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

By enabling players to strategically update character parameters and manage benefits through command selection and lottery systems, the system enhances strategic depth and player engagement in raising games.

JP7793086B1Active Publication Date: 2025-12-26CYGAMES INC
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Patent Information

Application Number
JP2025027304
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-02-21
Publication Date
2025-12-26
Estimated Expiration
2045-02-21

AI Technical Summary

Technical Problem

In raising games, lack of strategic depth can lead to decreased player interest.

Method used

Implement a system where players select commands to update character parameters, with benefits linked based on parameter values, allowing benefits to be acquired and strategically managed, including a lottery system and game content linking for enhanced strategic engagement.

Benefits of technology

Increases strategic depth, enhancing player interest by allowing players to make strategic decisions that impact character development and gameplay outcomes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest of a game by increasing the strategic skill required of a player. [Solution] The information processing program causes a computer to perform the following operations: make multiple commands selectable; update one or more of multiple parameters linked to the character to be trained based on the command selected by the player; update the value of a specific parameter associated with the command selected by the player from multiple types of specific parameters; make one or more of multiple benefits selectable based on the values ​​of multiple types of specific parameters when predetermined specific conditions are met; and link the benefit selected by the player to the character to be trained as an acquired benefit.
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Conventionally, there is known a genre of games called "raising games" in which game media such as characters are raised. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7035123 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned training games, if the player is not required to have a sufficient level of strategy, the interest in the game may decrease.

[0005] The present invention aims to provide an information processing program, an information processing method, an information processing system, and a game device that can increase the interest of a game by increasing the strategic level required of a player. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program During each of the multiple turns A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the predetermined number of turns has elapsedSelecting one or more benefits from among a plurality of benefits based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer performs the following. In order to solve the above problem, an information processing program A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer performs the following. In order to solve the above problem, an information processing program A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer performs the following.

[0007] Making the benefit selectable means: This may include, when the number of acquired benefits linked to the character to be developed reaches a predetermined upper limit, releasing the link between any of the acquired benefits and the character to be developed, and making it possible to link the benefit selected by the player to the character to be developed as the acquired benefit.

[0008] A turn in which the player can select the command is repeatedly executed a plurality of times; The information processing program determining the type of the specific parameter to be associated with each of the plurality of commands in a given turn; may be performed by a computer.

[0009] the plurality of benefits correspond to any of the plurality of types of specific parameters; Making the benefit selectable means: For each type of specific parameter, one of the benefits may be determined from among the benefits corresponding to the specific parameter based on the value of the specific parameter, and the determined benefit may be made selectable.

[0010] Making the benefit selectable means: determining the number of the benefits to be presented based on the value of each of the specific parameters; For each type of the specific parameter, the number of benefits to be presented may be determined from the benefits associated with the specific parameter.

[0011] The plurality of benefits are each ranked, Making the benefit selectable means: If the value of the specific parameter reaches a predetermined value, one or more of the rewards of a higher rank associated with the specific parameter may be determined.

[0012] Making the benefit selectable means: The benefit may be determined based on the acquired benefit linked to the character to be trained, and the determined benefit may be selectable.

[0013] The plurality of benefits are each ranked, Making the benefit selectable means: If the number of acquired benefits linked to the character to be trained is less than a predetermined number, determining the benefit in accordance with a first condition; When the number of acquired benefits linked to the character to be trained is equal to or greater than a predetermined number, the benefit may be determined according to a second condition that makes it easier to determine a higher-ranked benefit than the first condition.

[0014] The information processing program determining one or more game media to be linked to the command from among a plurality of types of game media; linking the determined game content to the command; The computer executes the following. Updating the parameters includes: When the game content is linked to the command selected by the player, the parameters are updated more advantageously than when the game content is not linked to the command; Updating the value of the specific parameter includes: When the game content is linked to the command selected by the player, the value of the specific parameter may be updated more advantageously than when the game content is not linked to the command.

[0015] 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 During each of the multiple turns A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the predetermined number of turns has elapsed Selecting one or more benefits from among a plurality of benefits based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. 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 plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. 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 plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following.

[0016] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer During each of the multiple turns A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the predetermined number of turns has elapsed Selecting one or more benefits from among a plurality of benefits based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following.

[0017] In order to solve the above problem, the game device A gaming device comprising one or more computers, The computer During each of the multiple turns A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the predetermined number of turns has elapsed Selecting one or more benefits from among a plurality of benefits based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. In order to solve the above problem, the game device A gaming device comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. In order to solve the above problem, the game device A gaming device comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; Carry out the following. [Effects of the Invention]

[0018] According to the present invention, it is possible to increase the interest of the game by increasing the strategic level required of the player. [Brief explanation of the drawings]

[0019] [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] 14A is a first diagram illustrating the support card organization screen, and FIG. 14B is a second diagram illustrating the 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] Figure 16A is a first diagram illustrating the support card selection screen, and Figure 16B is a second diagram illustrating the support card selection screen. [Figure 17] FIG. 17 is a third diagram illustrating the support card organization screen. [Figure 18] FIG. 18 is a third diagram illustrating the support card selection screen. [Figure 19] FIG. 19 is a diagram illustrating the change confirmation dialog. [Figure 20] Fig. 20A is a diagram illustrating a final confirmation screen, and Fig. 20B is a diagram illustrating a preset selection screen. [Figure 21] FIG. 21 is a diagram illustrating the options available in each turn. [Figure 22] FIG. 22 is a diagram illustrating the top screen. [Figure 23] Fig. 23A is a first diagram illustrating a training screen. Fig. 23B is a second diagram illustrating a training screen. Fig. 23C is a diagram illustrating a training result notification screen. Fig. 23D is a diagram illustrating an event screen. [Figure 24] FIG. 24 is the first diagram illustrating the gameplay specific to a scenario. [Figure 25] FIG. 25 is a diagram illustrating a buff. [Figure 26] FIG. 26 is a second diagram illustrating the gameplay specific to a scenario. [Figure 27] Fig. 27A is a diagram illustrating the buff lottery, and Fig. 27B is a diagram illustrating the relationship between the number of buffs possessed and the rank of the lottery target. [Figure 28] FIG. 28 is a diagram illustrating the special effects. [Figure 29] FIG. 29 is a diagram illustrating the extremely good condition. [Figure 30] Fig. 30A is a first diagram illustrating the top screen in the first special effect activation state, and Fig. 30B is a second diagram illustrating the top screen in the first special effect activation state. [Figure 31] Fig. 31A is a first diagram illustrating the top screen in the top form state, and Fig. 31B is a second diagram illustrating the top screen in the top form state. [Figure 32] FIG. 32 is a third diagram illustrating the top screen in the best condition. [Figure 33] FIG. 33 is a diagram illustrating the challenge zone state. [Figure 34] FIG. 34 is a diagram illustrating the completion rate. [Figure 35]FIG. 35 is a diagram illustrating the benefits given when the challenge zone state ends. [Figure 36] Figure 36A is a first diagram illustrating the top screen in the second special effect activation state, and Figure 36B is a second diagram illustrating the top screen in the second special effect activation state. [Figure 37] FIG. 37 is a first diagram illustrating the top screen in the challenge zone state. [Figure 38] Figure 38A is a second diagram illustrating the top screen in the challenge zone state, and Figure 38B is a third diagram illustrating the top screen in the challenge zone state. [Figure 39] FIG. 39 is a diagram illustrating the training screen in the challenge zone state. [Figure 40] FIG. 40 is a diagram illustrating the training cooperation state. [Figure 41] Fig. 41A is a first diagram illustrating the top screen in the training cooperation state, and Fig. 41B is a second diagram illustrating the top screen in the training cooperation state. [Figure 42] FIG. 42 is a diagram illustrating the general flow of the turn start processing. [Figure 43] FIG. 43 is a diagram for explaining the allocation ratio to the training items. [Figure 44] Fig. 44A is a diagram for explaining training levels, Fig. 44B is a diagram for explaining fixed increase values ​​(speed), and Fig. 44C is a diagram for explaining fixed increase value tables (power). [Figure 45] FIG. 45 is a diagram for explaining the number of gauge points. [Figure 46] Fig. 46A is a first diagram explaining an inherited event. Fig. 46B is a second diagram explaining an inherited event. Fig. 46C is a third diagram explaining an inherited event. Fig. 46D is a fourth diagram explaining an inherited event. [Figure 47] Fig. 47A is a first diagram illustrating the skill screen, and Fig. 47B is a second diagram illustrating the skill screen. [Figure 48]Fig. 48A is a first diagram illustrating a race selection screen. Fig. 48B is a diagram illustrating a race start screen. Fig. 48C is a first diagram illustrating a race result screen. Fig. 48D is a second diagram illustrating a race result screen. [Figure 49] FIG. 49 is a diagram illustrating an example of the relationship between the numerical value of the evaluation point and the development rank. [Figure 50] FIG. 50A is a diagram illustrating a training rank notification screen. [Figure 51] FIG. 51 is a diagram illustrating the factor acquisition confirmation dialog. [Figure 52] Figure 52A is a diagram illustrating an example of a lottery table for determining the factor level of a basic ability factor, and Figure 52B is a diagram illustrating an example of a lottery table for determining the factor level of an aptitude factor. [Figure 53] Fig. 53A is a diagram illustrating a factor acquisition screen, and Fig. 53B is a diagram illustrating a breeding completion screen. [Figure 54] Fig. 54A is a first diagram illustrating the designation factor dialog of the first aspect, Fig. 54B is a second diagram illustrating the designation factor dialog of the second aspect, and Fig. 54C is a third diagram illustrating the designation factor dialog of the third aspect. [Figure 55] FIG. 55 is a fourth diagram illustrating the designation factor dialog of the fourth embodiment. [Figure 56] FIG. 56 is a diagram for explaining the designated factor change dialog. [Figure 57] FIG. 57 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 58] FIG. 58 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 59] FIG. 59 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 60] FIG. 60 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 61]FIG. 61 is a flowchart illustrating the support card selection screen display process at the player terminal. [Figure 62] FIG. 62 is a flowchart illustrating the preparation stage processing in the server. [Figure 63] FIG. 63 is a flowchart illustrating the development stage processing in the server. [Figure 64] FIG. 64 is a flowchart illustrating the process at the start of a turn in the server. [Figure 65] FIG. 65 is a flowchart illustrating the first event determination process in the server. [Figure 66] FIG. 66 is a flowchart illustrating the parameter determination process in the server. [Figure 67] FIG. 67 is a flowchart illustrating the development stage processing in the player terminal. [Figure 68] FIG. 68 is a flowchart illustrating the selection command reception process in the server. [Figure 69] FIG. 69 is a flowchart illustrating the scenario-specific processing in the server. [Figure 70] FIG. 70 is a flowchart illustrating the result information receiving process at the player terminal. DETAILED DESCRIPTION OF THE INVENTION

[0020] 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.

[0021] (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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0027] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0028] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0029] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0030] 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.

[0031] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0032] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0033] 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.

[0034] 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.

[0035] (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 subject of training in the training game.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0040] 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 character cards and support cards that the player owns. By strengthening the character cards and support cards, the player can increase the levels set for the character cards and support cards. Various parameters are set for the character cards and support cards, and the parameters increase as the level increases. By increasing the parameters of the character cards and support cards, the player can train characters to have stronger status in the training game.

[0041] As will be described in detail later, a deck containing multiple support cards is used in the training game. On the strengthening screen, the player can create a deck (support card deck) to be used in the training game in advance.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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. First, in the preparation stage, the player can select one character card from among the characters he or she owns. The character linked to the character card selected by the player is set as the character to be trained in the training game (hereinafter referred to as the character to be trained).

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] In this embodiment, various time-limited events are held irregularly. During the period when 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, an event screen is displayed. On the event screen, the player can exchange, for example, event points provided only for the event for various rewards.

[0059] 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.

[0060] 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.

[0061] (Raising game) Figure 4 is a diagram for explaining the general flow of the training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, the training main game is a game in which a player trains a character linked to one character card selected from the character cards they own as a character to be trained.

[0062] 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.

[0063] As shown in Figure 4, in the preparation stage processing, the following steps are performed in order: scenario registration, character to be trained registration, inherited character registration, support card registration, and specific character 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.

[0064] <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.

[0065] <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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] For example, as shown in Figure 5A, according to the scenario initial value data, the scenario initial values ​​of the five ability parameters associated with the scenario ID "0001" are all set to "200." Therefore, when the scenario ID "0001" is selected and the training main game is started, the initial upper limit values ​​of the five ability parameters will all be "1400."

[0073] 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".

[0074] 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.

[0075] 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.

[0076] 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."

[0077] 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.

[0078] 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.

[0079] <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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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 linked to a character card. 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 unit 152a.

[0085] In this embodiment, for each character linked to a character card, an initial value of an ability parameter is set for each of a plurality of types of abilities. 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.

[0086] The initial value of each character's ability parameters increases by strengthening the character card. For example, each character card has five status levels (rarity). In this embodiment, level 1 is the lowest status level and level 5 is the highest status level. The player can increase the status level of the character card by consuming in-game currency or predetermined items. As the status level of the character card increases, the initial value of the ability parameters of the character linked to that character card increases.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] In this embodiment, the skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character detail screen 160 of Fig. 6B. In addition, the 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, the acquired skills are highlighted so that it is easy to distinguish between acquired skills and possessed skills.

[0098] 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.

[0099] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.

[0100] 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 card or for each character. The awakening skills differ for each character linked to a character card. 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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 dedicated events 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.

[0112] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are linked to the characters linked to each character card. As shown in FIG. 6C, the character details screen 160 displays the dedicated events linked to the character. The dedicated events include hint events that allow 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] The objective of the training game is to generate a stronger character to be trained by training a character selected as a character to be trained from among the characters linked to the character cards 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] <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.

[0130] 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.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] 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, if 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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 inheritance. Furthermore, for the first generation of inherited characters, two characters are set as inherited characters when the training of the first generation of inheritance characters begins. The two characters that were set as inherited characters when the first generation of inheritance characters were generated are referred to as the second generation of inheritance.

[0139] 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.

[0140] 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.

[0141] 9D, the first inheritance character selection area 171a is marked with 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 is marked with icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.

[0142] 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.

[0143] 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.

[0144] 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 provided as factor stages: level 1, level 2, and level 3. However, the number of factor levels is not limited to this, and may be less than three or may be four or more.

[0145] As will be described in detail later, the factor level is determined by lottery. At this time, 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.

[0146] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery to determine the factor level, the probability of winning is set to be the lowest at level 3 and the highest at level 1. In other words, it can be said that the factor level is the rarest at level 3 and the rarest at level 1. However, the probability of winning an acquired factor or the probability of winning a factor level may change 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.

[0147] 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.

[0148] 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.

[0149] 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).

[0150] 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.

[0151] 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.

[0152] 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%.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] 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".

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] The suitability factors shown in FIG. 11 increase the suitability parameters of the character being trained. There are ten suitability factors: turf factor, dirt factor, short distance factor, mile factor, medium distance factor, long distance factor, breakaway factor, leading factor, overtaking factor, and pursuit factor. A character being trained will always acquire one of the ten suitability factors. The ten suitability factors correspond to turf suitability, dirt suitability, short distance suitability, mile suitability, medium distance suitability, long distance suitability, breakaway suitability, leading suitability, overtaking suitability, and pursuit suitability, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the suitability parameter for turf suitability of the character being trained will increase.

[0163] 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.

[0164] 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 pursuit, 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 pursuit aptitude will each increase by one level.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] 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.

[0172] 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.

[0173] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined status level is trained as a character to be trained, will the character factor set for that character be given to the trained character at the end of the training game. Note that only one character factor is set per character, so a single trained character can only acquire one character factor at most. Furthermore, if a trained character is generated based on a character that has not been strengthened to a predetermined status level, it will not be able to acquire a character factor.

[0174] 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.

[0175] 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.

[0176] 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.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] 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.

[0182] 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.

[0183] 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.

[0184] 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.

[0185] 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).

[0186] 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).

[0187] 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.

[0188] As shown in Fig. 13B, each character is set in advance as a grade level, a colleague, or a good friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade level, a colleague, or a good friend. The judgment items also include whether the running style, distance aptitude, and field aptitude of the character to be judged match.

[0189] 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.

[0190] 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.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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 inheritance characters.

[0195] <Support card registration> FIG. 14A is a first diagram illustrating the support card organization screen 190. FIG. 14B is a second diagram illustrating the support card organization screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card organization screen 190 shown in FIG. 14A is displayed. A deck display area 191 is provided in the center of the support card organization screen 190. The deck display area 191 includes multiple (here, six) 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.

[0196] The support card display frames 192 are displayed in the same number as the support cards that the player can set. The support card display frames 192 also function as an operation unit that accepts player operations. Here, for example, ten pieces of deck information, from first deck information to tenth deck information, are stored. In each piece of deck information, frame information indicating each of the six support card display frames 192 and a support card ID unique to each support card are stored. For example, the frame information includes six pieces of information, from first frame information to sixth frame information. The first frame information to sixth frame information correspond to any one of the support card display frames 192 in the deck display area 191.

[0197] As will be described later, a player can include support cards set as rental cards by other players in the six types of support cards. In this case, for the rental cards of other players, the deck information includes the frame information and support card ID, as well as the experience points used to calculate the level of the rental card.

[0198] Each piece of deck information is provided with a deck ID. The deck ID is linked to the player ID. When the support card organization screen 190 is displayed, one piece of deck information (deck ID) is provisionally selected from among the multiple pieces of deck information. As an example, the deck information of the deck used in the previous training game, or one piece of deck information that has been set in advance, is provisionally selected.

[0199] Then, an image is displayed in the support card display frame 192 based on the support card ID linked to the deck information in the provisionally selected state. FIG. 14A shows the provisionally selected state of the first deck information. Here, a case is shown in which no support card ID is linked to any of the six support card display frames 192 in the first deck information. As shown in FIG. 14A, a "+" mark is displayed in the support card display frame 192 that is not linked to a support card ID.

[0200] The support card organization screen 190 also displays a deck switching operation unit 190a that accepts operation inputs from the player. The player can switch the deck information in the provisionally selected state by operating the deck switching operation unit 190a. For example, when the right deck switching operation unit 190a is operated in the provisionally selected state of the first deck information shown in FIG. 14A, the provisionally selected deck information switches from the first deck information to the second deck information. In this case, as shown in FIG. 14B, the deck display area 191 is displayed based on the second deck information.

[0201] Here, the second deck information shows a case where six support card IDs are linked to six frame information, which is position information of the support card display frame 192. The support card IDs are linked to support card images 192a. As shown in FIG. 14B, the support card display frame 192 displays the support card images 192a linked to the support card IDs included in the second deck information.

[0202] In this embodiment, the six types of support cards that a player can set for one piece of deck information can include support cards that other players have set as rental cards if the support cards satisfy certain conditions. Here, the certain conditions are that the player is registered as a friend, or that the cards are selected by lottery or in accordance with predetermined conditions. That is, a player can include in the deck information support cards that have been set as rental cards by friends or other players selected by lottery or the like. In the following description, other players include friends and players selected by lottery or the like. Note that rental cards are linked to the player IDs of other players who own the rental cards.

[0203] However, the predetermined condition is not limited to this. For example, the rental cards that can be included in the deck information may be limited to rental cards of other players registered as friends by the player. Alternatively, the rental cards that can be included in the deck information may be limited to rental cards of other players selected by lottery. Furthermore, the rental cards that can be included in the deck information may be limited to rental cards of a predetermined number of players who logged in most recently, among the logged-in players. In any case, the predetermined condition may be set in advance, and its content can be set as appropriate.

[0204] Here, the maximum number of rental cards that can be included in one piece of deck information is set to "1." Therefore, a player can create one piece of deck information with five types of support cards that the player owns and one type of rental card from another player. Note that the maximum number of rental cards that can be included in one piece of deck information is not limited to "1" and may be multiple.

[0205] Furthermore, in this embodiment, a player can also configure one piece of deck information using six types of support cards that the player himself / herself owns. In other words, a player can configure one piece of deck information using only support cards whose ownership information is linked to his / her own player ID. That is, all six types of support cards used in the training main game may be support cards that the player himself / herself owns. That is, a player does not necessarily have to use rental cards of other players. However, it may be required that at least one rental card be used in the training main game.

[0206] FIG. 14B shows a case where the second deck information includes one rental card. A special display 192b is displayed in the support card display frame 192, in which a support card image 192a corresponding to the rental card is displayed, or in the support card image 192a corresponding to the rental card. The special display 192b makes it possible to distinguish that the support card is a rental card belonging to another player. The special display 192b also makes it possible to distinguish between another player's rental card and the support card that the player owns.

[0207] Here, the special display 192b is a display mode that highlights the support card display frame 192 and the support card image 192a. Also, as the special display 192b, "Friend" is displayed above the support card image 192a. Note that the display mode of the special display 192b shown in FIG. 14B is merely an example. As long as it is possible to identify that it is a rental card, the display mode of the special display 192b can be appropriately modified.

[0208] 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 (skill rate) for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one to 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.

[0209] 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.

[0210] There are 50 levels for Support Cards, from Level 1 to Level 50. Although a detailed explanation is omitted, each Support Card is associated with an experience point parameter. When the experience point reaches a threshold, the level of the Support Card increases. A player can increase the level of a Support Card by increasing the experience point of the Support Card. The experience point and level increased by the player are stored for each Support Card. The experience point, or level, of a Support Card can be increased by using in-game currency, items, etc. The level of a Support Card is capped depending on its rarity.

[0211] 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.

[0212] 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.

[0213] 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.

[0214] 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 or by another character promoted to a team member, as described below, when a hint event occurs during the training main game.

[0215] 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.

[0216] 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.

[0217] 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.

[0218] 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.

[0219] FIG. 16A is a first diagram illustrating the support card selection screen 200. FIG. 16B is a second diagram illustrating the support card selection screen 200. When an operation input is made to the support card display frame 192 on the support card organization screen 190, the support card selection screen 200 shown in FIG. 16A is displayed on the display 26. The support card selection screen 200 is provided with an owned card selection tab 200a and a rental card selection tab 200b. The owned card selection tab 200a and the rental card selection tab 200b function as an operation unit that accepts operations from the player.

[0220] When an operation input is made to a support card display frame 192 in which no support card image 192a is displayed in the deck display area 191 of the support card organization screen 190, the support card selection screen 200 is displayed with the owned card selection tab 200a selected, as shown in FIG. 16A. In other words, when a support card display frame 192 not linked to a support card ID is selected in the deck information in a provisional selection state, the support card selection screen 200 is displayed with the owned card selection tab 200a selected. Therefore, regardless of whether an operation input is made to any of the support card display frames 192 in FIG. 14A, the support card selection screen 200 is displayed as shown in FIG. 16A.

[0221] Furthermore, when an operational input is made to a support card display frame 192 in which a support card image 192a corresponding to a support card owned by the player is displayed in the deck display area 191 of the support card organization screen 190, the support card selection screen 200 is displayed with the owned card selection tab 200a selected. In other words, when a support card display frame 192 linked to the support card ID of a support card owned by the player is selected in the deck information in the provisional selection state, the support card selection screen 200 is displayed with the owned card selection tab 200a selected. Therefore, when an operational input is made to a support card display frame 192 other than the lower left support card display frame 192 in FIG. 14B , the support card selection screen 200 is displayed as shown in FIG. 16A .

[0222] In contrast, when an operation input is made to the support card display frame 192 in which the support card image 192a corresponding to another player's rental card is displayed in the deck display area 191 of the support card organization screen 190, the support card selection screen 200 is displayed with the rental card selection tab 200b selected. In other words, when the support card display frame 192 linked to another player's rental card is selected in the deck information in the provisional selection state, the support card selection screen 200 is displayed with the rental card selection tab 200b selected. Therefore, when an operation input is made to the support card display frame 192 in the lower left in FIG. 14B, the support card selection screen 200 is displayed as shown in FIG. 16B.

[0223] However, the support card selection screen 200 may be displayed with the owned card selection tab 200a selected, regardless of the support card display frame 192 for which an operational input has been made, on the support card organization screen 190. Also, the support card selection screen 200 may be displayed with the rental card selection tab 200b selected, regardless of the support card display frame 192 for which an operational input has been made, on the support card organization screen 190.

[0224] 16A, when the owned card selection tab 200a is selected, a list of support card images 192a corresponding to support cards owned by the player is displayed on the support card selection screen 200. In other words, when the owned card selection tab 200a is selected, a list of support card images 192a corresponding to support cards linked (by possession information) to the player ID is displayed on the support card selection screen 200.

[0225] The player can select a support card by tapping the support card image 192a displayed on the support card selection screen 200. When a support card is selected on the support card selection screen 200, the support card ID of the selected support card is linked to the deck information. At this time, the deck information stores the support card ID and frame information corresponding to the support card display frame 192 selected by the player on the support card organization screen 190.

[0226] For example, suppose that the support card display frame 192 corresponding to the first frame information that is not linked to a support card ID is selected on the support card organization screen 190. In this case, the support card ID and its position information (first frame information) are stored in the deck information in the provisionally selected state.

[0227] Also, for example, assume that the support card display frame 192 corresponding to the frame information linked to the support card ID is selected on the support card organization screen 190. In this case, the support card ID of the support card selected on the support card selection screen 200 is newly linked to the frame information corresponding to the selected support card display frame 192. This releases the link between the original support card ID and the frame information. In other words, the support card selected on the support card organization screen 190 and the support card selected on the support card selection screen 200 are swapped.

[0228] Furthermore, when an operation input is made to the rental card selection tab 200b while the owned card selection tab 200a is selected, the rental card selection tab 200b is selected. When the rental card selection tab 200b is selected, as shown in FIG. 16B , a plurality of rental card display sections 201 are displayed on the support card selection screen 200. Although a detailed explanation is omitted, a player can register other players as friends. Here, a plurality of rental card display sections 201 corresponding to other players extracted according to predetermined conditions, such as friends, are displayed.

[0229] The rental card display portion 201 displays a support card image 192a corresponding to a rental card set by another player. The rental card display portion 201 also displays the player names of the other players and information about their rental cards. The rental card display portion 201 functions as an operation portion that accepts operation inputs from the player. The player can select a rental card by tapping the rental card display portion 201. When a rental card is selected on the support card selection screen 200, the support card ID and frame information of the selected rental card are stored in the deck information, just as when the player's own support card is selected. In this case, the experience value of the rental card is also stored in the deck information.

[0230] When rental cards are linked to deck information, various information such as player information of other players who own rental cards is linked to the deck information in the player terminal 1 and the server 1000. For example, the deck information in the server 1000 stores player IDs as player information of other players in association with rental cards. The information stored in association with rental cards in the deck information may include information indicating whether or not the other players are registered as friends. The player information of other players included in the deck information stored in the player terminal 1 and the server 1000 can be designed as appropriate.

[0231] As described above, when a support card owned by the player or a rental card is selected on the support card selection screen 200, the support card selection screen 200 is hidden, and the support card organization screen 190 is displayed. At this time, on the support card organization screen 190, a support card image 192a corresponding to the support card selected on the support card selection screen 200 is displayed in the support card display frame 192. Then, when a rental card is selected, the above-mentioned special display 192b is displayed together with the support card display frame 192.

[0232] 14B, for example, suppose that after the rental card in the lower left of the figure is selected, a support card owned by the player is selected on the support card selection screen 200. In this case, when the screen switches from the support card selection screen 200 to the support card organization screen 190, a support card image 192a corresponding to the newly selected support card is displayed in the support card display frame 192. At this time, the special display 192b is deleted from the support card display frame 192 and the support card image 192a.

[0233] 16B , when the rental card selection tab 200b is selected, a release operation unit 202 is provided between the rental card selection tab 200b and the rental card display unit 201. The release operation unit 202 functions as an operation unit that accepts an operation input from the player. When the release operation unit 202 is operated, the association between the support card and the frame information corresponding to the support card display frame 192 selected on the support card organization screen 190 is released. When the release operation unit 202 is operated, the support card selection screen 200 is hidden, and the support card organization screen 190 is displayed. On the support card organization screen 190 that is displayed at this time, the support card image 192a is hidden in the support card display frame 192 selected by the player.

[0234] FIG. 17 is a third diagram illustrating the support card organization screen 190. For example, when the rental card in the lower left of the figure is selected in the state shown in FIG. 14B, the support card selection screen 200 is displayed as shown in FIG. 16B. At this time, when the release operation unit 202 is operated on the support card selection screen 200, the association between the deck information and the rental card is released. Then, when the screen switches from the support card selection screen 200 to the support card organization screen 190, the support card image 192a and the special display 192b are deleted from the support card display frame 192 in the lower left, as shown in FIG. 17.

[0235] 16A or 16B, when the support card selection screen 200 is displayed, if the player is allowed to select a rental card, a permission icon 203 is displayed near the rental card selection tab 200b. The permission icon 203 indicates that a rental card can be selected.

[0236] As described above, there is a limit set on the number of rental cards that can be included in one piece of deck information. Therefore, even if a rental card is selected on the support card selection screen 200, the player can select the rental card as long as the number of rental cards included in one piece of deck information does not exceed the limit.

[0237] An example of a case in which a player can select a rental card is when the provisionally selected deck information does not include a rental card. Furthermore, for example, when a rental card is included in the provisionally selected deck information, and the support card display frame 192 corresponding to the frame information linked to the rental card is selected on the support card organization screen 190, the player can also select the rental card. In other words, when a rental card is selected as the support card to be replaced, the player can select the rental card on the support card selection screen 200. In this way, when the player can select a rental card, a permission icon 203 is displayed on the support card selection screen 200. Note that the display position of the permission icon 203 is not particularly limited. The permission icon 203 can be displayed at any position on the support card organization screen 190 or the support card selection screen 200.

[0238] On the other hand, if a rental card is included in the provisionally selected deck information, and the support card display frame 192 corresponding to the frame information linked to a support card owned by the player himself is selected on the support card organization screen 190, the player cannot select a rental card. In other words, if the deck information already includes one rental card and the support card owned by the player himself is selected as the support card to be replaced, the player cannot select a rental card on the support card selection screen 200.

[0239] FIG. 18 is a third diagram illustrating the support card selection screen 200. For example, in the state shown in FIG. 14B, when a support card other than a rental card (support card display frame 192) at the bottom left of the figure is selected, the support card selection screen 200 is displayed as shown in FIG. 18. At this time, the rental card display section 201 is displayed grayed out on the support card selection screen 200. In this state, operation input to the rental card display section 201 is disabled. In this way, by disabling operation input to the rental card display section 201, a rental card cannot be selected. Furthermore, when the player cannot select a rental card, the permission icon 203 is hidden.

[0240] Here, when a player cannot select a rental card, the rental card display section 201 is displayed in gray on the support card selection screen 200. However, the display mode for making it clear that a rental card is not selectable is not limited to this. For example, an icon indicating that selection or operation input is not possible may be displayed on the rental card display section 201. Note that a clear display indicating that a rental card is not selectable is not essential.

[0241] Furthermore, if the player is unable to select a rental card, a dialog may be displayed to confirm whether or not it is OK to change the rental cards organized into the deck. If an operation input permitting the change is performed in this dialog, the rental card display section 201 may be enabled on the support card selection screen 200, allowing the player to select a rental card.

[0242] Furthermore, for example, when a player is allowed to select a rental card, the permission icon 203 may be displayed on the support card organization screen 190. Specifically, when a rental card is not included in the deck information in the provisionally selected state, the permission icon 203 may be displayed on the support card organization screen 190.

[0243] As described above, each player can freely change the settings of rental cards available for rental to other players at any time. For example, suppose a friend who owns a rental card included in the deck information changes the rental card on the rental card setting screen described above. The player terminal 1 or the server 1000 executes a validity confirmation process to confirm the validity of the rental card at a predetermined timing. Examples of the predetermined timing include when logging in, when the training game ends, or when predetermined communication is performed between the player terminal 1 and the server 1000. Examples of the predetermined timing may also be when a predetermined time arrives, when the training game starts, or when a predetermined screen such as the support card organization screen 190 is displayed.

[0244] In the validity confirmation process, it is determined whether the rental card included in the deck information is registered as a rental card. If it is determined in the validity confirmation process that the rental card is invalid, a rental card change process is executed.

[0245] In the rental card change process, a rental card identical to the rental card determined to be invalid is searched for among the rental cards set by other players. Here, various parameters are linked to the support card as described above, and the player can strengthen the parameters of the support card by using items, etc. In this embodiment, a rental card that completely matches the rental card determined to be invalid in both card type and parameters linked to the support card (here, level) is searched for.

[0246] If, as a result of the search, a rental card identical to the rental card determined to be invalid is extracted, the extracted rental card is linked to the deck information. Specifically, the player ID of the other player linked to the deck information is changed. On the other hand, if a rental card identical to the rental card determined to be invalid is not extracted, the link between the rental card determined to be invalid and the deck information is released. In this case, the frame information (support card display frame 192) to which the rental card was linked is no longer linked to the support card ID.

[0247] FIG. 19 is a diagram illustrating the change confirmation dialog 204. When a rental card included in the deck information is changed, in other words, when the friend who owns the rental card included in the deck information is changed, the change confirmation dialog 204 is displayed when the support card organization screen 190 is displayed. The change confirmation dialog 204 displays that the rental card has been changed, or more precisely, that the owner of the rental card has been changed. Note that if a predetermined operation is input on the display 26 while the change confirmation dialog 204 is displayed, the change confirmation dialog 204 is hidden, and the deck display area 191 of the support card organization screen 190 becomes visible. At this time, a support card image 192a corresponding to the changed rental card is displayed in the deck display area 191 on the support card organization screen 190.

[0248] On the other hand, if the search result does not extract a rental card identical to the rental card determined to be invalid, a confirmation dialog (not shown) is displayed indicating that the rental card has been deleted from the deck information. In this case, the support card image 192a is hidden in the support card display frame 192 that was linked to the deleted rental card.

[0249] Note that, in this case, in the rental card change process, a rental card that completely matches both the type and parameters of the rental card determined to be invalid is searched for. However, if a rental card that completely matches both the type and parameters of the rental card determined to be invalid is not extracted, a rental card that is the same type as the rental card determined to be invalid but has different parameters may be searched for and extracted. Furthermore, searching for a rental card is not required, and when a rental card is invalid, the association between the deck information and the rental card may simply be released.

[0250] Here, the permission icon 203 is displayed as a special display indicating that a rental card can be selected. However, the permission icon 203 is not essential. Here, the permission icon 203, which is a special display, is displayed only on the support card selection screen 200. However, the permission icon 203, which is a special display, may be displayed only on the support card organization screen 190, or may be displayed on both the support card organization screen 190 and the support card selection screen 200. In this case, the display mode of the special display may differ between the support card organization screen 190 and the support card selection screen 200. As an example, a message indicating that a rental card can be selected may be displayed as a special display on the support card organization screen 190, and the permission icon 203 may be displayed on the support card selection screen 200.

[0251] Although the player can select rental cards of players other than friends, the player may be able to select only rental cards of friends. Alternatively, the player may be able to select rental cards of other players extracted according to preset conditions, regardless of whether friends can be registered. In this case, the friend registration function is not required.

[0252] In this example, the rental card change process searches for a rental card identical to the rental card determined to be invalid. However, the rental card change process may also search for rental cards of other players that satisfy predetermined conditions.

[0253] As described above, according to this embodiment, a selection screen (support card selection screen 200) is displayed that allows the user to select one of a plurality of game media, including a first game medium (support card) linked to a first player ID indicating a first player, and a second game medium (rental card) linked to a second player ID indicating a second player different from the first player (another player extracted according to predetermined conditions such as a friend).

[0254] Then, the game media selected on the selection screen is stored in association with the deck information. In addition, an organization screen (support card organization screen 190) is displayed that includes at least one display area (support card display frame 192) in which any one of multiple game media images (support card images 192a) corresponding to each of the multiple game media can be displayed.

[0255] A game content image corresponding to the game content linked to the deck information is displayed in the display area. Furthermore, if the second game medium is linked to deck information, a special display 192b is displayed on the organization screen. When the link between the deck information and the second game medium is released, or when the second game medium linked to the deck information is changed to the first game medium, the game medium image and special display corresponding to the second game medium before the link is released or changed are hidden.

[0256] This makes it possible for the player to easily determine whether or not the second game medium is included in the deck information, that is, whether or not the second game medium can be newly selected, thereby improving convenience for the player.

[0257] Furthermore, an upper limit may be set on the number of second game media that can be linked to deck information. If the number of second game media linked to the deck information is less than the upper limit, a special display (permission icon 203) indicating that the second game media can be selected may be displayed on either or both of the selection screen and the organization screen.

[0258] By displaying the special display, the player can more easily understand whether or not the second game medium is selectable.

[0259] Furthermore, when the number of second game media linked to deck information has reached an upper limit, it may be possible to make it identifiable on the selection screen that the second game media cannot be selected.

[0260] This allows the player to easily understand that the second game medium cannot be selected.

[0261] Additionally, second game media that satisfy a predetermined condition (that is, that the second game media has been set as a rental card by another player) become selectable on the selection screen. In addition, if the second game medium linked to the deck information subsequently no longer satisfies the specified conditions (friend registration is cancelled or rental card settings are cancelled), a game medium that is the same as the second game medium that no longer satisfies the specified conditions and is linked to another second player ID may be extracted. Then, when a game medium linked to another second player ID is extracted, the extracted game medium may be linked to the deck information in place of the second game medium that no longer satisfies the predetermined condition. Furthermore, if no game media linked to another second player ID is extracted, the link between the second game media that no longer satisfies the predetermined condition and the deck information may be maintained in a released state.

[0262] This reduces the need for players to perform complicated operations, such as searching for identical game media, thereby improving convenience. Furthermore, in well-known training games, players are typically required to create decks using two types of game media: game media owned by the player himself and game media rented from other players. In contrast, this embodiment allows players to create decks using only game media owned by the player himself, thereby increasing the degree of freedom in deck creation.

[0263] Furthermore, according to this embodiment, rental cards can be organized in any position, compared to when rental cards must be organized in a fixed support card display frame 192. This increases the degree of freedom in the organization position. Furthermore, when common rental cards are stored between different decks, rental cards must be selected for each deck to be used. In contrast, this embodiment makes it possible to organize different rental cards for each deck, reducing the number of operations required when organizing decks and improving operability.

[0264] A rental deck function may be provided that allows players to rent rental decks provided by the management. The rental decks available to players include six support cards. In other words, the rental deck function allows players to rent six support cards. Rental decks are not limited to those provided by the management. For example, decks created by other players may be available as rental decks.

[0265] Furthermore, multiple rental deck patterns may be provided so that various types of characters to be developed can be generated. In this case, the most suitable pattern for the provisionally selected character to be developed may be recommended.

[0266] Furthermore, some of the support cards organized in the rental deck may change depending on the scenario selected by the player. In this case, it is preferable that support cards suited to the gameplay of the scenario are organized in the rental deck.

[0267] In addition, if the character being provisionally selected to be developed overlaps with a character linked to a support card organized in the rental deck, the support card may be changed into a support card linked to a different character.

[0268] 14B, when six support card IDs are linked to the deck information in the provisionally selected state, the start operation unit 193 becomes operable. On the other hand, when six support card IDs are not linked to the deck information in the provisionally selected state, as shown in FIG. 14A, the start operation unit 193 becomes inoperable.

[0269] 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. 14B, when the start operation unit 193 is tapped on the support card organization screen 190, the support card ID included in the deck information in the provisionally selected state is provisionally registered, and the final confirmation screen 205 shown in Fig. 20A is displayed.

[0270] FIG. 20A is a diagram illustrating a final confirmation screen 205. FIG. 20B 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.

[0271] Here, a preset is reservation information for a race in which a character to be trained will run in the training main game. The 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. 20B is displayed.

[0272] 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.

[0273] When the cancel operation section 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 section 205b is tapped, the top screen 210 (FIG. 22A) is displayed on the display 26.

[0274] <Registering specific characters> As shown in Figure 4, once the scenario, character to be trained, successor character, and support card are registered, the specific character is then registered. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0275] As described above, when the character to be trained, the successor character, the support character (support card), and the specific character are stored, the preparation stage processing ends.

[0276] <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.

[0277] FIG. 21 is a diagram illustrating the options available in each turn. Note that the options available in each turn differ depending on the type of character being trained. However, the options available in each turn may be the same regardless of the type of character being trained. As shown in FIG. 21, the training main game is made up of turns 1 to 78. Various parameters are updated depending on the options selected by the player in each turn.

[0278] The main game for raising a character has a storyline in which the days and months pass as the turns progress. Here, one month progresses in two turns, with each turn representing a half-month. Specifically, the first turn is assigned the first half of January, the second turn the second half of January, the third turn the first half of February, and the fourth turn the second half of February. In this way, the first or second half of each month in the first year is assigned to turns 1 through 24.

[0279] Similarly, turns 25 to 48 are assigned to the first or second half of each month in the second year, and turns 49 to 72 are assigned to the first or second half of each month in the third year. The period from turns 1 to 24 is called the Junior Class, turns 25 to 48 is called the Classic Class, and turns 49 to 72 is called the Senior Class. Turns 73 to 78 are not assigned a date and are called the Final Class. Turns 37 to 40 and turns 61 to 64 are called the Training Camp Period, and periods outside the Training Camp Period are called the Regular Period. The Training Camp Period is a period during which the ability parameters of characters being trained are more likely to increase than the Regular Period.

[0280] The player can select a command for each turn. There are multiple commands that the player can select. Each command specifies an action for the character to be trained. In other words, by selecting a command, the player can select the action that the character to be trained will perform.

[0281] Commands that the player can select are broadly divided into main commands and sub-commands. A main command is a command that ends the current turn. A sub-command is a command that does not end the current turn. Note that, hereinafter, the term "command" may refer to an operation unit that the player can operate or an instruction for computer processing. Figure 17 shows main commands. Details will be given later, but here, the main commands provided are a "rest command," a "health room command," a "go out command," a "training command," and a "race command."

[0282] The training commands are provided for each type of training. Here, five types of training are provided, so five training commands are provided. The race commands are commands that cause the character to be trained to run in a race. The races that the character to be trained can run in are set for each turn. Therefore, multiple types of races are provided, and race commands are provided for each type of race.

[0283] In Figure 21, a circle indicates that the corresponding command can be selected in each turn. A triangle indicates that the corresponding command can be selected in each turn under certain conditions. An x indicates that the corresponding command cannot be selected in each turn.

[0284] For example, from the first turn to the twelfth turn, main commands other than the race command are selectable. Also, for example, from the thirteenth turn to the seventy-second turn, all main commands are selectable. However, each character to be trained has a turn in which a goal is set (hereinafter referred to as a goal turn). The goal turns include a race-limited turn in which a race event (hereinafter referred to as a goal race) in which the character to be trained will compete is set. The player must make sure that the character to be trained competes in the goal race on the target turn in which the goal race is set (race-limited turn). Therefore, on the race-limited turn, all main commands other than the goal race are unselectable.

[0285] It should be noted that, here, the target turn and target race are different for each character to be trained. However, a common target turn and target race may be set for all characters to be trained. Furthermore, a clear condition is set for the target race. The player can continue the training main game by achieving the clear condition. On the other hand, if the clear condition is not achieved, the training main game ends with that turn, i.e., the player retires.

[0286] Note that a target turn and a target race are not required. A target turn and a target race may not be set for all characters to be trained. Alternatively, there may be a mixture of characters to be trained that have a target turn and a target race set and characters to be trained that do not have a target turn and a target race set.

[0287] Furthermore, goals other than the target race, i.e., clearing conditions, may be set for the target turn. For example, goals (clearing conditions) may be set such as winning at least one race by the target turn, or setting a predetermined parameter to a predetermined value or greater. Even in this case, if the clearing conditions are met at the end of the target turn, the training main game can continue, but if the clearing conditions are not met, the game will be retired.

[0288] Turns 74, 76, and 78 are set as the target turns for all characters to be trained, but different target races are set for each of these target turns.

[0289] In this embodiment, a special event is executed after the end of turn 36. Details of this special event will be described later.

[0290] FIG. 22 is a diagram illustrating the top screen 210. When the process moves to the training stage, the top screen 210 shown in FIG. 22 is displayed on the display 26. The top screen 210 is a screen that is displayed at the start of each turn. A stamina display section 211 and a motivation display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is set for 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."

[0291] Furthermore, the character to be trained is provided with a "motivation" parameter. In this embodiment, the "motivation" parameter varies within a six-level range: extremely poor, poor, normal, good, excellent, and super-good. However, the "motivation" parameter normally varies within a five-level range: extremely poor, poor, normal, good, and excellent. Then, when a predetermined condition is met in a special event, the "motivation" parameter subsequently varies within a six-level range, which includes the above five-level parameter plus an excellent parameter. As described above, the special event is executed after the end of the 36th turn, so the "motivation" can become extremely good only after the 37th turn at the earliest.

[0292] The higher the "motivation" parameter, the more advantageous the character being trained will be in the race, and the greater the increase in ability parameters due to training. In other words, "motivation" can be said to be a parameter related to the correction of ability parameters. Here, the "motivation" parameter is lowest when the character is in extremely poor condition, and the parameters increase in the order of poor condition, average condition, good condition, excellent condition, and super-good condition. The motivation display section 212 is displayed so that the current "motivation" of the character being trained can be visually grasped. Here, the current level of "motivation" is indicated by the direction of the arrow as shown in the figure.

[0293] Here, "super-good condition" is set as one of the parameters of "motivation", but "super-good condition" may be a parameter set separately from the parameter of "motivation".

[0294] 22, an image 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 as a numerical value and an alphabet indicating a rank separated by the numerical value. Specifically, in this embodiment, the numerical value and rank of each ability parameter of speed, stamina, power, tenacity, and intelligence are displayed.

[0295] 22, the skill points possessed by the character to be trained are displayed numerically in the skill point display section 214. As will be described in detail later, the player can use the skill points possessed by the character to be trained to acquire possessed skills.

[0296] 22, a rest operation section 215a, a training operation section 215b, a going out operation section 215c, a health room operation section 215d, a race operation section 215e, and a skill operation section 216 are displayed at the bottom of the top screen 210. In each turn, the player can select one of the items from the rest operation section 215a, the training operation section 215b, the going out operation section 215c, the health room operation section 215d, and the race operation section 215e.

[0297] The player can select the option "rest" 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 training to be performed by the character to be trained by operating the training operation unit 215b.

[0298] Furthermore, the player can select the option "Going out" by operating the going out operation unit 215c. When "Going out" is selected, the motivation of the character to be trained increases.

[0299] Furthermore, the player can select the option "Infirmary" by operating the infirmary operation unit 215d. In the training main game, there are multiple debuffs that can occur to the character to be trained. When a predetermined event occurs during the training main game, a debuff is applied to the character to be trained. Although the multiple debuffs differ in content from one another, they all hinder the training of the character to be trained.

[0300] When "Infirmary" is selected while a debuff has been applied to the character to be trained, the debuff applied to the character to be trained may be removed. Note that when "Infirmary" is selected, the debuff is not necessarily removed, and there is a certain probability that the debuff will not be removed. However, when "Infirmary" is selected, the debuff may always be removed. In this way, since "Infirmary" is a command intended to remove a debuff, "Infirmary" cannot be selected if the character to be trained has not been applied with a debuff. In other words, "Infirmary" can be selected on the condition that a debuff has been applied to the character to be trained.

[0301] Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 215e.

[0302] When the character to be trained takes a rest, trains, goes out, goes to the nurse's office, or runs in a race, the current turn ends and the next turn begins.

[0303] In this embodiment, a race-limited turn is set for each character during which the rest operation unit 215a, training operation unit 215b, outing operation unit 215c, and infirmary operation unit 215d cannot be selected. During the race-limited turn, the rest operation unit 215a, training operation unit 215b, outing operation unit 215c, and infirmary operation unit 215d are displayed grayed out, and no operation by the player is accepted.

[0304] Therefore, in the race-limited turns, the player must operate the race operation unit 215e to enter the character to be trained in a race. Although a detailed explanation will be omitted, as shown in FIG. 21, turns 74, 76, and 78 are set as race-limited turns common to all characters. In these three turns, the player must enter the character to be trained in a race.

[0305] Furthermore, the skill operation section 216 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end.

[0306] Fig. 23A is a first diagram illustrating training screen 220. Fig. 23B is a second diagram illustrating training screen 220. When training operation section 215b on top screen 210 is operated, training screen 220 is displayed on display 26.

[0307] 23A, operation units provided for each training item are displayed at the bottom of training screen 220. Here, speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, willpower operation unit 221d, and intelligence operation unit 221e are displayed. Note that hereinafter, when there is no need to distinguish between speed operation unit 221a, stamina operation unit 221b, power operation unit 221c, willpower operation unit 221d, and intelligence operation unit 221e, they may be simply referred to as operation units 221.

[0308] When the player operates any of the operation units 221, the training item corresponding to the operation unit 221 to which the operation input was made becomes provisionally selected. At this time, the operation unit 221 corresponding to the provisionally selected training item is highlighted. FIG. 23A shows that the power operation unit 221c is provisionally selected. Also, FIG. 23B shows that the stamina operation unit 221b is provisionally selected.

[0309] For example, when speed operation unit 221a is temporarily selected, if an operation input is again made to speed operation unit 221a, speed training is executed. Similarly, when an operation input is again made to stamina operation unit 221b, power operation unit 221c, willpower operation unit 221d, or intelligence operation unit 221e that are temporarily selected, stamina, power, willpower, and intelligence training are executed, respectively.

[0310] The operation unit 221 also displays the training level for each training item. The training level is a parameter that increases based on the number of training sessions, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0311] Furthermore, the operation unit 221 in the provisionally selected state displays a failure rate display unit 222. At the start of a turn, a failure rate is calculated for each training item. As an example, the failure rate is calculated based on a formula that is based on variables that are preset for each of the five training items and the stamina value at the time of training. Here, the higher the stamina value, the lower the failure rate, and the lower the stamina value, the higher the failure rate. The maximum failure rate is 99%, and the minimum failure rate is 1%. Therefore, if the calculated failure rate exceeds the range from the maximum to the minimum value, the failure rate is corrected to the maximum or minimum value.

[0312] The status display unit 213 also displays the increase in ability parameter when the training corresponding to the provisionally selected operation unit 221 is successful. In the example shown in FIG. 23A, the power operation unit 221c is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213. In the example shown in FIG. 23B, the stamina operation unit 221b is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the tenacity column of the status display unit 213.

[0313] Furthermore, if the training is successful, the character to be trained may acquire skill points. The skill point display unit 214 displays the skill points that the character to be trained will acquire if the training is successful, i.e., the increase in skill points. In the example shown in FIGS. 23A and 23B, the skill point display unit 214 displays "+5."

[0314] 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 on the operation unit 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.

[0315] Furthermore, in a turn in which training can be performed, a character may be assigned to each training item. In a turn in which training can be performed, for each character that can be assigned to training, whether or not to assign the character to a training item and the training item to be assigned to the character are determined by lottery. Characters that are assigned to training items include the support characters, specific characters, and predetermined story characters described above. Furthermore, as will be described in more detail below, in this embodiment, when predetermined conditions are met in a special event, a cooperation character is added to the characters appearing in the main game for training. The cooperation character added at this time is also included in the characters that are assigned to training items. Therefore, from the 37th turn after the special event, the number of characters that are assigned to training items may increase.

[0316] 23B, a placed character icon 224 corresponding to a character placed in training (hereinafter referred to as a placed character) is displayed for each temporarily selected operation unit 221 in the upper right portion of the training screen 220. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 223 is displayed on the corresponding placed character icon 224.

[0317] 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.

[0318] Furthermore, if the placed character is a support character, 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. Note that the bond parameters are parameters that are linked only to support characters, and no bond parameters are set for specific characters, story characters, or cooperation characters, which will be described later.

[0319] When a placed character is successful in the training associated with that character, the bond parameter of that placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameters of the character being trained when training is successful. Also, as described above, 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 occurrence state is set for that training item. When a training item in which a friendship training occurrence state is set is selected and training is successful, friendship training occurs. In other words, when training in a state in which friendship training occurrence is possible 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.

[0320] 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.

[0321] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training for that support character, a friendship training event is set for that training item. Then, when a training item for which a friendship training event is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0322] 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.

[0323] As described above, in this embodiment, the conditions for setting a friendship training state in which the support character's bond parameter is greater than or equal to a predetermined value and the support character is placed in a pre-set training item are set as conditions for setting a friendship training state in which the support character can occur.

[0324] 23C is a diagram illustrating training result notification screen 220a. As described above, when another operation input is made to operation unit 221 in the provisionally selected state, training corresponding to operation unit 221 to which the operation input was made is carried out. Once the training is carried out, 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.

[0325] 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.

[0326] 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.

[0327] 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.

[0328] 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.

[0329] In the friendship training-only effects, a character who meets the conditions for the friendship training event can train with the character being trained. Therefore, the friendship training event can be set for the support character in addition to the training item.

[0330] 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.

[0331] Furthermore, on the training result notification screen 220a, the ability parameters displayed in the status display section 213 are updated. That is, the ability parameters of the character to be trained that correspond to the training item selected by the player are updated. Here, the value of the ability parameter that increases if the training displayed in the status display section 213 in FIG. 23A or 23B is successful is added.

[0332] Furthermore, the training result notification screen 220a updates and displays the skill points in the skill point display section 214. Here, the increase in the skill points displayed in the skill point display section 214 in Figure 23A or Figure 23B is added.

[0333] Furthermore, the display on the physical strength display unit 211 is updated according to the training item that has been performed. If the training of speed, stamina, power, or tenacity is successful, physical strength will decrease. On the other hand, if the training of wisdom is successful, physical strength will recover.

[0334] 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 motivation, the application of a debuff, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a greater decrease in stamina, a greater decrease in the numerical value of an ability parameter, or a greater decrease in motivation) than the penalty imposed when the failure rate is low.

[0335] 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.

[0336] 23D 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.

[0337] 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.

[0338] The events include the 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 motivation, and events that decrease motivation. As will be described in more detail later, some events occur in a predetermined turn, while others occur when a predetermined lottery is won. Other events occur at the start of a turn and 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.

[0339] The above is the basic gameplay of the training main game, and the above gameplay is common to multiple scenarios. On the other hand, in the training main game, in addition to the above basic gameplay, scenario-specific gameplay is provided. Below, we will explain the scenario-specific gameplay when a specific scenario is selected.

[0340] FIG. 24 is a first diagram illustrating the gameplay specific to a scenario. In this embodiment, special characters appear in the training main game. Three types of special characters appear here: a first special character, a second special character, and a third special character, but the number of special characters is not particularly limited. The three types of special characters are characters that are provided separately from the characters to be trained and characters that can become support characters. In other words, the three types of special characters are not linked to any character card or support card. Furthermore, the three types of special characters are also different from the story characters described above. However, the special characters may be the same as the characters to be trained and characters that can become support characters, or the story characters.

[0341] Each special character is associated with an identification icon, a gauge, a buff, and a special effect. As shown in FIG. 24, the identification icon is different for each special character. The identification icon is displayed in various scenes during the main character training game. The identification icon allows the player to understand the type of special character. In other words, the identification icon makes it possible to identify the type of special character.

[0342] A gauge is one of the parameters linked to a character to be trained. Here, three types of gauges, the first gauge, the second gauge, and the third gauge, are linked to a character to be trained. The first gauge corresponds to the first special character, the second gauge corresponds to the second special character, and the third gauge corresponds to the third special character.

[0343] In the training main game, one of three types of special characters is placed in every main command each turn. When a main command is executed, the character to be trained acquires gauge points (hereinafter referred to as gauge points) corresponding to the special character placed in the executed main command. Note that, for ease of understanding, the following description will be given assuming that special characters are placed in the main commands, but in reality, gauges or gauge points are placed in the main commands.

[0344] A character to be trained can acquire one of three types of gauge points each turn. Here, the gauge points corresponding to the first gauge and first special character are referred to as first gauge points, the gauge points corresponding to the second gauge and second special character are referred to as second gauge points, and the gauge points corresponding to the third gauge and third special character are referred to as third gauge points.

[0345] 22, a first gauge display section 225a, a second gauge display section 225b, and a third gauge display section 225c are displayed on the top screen 210. Hereinafter, when there is no need to distinguish between the first gauge display section 225a, the second gauge display section 225b, and the third gauge display section 225c, these displays will be referred to as gauge display section 225. An identification icon is displayed on each gauge display section 225, allowing the player to easily understand which special character each gauge display section 225 corresponds to.

[0346] Each of the three special characters has a different theme color. The identification icon and gauge display unit 225 are colored in the theme color set for the corresponding special character, making it easy to understand the correspondence between the special character and the gauge display unit 225 by the color.

[0347] The gauge display unit 225 also includes eight display areas divided into sections. The display areas of the gauge display unit 225 make it possible to identify the gauge points currently possessed by the character to be raised. Specifically, the gauge in the first gauge display unit 225a displays the first gauge points possessed by the character to be raised, the gauge in the second gauge display unit 225b displays the second gauge points possessed by the character to be raised, and the gauge in the third gauge display unit 225c displays the third gauge points possessed by the character to be raised. In the gauge display unit 225, the same number of display areas as the number of gauge points possessed by the character to be raised are lit up.

[0348] As mentioned above, in each turn, one of three special characters is assigned to each main command. On the top screen 210, identification icons corresponding to the special characters assigned to the main commands "rest," "go out," "health room," and "race" are superimposed on the rest operation section 215a, the go out operation section 215c, the health room operation section 215d, and the race operation section 215e, respectively.

[0349] At the start of a turn, the type of special character to be placed in the main command and the gauge points to be awarded when each main command is executed are determined, as will be described in more detail below. Here, the number of gauge points that the character to be trained acquires when one main command is executed ranges from 1 to 3. The gauge points to be awarded when a main command is executed are displayed near the rest operation unit 215a, the outing operation unit 215c, the nurse's office operation unit 215d, and the race operation unit 215e.

[0350] 23A and 23B, a gauge display section 225 is also displayed on the training screen 220. At the start of a turn, the type of special character to be placed and the gauge points to be awarded when each training is performed are determined for each training item. On the training screen 220, an identification icon and the gauge points to be awarded when the training is performed are displayed near the operation section 221.

[0351] Note that, although a special character is always placed in every main command here, there may be main commands in which no special character is placed. Also, for example, two or more special characters may be placed in one main command. Furthermore, the number of gauge points that can be acquired by executing one main command is not limited to one to three, and four or more gauge points may be acquired.

[0352] As described above, the character to be trained acquires gauge points every turn. Then, a buff lottery is held based on the gauge points possessed by the character to be trained. In the buff lottery, the buffs that the player can select are determined by lottery. The player can select one buff from among the buffs determined in the buff lottery. The character to be trained can possess the buff selected by the player. Buffs are utilities that give an advantage in progressing through the training game. When the character to be trained possesses a buff, the utility of the possessed buff is activated.

[0353] As shown in Fig. 24, each buff is associated with one of the special characters. Here, the buff corresponding to the first special character is referred to as the first buff, the buff corresponding to the second special character is referred to as the second buff, and the buff corresponding to the third special character is referred to as the third buff.

[0354] FIG. 25 is a diagram illustrating buffs. As shown in FIG. 25, there are 15 first buffs, 15 second buffs, and 15 third buffs. However, the numbers of first buffs, second buffs, and third buffs may differ from one another. Each buff is associated with a parameter called a buff rank. Here, the buff ranks are divided into low rank, medium rank, and high rank. The buff rank is an index indicating the rarity of a buff, with low rank buffs being the least rare and high rank buffs being the rarest. The rarity of a buff can also be said to be the difficulty of possessing the buff.

[0355] Each buff is associated with a buff effect, and the buff effect of the buff possessed by the character being trained is activated. As described above, all buff effects are advantageous for training the character being trained. In other words, the buff effect provides an advantage for updating the parameters of the character being trained. For example, buff effects include making it easier for support characters to be placed in specialty training, increasing the probability of hint events occurring, increasing the increase in ability parameters when training is successful, providing an advantage for parameter updates based on motivation, and providing an advantage for parameter updates when friendship training is successful. However, the specific content of the buff effect is not particularly limited and can be modified as appropriate.

[0356] Generally, higher rank buffs tend to have stronger buff effects than lower rank buffs, but the rank and strength of the buff effect are not necessarily proportional. Also, motivation-related buff effects are most often set for the first buff. Buff effects that increase the increase in ability parameters when training is successful are most often set for the second buff. Furthermore, buff effects related to joint training, including friendship training, are most often set for the third buff.

[0357] In this way, the buff effect tends to differ depending on the buff type. That is, the first special character corresponding to the first buff has the theme of "motivation," the second special character corresponding to the second buff has the theme of "improving abilities through training," and the third special character corresponding to the third buff has the theme of "joint training."

[0358] That is, in this embodiment, there is a correlation between the effect of a buff and its activation condition for each buff type. For example, many buffs of the same type have common activation conditions. If a character to be trained possesses multiple buffs of the same type, the effects of the multiple buffs can be activated simultaneously by simply satisfying one activation condition. Therefore, a player can adopt a strategy of progressing through the game with the aim of acquiring buffs of the same type.

[0359] Furthermore, even if the buff types are different, some buffs have related effects or activation conditions. In this way, the player must proceed through the training game while considering combinations of buffs that will maximize the buff effect they can obtain, which increases the strategic nature of the training game.

[0360] Furthermore, possible strategies that a player should consider include, for example, a strategy that prioritizes acquiring buffs with strong individual effects, and a strategy that prioritizes synergy between buffs by acquiring buffs of the same type. In this way, players are required to develop various strategies as they progress through the game. Furthermore, players must decide, depending on the playing situation, whether to prioritize acquiring a buff gauge to increase the probability of acquiring the desired buff, or to prioritize performing training that will increase ability parameters by a large amount. In this way, players are required to make decisions based on their strategy and playing situation, resulting in unprecedented gameplay.

[0361] As shown in FIG. 22, the top screen 210 has a possessed buff display section 226. The possessed buff display section 226 has ten buff display areas 226a. In the training main game, a character to be trained can possess a maximum of ten buffs. Therefore, it can be said that the possessed buff display section 226 has the same number of buff display areas 226a as the maximum number of buffs that a character to be trained can possess. Buff icons 226b corresponding to the buffs that the character to be trained has acquired and possesses are displayed in the buff display areas 226a.

[0362] An information icon 226c is provided in the possessed buff display section 226. When the information icon 226c is tapped, a dialogue (not shown) with a detailed explanation of the buff is displayed. Furthermore, an effect display icon 227 is displayed below the possessed buff display section 226. When the effect display icon 227 is tapped, a dialogue (not shown) with a detailed explanation of the special effect described above is displayed. Furthermore, the possessed buff display section 226 and the effect display icon 227 are also displayed on the training screen 220, as shown in FIGS. 23A and 23B.

[0363] As shown in FIG. 24, the special effects are broadly divided into three categories: first special effects, second special effects, and third special effects. The first special effect corresponds to the first special character, the second special effect corresponds to the second special character, and the third special effect corresponds to the third special character. Therefore, it can be said that the first special effect corresponds to the first buff, the second special effect corresponds to the second buff, and the third special effect corresponds to the third buff. As described above, when the 36th turn ends, a special event occurs. In the special event, the character to be trained acquires a special effect corresponding to the special character associated with the most buff type possessed by the character to be trained at that time. After the special event, the special effect acquired in the special event can be activated. Below, the gameplay of this embodiment will be explained along with the flow of a series of processes.

[0364] Figure 26 is the second diagram illustrating the gameplay specific to each scenario. At the start of a turn, a turn start process is executed. As will be described in detail later, the turn start process determines the special characters and gauge points to be placed in the main command, the characters to be placed in the training items, the increase in ability parameters when training is successful, the failure rate, and the events that will occur.

[0365] When the player selects a main command, the selected main command is executed. When the main command is executed, parameters associated with the character to be trained, such as ability parameters, motivation, and stamina, are updated. In addition, the character to be trained acquires gauge points corresponding to the special character placed in the main command.

[0366] In this embodiment, the game progresses with six turns as one set, from turn 1 to turn 72. When one set, i.e., six turns, is completed, a buff lottery is held to determine the buffs that the player can select.

[0367] FIG. 27A is a diagram illustrating the buff lottery. The buff lottery includes a quantity lottery that determines the number of buffs to be drawn, and a content lottery that determines the content (type) of the buff. In the quantity lottery, the number of buffs to be drawn is determined for each gauge type, namely the first gauge, the second gauge, and the third gauge. The number of buffs to be drawn is determined based on the gauge points of the corresponding gauge type. Here, if the gauge points are 0 to 1, the number of buffs to be drawn is determined to be 0; if the gauge points are 2 to 3, the number of buffs to be drawn is determined to be 1; if the gauge points are 4 to 7, the number of buffs to be drawn is determined to be 2; and if the gauge points are the upper limit of 8, the number of buffs to be drawn is determined to be 3.

[0368] For example, suppose the first gauge point, second gauge point, and third gauge point are "0," "2," and "8," respectively. In this case, the number of first buffs drawn is determined to be 0, the number of second buffs drawn is determined to be 1, and the number of third buffs drawn is determined to be 3. Therefore, in this case, the player can select one buff from among the four buffs.

[0369] Furthermore, once the number of buffs to be drawn is determined by the quantity lottery, a content lottery is executed for the determined number of buffs to be drawn. The content lottery is executed for each buff type. In the above example, a content lottery to determine the second buff is executed once, and a content lottery to determine the third buff is executed three times. Here, in the content lottery, the rank of the buff to be drawn is determined based on the number of buffs currently possessed by the character to be trained.

[0370] FIG. 27B is a diagram illustrating the relationship between the number of buffs possessed and the rank that is subject to the lottery. If the number of buffs possessed is 0 to 1, only low ranks are subject to the lottery; if the number of buffs possessed is 2 to 3, low or medium ranks are subject to the lottery; and if the number of buffs possessed is 4 to 10, low, medium, and high ranks are subject to the lottery. For example, as in the example above, suppose the first gauge point, second gauge point, and third gauge point are "0," "2," and "8," respectively, and the number of buffs possessed at this point is 0.

[0371] In this case, the number of second buffs to be drawn is one, and one content lottery to determine the second buff is executed. At this time, since the number of buffs owned is zero, the rank of the object to be drawn is determined to be low. Therefore, in the content lottery to determine the second buff, five low-rank second buffs, from Second Buff 1-1 to Second Buff 1-5 shown in FIG. 25, are determined to be the objects to be drawn. Here, the probability of winning the objects to be drawn is set equally, so in the content lottery, each of the five low-rank second buffs, from Second Buff 1-1 to Second Buff 1-5, is determined with a 20% probability.

[0372] In the above example, the number of third buffs to be drawn is three, and the content lottery to determine the third buff is executed three times. At this time, as shown in FIG. 27A, if the gauge points at the time of the buff lottery are the upper limit of "8", one high-rank buff will always be determined, regardless of the number of buffs possessed. Therefore, of the three content lotteries to determine the third buff, the rank of the buff to be drawn in one content lottery is determined to be high rank. In this way, in the content lottery when a high rank is determined, the buffs to be drawn are limited to high-rank buffs.

[0373] In other words, of the three content lotteries that determine the third buff, one of the content lotteries will determine the five high-ranking third buffs, from Third Buff 3-1 to Third Buff 3-5, as shown in Figure 25. In this case, too, the probability of winning the lottery items is set equally, so in the content lottery, the five high-ranking third buffs, from Third Buff 3-1 to Third Buff 3-5, will each be determined with a 20% probability.

[0374] Furthermore, in the remaining two content lotteries that determine the third buff, the rank of the lottery items is determined based on the number of buffs possessed at that time. Therefore, in this example, the rank of the lottery items for the remaining two content lotteries is determined to be low rank. Therefore, in these two content lotteries, five low-ranked third buffs, from Third Buff 1-1 to Third Buff 1-5 shown in Figure 25, are determined to be the lottery items. In this case, too, the probability of winning the lottery items is set equally, so in the content lottery, the five low-ranked third buffs, from Third Buff 1-1 to Third Buff 1-5, are each determined with a 20% probability.

[0375] As a result, in the above example, one low-rank second buff, two low-rank third buffs, and one high-rank third buff are determined by the buff lottery. The player can select one of these four buffs. The player can select one of the buffs determined by the buff lottery. The character to be trained acquires one buff selected by the player. The character to be trained will continue to possess the acquired buff until the end of the training main game. While the character to be trained possesses a buff, the buff effect of that buff is activated. In other words, when the character to be trained acquires a buff, the buff effect of that buff is activated.

[0376] As described above, when multiple buffs are determined by the buff lottery, the same buff will not be included in the multiple buffs that the player can select. Therefore, when multiple buffs of the same type are determined, the buff that was determined first is excluded from the lottery. Also, buffs that the character to be trained already has are excluded from the lottery. Note that a character to be trained cannot have the same buff twice.

[0377] However, the character to be trained may be able to acquire or possess the same buff multiple times. For example, in this case, if the character possesses the same buff multiple times, the strength of the buff effect may be set to be increased.

[0378] Note that if the number of possessed buffs is two or more, buffs of different ranks are included in the buffs to be selected by lottery. In this case, for example, the probability of winning a relatively high-ranked buff may be set higher than the probability of winning a relatively low-ranked buff. Alternatively, conversely, the probability of winning a relatively high-ranked buff may be set lower than the probability of winning a relatively low-ranked buff.

[0379] As described above, the character to be trained acquires one buff every six turns. Therefore, the active buff effect increases by one every six turns. Here, the character to be trained can acquire a buff every six turns, that is, after a predetermined number of turns have passed. However, for example, a buff may be granted as a reward for successful training. Alternatively, a buff may be acquired when a predetermined event occurs or by consuming points associated with the character to be trained.

[0380] Furthermore, for example, if multiple buffs acquired by a character to be trained satisfy certain conditions, a special buff may be acquired. Alternatively, if multiple buffs acquired by a character to be trained satisfy certain conditions, the strength of the buff effects of the acquired buffs may be increased.

[0381] As shown in Figure 26, when a special event occurs, one of the three special effects becomes available for activation. The special event occurs after the 36th turn, so by the time the special event occurs, six sets have already been completed. Therefore, when the special event occurs, the character being trained will have six buffs.

[0382] In a special event, a special effect corresponding to the most commonly held buff type among the six buffs possessed by the character being trained at that time is determined. If there are multiple most commonly held buff types, one special effect is determined by lottery from among the special effects corresponding to the most commonly held buff types. However, if there are multiple most commonly held buff types, a preset special effect may be determined. Alternatively, the player may be able to select one special effect from among the multiple special effects corresponding to the most commonly held buff types.

[0383] From the 37th turn onwards, the special effect will remain available, but the character being trained will acquire one buff every six turns, just as it did up to the 36th turn. However, the maximum number of buffs that can be possessed is 10. Therefore, at the end of the 60th turn, the character being trained will have the maximum number of 10 buffs. In this embodiment, even when the character being trained has the maximum number of buffs, a buff lottery is held every six turns.

[0384] If the number of possessed buffs has not reached the upper limit, the buff selected by the player is automatically linked to the character to be trained. On the other hand, if the number of possessed buffs has reached the upper limit, the player can exchange any one of the buffs selected by the buff lottery for any one of the buffs already possessed by the character to be trained.

[0385] As described above, in this embodiment, a buff effect is added every six turns, and in the latter half of the main training game, special effects can be activated in addition to the buff effects. Therefore, the gameplay is enhanced such that the ability parameters of the character being trained increase more easily as the game progresses.

[0386] In the latter half of the training main game, the progress of the game will vary greatly depending on the special effects determined in the special events, in other words, the special effects acquired by the characters to be trained. The special effects will be described in detail below.

[0387] (1st special effect) FIG. 28 is a diagram explaining special effects. When a character to be trained acquires a first special effect in a special event, the character enters a state in which the first special effect can be activated. The first special effect can be activated in the first special effect activation state. A first activation condition is set for the first special effect, and when the first activation condition is met during the first special effect activation state, the first special effect is activated. Therefore, simply acquiring the first special effect in a special event does not bring about any benefit from the first special effect.

[0388] Here, the first activation condition is set to be obtaining the motivation increase effect three times. The motivation increase effect is an effect that increases the "motivation" parameter. Specifically, when the "go out" command is executed, the "motivation" parameter increases. Therefore, when the "go out" command is executed, the character to be trained will obtain the motivation increase effect. Also, during the training main game, various events occur at the start or end of a turn.

[0389] The events that occur at this time include an event that increases the "motivation" parameter. Therefore, when an event that increases the "motivation" parameter occurs, the character to be trained acquires a motivation increase effect. In this way, when the motivation increase effect is acquired three times by executing the "go out" command or by the occurrence of an event, the first activation condition is met and the first special effect is activated. When the first special effect is activated, the character enters a super good condition state for three turns. In other words, the first special effect enables the game to proceed in a super good condition state. Note that the timing of the activation of the special effect is not particularly limited. For example, if the fulfillment of the activation condition of the special effect is determined at the start of a turn, the special effect may be activated from the turn on which the activation condition is fulfilled. Alternatively, if the fulfillment of the activation condition of the special effect is determined at the end of a turn, the special effect may be activated from the turn following the fulfillment of the activation condition.

[0390] Here, obtaining the motivation increase effect three times is set as the first activation condition, but the first activation condition is not limited to this. For example, obtaining a motivation increase effect once may increase the motivation parameter by two or more stages. Therefore, for example, the first activation condition may be set as the motivation parameter increasing by a predetermined stage. Also, for example, the first activation condition may be set as the "go out" command being executed a predetermined number of times. Furthermore, the first activation condition may be set as the occurrence of an event that increases the "motivation" parameter a predetermined number of times. Also, for example, the first activation condition may be set as the motivation increase effect when the "motivation" parameter is at its best.

[0391] Here, the first activation condition is set to be obtaining the motivation increase effect three times, regardless of whether the "motivation" parameter actually increases. Therefore, even if the motivation increase effect is obtained when the "motivation" parameter is in excellent condition, the number of times the motivation increase effect has been obtained is incremented by one. However, the first activation condition may also be set to be that the "motivation" parameter increases a predetermined number of times.

[0392] As described above, since the theme of the first special character is "motivation," it is preferable to set the first activation condition related to "motivation." However, the first activation condition may be set to something unrelated to "motivation," such as a predetermined turn occurring or a predetermined command being executed a predetermined number of times.

[0393] Figure 29 is a diagram illustrating the super-good condition. The super-good condition produces the effects shown in Figure 29. Specifically, in the super-good condition, the "motivation" parameter is maintained at super-good condition, and predetermined debuffs do not occur. Furthermore, in the super-good condition, the "motivation" parameter does not decrease. Furthermore, as will be described later, the increase in ability parameters when training is successful is calculated based on a predetermined formula. In this formula, a motivation correction rate is multiplied based on the "motivation" parameter. The higher the motivation correction rate, the greater the increase in ability parameters. In the super-good condition, the motivation correction rate is the highest. Therefore, in the super-good condition, the increase in ability parameters is greater than when not in the super-good condition.

[0394] Furthermore, if the above motivation increase effect is obtained while in a super-high condition, the super-high condition will be extended by one turn. However, the super-high condition can only be extended twice per super-high condition. Furthermore, regardless of the "Motivation" parameter before the super-high condition began, the "Motivation" parameter will always be at top condition when the super-high condition ends.

[0395] Fig. 30A is a first diagram illustrating the top screen 210 in the first special effect activation state. Fig. 30B is a second diagram illustrating the top screen 210 in the first special effect activation state. As shown in Fig. 30A, even in the first special effect activation state, the gauge display section 225 and the possessed buff display section 226 are displayed on the top screen 210, just as they were before the special event occurred.

[0396] On the other hand, before a special event occurs, as shown in Fig. 22, an effect display icon 227 is displayed near the possessed buff display section 226. In the first special effect possible state, a first special effect activation icon 228 is displayed in the display position of the effect display icon 227. In other words, in the first special effect possible state, the first special effect activation icon 228 is displayed in place of the effect display icon 227. The first special effect activation icon 228 includes three first lamps 228a and one status lamp 228b.

[0397] The first lamps 228a indicate the number of times the motivation boost effect needs to be obtained before the first special effect is activated, in other words, the number of times the motivation boost effect has been obtained to date. When no motivation boost effects have been obtained, all three first lamps 228a are displayed in an unlit state. In the first special effect activation icon 228, each time a motivation boost effect is obtained, one first lamp 228a changes from an unlit state to an lit state, as shown in FIG. 30B. FIG. 30B shows a state in which the motivation boost effect has been obtained twice. In this way, the first lamps 228a in the first special effect activation icon 228 indicate the remaining number of times the motivation boost effect needs to be obtained before the super good condition is set.

[0398] Furthermore, the status indicator 228b indicates whether the first special effect is being activated, i.e., whether the player is in a super-good condition. When the player is not in a super-good condition, the status indicator 228b is displayed in an unlit state, as shown in Figures 30A and 30B. On the other hand, when the player is in a super-good condition, the status indicator 228b is displayed in an lit state.

[0399] FIG. 31A is a first diagram illustrating the top screen 210 in the super-high condition. FIG. 31B is a second diagram illustrating the top screen 210 in the super-high condition. FIG. 32 is a third diagram illustrating the top screen 210 in the super-high condition. As shown in FIG. 31A, in the super-high condition, instead of the first lamp 228a, a number and two second lamps 228c are displayed on the first special effect activation icon 228. The number displayed on the first special effect activation icon 228 indicates the number of turns remaining until the super-high condition ends. In addition, the second lamp 228c indicates the remaining number of times the current super-high condition can be extended. Note that in the super-high condition, the status lamp 228b is displayed in a lit state, as shown in FIG. 31A.

[0400] For example, as shown in FIG. 31A, suppose the number of remaining turns in the super-good form state is "3." When training is performed in this state, the number displayed on the first special effect activation icon 228 is decremented by "1," as shown in FIG. 31B. At this time, for example, suppose an event occurs after training, and the character to be trained acquires a motivation-boosting effect. In this case, as shown in FIG. 32, the number displayed on the first special effect activation icon 228 is incremented by "1." In this way, the first special effect activation icon 228 notifies the user that the number of remaining turns has increased, i.e., that the duration of the super-good form state has been extended.

[0401] Furthermore, as the duration of the super good condition state is extended by one turn, one of the second lamps 228c is changed from a lit state to a non-lit state. In this way, in the first special effect activation icon 228, the number of lit second lamps 228c indicates the remaining number of times the super good condition state can be extended.

[0402] As described above, the ability parameters are updated based on the main command selected by the player and the motivation parameter. Then, when the motivation-increasing effect is obtained three times, the first special effect is activated, and an excellent condition state that is advantageous for training the character to be trained is initiated. In this way, since the excellent condition state is initiated based on the "motivation" parameter that is originally used to calculate the increase in the ability parameters, the player is required to have a high level of strategy, for example, in determining the timing and number of times to execute the "go out" command.

[0403] Furthermore, the "motivation" parameter can fluctuate randomly, making it difficult for the player to intervene. However, the condition for the end of the super-good state is the passage of a certain number of turns, and the number of turns can be extended depending on the player's strategy, so a high level of strategy is required.

[0404] Also, normally, even if the "motivation" parameter has reached its maximum value and a motivation increase effect is acquired, the "motivation" parameter will not increase any further, so acquiring the motivation increase effect is wasted. However, when the super-good state begins, the number of turns required to end the state is extended by acquiring the motivation increase effect, providing new gameplay.

[0405] Furthermore, the first special effect activation icon 228 makes it easier for the player to understand the conditions for activating and terminating the super good condition, improving convenience for the player.

[0406] The benefits provided in the above-mentioned super-good condition are merely examples. The super-good condition may be set as appropriate as long as it provides a benefit that makes it more advantageous for the development of the character being developed than when the character is not in the super-good condition.

[0407] Also, here, if a motivation-boosting effect is obtained during the super-high-performance state, the super-high-performance state is extended. However, extending the super-high-performance state is not required. Also, here, the super-high-performance state ends when a predetermined number of turns (here, three) have passed since the start of the super-high-performance state, but the conditions for ending the super-high-performance state are not limited to this. For example, the super-high-performance state may end when a predetermined event occurs during the super-high-performance state. Also, for example, during the super-high-performance state, a lottery may be held every turn or after a predetermined number of turns has passed to determine whether or not to end the super-high-performance state, and if the lottery is won, the super-high-performance state may end.

[0408] Also, here, when the player is not in a super-good condition, the number of times remaining until the number of times the motivation-boosting effect has been obtained reaches the specified number (3 times) is identifiably displayed by the first lamp 228a. However, the display manner of the number of times remaining until the number of times the motivation-boosting effect has been obtained reaches the specified number (3 times) is not limited to this. For example, the remaining number of times may be identifiably displayed by a number or a gauge, and the display manner can be designed as appropriate.

[0409] Furthermore, the number of turns remaining until the end of the top-five state is identifiable by the number on the first special effect activation icon 228, but the manner in which the number of turns remaining is identifiable is not limited to this. For example, the number of turns remaining until the end of the top-five state may be identifiable by whether a lamp is lit or not.

[0410] (2nd special effect) Returning to Figure 28, when a character to be trained acquires a second special effect in a special event, the character enters a state in which the second special effect can be activated. The second special effect can be activated in a state in which the second special effect can be activated. In addition, a second activation condition is set for the second special effect, and when the second activation condition is met during the second special effect can be activated, the second special effect is activated. Therefore, simply acquiring the second special effect in a special event does not bring about any benefit from the second special effect.

[0411] Here, the second activation condition is set to be successful in training four times. When training is successful four times while the second special effect is in an activation-enabled state, the second activation condition is met and the second special effect is activated. When the second special effect is activated, the next turn will be in the challenge zone state. In other words, the second special effect allows the game to proceed in the challenge zone state.

[0412] Here, the second activation condition is set to be successful in training four times, but the second activation condition is not limited to this. For example, the second activation condition may be set to be that training has been performed a predetermined number of times, regardless of success or failure. Also, the second activation condition may be set to be that a predetermined ability parameter has been updated a predetermined number of times. Furthermore, for example, an activation lottery may be performed every turn or every predetermined number of turns, and the challenge zone state may be set if the activation lottery is won. In any case, the second activation condition can be set as appropriate.

[0413] FIG. 33 is a diagram illustrating the challenge zone state. In the challenge zone state, the effects shown in FIG. 33 are brought about. Specifically, in the challenge zone state, predetermined debuffs will not occur and training will not fail. Furthermore, in the challenge zone state, as will be described later, the training effect when training is successful is increased. In other words, in the challenge zone state, the increase in ability parameters is greater than when not in the challenge zone state. Furthermore, in the challenge zone state, the amount of stamina consumed when training is performed is reduced.

[0414] The challenge zone state ends when an end condition is met. Here, an end lottery is held during training, and if the end lottery is won, the end condition is met and the challenge zone state ends. The end conditions include the execution of the "take a rest" or "go out" command. Therefore, the challenge zone state ends when one of the end conditions is met: winning the end lottery, executing the "take a rest" command, or executing the "go out" command.

[0415] When the challenge zone state ends, a benefit is given to the character to be trained according to the number of turns that have passed in the challenge zone state and the end conditions that have been met.

[0416] FIG. 34 is a diagram illustrating the completion rate. During the challenge zone state, the completion rate is calculated at the start of a turn. The completion rate is the probability of winning the completion lottery. When training is performed in the challenge zone state, the completion lottery is performed based on the completion rate calculated at the start of the turn. As described above, the failure rate of training is normally calculated at the start of a turn, but during the challenge zone state, the completion rate is calculated instead of the failure rate. In this case, the same calculation formula as the failure rate described above is used to calculate the completion rate.

[0417] That is, during the challenge zone state, the failure rate is first calculated based on the current stamina value of the character to be trained. Then, the calculated failure rate is added with the addition rate to calculate the completion rate. Here, as shown in FIG. 34, the addition rate is determined based on the number of turns that have passed in the challenge zone state. Here, if the number of turns that have passed is 1 to 4, the addition rate is determined to be "0," if the number of turns that have passed is 5, the addition rate is determined to be "30," if the number of turns that have passed is 6, the addition rate is determined to be "60," and if the number of turns that have passed is 7 or more, the addition rate is determined to be "100."

[0418] In this way, the longer the challenge zone state continues, the higher the addition rate, and therefore the higher the completion rate. Here, when the number of elapsed turns is between 1 and 4, the completion rate is equal to the failure rate. Also, when the number of elapsed turns is 7 or more, the addition rate becomes "100", so the completion rate is always 100% or higher. However, the minimum completion rate is 0% and the maximum is 99%. Therefore, if the calculated completion rate exceeds the maximum value, the final completion rate will be determined to be the maximum value of 99%.

[0419] As mentioned above, the failure rate increases as the current stamina value decreases. Therefore, the fewer the number of elapsed turns or the greater the current stamina value, the lower the completion rate. Conversely, the greater the number of elapsed turns or the smaller the current stamina value, the higher the completion rate.

[0420] FIG. 35 is a diagram illustrating the benefits granted when the challenge zone state ends. As shown in FIG. 35, the benefits granted when the challenge zone state ends are determined based on a combination of the number of turns that have passed and the end condition that has been met. Here, if the challenge zone state ends due to a winning end lottery, and the number of turns that have passed is between 1 and 6, all five ability parameters are increased by "5." If the number of turns that have passed is 7 or more, all five ability parameters are increased by "35," and skill points are also increased by "50."

[0421] On the other hand, if the Challenge Zone state ends by executing the "Go Out" or "Take a Break" command, and the number of elapsed turns is between 1 and 4, all five ability parameters will be increased by "5." If the number of elapsed turns is 5, all five ability parameters will be increased by "15," and skill points will be increased by "30." If the number of elapsed turns is 6, all five ability parameters will be increased by "25," and skill points will be increased by "40." If the number of elapsed turns is 7 or more, all five ability parameters will be increased by "35," and skill points will be increased by "50."

[0422] Thus, depending on the number of turns that have passed, ending the challenge zone state by executing the "Go Out" or "Take a Rest" command may provide a more advantageous reward than winning the end lottery. Furthermore, a larger number of turns that have passed provides a more advantageous reward than a smaller number. Therefore, in the challenge zone state, the player must choose whether to train or execute the "Go Out" or "Take a Rest" command based on the reward for executing the "Go Out" or "Take a Rest" command, the increase in ability parameters during training, and the completion rate, which requires a high level of strategy.

[0423] Fig. 36A is a first diagram illustrating the top screen 210 in the second special effect activation state. Fig. 36B is a second diagram illustrating the top screen 210 in the second special effect activation state. As shown in Fig. 36A, even in the second special effect activation state, the gauge display section 225 and the possessed buff display section 226 are displayed on the top screen 210, just as they were before the special event occurred.

[0424] On the other hand, before the occurrence of a special event, as shown in Fig. 22, an effect display icon 227 is displayed near the possessed buff display section 226. When the second special effect can be generated, a second special effect activation icon 229 is displayed in the display position of the effect display icon 227. In other words, when the second special effect can be generated, the second special effect activation icon 229 is displayed in place of the effect display icon 227. The second special effect activation icon 229 includes four lamps 229a.

[0425] The lamps 229a indicate the number of successful training attempts required until the second special effect is activated. When no training attempts have been successful, all four lamps 229a are displayed in an unlit state. Each time a training attempt is successful, the lamps 229a in the second special effect activation icon 229 are changed one by one from an unlit state to an lit state, as shown in FIG. 36B. FIG. 36B shows a state in which training has been successful twice. In this way, the lamps 229a in the second special effect activation icon 229 indicate the number of successful training attempts required until the challenge zone state is set.

[0426] FIG. 37 is a first diagram illustrating the top screen 210 in the challenge zone state. As shown in FIG. 37, in the challenge zone state, the second special effect activation icon 229 displays the number of turns that have passed in the challenge zone state. In addition, an end icon 230 is displayed in the rest operation unit 215a and the go out operation unit 215c. The end icon 230 indicates the end of the challenge zone state. Displaying the end icon 230 in the rest operation unit 215a and the go out operation unit 215c indicates to the player that the challenge zone state will end by executing the "rest" and "go out" commands.

[0427] FIG. 38A is a second diagram illustrating the top screen 210 in the challenge zone state. FIG. 38B is a third diagram illustrating the top screen 210 in the challenge zone state. As shown in FIG. 38A, the number displayed on the second special effect activation icon 229 indicates the number of turns that have passed in the challenge zone state. For example, as shown in FIG. 38A, assume that the number of turns that have passed in the challenge zone state is "1." When training is performed in this state, the number displayed on the second special effect activation icon 229 is incremented by "1." FIG. 38B shows a state in which training has been successful twice from the state shown in FIG. 38A. As mentioned above, the number of turns that have passed has a significant impact on the benefits at the end of the challenge zone state. The player The player can select whether to perform training or execute the "rest" or "go out" command by checking the number of elapsed turns displayed on the second special effect activation icon 229. In this way, displaying the number of elapsed turns on the second special effect activation icon 229 improves convenience for the player.

[0428] FIG. 39 is a diagram illustrating the training screen 220 in the challenge zone state. As described above, the failure rate display unit 222 is normally displayed on the training screen 220 in the provisionally selected operation unit 221. In contrast, during the challenge zone state, a completion rate display unit 231 is displayed in place of the failure rate display unit 222. The completion rate display unit 231 displays the completion rate in a completion lottery when training is performed by operating the provisionally selected operation unit 221. Displaying the completion rate display unit 231 makes it easier for the player to select whether to perform training or to execute the "rest" or "go out" command, thereby improving convenience.

[0429] As described above, in the challenge zone state, the training effect increases and training will not fail. Therefore, it is desirable to perform more training in the challenge zone state. On the other hand, if the "rest" or "go out" command is executed, the challenge zone state ends, but in this case, the benefit granted based on the end of the challenge zone state may be advantageous. This forces the player to consider whether to perform training or execute the "rest" or "go out" command. Therefore, a high level of strategy is required during the challenge zone state, which increases the entertainment value of the game.

[0430] Note that, while various benefits such as increased training effectiveness are provided during the challenge zone state, such benefits are not essential. For example, even during the challenge zone state, no particularly advantageous benefits may be provided, and a bonus may simply be granted according to the number of turns that have passed.

[0431] In addition, here, the bonus is more advantageous when the challenge zone state ends with the execution of the "rest" or "go out" command than when the challenge zone state ends with a win in the end lottery. However, the bonus may be changed simply depending on the number of turns that have passed without affecting the bonus.

[0432] Furthermore, although the number of elapsed turns is used as the duration here, the duration is not limited to the number of turns and may be managed, for example, by time. Furthermore, although the completion rate is calculated by adding an addition rate to the failure rate here, the method of calculating the completion rate is not limited to this. For example, a calculation formula dedicated to the completion rate may be provided. Furthermore, the completion rate does not necessarily have to increase as the number of elapsed turns increases. For example, during the challenge zone state, the completion rate may always be constant, or there may be provided a number of elapsed turns that can be completed and a number of elapsed turns that will not be completed. Furthermore, although the completion rate is calculated here based on the current stamina value, the completion rate may also be calculated based on the stamina value after the training is performed.

[0433] Although multiple termination conditions are set here, there may be only one termination condition. For example, the challenge zone state may end only when the player wins the termination lottery.

[0434] Here, the greater the number of elapsed turns, the more advantageous the bonus at the end of the challenge zone state. However, conversely, the configuration may be such that the fewer the number of elapsed turns, the more advantageous the bonus at the end of the challenge zone state. Furthermore, for example, a bonus may be preset according to the number of elapsed turns, and when the challenge zone state ends by executing the "rest" or "go out" command, a predetermined bonus may be added to the bonus according to the number of elapsed turns.

[0435] Also, in this case, when the training is not in the challenge zone state, the number of times remaining until the number of successful training attempts reaches a predetermined number is identifiably displayed by the lamp 229a of the second special effect activation icon 229. However, the display mode for indicating the number of attempts remaining is not limited to this, and the remaining number may simply be displayed as a number. Note that it is not essential to display the number of successful training attempts or the number of times remaining until the number of successful training attempts reaches a predetermined number.

[0436] Also, during the challenge zone state, the number of turns that have passed in the challenge zone state is displayed on the second special effect activation icon 229, and the completion rate, which is the probability that the challenge zone state will end, is displayed on the completion rate display section 231. However, displaying the number of turns that have passed and the completion rate is not essential. In particular, when the completion rate display section 231 is hidden, it is necessary to imagine the completion rate, which increases the interest of the game.

[0437] (Third special effect) Returning to FIG. 28, when the character to be trained acquires the third special effect in a special event, the third special effect is immediately activated. In other words, it can be said that the condition for activating the third special effect is to acquire the third special effect in a special event. When the third special effect is activated, a training cooperation state is entered in which a training helper (hereinafter referred to as a cooperation character) is added. Therefore, the third special effect enables the game to proceed in the training cooperation state.

[0438] FIG. 40 is a diagram illustrating the training cooperation state. In the training cooperation state, the effects shown in FIG. 40 are brought about. Specifically, in the training cooperation state, nine cooperation characters are added to the training main game. The cooperation characters are placed in training items in the same way as support characters, and can perform joint training with the character to be trained. Therefore, in the training cooperation state, the probability of performing joint training is increased.

[0439] The cooperating character is randomly selected from among the characters linked to any of the support cards that are not organized in the deck. Therefore, like the support characters, the cooperating characters are also set with specialty training. In addition to the specialty training, the support card is also set with a specialty rate parameter. The specialty rate is a parameter used when determining the training item to which the support character is assigned. The higher the specialty rate, the higher the probability that the support character will be assigned to the specialty training. Like the support characters, the cooperating characters are also linked with a specialty rate parameter. On the other hand, no bond parameter is assigned to the cooperating characters. However, the bond parameter may also be assigned to the cooperating characters.

[0440] If the training items that the cooperating characters are good at are unevenly distributed, it may be difficult to improve each ability parameter in a balanced manner. Therefore, it may be possible to prevent uneven distribution of the training items to which the cooperating characters are distributed, for example, by setting an upper limit on the number of cooperating characters that can be distributed to each training item.

[0441] Furthermore, in the training cooperation state, best friend parameters are added to the cooperating character and the support character. Here, the best friend parameters include a best friend gauge and a best friend level. The best friend gauge increases as joint training is carried out with the character being trained. Furthermore, events that occur in the training main game include events that increase the bond parameter. In the training cooperation state, when an event that increases the bond parameter occurs, the best friend gauge of the target cooperating character increases. In other words, the conditions for increasing the best friend gauge are the same as the conditions for increasing the bond parameter.

[0442] Then, cooperating characters and support characters whose best friend gauge has reached its maximum value are always forced to be placed in specialty training. Also, a cooperating character whose best friend gauge has reached its maximum value will trigger friendship training. In other words, a cooperating character whose best friend gauge has reached its maximum value is always placed in specialty training, and at this time, a friendship training possible state is set. Note that for support characters, the best friend gauge being at its maximum value is not included in the conditions for setting a friendship training possible state. In other words, when a support character's best friend gauge reaches its maximum value, that support character is forced to be placed in specialty training. However, at this time, if the value of the bond parameter is not equal to or greater than a predetermined value, the friendship training possible state is not set for the support character.

[0443] When joint training is performed with a cooperating character and a support character whose best friend gauge is at its maximum value, the best friend gauge is reset to its initial value and the best friend level increases by "1." The training effect of the joint training increases depending on the best friend level of the cooperating character and the support character who performed the joint training. Here, the higher the best friend level, the greater the training effect.

[0444] In this way, while friendship training can normally only occur when a support character is placed in a speciality training, in the training cooperation state, friendship training can occur even when a cooperation character is placed. Therefore, the training cooperation state can be said to be a state in which joint training and friendship training are likely to occur. Note that the training cooperation state continues until the main training game ends.

[0445] By repeating joint training with the same support character and cooperation character, the best friend level can be increased, providing a new gameplay element in which the training effect can be improved.

[0446] In addition, similar to the first special effect and the second special effect, even when the third special effect is acquired, a training cooperation state may be set for a certain period of time when a predetermined activation condition is met.

[0447] Also, for example, a cooperation character may be registered from the start of the training main game. In this case, the cooperation character may be placed as a placement character in the training item regardless of whether the third special effect is acquired. However, even in this case, if the third special effect is acquired, a best friend parameter may be set for the cooperation character.

[0448] Fig. 41A is a first diagram illustrating top screen 210 in the training cooperation state. Fig. 41B is a second diagram illustrating top screen 210 in the training cooperation state. As shown in Fig. 41A, in the training cooperation state, best friend parameter display 232 is displayed to the left of placed character icon 224. Best friend parameter display 232 includes a meter that visually indicates the value of the best friend gauge and an icon that displays the best friend level.

[0449] 41A, the bottommost character icon 224 corresponds to a helper character, and the other two character icons 224 correspond to support characters. Therefore, the character icon 224 corresponding to a support character has a bond gauge 224a, but the character icon 224 corresponding to a helper character does not have a bond gauge 224a.

[0450] For example, suppose training is performed in the state shown in Figure 41A. If the training is successful, the best friend gauges of the support character and cooperating character who participated in the joint training will rise, as shown in Figure 41B. When the best friend gauges rise in this way and reach their maximum value, the cooperating character and support character are forced to be placed in speciality training, as described above, and friendship training can occur.

[0451] Let's say a cooperating character or support character whose best friend gauge has reached its maximum value is placed in speed training, which is their specialty training. In this case, a friendship training event is set in the speed training item. However, let's say that in this state, the player selects a main command other than speed training. As mentioned above, the conditions for resetting the best friend gauge include performing joint training, so if a main command other than speed is selected, the best friend gauge will not be reset.

[0452] Therefore, the friend gauge of the cooperation character or support character is maintained at the maximum value in the next turn, and as a result, the cooperation character or support character is forced to be placed in speed training in the next turn as well, and the speed training item is set to a state where friendship training can occur.

[0453] As described above, in the training cooperation state, for a cooperating character associated with a speciality training and a speciality rate, a training item to which the cooperating character is assigned is determined. At this time, the training item to which a cooperating character associated with a best friend gauge value that has not yet reached a specific value (maximum value) is assigned is determined based on the speciality training and the speciality rate. In contrast, the training item to which a cooperating character associated with a best friend gauge value that has reached a specific value (maximum value) is determined to be a speciality training.

[0454] Therefore, in the training cooperation state, the player must consider whether to select a training in which the cooperating character is placed in order to increase the cooperating character's best friend gauge, or to select a training that will result in a greater increase in ability parameters. As a result, the player is required to have a high level of strategy and decision-making ability, which increases the enjoyment of the game.

[0455] Furthermore, in order to fulfill the conditions for activating friendship training, a support character must win a lottery to be placed in a favorite training based on the proficiency rate set for that character. Once the training cooperation state begins, a character will always be placed in a favorite training when the best friend gauge reaches its maximum value, so friendship training can be triggered without being affected by probability.

[0456] Furthermore, unless a support character with a maximum best friend gauge performs a special training in which that support character is assigned, that support character will continue to be assigned to that special training. Therefore, a player can adopt a strategy of not performing that training until the best friend gauges of all support characters with the same special training reach their maximum. By performing that special training when the best friend gauges of all support characters with the same special training reach their maximum, a powerful friendship training can be activated.

[0457] Here, a best friend parameter is also assigned to a support character, but a best friend parameter does not have to be assigned to a support character. Furthermore, a parameter for a special training and a special rate is linked to a cooperating character, but only one of these pieces of information may be linked. Furthermore, here, the probability that a cooperating character is assigned to a special training is higher than the probability that a cooperating character is assigned to a training other than a special training. However, the probability that a cooperating character is assigned may be constant regardless of whether the training is a special training or not.

[0458] Here, the update conditions for the bond parameter are used as the update conditions for the best friend gauge. However, the update conditions for the best friend gauge may be set separately from the update conditions for the bond parameter. For example, the best friend gauge may increase only when a training session in which a cooperating character is assigned is performed. Alternatively, the best friend gauge may increase only when a predetermined dedicated event occurs.

[0459] In addition, the conditions for updating the best friend level are set here as the conditions for updating the best friend gauge of the cooperating character reaching its maximum value and performing the training in which the cooperating character is placed. However, the conditions for updating the best friend level are not limited to this. For example, the best friend level may be updated when the best friend gauge of the cooperating character reaches its maximum value.

[0460] Next, the above-mentioned turn start processing will be explained. Figure 42 is a diagram illustrating the general flow of the turn start processing. As described above, the training stage processing includes the turn start processing, which is executed at the start of each turn of the training game. Details of the turn start processing will be described later, but here, the general flow of the turn start processing will be explained. The turn start processing includes, as shown in Figure 42, "processing to determine special characters to be placed in all main commands," "processing to determine whether or not to place characters and the training items to be placed," "processing to determine whether or not a first event will occur," "processing to set a friendship training occurrence enable state," "processing to determine update values ​​for each parameter," "processing to determine the number of gauge points," and "processing to set a second event occurrence enable state." Note that various other processes are also executed in the turn start processing, but here, the processes shown in Figure 42 will be explained in order.

[0461] <Process to determine special characters to be placed in all main commands> During the training main game, a process is performed each turn to determine the special characters to be placed in all main commands. Here, a special character is determined for each of a total of nine commands: "Rest," "Go Out," "Nursing Room," "Race," and five types of training commands. Here, three types of special characters are randomly determined for all main commands with a probability of 1 / 3. However, the probability of a special character being associated with a main command may be weighted depending on the type of main command. Note that, although it is assumed here that a special character is placed in relation to a main command, as described above, in reality, a gauge type corresponding to the special character is determined.

[0462] Once the special characters are determined as described above, the special characters are linked to each main command. Then, the placement information in which the main commands and special characters are linked is stored in the player terminal 1 and the server 1000.

[0463] <Process to determine whether to place a character and the training items to be placed> As described above, once the special character linked to the main command is determined, it is determined whether or not to place a support character, etc., and the training for placing the support character, etc. Here, if a cooperation character has been added, it is also determined whether or not to place the cooperation character, and the training for placing the cooperation character, in the same way as for the support character.

[0464] 43 is a diagram illustrating the allocation ratio 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, training items are determined for all support characters, cooperation characters, and story characters based on character identification information.

[0465] 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 specific characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and specific characters is used when the character whose placement is to be determined is set as a support character and also as a specific character.

[0466] According to the placement decision table for specific characters, 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 intelligence is set at 16%. This placement decision table for specific characters is used when the target character is not set as a support character but as a specific character.

[0467] According to the support character placement table, the probability of not placing the character in any training is 30%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 14%. This support character placement table is used when the target character is set as a support character and not as a specific character.

[0468] 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 specific character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.

[0469] In this way, support characters are more likely to be placed in training than characters not registered as support characters, and characters registered as specific characters are more likely to be placed in training than characters not registered as specific characters.

[0470] As described above, a special training is set for each support card. If the target character is a support character or a cooperation character, the selection ratio set in the placement determination table shown in FIG. 43 is changed based on the special training and special rate set for the support card. As an example, for a support character with a special rate set to 10%, the placement probability of the special training is increased by 10% and the selection ratio for "none" in the figure is decreased by 10% compared to the selection ratio in the selected placement determination table. Alternatively, the placement probability of other trainings may be decreased by the same amount as the placement probability of the special training increases.

[0471] In addition, for example, some or all of the support cards (support characters) may be linked with an effect that increases the probability of placement in a predetermined training item. Support characters linked with such an effect are changed so that the probability of placement in the predetermined training item increases.

[0472] 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."

[0473] 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 training items are determined for the characters is arbitrary. Here, as an example, the training items are determined for the support character, then the training items are determined for the cooperation character, and then the training items are determined for the other characters. Then, 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 number may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0474] 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.

[0475] Here, support characters and cooperation characters whose best friend gauges have reached their maximum value are forcibly placed in the special training without a placement lottery being executed. Therefore, here, support characters and cooperation characters whose best friend gauges have reached their maximum value are placed in the special training with the highest priority.

[0476] 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.

[0477] <Process to determine whether the first event has occurred> Once the characters to be placed have been determined, a process is then carried out to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that may occur during the training main game are predetermined.

[0478] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0479] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0480] A scenario-common event is an event that appears in multiple scenarios. Therefore, a scenario-common event will appear when both the first scenario and the second scenario are selected.

[0481] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0482] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for characters that the player has registered as characters to be trained in the setting game, i.e., in the preparation stage processing.

[0483] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.

[0484] After the process of determining each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.

[0485] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.

[0486] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.

[0487] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event. Here, each event is classified into one of the event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, and story event.

[0488] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. The first ability event and the second ability event are events that increase or decrease the ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events change ability parameters or aptitude parameters in addition to displaying the story.

[0489] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.

[0490] In this embodiment, the turn start processing includes processing for determining a scenario event and processing for determining a dedicated event. Here, illustrations and descriptions of the processing for determining a scenario event and the processing for determining a dedicated event are omitted. In the processing for determining whether or not a first event will occur, a first event to occur is determined by lottery from among the support events linked to all support cards provided by the administrator. At this time, the probability of winning a support event linked to a support card registered in the deck by the player in the preparation stage processing is set high.

[0491] <Process to set the state in which friendship training can occur> Returning to FIG. 42, once it is determined whether or not the first event will occur, as described above, a friendship training state is set. Specifically, a support character is extracted from among 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 or best friend gauge associated with the support character is equal to or greater than a predetermined value.

[0492] Additionally, a cooperation character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training occurrence state are met for the extracted cooperation character. As described above, the setting conditions for the friendship training occurrence state are set as follows: the training item in which the cooperation character is placed is a specialty training, and the best friend gauge linked to the cooperation character is equal to or greater than a predetermined value (maximum value).

[0493] Then, friendship training occurrence possibility information is linked to support characters and cooperation characters that meet the setting conditions for the friendship training occurrence possibility state. Also, friendship training occurrence possibility information is linked to training items in which support characters or cooperation characters that meet the setting conditions for the friendship training occurrence possibility state are placed. In this way, the friendship training occurrence possibility state is set.

[0494] <Process to determine the updated values ​​of each parameter> At the start of a turn, the update values ​​for each parameter when the main command is executed are determined. Specifically, in a turn in which training can be performed, the failure rate and the increase in ability parameters when training is successful are determined for each training item. Furthermore, during the challenge zone state, the completion rate is determined as described above instead of the failure rate.

[0495] 44A is a diagram illustrating a training level table. As shown in FIG. 44A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected three or less times, the training levels for speed, stamina, power, tenacity, and intelligence are set to "Level 1." If each training is selected four or more times but seven or fewer times, the training levels are set to "Level 2." If each training is selected eight or more times but eleven or fewer times, the training levels are set to "Level 3." If each training is selected twelve or more times but fifteen or fewer times, the training levels are set to "Level 4." If each training is selected sixteen or more times, the training levels are set to "Level 5."

[0496] Here, the case where the training level increases according to the number of times the training is selected has been described. However, the conditions for increasing the training level are not limited to this. For example, the training level may be increased or decreased by lottery. Alternatively, the training level may be changed according to the number of turns. The training level is not required.

[0497] In this embodiment, if the training selected by the player is successful, the value of a predetermined ability parameter increases depending on the training item performed. Specifically, if speed training is successful, the values ​​of the speed and power ability parameters increase. Furthermore, if stamina training is successful, the values ​​of the stamina and tenacity ability parameters increase. Furthermore, if power training is successful, the values ​​of the stamina and power ability parameters increase. Furthermore, if tenacity training is successful, the values ​​of the speed, power, and tenacity ability parameters increase. Furthermore, if intelligence training is successful, the values ​​of the speed and intelligence ability parameters increase.

[0498] In this embodiment, the increase in ability parameter value when training is successful is calculated based on a fixed increase value determined in accordance with the training item and training level performed.

[0499] Fig. 44B is a diagram illustrating a fixed increase value (speed) table. Fig. 44C is a diagram illustrating a fixed increase value table (power). That is, Fig. 44B shows fixed increase values ​​when the training item is speed. Fig. 44C shows fixed increase values ​​when the training item is power.

[0500] As shown in Figures 44B and 44C, the fixed increase value table stores fixed increase values ​​determined in accordance with the training item and training level performed. In this embodiment, as shown in Figures 44B and 44C, the ability parameters are set to increase more significantly as the training level increases. Although not shown here, fixed increase value tables are also provided for stamina, guts, and intelligence when selected as training items.

[0501] Once the fixed increase value is determined based on the training level and training item, a bonus addition value is then calculated. The bonus addition value is added to the fixed increase value. The bonus addition value includes, for example, a character placement addition value. The character placement addition value is determined, for example, based on the number of characters placed in training; for example, the more characters placed, the larger the character placement addition value. At this time, the character placement addition value may differ depending, for example, on whether the placed character is a specific character or a support character.

[0502] In addition, in the training cooperation state, a character placement addition value is added according to the best friend level of the support character or cooperating character. Here, the higher the best friend level, the larger the character placement addition value. As mentioned above, in the training cooperation state, nine cooperating characters are added, so the character placement addition value is more likely to be added. As a result, in the training cooperation state, ability parameters are more likely to increase when training is successful.

[0503] Furthermore, a bonus correction is provided here. The bonus correction is obtained by adding the fixed increase value to the bonus addition value and multiplying the result by a predetermined correction rate. The bonus correction includes a motivation correction that is multiplied by the motivation correction rate. In an extremely good condition, the motivation correction rate becomes larger, making it easier for ability parameters to increase when training is successful.

[0504] The bonus adjustment also includes a friendship training adjustment. The friendship training adjustment is multiplied by a friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for a training item. Furthermore, the friendship bonus addition rate is calculated for each character placed in the training item.

[0505] 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.

[0506] <Process to determine the number of gauge points> Returning to FIG. 42, once the updated values ​​of each parameter are determined, the number of points acquired for the gauge corresponding to the special character placed in each main command, that is, the number of gauge points, is determined.

[0507] FIG. 45 is a diagram explaining the number of gauge points. As described above, the number of gauge points that a character to be trained acquires by executing a main command ranges from 1 to 3. Here, a base value of "1" is set for all main commands. A character placement addition value is also set for a training command. The character placement addition value is added to the base value when one or more characters are placed in the target training item. Therefore, for example, if one or more characters are placed in speed training, the number of gauge points that a character to be trained acquires when the speed training is successful will be "2."

[0508] Furthermore, a friendship training addition value is set for the training command. The friendship training addition value is added to the base value when a friendship training event is set to occur in the target training item. Note that a training item that has a friendship training event set to occur always has one or more characters placed in it. Therefore, when a friendship training addition value is added, a character placement addition value is also added. Therefore, for example, if a friendship training event is set to occur in stamina training, the number of gauge points that the character being trained will gain when the stamina training is successful will be "3".

[0509] Note that the character placement bonus and friendship training bonus are only applied when training is successful. On the other hand, the base value is applied regardless of whether training is successful or not. Therefore, if training fails, the character placement bonus and friendship training bonus are not applied, and the gauge points will only increase by the base value of "1". Furthermore, the character placement bonus and friendship training bonus are not applied to main commands other than training. Therefore, when a main command other than training is executed, the gauge points will always increase by the base value of "1".

[0510] However, either or both of the character placement bonus and the friendship training bonus may be applied regardless of whether the training is successful or unsuccessful. For example, the character placement bonus may vary depending on the number of characters placed. Furthermore, the friendship training bonus may vary depending on the number of characters placed for which a friendship training occurrence possible state is set. The number of gauge points set for each main command may be determined by lottery, and the method of determination is not particularly limited.

[0511] <Process to set the second event occurrence state> A second event occurrence state is set for a support character placed in one of the training items. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0512] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. If a player selects a training item in which a support character is placed for which a second event can be set, the second event will occur after the training is completed.

[0513] It should be noted that a second event may be set to occur in each of multiple support characters arranged in one training item. In this case, when the training is performed, only one of the second events for which a possible occurrence state has been set may be executed. Alternatively, all of the second events for which a possible occurrence state has been set may be executed.

[0514] FIG. 46A is a first diagram explaining an inheritance event. FIG. 46B is a second diagram explaining an inheritance event. FIG. 46C is a third diagram explaining an inheritance event. FIG. 46D is a fourth diagram explaining an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and will always occur on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the 31st turn.

[0515] When the 31st turn begins, first, as shown in FIG. 46A, the character to be trained and an operation section marked "Touch" are displayed on the event screen 220b. When the operation section displayed on the event screen 220b is tapped, an animated image including the character to be trained and two inherited characters is displayed, as shown in FIG. 46B. Furthermore, when the operation section is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters to be trained, the first and second inherited generations.

[0516] Then, as shown in FIG. 46C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in FIG. 46D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in FIG. 22A is displayed, allowing the player to select one of the options. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.

[0517] FIG. 47A is a first diagram illustrating the skill screen 235. FIG. 47B is a second diagram illustrating the skill screen 235. When the skill operation unit 216 on the top screen 210 is operated, the skill screen 235 shown in FIG. 47A is displayed on the display 26. The skill screen 235 displays a skill point display unit 214. As described above, the skill point display unit 214 displays the current skill points possessed by the character to be trained (player).

[0518] A skill display area 236 is provided below the skill point display section 214. The skill display area 236 has a plurality of skill display columns 237. The skill display columns 237 display acquired skills, skills preset for the character to be trained, and skills acquired as a result of various events occurring, etc. Note that in FIG. 47A, three skill display columns 237 are displayed in the skill display area 236, but when a slide operation is input in the skill display area 236, further skill display columns 237 are displayed in the skill display area 236.

[0519] The skill display area 236 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. In addition, a required points display section 238 is displayed to the right of the skill display area 236. The required points display section 238 displays the skill points required to acquire the skill. In addition, the required points display section 238 is provided with an operation section marked "+" or "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 237. In addition, by operating the operation section marked "-", the player can cancel the selection state of the skill displayed in the skill display field 237.

[0520] If a first hint event or a second hint event corresponding to a possessed skill occurs, the skill points consumed to acquire that possessed skill are discounted. Furthermore, if the character's hint level has been strengthened before the start of the training game, the skill points consumed to acquire the possessed skill are also discounted. Here, for the possessed skill for which a hint has been obtained, the discounted skill points are displayed in the required points display area 238. At this time, a discount rate display icon 238a indicating the discount rate is displayed in the skill display field 237. Furthermore, if a predetermined hint event occurs, the skill points consumed to acquire two or more possessed skills may be discounted.

[0521] Furthermore, on the skill screen 235, skill display fields 237 corresponding to skills that can be acquired and skill display fields 237 corresponding to skills that cannot be acquired are distinguishably displayed. For example, skill display fields 237 corresponding to acquired skills and skill display fields 237 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that in place of the required points display section 238, an icon labeled "Acquired" is displayed in the skill display fields 237 corresponding to acquired skills.

[0522] In addition, below the skill display area 236, there are provided a decision operation section 235a, a reset operation section 235b, and a return operation section 235c. When the decision operation section 235a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.

[0523] For example, assume that in the state shown in FIG. 47A, a skill corresponding to the skill display field 237 displayed in the top row of the skill display area 236 is acquired. In this case, as the skill is acquired, the skill screen 235 is updated as shown in FIG. 47B. Here, the skill display field 237 displayed in the top row of the skill display area 236 is displayed grayed out. Furthermore, the skill point display unit 214 displays the remaining skill points after the skill is acquired.

[0524] When the reset operation section 235b is operated, the selection state of all skills is cancelled. When the return operation section 235c is operated, the skill screen 235 is closed and the top screen 210 is displayed.

[0525] Fig. 48A is a first diagram illustrating the race selection screen 245. When the race operation unit 215e on the top screen 210 is operated, the race selection screen 245 shown in Fig. 48A 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).

[0526] A stamina display section 211 and a motivation display section 212 are displayed at the top of the race selection screen 245. A race selection operation section 246 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 245. A start operation section 247 is displayed at the bottom of the race selection screen 245. The races that can be selected using the race selection operation section 246 of the race selection screen 245 are set in advance for each turn.

[0527] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that satisfy 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 246, as shown in FIG. 48A, 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 245.

[0528] FIG. 48B is a diagram illustrating the race start screen 250. When the start operation unit 247 is operated after the race event in which the player will participate has been selected using the race selection operation unit 246, the race start screen 250 shown in FIG. 48B is displayed. A strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.

[0529] Furthermore, a result operation section 253 and a race operation section 254 are displayed at the bottom of the race start screen 250. When the race operation section 254 is operated, a race screen (not shown) is displayed on the display 26. On the race screen, a video of the development of the race (hereinafter also referred to as race video) is displayed.

[0530] FIG. 48C is a first diagram illustrating the race result screen 260. FIG. 48D is a second diagram illustrating the race result screen 260. When playback of the race video has finished, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 48C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in FIG. 48D, the race result screen 260 displays the current class of the characters to be trained.

[0531] 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 260 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.

[0532] 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.

[0533] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as the 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 the numerical values ​​and ranks of the ability parameters of the character trained at the time the training game is completed, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, and the like.

[0534] Furthermore, when the training game is completed, 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, etc. at the time the training game is completed. 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 training 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 is completed. Furthermore, a training rank is set for the training character based on the evaluation point.

[0535] FIG. 49 is a diagram illustrating an example of the relationship between the numerical value of the evaluation point and the development rank. The development rank is an index that indicates the strength of a development character, and as shown in FIG. 49, each development rank is associated with a range of evaluation points. For example, a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,899, and a development rank of "S+" is assigned to a development character with an evaluation point of 15,900 to 17,499. In this way, by assigning a development rank based on the evaluation point, the approximate strength of the development character can be easily understood. Note that the types of development ranks and the ranges of evaluation points corresponding to the development ranks shown in FIG. 49 are merely examples and are not limited thereto.

[0536] Fig. 50A is a diagram illustrating the training rank notification screen 330. When the training game ends, as shown in Fig. 50A, the training rank notification screen 330 is displayed for a predetermined time on the display 26. The training rank notification screen 330 displays the training rank and evaluation points of the trained character.

[0537] 50B is a diagram illustrating the factor designation confirmation dialog 335. When a predetermined time has elapsed since the development rank notification screen 330 was displayed on the display 26, the factor designation confirmation dialog 335 is displayed on the display 26. As shown in FIG. 50B, the factor designation confirmation dialog 335 is provided with a first completion operation section 335a marked "Complete without specifying a factor" and a second completion operation section 335b marked "Complete by specifying a factor."

[0538] In this embodiment, a player can subscribe to a so-called subscription service that allows the player to enjoy various services for a certain period of time (e.g., one month) by paying a predetermined fee, such as in-game currency or real currency. In this embodiment, when a player subscribes to the subscription service, the player can use a factor designation function free of charge that allows the player to designate some of the factors that the character to be developed will acquire.

[0539] FIG. 51 is a diagram illustrating a factor acquisition confirmation dialog 340. If the player has subscribed to a subscription service, when the first completion operation unit 335a of the factor designation confirmation dialog 335 is operated, the factor acquisition confirmation dialog 340 shown in FIG. 51 is displayed on the display 26. As shown in FIG. 51, the factor acquisition confirmation dialog 340 displays a message stating, "You can designate a factor. Do you want to proceed with factor acquisition?" The factor acquisition confirmation dialog 340 also displays an OK operation unit 340a marked "OK" and a cancel operation unit 340b marked "Cancel." When the cancel operation unit 340b is tapped, the factor acquisition confirmation dialog 340 is hidden, and the factor designation confirmation dialog 335 is displayed on the display 26.

[0540] When the OK operation section 340a of the factor acquisition confirmation dialog 340 is tapped, factor lottery request information is transmitted from the player terminal 1 to the server 1000. Also, if the player has not subscribed to the subscription service and the first completion operation section 335a of the factor designation confirmation dialog 335 is tapped, factor lottery request information is transmitted from the player terminal 1 to the server 1000.

[0541] When the server 1000 receives the factor lottery request information, it executes a lottery for factor information based on the received factor lottery request information without using the factor designation function. Then, the server 1000 sets the factor information generated based on the result of the lottery so that it can be acquired by the player terminal 1.

[0542] Specifically, the server 1000 determines the factor information by performing a process for determining the acquisition target and a process for determining the factor level in a format appropriate for each of the basic ability factor, aptitude factor, race factor, character factor, and skill factor.

[0543] For example, in the acquisition target determination process for the basic ability factors, the server 1000 performs a lottery to select one of five ability parameters: speed, stamina, power, tenacity, and intelligence. In this embodiment, the probability of selection of each ability parameter is equal, at 1 / 5.

[0544] FIG. 52A is a diagram illustrating an example of a lottery table for determining the factor level of a basic ability factor. Once one type of ability parameter to be acquired has been determined, the server 1000 determines the factor level as one of Level 1 to Level 3 in a factor level determination process by referring to the lottery table shown in FIG. 52A. As shown in FIG. 52A, the factor level for the basic ability factor is determined by lottery with reference to the rank of the ability parameter determined to be acquired in the acquisition target determination process at the time the training game is completed. In this embodiment, as shown in FIG. 52A, a selection ratio is set so that the higher the rank of the ability parameter to be acquired, the more likely a high factor level is selected in the factor level determination process. For example, in order for Level 3 to be selected for a factor level related to a basic ability factor, the rank of the ability parameter must have reached a predetermined level (e.g., Rank "C"). Note that the factor level for the basic ability factor may be determined by lottery with reference to the value of the ability parameter to be acquired at the time the training game is completed.

[0545] Furthermore, for the aptitude factors, in the acquisition target determination process, the server 1000 extracts aptitudes with an aptitude rank of A or higher (A or S) at the time the training game is completed, and performs a lottery to select one of the extracted aptitudes with an equal selection rate as the acquisition target. For example, if three types of aptitudes with an aptitude rank of A or higher at the time the training game is completed, namely course aptitude "turf," distance aptitude "long distance," and running style aptitude "sprinter," are extracted, one of the types will be selected with an equal selection rate (1 / 3).

[0546] In this embodiment, the factor inheritance event may affect the aptitude factor information of the inherited character, and the aptitude rank of the character to be trained may rise. Therefore, if the factor inheritance event increases the aptitudes of the character to be trained that are A or higher, the number of aptitudes to be extracted increases, and the number of aptitudes to be selected by lottery in the acquisition target determination process also increases.

[0547] In addition, the acquisition target determination process for aptitude factors may refer to information on aptitude factors linked to two inherited characters selected prior to the start of training of the character to be trained, and an increase correction may be made to the selection rate depending on the type of aptitude factor linked to each inherited character. For example, if the aptitude factors linked to the two inherited characters relate to course aptitude and distance aptitude, a correction may be made to increase the selection rate for course aptitude and distance aptitude more than the selection rate for running style aptitude. Furthermore, if the aptitude factors linked to the two inherited characters both relate to distance aptitude, a correction may be made to increase the selection rate for distance aptitude more than the selection rates for course aptitude and running style aptitude.

[0548] FIG. 52B is a diagram illustrating an example of a lottery table for determining the factor level of an aptitude factor. Once one type of aptitude to be acquired is determined, the server 1000 determines the factor level as one of Level 1 to Level 3 in the factor level determination process by referring to the lottery table shown in FIG. 52B. As shown in FIG. 52B, the factor level for the aptitude factor is determined by lottery with reference to the training rank at the time the training game is completed. In this embodiment, as shown in FIG. 52B, a selection ratio is set so that the higher the training rank, the more likely a higher factor level is selected in the factor level determination process. For example, for a factor level for an aptitude factor to be selected as Level 3, the training rank must have reached a predetermined level (e.g., Rank "C"). Note that the factor level for the aptitude factor may be determined by lottery with reference to the value of the evaluation point at the time the training game is completed. Alternatively, the factor level for the aptitude factor may be determined by lottery with reference to the aptitude rank at the time the training game is completed. In this case, the higher the aptitude rank of the aptitude to be acquired in the acquisition target determination process, the more likely a higher factor level is selected in the factor level determination process.

[0549] In this embodiment, the lottery table for determining the factor level of the basic ability factor (FIG. 52A) and the lottery table for determining the factor level of the aptitude factor (FIG. 52B) are provided separately. However, the lottery table for determining the factor level of the basic ability factor and the lottery table for determining the factor level of the aptitude factor may be the same.

[0550] Furthermore, in the character factor acquisition target determination process, the server 1000 determines that the character factor can be acquired if the status level of the character to be trained is level 3 or higher (level 3 to level 5). In other words, in the character factor acquisition target determination process, the server 1000 determines that the character factor cannot be acquired if the status level of the character to be trained is level 2 or lower (level 1 or level 2).

[0551] Then, when it is determined in the acquisition target determination process that a character factor can be acquired, the server 1000 determines the factor level ...

Claims

1. A method for selecting a plurality of commands in each of a plurality of turns; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When a predetermined number of turns have elapsed, one or more of a plurality of benefits can be selected based on values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer executes the following: Information processing program.

2. A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer executes the following: Information processing program.

3. A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; The computer executes the following: Information processing program.

4. Making the benefit selectable means: When the number of acquired benefits linked to the character to be trained has reached a preset upper limit, the link between any of the acquired benefits and the character to be trained is released, and the benefit selected by the player can be linked to the character to be trained as the acquired benefit. The information processing program according to any one of claims 1 to 3.

5. A turn in which the player can select the command is repeatedly executed a plurality of times; determining the type of the specific parameter to be associated with each of the plurality of commands in a given turn; The computer executes the following: The information processing program according to any one of claims 1 to 3.

6. the plurality of benefits correspond to any of the plurality of types of specific parameters; Making the benefit selectable means: determining, for each type of the specific parameter, one of the benefits from among the benefits corresponding to the specific parameter based on the value of the specific parameter, and making the determined benefit selectable; The information processing program according to any one of claims 1 to 3.

7. Making the benefit selectable means: determining the number of the benefits to be presented based on the value of each of the specific parameters; determining, for each type of the specific parameter, the number of benefits to be presented from among the benefits associated with the specific parameter; The information processing program according to claim 6.

8. The plurality of benefits are each ranked, Making the benefit selectable means: If the value of the specific parameter reaches a predetermined value, determining one or more of the benefits of a high rank associated with the specific parameter; The information processing program according to claim 6.

9. Making the benefit selectable means: determining the benefit based on the acquired benefit linked to the character to be trained, and making the determined benefit selectable; The information processing program according to any one of claims 1 to 3.

10. The plurality of benefits are each ranked, Making the benefit selectable means: If the number of acquired benefits linked to the character to be trained is less than a predetermined number, determining the benefit in accordance with a first condition; When the number of acquired benefits linked to the character to be trained is equal to or greater than a predetermined number, the benefit is determined according to a second condition that makes it easier to determine a higher-ranked benefit than the first condition. The information processing program according to claim 9.

11. determining one or more game media to be linked to the command from among a plurality of types of game media; linking the determined game content to the command; The computer executes the following: Updating the parameters includes: When the game content is linked to the command selected by the player, the parameters are updated more advantageously than when the game content is not linked to the command; Updating the value of the specific parameter includes: When the game content is linked to the command selected by the player, the value of the specific parameter may be updated more advantageously than when the game content is not linked to the command. The information processing program according to any one of claims 1 to 3.

12. 1. An information processing method performed by one or more computers, comprising: The computer A plurality of commands can be selected in each of the plurality of turns; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When a predetermined number of turns have elapsed, one or more of a plurality of benefits can be selected based on values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing methods.

13. 1. An information processing method performed by one or more computers, comprising: The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing methods.

14. 1. An information processing method performed by one or more computers, comprising: The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing methods.

15. An information processing system comprising one or more computers, The computer A plurality of commands can be selected in each of the plurality of turns; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When a predetermined number of turns have elapsed, one or more of a plurality of benefits can be selected based on values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing system.

16. An information processing system comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing system.

17. An information processing system comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Information processing system.

18. A gaming device comprising one or more computers, The computer A plurality of commands can be selected in each of the plurality of turns; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When a predetermined number of turns have elapsed, one or more of a plurality of benefits can be selected based on values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Game device.

19. A gaming device comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the value of the specific parameter reaches a predetermined value, one or more of a plurality of benefits can be selected based on the values ​​of the plurality of types of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Game device.

20. A gaming device comprising one or more computers, The computer A plurality of commands can be selected; updating one or more of a plurality of parameters associated with the character to be trained based on the command selected by a player; updating the value of a specific parameter associated with the command selected by a player from among a plurality of types of specific parameters; When the player wins the predetermined lottery, the player can select one or more of a plurality of benefits based on the values ​​of the plurality of specific parameters; Linking the benefit selected by the player to the character to be trained as an acquired benefit; To carry out the Game device.

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