area 340 are updated.
[0363] Furthermore, tuning area 320 is provided with effect list operation section 350. When effect list operation section 350 is tapped, effect list dialogue 500 is displayed. FIG. 32 is a first diagram illustrating an example of effect list dialogue 500. FIG. 33 is a second diagram illustrating an example of effect list dialogue 500.
[0364] The effect list dialog 500 displays a core display section 502. In addition, core change operation sections 504a and 504b are displayed on the left and right of the core display section 502. When the core change operation sections 504a and 504b are tapped, the type of core displayed in the core display section 502 changes. Figure 32 shows a case where a head core is displayed in the core display section 502. In addition, the core display section 502 displays the total number of tuning points allocated to chips belonging to the displayed core. Here, the total number of tuning points allocated to chips belonging to the head core is displayed as "3".
[0365] Additionally, an overdrive effect operation section 506a and a tip effect operation section 506b are displayed below the core display section 502. A tuning effect display area 508 is displayed below the overdrive effect operation section 506a and the tip effect operation section 506b.
[0366] FIG. 32 shows a state in which the overdrive effect operation unit 506a is tapped. In this case, as shown in FIG. 32, the tuning effect display area 508 displays a list of multiple effect display units 510 indicating overdrive effects corresponding to the head core. Each effect display unit 510 displays the total number of tuning points required for the overdrive effect to be enabled and detailed information about the overdrive effect. As shown in FIG. 32, each effect display unit 510 is displayed in a manner that allows users to identify whether the corresponding overdrive effect is enabled or disabled. The example shown in FIG. 32 shows a case in which an effect display unit 510 for which the corresponding overdrive effect is not enabled is displayed grayed out. As shown in FIG. 32, an identification indicator 512 is displayed for an effect display unit 510 for which the corresponding overdrive effect is enabled.
[0367] Fig. 33 shows a state in which tip effect operation section 506b is tapped. In this case, as shown in Fig. 33, tip display sections 520 corresponding to the respective tips belonging to the head core are displayed in tuning effect display area 508.
[0368] Each chip display section 520 displays a list of multiple effect display sections 522 that indicate the chip effect of the corresponding chip. Each effect display section 522 also displays the number of tuning points required for the chip effect to be activated, as well as detailed information about the chip effect. As shown in FIG. 33, each effect display section 522 is displayed in a manner that makes it possible to distinguish whether or not the corresponding chip effect is activated. The example shown in FIG. 33 illustrates a case in which an effect display section 522 that is not in a state where the corresponding chip effect is activated is displayed grayed out. As shown in FIG. 33, an identification indicator 512 is displayed for an effect display section 522 that is in a state where the corresponding chip effect is activated.
[0369] A close operation section 530 is displayed at the bottom of the effect list dialog 500. When the close operation section 530 is tapped, the effect list dialog 500 is hidden.
[0370] 31, tuning area 320 is provided with tuning effect list operation section 352. When tuning effect list operation section 352 is tapped, a tuning effect list dialog box (not shown) is displayed. In the tuning effect list dialog box, the same display content as that of tuning effect list display area 340 is displayed.
[0371] In addition, a decision operation unit 360 for deciding the allocation of tuning points is provided below the point display unit 330. The decision operation unit 360 is displayed in a manner that does not accept any operation until the player has allocated all of the tuning points available to the player to any of the chips (FIG. 28). In addition, the decision operation unit 360 is displayed in a manner that allows operation once the player has allocated all of the tuning points available to the player to any of the chips (FIG. 31). However, the decision operation unit 360 may be made operable even if all of the tuning points have not been allocated to any of the chips.
[0372] When decision operation unit 360, which is displayed in an operable manner, is tapped, tuning confirmation dialog 600 is displayed on display 26. Fig. 34 is a diagram illustrating an example of tuning confirmation dialog 600. Tuning confirmation dialog 600 displays the same display content as that of tuning effect list display area 340 immediately before decision operation unit 360 (Fig. 31) was operated.
[0373] Also, as shown in FIG. 34, the tuning confirmation dialog 600 displays a warning message stating, "Do you want to complete tuning? Changes cannot be made until after the next evaluation event." A cancel operation unit 602 and a complete operation unit 604 are displayed at the bottom of the tuning confirmation dialog 600. When the cancel operation unit 602 is tapped, the tuning confirmation dialog 600 is hidden and tuning is not completed. When the complete operation unit 604 is tapped, a tuning command is transmitted from the player terminal 1 to the server 1000. The tuning command includes the settings made immediately before the decision operation unit 360 (FIG. 31) was operated, i.e., the allocation status of tuning points. In other words, the allocation status of tuning points indicates which chips the tuning points are associated with.
[0374] When the completion operation unit 604 is tapped, it is determined that the tuning function will be used. The server 1000 sets the tuning effect to an activate state based on the received tuning command. The server 1000 also sets the overdrive effect to an active state based on the received tuning command.
[0375] Note that a chip effect that is in an activateable state will remain in an activateable state for at least the period until the next tuning event is executed. On the other hand, an overdrive effect that is in an active state will be in an activateable state for only one turn if the overdrive function described below is used at least until the next tuning event is executed. However, the number of turns for which the overdrive effect is activated may be a predetermined number of turns.
[0376] Next, the overdrive function will be described. In a turn in which training is possible, a gear icon 230 ( FIG. 21 ) may be placed in each training item. FIG. 35 is a diagram illustrating the selection probability for the number of gear icons 230. As shown in FIG. 35 , in this embodiment, the selection probability for the number of gear icons 230 is set according to the current turn. FIG. 35 illustrates a case in which the selection probability for the number of gear icons 230 is set so that the probability of determining a larger number of gear icons 230 increases as the training scenario progresses. Note that if a training item for which a friendship training event can occur is present, a gear icon 230 is forcibly placed in the training item in addition to the number of gear icons 230 determined based on FIG. 35 . Note that in this embodiment, a maximum of one gear icon 230 may be placed in one training item. The number of gear icons 230 determined based on FIG. 35 is then randomly placed in the training items that can be placed. However, multiple gear icons 230 may be placed in one training item.
[0377] In this embodiment, the number of successful training attempts in which the gear icon 230 is placed is counted. The number of successful attempts is accumulated over multiple training games within a predetermined period. For example, a predetermined reward may be assigned to the player's player ID according to the number of successful attempts.
[0378] In this embodiment, one right to use the overdrive function is granted each time the number of times a training item with the gear icon 230 is performed reaches three. A maximum of two rights to use the overdrive function can be stocked. However, the number of rights to use the overdrive function that can be stocked may be one, three, or more. By stocking the right to use the overdrive function, it is possible to increase the level of the overdrive gauge 216a when the stock number is within the upper limit and the overdrive function is available. This makes it possible to prevent a situation in which the level of the overdrive gauge 216a does not increase even though a training item with the gear icon 230 is performed. Furthermore, by stocking the right to use the overdrive function, it is possible to activate the overdrive function at a timing of the player's choice.
[0379] Fig. 36 is a diagram illustrating an example of a display mode of the overdrive operation unit 216. As shown in Fig. 36, the overdrive operation unit 216 displays an overdrive gauge 216a and an overdrive possible count display unit 216b.
[0380] 36(1) shows the initial state of the overdrive operation unit 216. In the initial state, the overdrive gauge 216a is displayed in a manner indicating that the number of times the training of the training item on which the gear icon 230 is located has been performed is 0. Also, in the initial state, the overdrive possible count display unit 216b is displayed in a manner indicating that the number of stocked rights to use the overdrive function is 0.
[0381] When the overdrive operation unit 216 is in the initial state and training of a training item in which the gear icon 230 is arranged is performed, the overdrive gauge 216a rises to the first stage, as shown in (2) of Figure 36. Then, when training of a training item in which the gear icon 230 is arranged is performed in the state of (2) of Figure 36, the overdrive gauge 216a rises to the second stage, as shown in (3) of Figure 36.
[0382] When training for the training item where the gear icon 230 is located is performed in the state of (3) in Figure 36, the number of times that training for the training item where the gear icon 230 is located reaches three. In this case, as shown in (4) in Figure 36, the overdrive count display section 216b changes to a state indicating that the number of stocks of rights to use the overdrive function is one. Also, the overdrive gauge 216a changes to its initial state.
[0383] When training of a training item in which the gear icon 230 is located is performed in the state of (4) in Figure 36, the overdrive gauge 216a rises to the first stage, as shown in (5) in Figure 36. When training of a training item in which the gear icon 230 is located is performed in the state of (5) in Figure 36, the overdrive gauge 216a rises to the second stage, as shown in (6) in Figure 36.
[0384] When training for a training item with the gear icon 230 positioned is performed in the state of (6) in Figure 36, the overdrive gauge 216a rises to the third level, as shown in (7) in Figure 36. Furthermore, the overdrive count display section 216b changes to indicate that the number of rights to use the overdrive function is two. The state of (7) in Figure 36 indicates that the overdrive operation section 216 is full.
[0385] In this embodiment, when the overdrive operation section 216 is displayed in the modes shown in (4) to (7) of FIG. 36, the overdrive operation section 216 becomes operable.
[0386] When an operable overdrive operation unit 216 is tapped, an overdrive activation confirmation dialog 650 is displayed on the display 26. FIG. 37 is a diagram showing an example of the overdrive activation confirmation dialog 650. As shown in FIG. 37, the overdrive activation confirmation dialog 650 displays a list of overdrive effects that have been set to an enabled state by the tuning function. Also, as shown in FIG. 37, the overdrive activation confirmation dialog 650 notifies the user that the number of stocks of rights to use the overdrive function will decrease when the overdrive function is used. Also, as shown in FIG. 37, the overdrive activation confirmation dialog 650 displays a warning message stating, "Do you want to activate overdrive?"
[0387] Furthermore, a close operation unit 652 and an activation operation unit 654 are displayed at the bottom of the overdrive activation confirmation dialog 650. When the close operation unit 652 is tapped, the overdrive activation confirmation dialog 650 is hidden and use of the overdrive function is discontinued. When the activation operation unit 654 is tapped, an overdrive command is transmitted from the player terminal 1 to the server 1000. The server 1000 makes the overdrive effect eligible for activation based on the received overdrive command. In other words, it can be said that the overdrive effect is linked to the tuning command.
[0388] For example, when the activation operation unit 654 is tapped in the state (4), (5), or (6) of Fig. 36, the overdrive function is used, and the display mode of the activation operation unit 654 changes to (1), (2), or (3) of Fig. 36. Also, when the activation operation unit 654 is tapped in the state (7) of Fig. 36, the overdrive function is used, and the display mode of the activation operation unit 654 changes to (4) of Fig. 36.
[0389] Next, evaluation events will be described. Here, an example will be described in which the first evaluation event is executed. FIG. 38A is a diagram illustrating an example of an evaluation event start screen 800. FIG. 38B is a diagram illustrating an example of an evaluation event production screen 810. FIG. 38C is a diagram illustrating an example of an evaluation event result screen 820. When an evaluation event starts, the evaluation event start screen 800 shown in FIG. 38A is displayed on the display 26. A start operation unit 802 is displayed at the bottom of the evaluation event start screen 800. As shown in FIG. 38A, an image A of a character to be trained and an image B of a robot appearing in the scenario are displayed in the center of the evaluation event start screen 800. At this time, the display manner of the image B of the robot may be changed based on the usage status of the tuning function, i.e., the allocation status of tuning points.
[0390] When the start operation unit 802 is tapped, a feedback event production screen 810 shown in Fig. 38B is displayed on the display 26. As shown in Fig. 38B, the result of the feedback event is notified on the feedback event production screen 810. In addition, a next operation unit 812 is displayed at the bottom of the feedback event production screen 810.
[0391] When the next operation unit 812 is tapped, a feedback event result screen 820 shown in Fig. 38C is displayed on the display 26. As shown in Fig. 38C, the feedback event result screen 820 displays the results of the current feedback event and information regarding the timing of each feedback event scheduled to be held from the next time onwards. In addition, a next operation unit 822 is displayed at the bottom of the feedback event result screen 820. When the next operation unit 822 is tapped, the tuning event starts.
[0392] When a tuning event is executed after the evaluation event ends, the number of tuning points available to the player in this tuning event is determined based on the result of the evaluation event. Here, we will explain the case where the result of the first evaluation event is "super success" and the number of tuning points available to the player in this tuning event is determined to be "10."
[0393] FIG. 39 is a third diagram illustrating an example of tuning screen 300. When a tuning event is executed after the evaluation event ends, as shown in FIG. 39, tuning screen 300 is displayed by carrying over the results of allocating tuning points to each chip in the previous tuning event. However, while the number of tuning points available in the previous tuning event was "5," the number of tuning points available in the current tuning event will increase to "10." Therefore, in this case, point display section 330 displays "5," which is the increase in the number of tuning points available in the current tuning event.
[0394] When a tuning event is executed after the evaluation event ends, tuning screen 300 may be displayed with the results of allocating tuning points to each chip in the previous tuning event reset. In this case, "0" is displayed in head core operation section 310, chest core operation section 312, leg core operation section 314, and each point display section 324. Furthermore, point display section 330 displays "10," which is the total number of tuning points available for use in the current tuning event.
[0395] In addition, if a tuning event is executed after the evaluation event ends, the tuning screen 300 may be displayed with tuning points allocated to each chip in a predetermined manner that the organizers deem appropriate.
[0396] Furthermore, in this embodiment, it is possible to allocate tuning points to each chip in the current tuning event regardless of how tuning points were allocated to each chip in the previous tuning event. That is, for example, from the state shown in Figure 39, it is possible to operate the point fluctuation operation unit 326b corresponding to the "intelligence research chip" to decrease the tuning points allocated to the "intelligence research chip."
[0397] This creates a need to consider how tuning points are allocated, taking into account the number of tuning points available for use in this tuning event, the details of the tuning effects, the timing for unlocking some chips, the details of the overdrive effects, etc. Also, because tuning effects and overdrive effects change depending on how common tuning points are allocated, it becomes necessary to consider whether to prioritize tuning effects or overdrive effects.
[0398] Specifically, for example, in the first half of the training game, a strategy can be adopted in which more tuning points are allocated to chips belonging to the head core than to chips belonging to the chest core or leg core. By adopting such a strategy, even though the training level is relatively low in the first half of the training game, it is possible to advantageously progress through the training game by, for example, generating more hint events through the chip effect of the skill hint chip. Also, for example, the overdrive effect of the head core makes it easier to increase the level of the overdrive gauge 216a, increasing the number of times the overdrive function can be used, and making it possible to advantageously progress through the training game.
[0399] Then, in the latter half of the training game, a strategy can be adopted in which at least a portion of the tuning points allocated to the chips belonging to the head core are canceled and more tuning points are allocated to the chips belonging to the chest core and leg core than to the head core. By adopting such a strategy, in the latter half of the training game, the number of support characters with bond parameters above a predetermined value becomes relatively large, and, for example, friendship training can be generated more frequently through the chip effect of the friendship strengthening chip. Furthermore, for example, the overdrive effect of the leg core and chest core can reduce the failure rate of training and increase the amount of increase in a predetermined ability parameter. This makes it possible to efficiently increase the ability parameters of the character to be trained, allowing the training game to proceed advantageously.
[0400] In this way, by using the tuning function, it is possible to change the chip effect and overdrive effect to be activated. This requires a high level of strategic skill from the player. Furthermore, it is possible to increase the degree of freedom in developing the character to be developed. For example, the player can adopt a development strategy such as increasing any ability parameter of the character to be developed. Furthermore, for example, the player can adopt a development strategy such as increasing the research level and achieving better results in evaluation events to earn more tuning points. In this way, this embodiment provides a new gaming experience in which the development strategy to be adopted is left to the player. This can increase the player's motivation to play.
[0401] 40A is a first diagram illustrating the race selection screen 900. When the race operation unit 215g on the top screen 210 is operated, the race selection screen 900 shown in Fig. 40A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).
[0402] A race selection operation section 901 for selecting a race event in which the character to be trained will compete is displayed in the center of the race selection screen 900. A start operation section 902 is displayed at the bottom of the race selection screen 900. The races that can be selected using the race selection operation section 901 on the race selection screen 900 are set in advance for each turn.
[0403] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that meet the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 901, as shown in FIG. 40A, and a notification is given that the race cannot be selected. Furthermore, in a turn in which a target race to be cleared is set, only the target race is displayed as selectable on the race selection screen 900.
[0404] FIG. 40B is a diagram illustrating a race start screen 910. When the race selection operation unit 901 is operated with the race event of the race in which the player will participate selected using the race selection operation unit 901, the race start screen 910 shown in FIG. 40B is displayed. A strategy display unit 911 is displayed in the center of the race start screen 910. The strategy display unit 911 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 911 also displays a change operation unit 911a. When the change operation unit 911a is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.
[0405] Furthermore, a result operation section 912 and a race operation section 913 are displayed at the bottom of the race start screen 910. When the race operation section 913 is operated, a race screen (not shown), i.e., a race video, is displayed on the display 26.
[0406] FIG. 40C is a first diagram illustrating the race result screen 920. FIG. 40D is a second diagram illustrating the race result screen 920. When playback of the race video has finished, or when the result operation unit 912 is operated, the race result screen 920 is displayed on the display 26. As shown in FIG. 40C, the race result screen 920 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 40D, the race result screen 920 displays the current class of the character to be trained.
[0407] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of fan numbers is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have. The race result screen 920 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.
[0408] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.
[0409] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as a training character. More precisely, information about the 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.
[0410] 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, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.
[0411] 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.
[0412] Fig. 41A is a first diagram illustrating the training completion screen 940. Fig. 41B is a second diagram illustrating the training completion screen 940. Fig. 41C is a third diagram illustrating the training completion screen 940. When the training game ends, the training completion screen 940 is displayed on the display 26 as shown in Fig. 41A. The training completion screen 940 first displays the training rank of the trained character, and then, as shown in Fig. 41B, displays the evaluation points.
[0413] 41C, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a training completion screen 940. At this time, a close operation unit 941 is provided on the training completion screen 940. When the close operation unit 941 is tapped, the training completion screen 940 is hidden, and the home screen 100 is displayed on the display 26.
[0414] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 940. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.
[0415] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.
[0416] (Functional Configuration of Player Terminal 1) 42 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. 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.
[0417] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that the programs listed in Figure 42 are just examples, and the terminal-side game control program includes many other programs.
[0418] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games, such as a training game (hereinafter referred to as game information), is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a training game. Therefore, all information related to a training character trained in a training game is stored in the game information storage unit 751. Also, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is referred to as player information. The player information is stored in the player information storage unit 750.
[0419] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game executing unit 701a, and a training completion processing unit 702a.
[0420] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 and a training completion processing program 702, causing the computer to function as a training game execution unit 701a and a training completion processing unit 702a, respectively.
[0421] 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.
[0422] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.
[0423] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, type of character used for training, etc., upon completion of the training game.
[0424] (Functional configuration of server 1000) 43 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.
[0425] 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 43 are just examples, and the server-side game control program includes many other programs.
[0426] 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.
[0427] 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.
[0428] 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.
[0429] 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. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.
[0430] The training game execution unit 1101a executes all processing related to the training game.
[0431] When the training game ends, the training game end processing unit 1102a derives evaluation points, training rank, etc. for the trained character. The training game end processing unit 1102a also determines by lottery the factors that the trained character will acquire. Then, training character information including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, etc. is linked to the player ID and stored in the game information storage unit 1151.
[0432] 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.
[0433] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be explained below using flowcharts.
[0434] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 44 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).
[0435] 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).
[0436] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player to a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.
[0437] 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.
[0438] 45 is a flowchart illustrating the preparation stage processing (P6) in the player terminal 1. The training game execution unit 701a of the player terminal 1 executes a scenario selection screen display process (P6-1). Here, the training game execution unit 701a displays a scenario selection screen and provisionally registers a scenario ID based on the player's operation input.
[0439] Next, the training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-2). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers the training target character based on the player's operation input.
[0440] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when the strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on the character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.
[0441] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.
[0442] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-3). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.
[0443] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game executing unit 701a displays a support card organization screen 190 on the display .
[0444] Next, the training game executing unit 701a executes a support card selection screen display process (P6-4). Here, when a selection operation (operation on the card icon 201 of the support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.
[0445] Furthermore, when a display switching operation for switching the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.
[0446] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-5). Here, when a display switching operation for switching the screen display is input, the training game executing unit 701a switches the display screen of the display 26.
[0447] Furthermore, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was performed, and switches the display screen.
[0448] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-6). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.
[0449] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, inherited character, and support card.
[0450] After transmitting the confirmation information, upon receiving permission information from the server 1000, the training game executing unit 701a registers the provisionally registered scenario ID and the character to be trained. The training game executing unit 701a also registers the training character provisionally stored as the inherited character and the provisionally stored support card in the deck. If the scenario selected in P6-1 is an existing scenario, the training game executing unit 701a sets a goal based on the scenario ID and the character ID of the character to be trained. For example, if the scenario selected in P6-1 is a new scenario, the training game executing unit 701a sets a goal based on the scenario ID. This ends the preparation stage completion process, and the training main game begins. A goal in the training main game is set.
[0451] 46 is a flowchart illustrating the preparation stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).
[0452] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.
[0453] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).
[0454] If it is determined that there is no abnormality in the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include representative characters of other players (S6-7). If representative characters of other players are included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).
[0455] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).
[0456] Furthermore, the training game executing unit 1101a subtracts a predetermined value (for example, 30) from the player's game points (S6-12). Then, if there are no abnormalities in the training target character, inherited character, and support card, and the organizational conditions for using the representative character of another player are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it.
[0457] The training game executing unit 1101a also registers characters to be trained (S6-14). The training game executing unit 1101a also executes a featured member registration process (S6-15). Here, the training game executing unit 1101a determines the scenario link characters, support characters, and other target characters as featured members, as described above. The training game executing unit 1101a also associates the determined featured members with member IDs. Furthermore, the training game executing unit 1101a sets initial values for various status parameters, such as ability parameters, for each featured member based on the member ID. The training game executing unit 1101a then saves the information determined in S6-14 and S6-15 above as game information received by the player terminal 1 (S6-16). The player terminal 1 stores the received game information, and the training stage process begins.
[0458] On the other hand, if there is an abnormality in any of the character to be trained, the inherited character, or the support card, or if the organizational conditions for using another player's representative character are not met, the training game executing unit 1101a sets denial information (S6-17) and causes it to be received by the player terminal 1. When denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.
[0459] Returning to FIG. 44, when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this 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.
[0460] The following describes the training stage processing (P7) executed in the player terminal 1 and the training stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the appropriate reverse order.
[0461] 47 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.
[0462] 48 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game executing unit 1101a of the server 1000 updates the current number of turns (S10-1).
[0463] Furthermore, if the overdrive function is activated, the training game executing unit 1101a resets the activation state of the overdrive function (S10-2). Note that if a preset special condition is met, the training game executing unit 1101a may maintain the activation state of the overdrive function. Specifically, for example, if the character to be trained has acquired a special skill, the training game executing unit 1101a may determine that the special condition is met.
[0464] If the current turn is a factor activation turn (YES in S10-3), the training game execution unit 1101a executes activation factor determination processing (S10-4). Here, it is determined whether or not to activate a factor for each registered inherited character.
[0465] The training game executing unit 1101a also executes an event occurrence determination process (S10-5). Here, the training game executing unit 1101a determines which events, such as a scenario event, a dedicated event, or a first event, should occur in the current turn.
[0466] Furthermore, if the current turn is not the target turn, the training game executing unit 1101a executes a placement character determination process (S10-6). Here, the training game executing unit 1101a determines by lottery whether or not to place featured members, including support characters, and the training items to be placed based on a placement presence / absence table (FIG. 25). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the characters with the determined training items and stores them.
[0467] Next, the training game execution unit 1101a executes friendship training setting processing (S10-7). Here, the training game execution unit 1101a extracts a support character placed in any training item. Then, it is determined whether each extracted support character meets the setting conditions for a friendship training occurrence possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for a friendship training occurrence possible state. In addition, friendship training occurrence possible information is also linked to training items in which support characters that meet the setting conditions for a friendship training occurrence possible state are placed.
[0468] Next, the training game execution unit 1101a executes an ability parameter determination process (S10-8). Here, the training game execution unit 1101a selects one of the five training items as the processing target. The training game execution unit 1101a acquires the training level of the ability parameter to be processed and determines a fixed increase value. The training game execution unit 1101a also acquires placement information of the placed characters and determines an addition value. The training game execution unit 1101a also determines whether the setting status of the tuning function, the current research level, and other addition conditions are met, and determines a final increase value for the training item to be processed based on the met addition conditions. The determination of the final increase value for the ability parameter is executed for each training item. Then, when the ability parameter determination process for the training item to be processed is completed, the ability parameter determination process is executed in the same manner for the next training item to be processed, until the ability parameter determination process is executed for all five training items.
[0469] In addition, when the tuning effect described above that increases the amount of increase in a parameter during training is set to an activatable state, the effect value is applied to the calculation formula when calculating the increase in the ability parameter. In this case, the effect value may be finally multiplied by the increase calculated using various other parameters. Alternatively, the effect value may be applied as a parameter during the calculation process to calculate the increase.
[0470] In other words, when a predetermined condition is met, such as when a tuning effect can be activated or when an overdrive effect can be activated, the training game executing unit 1101a determines the final increase value of the ability parameter by referring to the tuning effect that can be activated. Also, although a detailed explanation will be omitted, the ability parameter determination process determines the amount of stamina consumed or recovered when each training item is executed.
[0471] Next, the training game execution unit 1101a executes a research level determination process (S10-9). Here, the training game execution unit 1101a selects one of the five training items as the processing target. The training game execution unit 1101a acquires the placement information of the placed characters and determines a fixed increase value for the total research level. The training game execution unit 1101a also determines an individual increase value for each research level by referring to the distribution ratio of the training items and research levels in FIG. 26A. The training game execution unit 1101a also determines whether other addition conditions are met, such as the setting status of the tuning function and whether the overdrive function is used, and determines the final increase value for the training item to be processed based on the met addition conditions. The determination of the final increase value for the research level is performed for each training item. Then, when the research level determination process for the training item to be processed is completed, the same research level determination process is performed for the next training item to be processed, until the research level determination process is finally performed for all five training items.
[0472] If the tuning effect described above that increases the amount of increase in research level during training is enabled, the effect value is applied to the calculation formula for calculating the increase in research level. In this case, the effect value may be ultimately multiplied by the increase calculated using various other parameters. Alternatively, the effect value may be applied as a parameter during the calculation process for calculating the increase.
[0473] Next, the training game executing unit 1101a executes a gear icon placement determination process (S10-10). Here, the training game executing unit 1101a determines the number of gear icons 230 to be placed by referring to the selection probability of the number of gear icons 230 to be placed shown in FIG. 35. Furthermore, if there is a training item for which a friendship training occurrence possible state is set, the training game executing unit 1101a determines that gear icons 230 will be forcibly placed in that training item in addition to the number of gear icons 230 to be placed determined based on FIG. 35. Then, the training game executing unit 1101a randomly determines the training item for which the number of gear icons 230 to be placed determined based on FIG. 35 will be placed from among training items other than those for which a friendship training occurrence possible state is set.
[0474] The training game executing unit 1101a also calculates the failure rate of training for each training item based on the physical strength of the character to be trained (S10-11). Here, the failure rate is also calculated based on the various currently enabled effects, etc.
[0475] The training game executing unit 1101a also executes a second event occurrence determination process (S10-12). Here, the training game executing unit 1101a determines by lottery whether or not to execute a support event preset on a support card linked to a training item. Then, the training game executing unit 1101a stores the information determined by the above processes as game information received by the player terminal 1 (S10-13).
[0476] 49 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive the game information saved in S10-13 from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that the player can select based on the current number of turns. Also, here, a process is performed to set whether or not an overdrive command can be selected based on whether or not the right to use the overdrive function is stocked.
[0477] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, etc. based on the received game information. Specifically, the training game executing unit 701a displays a placed character icon 224 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation units corresponding to training items set to a friendship training occurrence possible state and on the training operation unit 215b of the top screen 210. The training game executing unit 701a also controls the display of the research level display unit 218. The training game executing unit 701a also controls the display of the overdrive operation unit 216. The training game executing unit 701a also controls the display of an image A of a character to be trained and an image B of a robot appearing in a scenario. Next, the training game executing unit 701a executes a command operation process (P10).
[0478] 50 is a flowchart illustrating the command operation process in the player terminal 1. When an operation is input to the overdrive operation unit 216 (YES in P10-1), the training game executing unit 701a transmits an overdrive command to the server 1000 (P10-2).
[0479] When a training-related command related to training is operated (YES in P10-3), the training game executing unit 701a executes a training-related command operation process (P30).
[0480] 51 is a flowchart illustrating training-related command operation processing in the player terminal 1. When the training operation unit 215b is operated on the top screen 210 (YES in P30-1), the training game executing unit 701a displays the training screen 220 (P30-2).
[0481] Furthermore, when an item operation unit 221 is operated on the training screen 220 (YES in P30-3) and the operated item operation unit 221 is not in a provisionally selected state (YES in P30-4), the training game execution unit 701a sets the training item corresponding to the operated item operation unit 221 to a provisionally selected state (P30-5). Furthermore, the training game execution unit 701a calculates, for each training command, the number of research levels that will increase when a training command in a provisionally selected state is executed, and displays the increase number icon 218a (FIG. 21) (P30-6).
[0482] Also, when an item operation unit 221 is operated on the training screen 220 (YES in P30-3) and the operated item operation unit 221 is in a provisionally selected state (NO in P30-4), the training game execution unit 701a generates a first command corresponding to the operated item operation unit 221 (P30-7).
[0483] 50, the training game executing unit 701a repeats the processes from P10-1 to P30 until an operation to execute the first command is input (NO in P10-4). Then, when an operation to execute the first command is input (YES in P10-4), the training game executing unit 701a transmits the first command to the server 1000 (P10-5).
[0484] Returning to Figure 47, after the turn start processing is completed, when an overdrive command is received from the player terminal 1 (YES in S7-2), the training game execution unit 1101a consumes the right to use the overdrive function and executes an overdrive information update process to set the overdrive effect to a state where it can be activated (S7-3).
[0485] The training game executing unit 1101a then repeats the processes from S7-2 to S7-3 described above until it receives the first command from the player terminal 1 (NO in S7-4). When it receives the first command from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a first command receiving process (S20).
[0486] 52 is a flowchart illustrating the first command reception process in the server 1000. When the first command indicating an operation input from the outing operation unit 215e is received (YES in S20-1), the training game execution unit 1101a performs outing execution process (S20-2). Here, an outing event that increases the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.
[0487] When the first command indicating an operation input from the rest operation unit 215a is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.
[0488] When the first command indicating the operation input of the health room operation unit 215d is received (YES in S20-5), the training game execution unit 1101a performs the health room execution process (S20-6). Here, an event or the like that will eliminate the negative parameters is determined. Furthermore, the parameters are updated based on the determined event.
[0489] When the first command indicating an operation input to start a race is received (YES in S20-7), the training game executing unit 1101a performs a race execution process to execute a race (S20-8).
[0490] When the first command indicating the execution of training is received (NO in S20-7), the training game executing unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on the failure rate calculated in S10-11. Then, the training game executing unit 1101a updates various parameters of the character to be trained based on the determination result of S20-9 (S20-10). Here, if the overdrive function is not used, the training game executing unit 1101a updates the ability parameters, etc. as determined in S10-8 at the start of the turn. On the other hand, if the overdrive function is used, the training game executing unit 1101a determines the final increase value of the training item to be processed based on the chip effect, overdrive effect, and other addition conditions, and updates the ability parameters, etc. as determined. Here, the physical strength of the character to be trained is updated as training is performed.
[0491] The training game executing unit 1101a also executes a research level update process (S20-11). Here, the training game executing unit 1101a updates the research level as determined in S10-9 at the start of the turn.
[0492] The training game executing unit 1101a also executes an overdrive gauge increase process (S20-12). Here, the training game executing unit 1101a executes the following process when the number of stocked rights to use the overdrive function is less than two (the maximum number). First, when training of a training item in which the gear icon 230 is arranged is executed, the expected increase value is set to +1. Note that the training game executing unit 1101a may also set the expected increase value to +1 when the executed training is friendship training. In other words, when friendship training is executed, the overdrive gauge 216a may increase by two stages.
[0493] Then, if the sum of the current level of the overdrive gauge 216a and the value set for the expected increase value is less than 3, the level is updated to the total value. If the current level of the overdrive gauge 216a and the value set for the expected increase value are added, the total exceeds 3, the level is updated to a value obtained by subtracting 3 from the total value. In this case, the number of rights to use the overdrive function is increased by 1. When the number of rights to use the overdrive function is increased to 2 (the maximum number), the level of the overdrive gauge 216a is set to 0. In other words, when specific conditions are met, including the execution of training for the training item in which the gear icon 230 is located, the value of the specific parameter associated with the overdrive command (the level of the overdrive gauge 216a) is updated.
[0494] Next, the training game executing unit 1101a updates various parameters of the placed characters (S20-13). Here, the training game executing unit 1101a updates the bond parameters of the placed characters and the like.
[0495] Next, the training game executing unit 1101a updates the number of successes of the training in which the gear icon 230 is placed (S20-14).
[0496] When the processes of S20-2, S20-4, S20-6, S20-8 or S20-9 to S20-14 are executed, the training game executing unit 1101a sets execution result information indicating the results of each of the above processes and causes the player terminal 1 to receive it (S20-15).
[0497] Returning to FIG. 49, when the player terminal 1 receives the execution result information from the server 1000 (YES in P7-4), the training game executing unit 701a executes the execution result information receiving process (P40).
[0498] 53 is a flowchart illustrating the execution result information receiving process in the player terminal 1. The training game executing unit 701a determines an execution pattern for the effect based on the execution result of the first command from the received execution result information (P40-1). Then, the training game executing unit 701a executes the effect according to the execution pattern determined in P40-1 (P40-2).
[0499] Furthermore, if a second event occurs (YES in P40-3), the training game executing unit 701a executes a performance for the event that occurs (P40-4).
[0500] Furthermore, the training game executing unit 701a updates parameters such as ability parameters, research level, the value of the overdrive gauge 216a, and the value of the overdrive possible count display unit 216b based on the received execution result information (P40-5).
[0501] Then, when all the effects corresponding to the first commands executed in the current turn have been completed, the training game executing unit 701a transmits an end command to the server 1000 (P40-6).
[0502] Returning to Fig. 47, when the server 1000 receives an end command from the player terminal 1 (YES in S7-5), the training game executing unit 1101a determines whether it is time to execute an evaluation event (S7-6). If it is not time to execute an evaluation event (NO in S7-6), the training game executing unit 1101a determines whether it is time to execute a tuning event (S7-8). If it is not time to execute a tuning event (NO in S7-8), the current turn ends in the server 1000, and thereafter, processing for the next turn is executed in the same manner as above.
[0503] If an evaluation event is being executed (YES in S7-6), the training game executing unit 1101a derives the result of the evaluation event based on the total value of the current research level (S7-7). The training game executing unit 1101a also sets evaluation event information indicating the result of the derived evaluation event and causes the player terminal 1 to receive it. Based on the result of the evaluation event, various parameters are updated and the character to be trained acquires hints for special skills.
[0504] Furthermore, if a tuning event is being executed (YES in S7-8), the training game execution unit 1101a determines the number of tuning points available to the player in the tuning event (S7-9). Here, when the first tuning event is executed, the training game execution unit 1101a determines the number of tuning points available to the player in the tuning event to be "5," regardless of the total value of the research level. Furthermore, when the second or subsequent tuning event is executed, the training game execution unit 1101a determines the number of tuning points available to the player in the tuning event based on the result of the evaluation event or the total value of the research level.
[0505] In this embodiment, the total number of tuning points available to the player in the tuning event is determined based on the results of each evaluation event, but this is not limiting. For example, the training game execution unit 1101a may determine an additional number of tuning points available to the player based on the results of each evaluation event. In any case, the training game execution unit 1101a updates the tuning points associated with the character to be trained based on the total research level at the time each evaluation event is executed.
[0506] Furthermore, the training game executing unit 1101a sets tuning event information indicating the number of tuning points that the player can use in the determined tuning event, and causes the player terminal 1 to receive the tuning event information (S7-10).
[0507] When a tuning event is executed after the evaluation event ends, the training game executing unit 1101a may reset the results of allocating tuning points to each chip in the previous tuning event. When a tuning event is executed after the evaluation event ends, the training game executing unit 1101a may allocate tuning points to each chip in advance in a predetermined manner that is appropriate by the management side.
[0508] When the server 1000 receives a tuning command from the player terminal 1 (YES in S7-11), the training game executing unit 1101a executes tuning command reception processing (S7-12). Here, the training game executing unit 1101a stores the received tuning command and sets the tuning effect to an activate state based on the received tuning command. The training game executing unit 1101a also sets the overdrive effect to an active state based on the received tuning command. Note that the chip effect that is in an activate state remains in an activate state for at least the period until the next tuning event is executed. On the other hand, the overdrive effect that is in an active state remains in an activate state for only one turn if the overdrive function is used at least during the period until the next tuning event is executed.
[0509] 49, when the player terminal 1 receives the evaluation event information (YES in P7-5), the training game executing unit 701a performs an evaluation event execution process (P7-6). Here, a performance for the evaluation event is executed, and various parameters are updated based on the results of the evaluation event, and the character to be trained acquires hints for special skills.
[0510] Furthermore, when tuning event information is received at the player terminal 1 (YES at P7-7), the training game executing unit 701a performs tuning event execution processing (P50).
[0511] Then, the training game executing unit 701a transmits a start command to the server 1000 (P7-8), which starts the next turn.
[0512] 54 is a flowchart illustrating the tuning event execution process in the player terminal 1. The training game executing unit 701a displays the tuning screen 300 on the display 26 (P50-1).
[0513] When the point variation operation units 326a and 326b are operated on the tuning screen 300 (YES at P50-2), the training game executing unit 701a provisionally determines the tuning effect and overdrive effect based on the tuning points allocated to each chip.
[0514] Specifically, when the point variation operation unit 326a is operated, the training game executing unit 701a executes an addition process to increase the tuning points displayed in the point display unit 324 by 1 and decrease the tuning points displayed in the remaining point display unit 330 by 1. The game information storage unit 751 of the player terminal 1 is provided with a storage area for storing the number of tuning points allocated to each type of chip. That is, each storage area stores the tuning point value associated with each chip. When the addition process is executed, the training game executing unit 701a increases by 1 the numerical value stored in the storage area corresponding to the operated chip.
[0515] Furthermore, when the point variation operation unit 326b is operated, the training game executing unit 701a executes a subtraction process to decrease the tuning points displayed in the point display unit 324 by 1 and increase the tuning points displayed in the remaining point display unit 330 by 1. When the subtraction process is executed, the training game executing unit 701a decreases by 1 the numerical value stored in the memory area corresponding to the operated chip.
[0516] That is, the training game executing unit 701a varies the number of tuning points linked to each chip based on the operation of the point variation operating units 326a and 326b.
[0517] Furthermore, the training game executing unit 701a updates the display contents of the tuning screen 300 based on the provisionally determined tuning effect and overdrive effect (P50-4).
[0518] When the decision operation unit 360 is operated on the tuning screen 300 (YES in P50-5), the training game execution unit 701a transmits a tuning command (P50-6) to the server 1000. The tuning command includes the tuning effect, overdrive effect, and tuning point allocation status provisionally determined in step P50-3 above, i.e., the settings immediately before the decision operation unit 360 was operated.
[0519] Returning to FIG. 44, when the above-mentioned training stage process (S7) ends in the server 1000, the training game end processing unit 1102a executes training game end processing (S8).
[0520] 55 is a flowchart illustrating the training game ending process in the server 1000. The training game ending processing unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending processing unit 1102a also derives a training rank based on the derived evaluation score (S8-2).
[0521] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are points that are awarded not to the training character but to the character that is the basis for the training character.
[0522] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.
[0523] The training game end processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game end processing unit 1102a also determines a reward to be given to the player (S8-7). The training game end processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-8). The training game end processing unit 1102a also sets training result information and causes the player terminal 1 to receive it (S8-9).
[0524] Returning to Fig. 44, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. Furthermore, the training completion processing unit 702a displays a training completion screen 940 (see Figs. 41A, 41B, and 41C) on the display 26 based on the training result information.
[0525] 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.
[0526] 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.
[0527] 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.
[0528] 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.
[0529] In the above embodiment, the tuning effect is common regardless of the type of the character to be trained, the inherited character, or the support character. However, the content of the tuning effect may vary depending on the type of the character to be trained, the inherited character, or the support character that has been set. Alternatively, the content of the tuning effect may vary depending on the combination of the character to be trained, the inherited character, and the support character that has been set.
[0530] 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 commands 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.
[0531] 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.
[0532] 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.
[0533] The content of the training game described in the above embodiment is merely an example. In any case, the information processing program may cause a computer to perform the following processes.
[0534] (Computer-implemented processing) A process (P7-2, S7-3, S20-12 in the above embodiment as examples) that allows the player to select at least one of a plurality of commands (the first command and the second command as examples in the above embodiment) that include at least a plurality of types of predetermined commands (the first command as an example in the above embodiment). A process (P50-2, as an example in the above embodiment) of accepting player operations including at least a change operation (operation of point change operation units 326a, 326b, as an example in the above embodiment) for changing a specific point (tuning point, as an example in the above embodiment) associated with the game medium to be developed, which is linked to at least one of a plurality of selection items (chips, as an example in the above embodiment). A process of storing the result of the varying operation (S7-12 in the above embodiment as an example). When a predetermined command is selected, a process of updating parameters associated with the development target game medium based on the selected predetermined command (S20 in the embodiment as an example). The process of updating the parameters associated with the game media to be developed refers to at least the utility based on the results of the variation operation (in the above embodiment, as examples, chip effect and overdrive effect) when a predetermined condition is met (in the above embodiment, as examples, when a chip effect can be activated or when an overdrive effect can be activated), and updates the parameters (in the above embodiment, as examples, ability parameters and research level) (in the above embodiment, as examples, S10-8, S20-10).
[0535] The predetermined condition may also include a first predetermined condition (as an example in the above embodiment, when the overdrive effect can be activated). The plurality of commands may also include a specific command (an overdrive command as an example in the above embodiment). The utility may also include a first utility (overdrive effect, as an example, in the above embodiment) linked to the specific command. In addition, the information processing program may cause the computer to perform a process (S20-12, for example, in the above embodiment) of updating the value of a specific parameter associated with a specific command (the stage of the overdrive gauge 216a, for example, in the above embodiment) when a specific condition is met (when training for a training item in which the gear icon 230 is located, for example, is performed in the above embodiment). In addition, the process of allowing the player to select at least one of a plurality of commands may allow the player to select a specific command when a specific parameter reaches a specific value (as an example, in the above embodiment, the overdrive gauge 216a reaches the third stage). In addition, the process of updating parameters associated with the development target game medium may refer to at least the first utility and update the parameters associated with the development target game medium when a first predetermined condition including the selection of a specific command is met.
[0536] Furthermore, the process of allowing the player to select at least one of a plurality of commands may involve managing the number of times a specific command can be selected (as an example, in the above embodiment, the number of stocks of rights to use the overdrive function), reducing the number of times a specific command can be selected based on the player's selection of the specific command, and increasing the number of times a specific parameter has reached a specific value.
[0537] Furthermore, the selection item may belong to any one of a plurality of groups including a predetermined group (for example, head core, chest core, and leg core in the above embodiment). In addition, the information processing program may cause the computer to perform a process (S7-12, as an example in the above embodiment) of linking the first utility corresponding to a specified group to a specific command based on the total value of specific points allocated to selection items belonging to the specified group.
[0538] The utility may also include a second utility (a tip effect, as an example, in the above embodiment). The predetermined condition may also include a second predetermined condition (as an example in the above embodiment, when a chip effect can be activated). In addition, the process of updating parameters associated with the game medium to be developed may, when a second predetermined condition is met for a selection item to which a specific point is linked by a variation operation, refer to at least a second utility corresponding to the selection item and update the parameters associated with the game medium to be developed.
[0539] The parameters may also include special parameters (research level, as an example in the above embodiment). In addition, the process of updating the parameters associated with the development target game media may update the special parameters based on at least one of the commands being selected by the player. In addition, the information processing program may cause the computer to perform a process (S7-9, as an example in the above embodiment) of updating specific points associated with the game medium to be developed based on the value of a special parameter at a specific timing (when an evaluation event is executed, as an example in the above embodiment).
[0540] Furthermore, the process of accepting player operations may accept player operations that include at least a change operation for changing a specific point associated with the game medium to be developed, which is linked to at least one of a plurality of selection items, when a predetermined timing (as an example, the turn when a tuning event is executed in the above embodiment) arrives, which is set multiple times. Furthermore, the process of storing the result of the variable operation may store the result of the variable operation at a predetermined timing.
[0541] In the above embodiment, the case where the chip effect can be activated and the overdrive effect can be enabled by allocating tuning points to each chip has been described, but this is not limited to this. For example, it may be possible to activate or cancel the activation of each effect by consuming tuning points based on a variable operation.
[0542] Alternatively, tuning points may be automatically allocated by allowing the player to select an effect. Specifically, for example, if the player selects a chip effect that increases the individual increase in the "intelligence" research level by 50%, the tuning points allocated to the "intelligence research chip" may be automatically changed (updated) to "5." In this case, the above-mentioned addition process may be performed, or a process of updating the numerical value stored in the memory area may be performed without performing the addition process.
[0543] Note that some of the functions of the training game described in the above embodiment may not be provided. Also, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and, for example, all of the programs for executing the above game may be stored in the player terminal 1 or the game device G.
[0544] 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]
[0545] 1. Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A process of receiving a change operation from a player to change a specific point associated with the development target game medium, which is linked to at least one of a plurality of selection items; A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; The computer executes the following: The process of updating the parameters associated with the development target game medium includes: An information processing program that, when a predetermined condition is met, updates the parameters by referring to at least the utility based on the result of the varying operation.
2. the predetermined condition includes a first predetermined condition, The plurality of commands includes a specific command, The utility includes a first utility associated with the specific command; updating a value of a specific parameter associated with the specific command when a specific condition is met; The computer executes the following: The process of allowing the player to select at least one of the plurality of commands includes: When the specific parameter reaches a specific value, the specific command is selectable by the player; The process of updating the parameters associated with the development target game medium includes: An information processing program as described in claim 1, wherein when the first predetermined condition including the selection of the specific command is met, the parameters associated with the game medium to be developed are updated by referring to at least the first utility.
3. The process of allowing the player to select at least one of the plurality of commands includes: managing the number of times that the specific command can be selected, and decreasing the number of times that the specific command can be selected based on the selection of the specific command by the player; When the specific parameter reaches the specific value, the number of selectable times is increased. The information processing program according to claim 2 .
4. the selection item belongs to one of a plurality of groups including a predetermined group; a process of linking the first utility corresponding to the predetermined group to the specific command based on the total value of the specific points allocated to the selection items belonging to the predetermined group; 4. The information processing program according to claim 2, which causes a computer to execute the following.
5. The utility includes a second utility, the predetermined condition includes a second predetermined condition, The process of updating the parameters associated with the development target game medium includes: When the second predetermined condition is satisfied for the selection item to which the specific points are linked by the varying operation, the parameter associated with the development target game medium is updated by referring to at least the second utility corresponding to the selection item.
4. The information processing program according to claim 2 or 3.
6. The parameters include special parameters; The process of updating the parameters associated with the development target game medium includes: updating the special parameters based on a selection of at least one of the commands by a player; a process of updating the specific points associated with the development target game medium based on the value of the special parameter at a specific timing; The information processing program according to claim 1 , which causes a computer to execute the following:
7. 1. An information processing method performed by one or more computers, comprising: The computer A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A process of receiving a change operation from a player to change a specific point associated with the development target game medium, which is linked to at least one of a plurality of selection items; A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: An information processing method, wherein when a predetermined condition is met, the parameters are updated by referring to at least the utility based on the result of the varying operation.
8. one or more computers; The computer A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A process of receiving a change operation from a player to change a specific point associated with the development target game medium, which is linked to at least one of a plurality of selection items; A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: When a predetermined condition is met, the game device updates the parameters by referring to at least the utility based on the result of the varying operation.
9. An information processing system comprising one or more computers, The computer A process of allowing a player to select at least one of a plurality of commands including at least a plurality of types of predetermined commands; A process of receiving a change operation from a player to change a specific point associated with the development target game medium, which is linked to at least one of a plurality of selection items; A process of storing the result of the varying operation; When the predetermined command is selected, a process of updating parameters associated with the training target game medium based on the selected predetermined command; and The process of updating the parameters associated with the development target game medium includes: When a predetermined condition is met, the information processing system updates the parameters by referring to at least the utility based on the result of the varying operation.
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