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

The system addresses repetitive effects in training games by allowing character and command selection, deriving game information, and generating special effects, thereby reducing player fatigue.

JP7818122B1Active Publication Date: 2026-02-19CYGAMES INC
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Patent Information

Application Number
JP2025027309
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-02-21
Publication Date
2026-02-19
Estimated Expiration
2045-02-21

AI Technical Summary

Technical Problem

Repetitive effects in training games lead to player fatigue and boredom.

Method used

A system that allows players to select characters and commands, derives fighting game information using character parameters, stores this information, and generates special effects based on stored data to enhance presentation.

Benefits of technology

Reduces player fatigue by enhancing game presentation effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007818122000001_ABST
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Patent Text Reader

Abstract

To reduce player fatigue by improving presentation effects. [Solution] The information processing program causes a computer to perform the following actions: allow a player to select one of multiple characters; set the character selected by the player as a character to be trained in a training game; allow the player to select one of multiple commands including a specific command in the training game; when a specific command is selected, derive fighting game information, which is information for executing a fighting game, using parameters linked to the character to be trained; store the derived fighting game information in a memory area for each fighting game; and execute a special effect based on at least one of the multiple fighting game information stored in the memory area.
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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 a player raises game content such as a character. During the raising game, various effects are executed depending on the progress of the game. [Prior art documents] [Patent documents]

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

[0004] If the same effect occurs repeatedly each time the training game is played, the effect of the effect may be reduced, and the player may feel bored.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can reduce player fatigue by improving presentation effects. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; A special effect is generated based on at least one of the plurality of pieces of fighting game information stored in the storage area. determining one of a plurality of pieces of effect designation information that designate the execution mode of the special effect, and executing the special effect based on the determined effect designation information and the fighting game information; To do, The computer performs the following.

[0007] Executing the special performance is before determining at least one of the competitive games based on the effect designation information; Executing a first effect included in the special effect based on the fighting game information of the determined fighting game; may include:

[0008] the competitive game information includes progress information indicating the progress of the competitive game, the first effect includes displaying a fighting game image showing the progress of the fighting game; Executing the special performance is displaying the competitive game image based on the progress information; may include:

[0009] Executing the special performance is Executing a second effect included in the special effect based on the type of the character set as the character to be raised and the effect designation information; may include:

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; A special effect is generated based on at least one of the plurality of pieces of fighting game information stored in the storage area. determining one of a plurality of pieces of effect designation information that designate the execution mode of the special effect, and executing the special effect based on the determined effect designation information and the fighting game information; To do, Carry out the following.

[0011] In order to solve the above problem, the information processing system includes: one or more computers; The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; A special effect is generated based on at least one of the plurality of pieces of fighting game information stored in the storage area. determining one of a plurality of pieces of effect designation information that designate the execution mode of the special effect, and executing the special effect based on the determined effect designation information and the fighting game information; To do, Carry out the following.

[0012] In order to solve the above problem, the game device one or more computers; The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; A special effect is generated based on at least one of the plurality of pieces of fighting game information stored in the storage area. determining one of a plurality of pieces of effect designation information that designate the execution mode of the special effect, and executing the special effect based on the determined effect designation information and the fighting game information; To do, Carry out the following. [Effects of the Invention]

[0013] According to the present invention, by improving the presentation effect, it is possible to reduce the player's sense of fatigue. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a home setting screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a strengthening screen, and Fig. 4B is a diagram illustrating an example of a character training screen. [Figure 5] FIG. 5 is a diagram for explaining the general flow of the training game. [Figure 6] Fig. 6A is a diagram illustrating a main character selection screen, Fig. 6B is a first diagram illustrating a character detail screen, and Fig. 6C is a second diagram illustrating a character detail screen. [Figure 7] Fig. 7A is a diagram explaining an ability parameter (initial value) table. Fig. 7B is a diagram explaining an aptitude parameter (initial value) table. Fig. 7C is a diagram explaining a skill table. Fig. 7D is a diagram explaining a dedicated event table. [Figure 8] Fig. 8A is a first diagram illustrating an inheritance character selection screen. Fig. 8B is a first diagram illustrating a training character list screen. Fig. 8C is a second diagram illustrating an inheritance character selection screen. Fig. 8D is a third diagram illustrating an inheritance character selection screen. [Figure 9] Fig. 9A is a first diagram illustrating a support card organization screen, Fig. 9B is a diagram illustrating a support card selection screen, and Fig. 9C is a second diagram illustrating a support card organization screen. [Figure 10] Fig. 10A is a diagram illustrating a support card table, Fig. 10B is a diagram illustrating a support effect table, Fig. 10C is a diagram illustrating a possessed skill table, and Fig. 10D is a diagram illustrating a support event table. [Figure 11] FIG. 11 is a diagram illustrating the final confirmation screen. [Figure 12] FIG. 12 is a first diagram illustrating the character identification information table. [Figure 13] FIG. 13 is a second diagram illustrating the character identification information table. [Figure 14] FIG. 14 is a diagram illustrating the options available for each turn. [Figure 15]Fig. 15A is a first diagram illustrating a game screen, and Fig. 15B is a second diagram illustrating a game screen. [Figure 16] Fig. 16A is a first diagram illustrating a training screen. Fig. 16B is a second diagram illustrating a training screen. Fig. 16C is a diagram illustrating a training result notification screen. Fig. 16D is a diagram illustrating an event screen. [Figure 17] Fig. 17A is a first diagram illustrating the skill screen, and Fig. 17B is a second diagram illustrating the skill screen. [Figure 18] Fig. 18A is a first diagram illustrating a race selection screen. Fig. 18B is a diagram illustrating a race start screen. Fig. 18C is a first diagram illustrating a race result screen. Fig. 18D is a second diagram illustrating a race result screen. [Figure 19] FIG. 19 is a diagram illustrating an example of the camera mode selection dialog. [Figure 20] FIG. 20 is a diagram illustrating a comparison between the first camera mode and the second camera mode. [Figure 21] FIG. 21 is a diagram illustrating an example of the position and camerawork of the virtual camera in the first camera mode. [Figure 22] FIG. 22 is a diagram illustrating details of camera work in the first camera mode. [Figure 23] FIG. 23 is a diagram illustrating an example of the viewpoint selection screen. [Figure 24] FIG. 24 is a first diagram illustrating an example of the position of the virtual camera in the second camera mode. [Figure 25] Fig. 25A is a second diagram illustrating an example of the position of the virtual camera in the second camera mode, and Fig. 25B is a diagram illustrating an example of the angle of the virtual camera in the second camera mode. [Figure 26] Fig. 26A is a diagram illustrating an example of a method for calculating the height position of the virtual camera, and Fig. 26B is a diagram illustrating an example of a method for calculating an offset value. [Figure 27]FIG. 27 is a diagram illustrating an example of data associated with a character. [Figure 28] FIG. 28 is a diagram illustrating an example of a personality value. [Figure 29] Fig. 29A is a diagram illustrating an example of motion data, and Fig. 29B is a diagram illustrating an example of camera data. [Figure 30] FIG. 30 is a diagram illustrating an example of the correction process. [Figure 31] Fig. 31A is a diagram showing an example in which the second correction process is not performed, and Fig. 31B is a diagram showing an example in which the second correction process is performed. [Figure 32] FIG. 32 is a diagram illustrating the relationship between the simulation results and frames of the racing video. [Figure 33] Fig. 33A is a diagram illustrating the breeding completion screen, Fig. 33B is a second diagram illustrating the breeding completion screen, and Fig. 33C is a third diagram illustrating the breeding completion screen. [Figure 34] FIG. 34 is a diagram for explaining the conditions for generating the special ending effect. [Figure 35] Fig. 35A is a diagram explaining the first block of the special ending effect. Fig. 35B is a diagram explaining the second block of the special ending effect. Fig. 35C is a diagram explaining the third block of the special ending effect. Fig. 35D is a diagram explaining the fourth block of the special ending effect. [Figure 36] FIG. 36 is a diagram illustrating images and narration for each production block. [Figure 37] FIG. 37 is a diagram for explaining the system ID. [Figure 38] FIG. 38 is a diagram illustrating the correspondence between the line ID and the target race. [Figure 39] FIG. 39 is a diagram for explaining a method for determining the first narration. [Figure 40] FIG. 40 is a diagram for explaining a method for determining the second narration. [Figure 41] FIG. 41 is a diagram for explaining a method for determining the third narration. [Figure 42] FIG. 42 is a diagram for explaining a method for determining a replay race. [Figure 43] FIG. 43 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 44] FIG. 44 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 45] FIG. 45 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 46] FIG. 46 is a flowchart illustrating the preparation stage processing in the player terminal. [Figure 47] FIG. 47 is a flowchart illustrating the development stage processing in the server. [Figure 48] FIG. 48 is a flowchart illustrating the turn start process in the server. [Figure 49] FIG. 49 is a flowchart illustrating the development stage processing in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the selection command reception process in the server. [Figure 51] FIG. 51 is a flowchart illustrating the race result derivation process in the server. [Figure 52] FIG. 52 is a flowchart illustrating the result information receiving process at the player terminal. [Figure 53] FIG. 53 is a first flowchart illustrating the race execution process in the player terminal. [Figure 54] FIG. 54 is a second flowchart illustrating the race execution process in the player terminal. [Figure 55] FIG. 55 is a flowchart illustrating the ending process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0015] 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.

[0016] (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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0022] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0023] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0025] 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.

[0026] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0028] 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.

[0029] 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.

[0030] (Game Contents) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess characters acquired by lottery, known as gacha, or characters distributed by the operator. In addition, a player can possess support cards acquired by lottery or distributed by the operator.

[0031] As will be described in detail later, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has gameplay in which the character is trained by competing in races that mimic horse racing.

[0032] 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.

[0033] Here, a home screen selection operation section 102a, a strengthening screen selection operation section 102b, a story screen selection operation section 102c, a team stadium screen selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.

[0034] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0035] When the enhanced screen selection operation portion 102b is tapped, an enhanced screen 140 (FIG. 4A) described later is displayed.

[0036] 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.

[0037] When the team competition field screen selection operation unit 102d is tapped, a team competition field screen (not shown) is displayed. On the team competition field screen, a player can play a team competition game in which a team that the player has organized competes against a team of other players selected by the computer. The team competition game has the characteristic of competing with other players for rankings.

[0038] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.

[0039] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and a training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters the player owns and sets it as the main character, which is the character to be trained. In the preparation stage, the player also sets a deck to be used when training the main character. The deck is organized with a plurality of inherited characters, which will be described in detail later, and a plurality of support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0040] Once the main character and deck (successor characters and support cards) are set, the game transitions from the preparation stage to the training stage, and a game for training the main character begins. The player can possess the characters trained in the training game as training characters. As described above, the player can organize the training characters they possess into a team and use them in the team competitive game.

[0041] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0042] 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.

[0043] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 has a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, a home settings screen 130 is displayed.

[0052] 3D is a diagram illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set the home screen setting characters 132 to be displayed on the home screen 100. The player can set up to four home screen setting characters 132 to be displayed on the home screen 100.

[0053] Although not shown in the drawings, when a left-right flick operation is input on the home screen 100, the screen displayed on the display 26, i.e., the display of the home screen 100, switches. Four home screen setting characters 132 that are currently set are displayed on the home screen 100. The home screen setting characters 132 are assigned the functions of the respective operation units displayed on the menu bar 102. Therefore, when a home screen setting character 132 displayed on the home screen 100 is tapped, the screen switches in the same way as when an operation unit on the menu bar 102 is tapped.

[0054] The home setting screen 130 displays a character image corresponding to each of the four currently set home screen setting characters 132 and the corresponding operation unit in a distinguishable manner. When a character image displayed on the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 132 on the character selection screen. The player can also set an outfit for the home screen setting character 132 on the home setting screen 130.

[0055] 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, a player can exchange information with other players who belong to the same circle.

[0056] 3A, a mission icon 136 is displayed on the home screen 100. When the mission icon 136 is tapped, a mission screen (not shown) is displayed. In this embodiment, a predetermined mission is given to the player. Each time the player completes an assigned mission, the player can receive in-game currency or a predetermined item as a reward.

[0057] The mission screen displays a list of the missions assigned to the player and the rewards that can be obtained if the missions are completed. For example, the in-game currency or predetermined items that can be obtained as rewards may differ depending on the difficulty of the mission. For example, the higher the difficulty of the mission, the more advantageous the in-game currency or predetermined items that can be obtained as rewards. Missions may include those with time limits and those without time limits. The mission screen may also display a list of missions with or without time limits, or by the time limits that can be set.

[0058] In addition, in this embodiment, missions with a limited period are provided, which include daily missions where the limited period is set to be repeated every day, and time-limited missions where the limited period is set to a predetermined period (for example, one week or one month).

[0059] Once the daily mission time limit (1 day) has passed, the same mission will be set again. Therefore, players can complete the daily mission every day and receive rewards each time.

[0060] On the other hand, limited-time missions disappear after a certain period of time has passed, and cannot be set again, so they can only be completed once within the certain period. For example, the rewards set for limited-time missions may be more advantageous than the rewards set for daily missions.

[0061] When the training game operation unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game starts.

[0062] Fig. 4A is a diagram illustrating an example of the strengthening screen 140. As described above, when the strengthening screen selection operation unit 102b of the menu bar 102 is tapped, the strengthening screen 140 shown in Fig. 4A is displayed. The strengthening screen 140 is provided with a training character screen selection operation unit 140a, a support card screen selection operation unit 140b, and a training character list screen selection operation unit 140c.

[0063] Fig. 4B is a diagram illustrating an example of the development character screen 142. When the development character screen selection operation unit 140a is tapped on the strengthening screen 140 shown in Fig. 4A, the development character screen 142 shown in Fig. 4B is displayed.

[0064] The character training screen 142 is provided with an operation unit for displaying a screen for strengthening a character owned by the player. By operating this operation unit, the player can strengthen the character owned by the player. By strengthening the character, the player can increase the level set for the character. Various parameters are set for the character, and the parameters increase as the level increases. By increasing the character's parameters, the player can train a character with stronger status in the training game.

[0065] The character training screen 142 also has an operation unit for displaying a list of characters possessed by the player and a list of items for strengthening the characters possessed by the player.

[0066] When the support card screen selection operation unit 140b is tapped on the strengthening screen 140 shown in FIG. 4A, a support card screen (not shown) is displayed. On the support card screen, the player can strengthen the support card he or she owns. By strengthening the support card, the player can increase the level set for the support card. Various parameters are set for the support card, and the parameters increase as the level increases. By increasing the parameters of the support card, the player can train a character with stronger stats in the training game.

[0067] When the training character list screen selection operation unit 140c is tapped on the training screen 140 shown in Fig. 4A, a training character list screen (not shown) is displayed. On the training character list screen, a list of characters trained by the player (hereinafter referred to as training characters) and the status of each training character can be confirmed. Next, the training game will be described in detail.

[0068] (Raising game) Figure 5 is a diagram for explaining the general flow of a training game. Training games are broadly divided into a setting game and a training main game. As will be described in detail later, a training main game is a game in which a player trains one main character selected from the characters they own as a character to be trained.

[0069] The setting game, in which the player registers the main character and deck (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0070] <Preparatory processing> The preparation stage processing mainly involves registering the main character, the deck (inherited characters and support cards), and specific characters. Note that support cards are intended to assist in the development of the main character. Each support card is always linked to one character, and the character linked to the support card registered in the preparation stage processing will assist in the development of the main character. In what follows, the character linked to the support card will be referred to as the support character.

[0071] <Registering the main character> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios for the training main game are provided. Each scenario of the training main game has a final goal and goals during the game set, and the player must clear the set goals sequentially. Each scenario has different goals and the time required to achieve the goals. The player can select one of the multiple scenarios on the scenario selection screen. Here, a case where a predetermined scenario is selected will be described.

[0072] 6A is a diagram illustrating a main character selection screen 150. A plurality of character icons 151 are displayed in the center of the main character selection screen 150, and a list of characters owned by the player is displayed. A parameter display section 152 is displayed in the upper part of the main character selection screen 150. A return operation section 153 marked "Return" and a next operation section 154 marked "NEXT" are displayed in the lower part of the main character selection screen 150.

[0073] In this embodiment, an initial value of an ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value in the parameter display section 152. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.

[0074] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. Then, the initial values ​​of ability parameters are displayed in the parameter display section 152 based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0075] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the parameter display section 152, a stamina ability parameter marked "Stamina" in the parameter display section 152, a power ability parameter marked "Power" in the parameter display section 152, a tenacity ability parameter marked "Spirit" in the parameter display section 152, and a wisdom ability parameter marked "Wisdom" in the parameter display section 152.

[0076] The initial value of each character's ability parameter may be increased by a player's operation, etc. For example, five levels may be set for characters, and the player may increase the character's level by consuming in-game currency or predetermined items. In this case, the initial value of the ability parameter may increase as the character's level increases. The player can increase the value of the ability parameter in the training main game. In other words, the object of the training main game is to train a character with a higher numerical value for the ability parameter.

[0077] In this embodiment, aptitude parameters (initial values) are set for each character. FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Note that the initial values ​​of aptitude parameters may be displayed in parameter display unit 152 based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table.

[0078] 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.

[0079] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may also be changed in the main training game. In the main training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0080] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the main character selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.

[0081] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. A skill is an ability that may be activated when a predetermined condition is met during an individual race, which will be described later. The activation of a skill gives each character an advantage in the race.

[0082] FIG. 7C is a diagram illustrating a skill table. As shown in FIG. 7C, the skill table stores skills for each character possessed by the player. Based on the skills stored in the skill table, skills are displayed on the character detail screen 160 as shown in FIG. 6B. Note that skills cannot be activated simply by possessing them, and can only be activated by acquiring them. Hereinafter, skills that a character can activate are referred to as acquired skills.

[0083] A character is set with one acquired skill 161a from the start of the training main game. In addition to the acquired skill 161a, a plurality of possessed skills 161b are set with the character. The possessed skills 161b are skills that can be acquired by consuming skill points, which will be described later, after the training main game starts. In other words, the possessed skills 161b can become acquired skills 161a in exchange for skill points.

[0084] In this embodiment, the skills corresponding to "◎" in the skill table shown in Fig. 7C are displayed as acquired skills 161a on the character detail screen 160 of Fig. 6B. Furthermore, the skills corresponding to "◯" in the skill table shown in Fig. 7C are displayed as possessed skills 161b on the character detail screen 160 of Fig. 6B. In this embodiment, as shown on the character detail screen 160 of Fig. 6B, the acquired skills 161a are highlighted so that the acquired skills 161a and the possessed skills 161b can be easily distinguished from each other.

[0085] In this embodiment, FIG. 6B shows a case in which one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but this is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Furthermore, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0086] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, and a dedicated event 162a provided for each character is displayed, as shown in Fig. 6C. In this case, the event operation section 162 is highlighted, as shown in Fig. 6C. The dedicated event 162a occurs when a predetermined condition is met in the training main game, and displays a story related to a character appearing in the training game or changes the value of an ability parameter.

[0087] 7D is a diagram illustrating a dedicated event table. As shown in FIG. 7D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character detail screen 160, as shown in FIG. 6C. The dedicated events 162a may include hint events that enable the player to possess or acquire skills, ability events that increase or decrease the numerical values ​​of the character's ability parameters, and the like.

[0088] 6C may be executed in its entirety during the execution of the training main game, or at least some of them may be executed during the execution of the training main game, or may not be executed at all during the execution of the training main game if a predetermined condition is not met. Furthermore, the number of dedicated events 162a provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, dedicated events 162a not displayed as dedicated events 162a may be executed during the training main game if a predetermined condition is met.

[0089] 6B and 6C, a close operation section 163 marked "close" is displayed at the bottom of the character detail screen 160. When the close operation section 163 of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the main character selection screen 150 is displayed on the display 26.

[0090] 6A, when return operation unit 153 is tapped on main character selection screen 150, home screen 100 shown in Fig. 3A is displayed on display 26. When next operation unit 154 is tapped on main character selection screen 150 shown in Fig. 6A, the selected character is set as the main character, and succession character selection screen 170 is displayed on display 26.

[0091] <Registering a successor character> FIG. 8A is a first diagram illustrating an inheritance character selection screen 170. FIG. 8B is a first diagram illustrating a training character list screen 180. FIG. 8C is a second diagram illustrating the inheritance character selection screen 170. FIG. 8D is a third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is a screen on which a player registers an inheritance character. An inheritance character is a character that inherits ability values, skills, and the like to the main character. A player can select two inheritance characters from the player's own training character and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of another player can be organized in a deck as an inheritance character in a single training game.

[0092] First inheriting character selection area 171a and second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from main character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blank spaces, as shown in FIG. 8A.

[0093] When first inheritance character selection area 171a or second inheritance character selection area 171b is tapped, a development character list screen 180 shown in FIG. 8B is displayed. A My Character tab 181a and a Rental tab 181b are provided on development character list screen 180. In addition, a development character list display area is provided below the My Character tab 181a and the Rental tab 181b. Development character icons 182 are displayed in the development character list display area.

[0094] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 8B. Although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed. When the development character icon 182 is pressed and held, detailed information about the development character corresponding to the development character icon 182 is displayed.

[0095] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is temporarily selected. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed as shown in FIG. 8C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, and when training character icon 182 is tapped on training character list screen 180, an image showing the training character that is temporarily selected is displayed in first inheritance character selection area 171a. Furthermore, information related to the inheritance character used when training the training character is linked to and stored in the training character. Information related to the inheritance character used when training the training character is displayed in first inheritance character selection area 171a.

[0096] In this state, for example, when the second inherited character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inherited character selection area 171b, as shown in Figure 8D.

[0097] When the two development characters are in a provisionally selected state, the next operation unit 154 provided on the inheritance character selection screen 170 is activated. When the activated next operation unit 154 is tapped, the development characters in the provisionally selected state are organized and registered in the deck as inheritance characters, and the support card organization screen 190, which will be described later, is displayed.

[0098] The player must select two development characters as inheritance characters on inheritance character selection screen 170. If the two inheritance characters are not in a provisionally selected state, next operation unit 154 is grayed out, as shown in FIGS. 8A and 8C, and no operation by the player is accepted. In addition, inheritance character selection screen 170 is provided with return operation unit 153, and when return operation unit 153 is tapped, main character selection screen 150 is displayed.

[0099] <Support card registration> FIG. 9A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in FIG. 9A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 marked "Return" and a start operation unit 193 marked "START" are displayed at the bottom of the support card organization screen 190.

[0100] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is first displayed, the support card display frames 192 are displayed blank.

[0101] In this embodiment, a player can set six types of support cards to a deck. Of the six types that a player can set, some (for example, five types) can be selected from support cards that the player owns. Furthermore, of the six types that a player can set, another part (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0102] FIG. 9B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 9A, the support card selection screen 200 shown in FIG. 9B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0103] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping the support cards displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0104] FIG. 10A is a diagram illustrating a support card table. As shown in FIG. 10A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) possessed by the player. Support characters correspond one-to-one with the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0105] 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.

[0106] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is recorded for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0107] 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.

[0108] 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.

[0109] 10B is a diagram illustrating a support effect table. As shown in FIG. 10B, the support effect table stores support effects for each type of support card possessed by the player.

[0110] Support effects increase various stats in the main game. Support cards have multiple targets for their support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.

[0111] 10C is a diagram illustrating a possessed skill table. As shown in FIG. 10C, the possessed skill table sets possessed skills for each support card possessed by the player. In this embodiment, possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills. The possessed skills set for each support card can be acquired by the main character selected by the player when a hint event occurs during the training main game.

[0112] FIG. 10D is a diagram illustrating a support event table. As shown in FIG. 10D, the support event table stores support events that can occur for each support card possessed by a player. A support event is an event that can occur while the training main game is being played. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0113] 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.

[0114] 9C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in FIG. 9C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 9A.

[0115] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 8D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, as shown in Fig. 9C, the selected support card is registered, and a final confirmation screen 195 (Fig. 11) described later is displayed on the display 26.

[0116] 11 is a diagram illustrating a final confirmation screen 195. The main character and deck (inherited characters and support cards) registered as described above are displayed on the final confirmation screen 195. Also displayed at the bottom of the final confirmation screen 195 are a start operation section 195b marked "START" and a cancel operation section 195c marked "cancel."

[0117] When the start operation unit 195b is tapped on the final confirmation screen 195, the game screen 210 (FIG. 15A) is displayed on the display 26. When the cancel operation unit 195c is tapped on the final confirmation screen 195, the support card organization screen 190 is displayed on the display 26.

[0118] <Registering specific characters> As described above, after the main character, successor characters, and support cards are registered, the specific characters are then registered. In this embodiment, four types of characters are set as the specific characters in advance.

[0119] Fig. 12 is a first diagram illustrating a character identification information table. Fig. 13 is a second diagram illustrating a character identification information table. Fig. 12 shows a case where "character C" is registered as the main character, and "character E," "character I," "character L," "character M," "character Q," and "character T" are registered as support characters. Fig. 13 shows a case where "character F" is registered as the main character, and "character E," "character J," "character L," "character M," "character Q," and "character T" are registered as support characters.

[0120] In this embodiment, when registering a support card, there is a restriction so that the character type set as the main character and the character type set as the support character do not overlap.

[0121] In this embodiment, "Character F," "Character J," "Character N," and "Character R" are set as specific characters, as shown in Fig. 12. When a player selects a main character from among the multiple characters, the selected character is registered as the main character in the character identification information table.

[0122] Furthermore, when a support card is selected by the player's operation, the character identification information table is updated and the character corresponding to the selected support card is registered as a support character.

[0123] Furthermore, when information relating to the main character and support card is registered in the character identification information table, information relating to the specific character is also registered. At this time, as shown in Figures 12 and 13, "Character F," "Character J," "Character N," and "Character R" are registered as specific characters, regardless of the type of registered main character and support character. In this way, when the specific characters are registered, the preparation stage processing ends.

[0124] <Growth stage treatment> Once the preparatory stage processing is completed, the training stage processing begins. In the training stage processing, it becomes possible to train the main character. The basic flow of the training main game will be explained below.

[0125] FIG. 14 is a diagram illustrating the selection items for each turn. Here, selection items for each turn are set for each type of main character. However, common selection items may be set regardless of the type of main character. As shown in FIG. 14, the training game is made up of 1st turn to 78th turn, and has a gameplay in which various parameters are updated according to the selection results of the player in each turn.

[0126] In this embodiment, regardless of the type of main character, a special event is executed after a predetermined number of turns have passed. Here, a scenario-specific special race is executed as the special event. After the 24th turn, the first scenario special race is executed, after the 48th turn, the second scenario special race is executed, and after the 72nd turn, the third scenario special race is executed.

[0127] FIG. 15A is a first diagram illustrating a game screen 210. FIG. 15B is a second diagram illustrating the game screen 210. When the process moves to the development stage, the game screen 210 shown in FIGS. 15A and 15B is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the game screen 210. The main character is provided with a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as will be described later. The stamina display section 211 is displayed so that the current remaining "stamina" of the main character can be visually grasped relative to the upper limit of "stamina."

[0128] The main character is also provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the main character's race development will be, and the greater the increase in ability parameters through training.

[0129] 15A and 15B, an image of the main character, a status display section 213, and a skill point display section 214 are displayed in the center of the game screen 210. The status display section 213 displays the current status of the main character as a numerical value and a multi-level rank. Specifically, in this embodiment, the numerical value and rank of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. The skill point display section 214 also displays the remaining number of skill points possessed by the main character in the training game as a numerical value.

[0130] 15A and 15B, a rest operation section 215 marked "Rest," a training operation section 216 marked "Training," a skill operation section 217 marked "Skill," an outing operation section 218 marked "Going Out," and an individual race operation section 219 marked "Race" are displayed at the bottom of the game screen 210. The current number of turns is displayed at the top of the game screen 210.

[0131] Furthermore, the player can select one of the following options for each turn: "Rest" (rest operation unit 215), "Training" (training operation unit 216), "Going Out" (going out operation unit 218), or "Race" (individual race operation unit 219). At this time, the options that can be selected for each turn are preset, as shown in FIG.

[0132] In this embodiment, a target race is set for each main character in the training game. Specifically, in a turn in which a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are set to be unselectable, as shown in FIG. 14 at turns 20, 30, 35, 57, 59, 74, 76, and 78. Therefore, in a turn in which such a target race is set, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, as shown in FIG. 15B, and the player's operations are not accepted. Therefore, in this turn, the player must select the individual race operation unit 219.

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

[0134] The skill operation section 217 is set to be always selectable in all turns. As will be described in detail later, even if a skill is acquired, the turn does not end.

[0135] Fig. 16A is a first diagram illustrating the training screen 220. Fig. 16B is a second diagram illustrating the training screen 220. When the training operation unit 216 on the game screen 210 is operated, the training screen 220 is displayed on the display 26.

[0136] 16A, training items are displayed at the bottom of training screen 220. Here, a speed operation section 221 marked "Speed" and a stamina operation section 222 marked "Stamina" and a power operation section 223 marked "Power" and a guts operation section 224 marked "Spirit" and a wisdom operation section 225 marked "Wisdom" are displayed.

[0137] When the player taps one of the operation units 221-225 once, the training item corresponding to the tapped operation unit 221-225 is provisionally selected, and the operation unit 221-225 corresponding to the provisionally selected training item is highlighted. Fig. 16A shows a state in which the power operation unit 223 has been provisionally selected. Fig. 16B shows a state in which the stamina operation unit 222 has been provisionally selected.

[0138] Additionally, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the number of training sessions, etc., and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0139] Furthermore, the operation units 221 to 225 that are currently being temporarily selected display a failure rate display unit 226 that reads "Failure." The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining amount of stamina displayed in the stamina display unit 211.

[0140] Furthermore, the status display section 213 displays the value by which the ability parameter will increase if the training corresponding to the provisionally selected operation sections 221 to 225 is executed and successful. For example, in the example shown in FIG. 16A, the power operation section 223 is provisionally selected, and "Stamina" is displayed as "+8" and "Power" is displayed as "+10" in the status display section 213. Furthermore, in the example shown in FIG. 16B, the stamina operation section 222 is provisionally selected, and "Stamina" is displayed as "+15" and "Spirit" is displayed as "+5" in the status display section 213.

[0141] Furthermore, when the training is performed successfully, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different manners depending on the type of event.

[0142] 16B, in the upper right portion of training screen 220, a placed character icon 228 of the character placed in the training is displayed for each of temporarily selected operation units 221 to 225. If the training is successful and a predetermined event occurs corresponding to the character displayed in placed character icon 228, an event notification display 227 is displayed on the corresponding placed character icon 228. Note that hereinafter, training in which a character is placed is referred to as joint training.

[0143] 16C is a diagram illustrating training result notification screen 220a. When any of temporarily selected operation units 221 to 225 is tapped again, the training corresponding to the tapped operation unit 221 to 225 is executed. When the training is executed, training result notification screen 220a, which notifies the player of the success or failure of the training, is displayed on display 26. Here, the word "success" is displayed, notifying the player of the success of the training.

[0144] At this time, based on the success of the training, the ability parameters are updated and displayed in the status display section 213. That is, the ability parameters of the main character corresponding to the training item selected by the player are updated.

[0145] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 16A or 16B is successful is added. Also, the display in the stamina display section 211 is updated according to the training item that was performed. When the training of speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when the training of wisdom is successful, stamina is restored.

[0146] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (for example, a larger decrease in stamina, a larger decrease in the numerical value of an ability parameter, or a larger decrease in condition) than the penalty imposed when the failure rate is low.

[0147] 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.

[0148] 16D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0149] For example, when a hint event occurs, a skill hint is obtained. When a skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of an individual race, which will be described later.

[0150] Events include events for acquiring skills, events for recovering stamina, events for decreasing stamina, events for increasing ability parameters, events for decreasing ability parameters, events for increasing condition, events for decreasing condition, etc. As will be described in more detail below, events include events that are predetermined for each turn and events that occur when a predetermined lottery is won. Furthermore, when all the events that have occurred have ended, the game screen 210 for the next turn is displayed.

[0151] Fig. 17A is a first diagram illustrating the skill screen 230. Fig. 17B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the game screen 210 is operated, the skill screen 230 shown in Fig. 17A is displayed on the display 26.

[0152] The skill screen 230 displays a skill display field 231. The skill display field 231 displays acquired skills, possessed skills preset for the main character, possessed skills acquired as a result of various events, etc. Furthermore, when a hint event occurs for a possessed skill, the skill points consumed to acquire this possessed skill are discounted. Here, possessed skills for which a hint has been obtained are displayed with the skill points required to acquire them discounted. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display field 231.

[0153] Furthermore, for the skills displayed on the skill screen 230, the conditions for activating each skill and the effect when activated are displayed.

[0154] Also displayed at the top of the skill screen 230 are a stamina display section 211, a condition display section 212, and a skill point display section 214. Also displayed at the top of the skill screen 230 is the current number of turns.

[0155] When a player consumes skill points and acquires a skill they possess based on their operation, the word "GET" is displayed next to the acquired skill, as shown in FIG. 17B, to notify the player that the skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display unit 214, and the display is updated.

[0156] 18A is the first diagram illustrating the race selection screen 240. When the individual race operation unit 219 on the game screen 210 is operated, the race selection screen 240 shown in Fig. 18A is displayed. The race has a game aspect in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0157] A race selection operation unit 241 for selecting a race event in which the main character will compete is displayed in the center of the race selection screen 240. A start operation unit 242 is displayed at the bottom of the race selection screen 240. The race track to be used and the distance from the start position to the finish position are specified for each race event. Hereinafter, the combination of the race track and the distance from the start position to the finish position is referred to as a course. The race selection operation unit 241 displays the race name and course details set for each race event. After checking the course details, the player can select a race event in which the main character will compete. The races that can be selected using the race selection operation unit 241 on the race selection screen 240 are set in advance for each turn.

[0158] Entry conditions are set in advance for each race, and the player can enter the main character 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 that do not meet the specified number of fans, the entry conditions are displayed on the race selection operation unit 241 as shown in FIG. 18A, and a notice is sent to the player that the race cannot be selected. Furthermore, at the target turn where a target race is set, only the target race is displayed as selectable on the race selection screen 240.

[0159] FIG. 18B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated with a race event selected with the race selection operation unit 241, the race start screen 250 shown in FIG. 18B 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.

[0160] Furthermore, a result operation unit 253 and a race operation unit 254 are displayed at the bottom of the race start screen 250. When the race operation unit 254 is operated, a race screen is displayed on the display 26. As will be described in detail later, a video of the race unfolding (hereinafter also referred to as race video) is displayed on the race screen. On the other hand, when the result operation unit 253 is operated, the race results are not displayed, and the race video is not displayed. Note that a simulation may be performed by operating the start operation unit 242, and the race results may be derived.

[0161] FIG. 18C is a first diagram illustrating the race result screen 260. FIG. 18D is a second diagram illustrating the race result screen 260. When playback of the race video ends, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in FIG. 18C, the race result screen 260 displays the finishing order of the main character in the race. Furthermore, as shown in FIG. 18D, the race result screen 260 displays the current class of the main character.

[0162] In this embodiment, main characters are classified into classes according to the number of fans they have acquired. A range of fan numbers is set for each class. Here, main characters are classified into one of eight classes depending on 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 they had previously acquired. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0163] 19 is a diagram illustrating an example of the camera mode selection dialog 265. When the race operation unit 254 is operated on the race start screen 250, the camera mode selection dialog 265 is displayed on the display 26. The camera mode selection dialog 265 is provided with a first check box 265a and a second check box 265b. To the right of the first check box 265a, "1st Camera Mode" is displayed. Furthermore, to the right of the second check box 265b, "2nd Camera Mode" is displayed.

[0164] In this embodiment, a first camera mode and a second camera mode are provided as camera modes for playing back race videos. As will be described in detail later, the first camera mode is a camera mode in which the inside of the race track and the characters competing in the race are captured using camera work that is preset for each course used in the race and the grade of the race event (G1, G2, G3, etc.). On the other hand, the second camera mode is a so-called first-person perspective camera mode in which the inside of the race track is captured from the line of sight of a single character selected by the player.

[0165] The first check box 265a corresponds to the first camera mode, and the second check box 265b corresponds to the second camera mode. The first check box 265a and the second check box 265b function as operation units that accept a selection operation by the player. The player can select the first camera mode by tapping the first check box 265a once. Similarly, the player can select the second camera mode by tapping the second check box 265b once.

[0166] A confirmation operation unit 266 is provided below the camera mode selection dialog 265. When the first check box 265a is tapped and the confirmation operation unit 266 is operated with the first camera mode selected, the race video is played in the first camera mode. When the second check box 265b is tapped and the confirmation operation unit 266 is operated with the second camera mode selected, the race video is played in the second camera mode.

[0167] 20 is a diagram illustrating the comparison between the first camera mode and the second camera mode. The race video is generated by capturing images of the racetrack generated based on 3D data with a virtual camera. The main differences between the first camera mode and the second camera mode are the position of the virtual camera and the camerawork of the virtual camera.

[0168] In the first camera mode, the position of the virtual camera that captures images of characters, etc. is controlled based on the distance from the start position, the distance to the goal position, or the elapsed time from the start of the race. Also, in the first camera mode, camera work is set for each virtual camera placed at each position. In this embodiment, the camera work includes the image capture direction, camera movement direction, zoom magnification, angle of view (image capture range), etc.

[0169] As described above, the position of the virtual camera in the first camera mode and the camerawork of the virtual camera are preset for each course and each grade of the race event. Therefore, when the first camera mode is selected, a race video is generated using the preset camerawork from the position of the virtual camera set on the course on which the characters race. However, in the first camera mode, if a predetermined race development occurs, special camerawork may be adopted, ignoring the camerawork set for each course. Examples of predetermined race developments include a situation in which predetermined characters compete within a predetermined range, or a situation in which a predetermined character is running alone. Although virtual cameras are positioned at multiple locations in the first camera mode, the camerawork of a single virtual camera may be set from the start to the end of the race.

[0170] In contrast, in the second camera mode, the position of the virtual camera is determined based on the head of the viewpoint character. As will be described in more detail later, in the second camera mode, the player can set one character from among multiple characters participating in the race as the viewpoint character. Also, in the second camera mode, the course is captured using camerawork that corresponds to the personality value of the viewpoint character.

[0171] As will be explained in more detail later, personality value parameters are set for characters participating in races. The personality value is information that indicates the character's personality, and camera work is provided for each personality value. In the second camera mode, images are taken with the virtual camera using camera work that corresponds to the personality value of the viewpoint target character. The first camera mode and second camera mode are explained in detail below.

[0172] 21 is a diagram illustrating an example of the position and camera work of the virtual camera in the first camera mode. Note that, in this example, the position and camera work of the virtual camera are assumed to be switched with each elapsed time from the start of the race. However, the position and camera work of the virtual camera may be switched based on, for example, the position of the leading character (the distance from the start position or the distance to the goal position).

[0173] The race video starts playing before the race. Here, starting a predetermined time before the start of the race, images captured by the virtual camera are played from the first position marked "scene 1" in the figure. Then, as time passes from the start of the race, the position of the virtual camera switches in sequence from the second position marked "scene 2" in the figure to the seventh position marked "scene 7" in the figure. Here, the race video is made up of seven scenes, from scene 1 to scene 7, and the virtual camera position and camerawork are set for each scene. Note that in the figure, the dashed arrow indicates the direction in which the character is moving. Therefore, the position of the virtual camera gradually shifts in the direction of movement.

[0174] In this example, positions 1, 2, 5, and 7 are located outside the course, and position 4 is located inside the course. Positions 3 and 6 are located within the course, in other words, on the character's movement trajectory or within the character's movement range. At positions 1, 4, 5, and 7, a virtual camera captures images of the course from fixed points. In contrast, at positions 2, 3, and 6, the virtual camera moves in the direction of the arrows in the figure, focusing on a specific character to capture images.

[0175] FIG. 22 is a diagram illustrating the details of the camera work in the first camera mode. Each race is provided with a plurality of scenes that make up the race video. As described above, an initial position of the virtual camera is set for each scene. The initial position is the position where the virtual camera is placed at the beginning of each scene. Camera data corresponding to each scene is also provided, and the virtual space is captured based on the camera data for each scene. The camera work shown in FIG. 22 is realized by each camera data. Information indicating the movement direction of the virtual camera is set in advance in the camera data. Here, in the first, fourth, fifth, and seventh scenes, the virtual camera is positioned at a fixed point, so information indicating the movement direction is not set.

[0176] In contrast, for the second, third, and sixth scenes, information indicating the character's traveling direction is set as the virtual camera's movement direction. Also, for the second, third, and sixth scenes, information indicating the character that will be the focus of the virtual camera is set. Here, in the second scene, the main character is set as the focus of the virtual camera, and in the third and sixth scenes, the character running in the lead is set as the focus of the virtual camera. Note that in the first, fourth, fifth, and seventh scenes, the virtual camera captures images in one direction, so information indicating the character that will be the focus is not set.

[0177] Furthermore, the movement speed of the virtual camera is set for each scene in which the virtual camera moves from its initial position. For example, in the second scene, the speed at which the virtual camera moves in meters per second is set. Furthermore, in the third and sixth scenes, the speed of the focal character at that time is set as the movement speed. For example, in the third and sixth scenes, a close-up of the front of the focal character is captured from ahead in the direction of travel of the focal character.

[0178] A virtual camera angle is set for each scene. Here, information indicating a predetermined angle is set for the first, fourth, fifth, and seventh scenes. Information for following the focal character is set for the second, third, and sixth scenes. A zoom magnification is set for each scene. The zoom magnification includes information for maintaining a constant magnification in each scene and information for gradually changing the magnification.

[0179] As described above, in the first camera mode, the racecourse and characters are captured using preset camerawork from a virtual camera position that is preset for each course, i.e., for each race event. In the first camera mode, a race video is made up of multiple scenes. Each scene transitions based on, for example, the elapsed time from the start of the race, the distance from the start position, the distance to the finish position, etc. Then, the course and characters are captured using the virtual camera position and camerawork that are preset for each scene.

[0180] In the first camera mode, the virtual camera may be controlled by camerawork linked to at least one of the distance from the character's starting position, the distance to the character's goal position, and the elapsed time of the race. Therefore, when a race video is made up of multiple scenes, for example, all scenes may be switched based on the elapsed time of the race. Alternatively, in one race video, scenes may be switched based on the distance from the character's starting position or the distance to the goal position, and scenes may be switched based on the elapsed time of the race.

[0181] Next, the second camera mode will be described. In the camera mode selection dialog 265 shown in Fig. 19, when the confirmation operation unit 266 is tapped with the second check box 265b selected, a viewpoint selection screen 267 shown in Fig. 23 is displayed.

[0182] 23 is a diagram illustrating an example of the viewpoint selection screen 267. The viewpoint selection screen 267 displays a list of the character names of the characters participating in the race. Here, eight characters, from character A to character H, are participating in the race. A check box 267a is provided to the left of each character name. The check box 267a corresponds to the character 1 that is participating in the race and whose character name is displayed on the right side.

[0183] The check box 267a functions as an operation unit that accepts player operations. By tapping the check box 267a, the player can select the character's viewpoint from which the race video will be generated. That is, in the second camera mode, the race video is played from the viewpoint of the character selected by the player on the viewpoint selection screen 267. Therefore, it can be said that the player can select the position of the virtual camera that moves on the course on the viewpoint selection screen 267.

[0184] The viewpoint selection screen 267 is provided with a start operation unit 268. When the start operation unit 268 is operated with an operation input to any one of the check boxes 267a, that is, with one character selected, a race video is played. Hereinafter, the character selected on the viewpoint selection screen 267 is referred to as the viewpoint target character. Hereinafter, the player can set one character from all characters participating in the race as the viewpoint target character. However, the player may be able to set only some of the characters as the viewpoint target characters. Alternatively, when the second camera mode is selected, a predetermined character, such as the main character, may be automatically set as the viewpoint target character. In this case, the viewpoint selection screen 267 is not necessary.

[0185] 24 is a first diagram illustrating an example of the position of the virtual camera in the second camera mode. In the second camera mode, before the start of the race, the course is imaged by a virtual camera positioned based on the head position of the viewpoint character. Therefore, in the second camera mode, the virtual camera moves in the direction of travel from the start position toward the goal position throughout the entire range of the character's movement path, and images captured by the virtual camera are displayed.

[0186] In the second camera mode, the virtual camera moves together with the viewpoint character over the entire range of the character's movement path. However, in the second camera mode, the virtual camera may move together with the viewpoint character over a portion of the range, and in other portions of the range, the virtual camera may be placed at a position preset for each course, as in the first camera mode.

[0187] FIG. 25A is a second diagram illustrating an example of the position of virtual camera 271 in second camera mode. FIG. 25B is a diagram illustrating an example of the angle of virtual camera 271 in second camera mode. 3D model data is provided for each character that can participate in a race. When a race video is played back, a character is generated based on the 3D model data in the virtual space of the racetrack. In addition, appearance information such as height information indicating the height and head position information indicating the position of the head (hereinafter referred to as head position) is set for each character. In second camera mode, the position of virtual camera 271 is determined based on the head position information of the viewpoint target character.

[0188] 25A, each character is set with a head position 270. Here, when the character is drawn based on 3D model data, head position 270 is set around the character's neck. Then, a virtual camera 271 is positioned at a position offset a predetermined distance above head position 270, which is set as a reference point.

[0189] In the second camera mode, the position in the height direction (z direction in the figure) at which virtual camera 271 is placed is approximately near the top of the character's head or above the character's head. That is, in the second camera mode, virtual camera 271 moves from the viewpoint of the viewpoint target character, but in reality, virtual camera 271 is placed at a position higher than the position of the viewpoint target character's eyes. This achieves camera control that does not capture angles that should not be captured from an ethical or other standpoint in the first-person viewpoint camera angle, and that does not impair the sense of realism in the first-person viewpoint.

[0190] 25A and 25B, the imaging range of the second camera mode includes a range located forward in the traveling direction (x direction in the drawings) of the reference position, and a range located left and right (y direction in the drawings) of the reference position, with the position of virtual camera 271 as the reference position. Note that the imaging range of the second camera mode expands in the height direction (z direction in the drawings) and left and right direction (y direction in the drawings) as it moves forward in the traveling direction.

[0191] As will be described in more detail later, the virtual camera 271 captures images based on camera data. A plurality of camera data are provided, and different camera data is used depending on the character. Camera work such as zoom magnification and angle is preset for each camera data. Therefore, the imaging range differs depending on the camera data used. For example, when a predetermined camera data is used, the imaging range becomes imaging range R1 shown in FIGS. 25A and 25B. On the other hand, when another camera data is used, the imaging range becomes imaging range R2 shown in FIGS. 25A and 25B.

[0192] Fig. 26A is a diagram illustrating an example of a method for calculating the height position of virtual camera 271. Fig. 26B is a diagram illustrating an example of a method for calculating an offset value. As shown in Fig. 26A, the height position of virtual camera 271 is a value obtained by adding an offset value to head position 270 of the viewpoint target character. Also, as shown in Fig. 26B, the offset value is calculated by adding or subtracting a character-specific adjustment value set for each character to an all-character common fixed value used as a value common to all characters.

[0193] FIG. 27 is a diagram illustrating an example of data linked to a character. As described above, each character is assigned a character ID unique to the character, and appearance data is linked to the character ID. The appearance data includes 3D model data for displaying the character on the game screen. The 3D model data is different for each character. The 3D model data is made up of multiple data sets provided for each body part. For example, the 3D model data includes data for the head, data for the torso, data for the arms, and data for the legs.

[0194] Furthermore, in this embodiment, all characters have tails. The shape, size, color, etc. of the tails differ for each character. Therefore, the 3D model data includes data for the tails.

[0195] The appearance data also includes the height information and head position information described above. As shown in FIG. 27, the height information indicates the height of the character, and the head position information indicates the height from the ground to head position 270 when the character is standing. Head position 270 is set to a position that is, for example, 20 cm to 30 cm lower than the character's height. Note that the lengths, heights, and distances described in this embodiment are values ​​obtained by replacing the lengths, heights, and distances in the virtual game space captured by virtual camera 271 with values ​​in the real world.

[0196] As described above, the height position of the virtual camera 271 is calculated by adding an offset value to the head position 270 of the viewpoint target character. If a common offset value were set for all characters, the camera position of a tall character might be too high, or the camera position of a short character might be too low. Therefore, in this embodiment, a character-specific adjustment value is associated with each character, and the height position of the virtual camera 271 is determined by adding or subtracting the character-specific adjustment value to or from a fixed value common to all characters.

[0197] Here, tall characters are associated with negative character-specific adjustment values, and short characters are associated with positive character-specific adjustment values. In other words, characters with high head positions 270 are associated with negative character-specific adjustment values, and characters with low head positions 270 are associated with positive character-specific adjustment values.

[0198] For example, suppose the fixed value common to all characters is 20 cm. In this case, the offset value for character A is 15 cm, which is the fixed value common to all characters of 20 cm minus the individual character adjustment value of 5 cm. Therefore, when the viewpoint character is character A, the height position of virtual camera 271 is 157 cm above the ground. In this case, the offset value for character B is 30 cm, which is the fixed value common to all characters of 20 cm plus the individual character adjustment value of 10 mc. Therefore, when the viewpoint character is character B, the height position of virtual camera 271 is 152 cm above the ground.

[0199] By providing the character-specific adjustment value, the height position of the virtual camera 271 is not positioned excessively high or low, and the virtual camera 271 can be positioned at an appropriate position that provides a sense of realism. Furthermore, because the height position of the virtual camera 271 is adjusted for each character, there is no significant deviation between the actual viewpoint of the character and the position of the virtual camera 271. Note that the character-specific adjustment value may be set in advance for each character, or may be calculated using a predetermined formula.

[0200] In a race video, each character runs from the starting position to the finish line, competing for position. Therefore, when generating a race video, it is necessary to have each character execute a running motion. In this case, if all the characters execute the same motion, in other words, if all the characters run in the same way, the sense of realism is reduced and the dramatic effect is diminished. Therefore, in this embodiment, each character executes a different running motion by executing a different running style.

[0201] FIG. 28 is a diagram illustrating an example of a personality value. In this embodiment, a personality value parameter is set for each character. The personality value is information that identifies the personality of each character in the story. Here, the story provides characters with a quiet personality, an impatient personality, a lively personality, and a calm personality. The character ID of a character with a quiet personality is associated with a personality value of "00." The character ID of a character with an impatient personality is associated with a personality value of "01." The character ID of a character with a lively personality is associated with a personality value of "02." The character ID of a character with a calm personality is associated with a personality value of "03." Note that the above character personalities and the number of personality values ​​are merely examples and can be modified as appropriate.

[0202] FIG. 29A is a diagram illustrating an example of motion data. Each personality value is associated with motion data. The motion data is data that controls the character's movements. When generating a racing video, the movements of each character are controlled based on the motion data. Here, the motion data is data that causes the character to execute a running motion. In the racing video, the character repeatedly executes a running motion based on the motion data. In this way, a video of the character running is generated by controlling the character's movements based on the motion data.

[0203] In this embodiment, four pieces of motion data are provided: motion data A, B, C, and D. These four pieces of motion data are each linked to a different personality value. Here, as shown in FIG. 29A, motion data A is linked to the personality value of 00, motion data A is linked to the personality value of 01, motion data C is linked to the personality value of 02, and motion data D is linked to the personality value of 03.

[0204] A character whose character ID is associated with a personality value of 00 will have its movements controlled based on motion data A. A character whose character ID is associated with a personality value of 01 will have its movements controlled based on motion data B. A character whose character ID is associated with a personality value of 02 will have its movements controlled based on motion data C. A character whose character ID is associated with a personality value of 03 will have its movements controlled based on motion data D. In this way, the movements of each character are controlled based on the motion data provided for each personality value.

[0205] As mentioned above, each motion data has in common that it causes a character to execute a running motion. However, the detailed manner in which the character moves, such as how the arms swing, how the legs lift, how the head swings, the up and down movement of the entire body, and even how the tail wags, differs for each motion data. For example, a character associated with a personality value of 00, i.e., a character with a quiet personality, has its movements controlled based on motion data A. A character associated with a personality value of 02, i.e., a character with a lively personality, has its movements controlled based on motion data B.

[0206] For example, the range of a character's arm swing, leg lift, and neck swing will be smaller when movement is controlled based on motion data A compared to movement controlled based on motion data B. In this way, movement control is performed based on different motion data for each character's personality, allowing for the creation of racing videos that are more in line with the story.

[0207] In this example, a character ID is linked to a personality value, and a personality value is linked to motion data. In other words, a character ID is linked to one piece of motion data via a personality value. However, one piece of motion data may be linked to each character ID.

[0208] In addition, the movement of a single character is always controlled based on the same motion data regardless of the race type or course, but the movement of a single character may be controlled based on different motion data depending on the race type or course.

[0209] FIG. 29B is a diagram illustrating an example of camera data. Different camera data is associated with each motion data. Here, camera data A is associated with motion data A, camera data B is associated with motion data B, camera data C is associated with motion data C, and camera data D is associated with motion data D. As described above, camera work such as zoom magnification, angle, and imaging range is set in advance for each camera data, but this camera work differs for each camera data.

[0210] Here, different camera data is selected for each motion data. Therefore, a race video is generated with optimal camera work to match the running motion of the character. In the second camera mode, a race video is generated from the viewpoint of the viewpoint target character selected by the player. In order to enhance the sense of realism of the character viewpoint, in this embodiment, the camera work is set so that the hand of the viewpoint target character, which is waving during the running motion, is included in the imaging range.

[0211] As described above, the amplitude of arm swing during running varies depending on the motion data. For example, a character with a lively personality has a large amplitude of arm swing, while a character with a quiet personality has a small amplitude of arm swing. Therefore, if the viewpoint character is a character with a lively personality, the position of the hands moves relatively upward during running. In contrast, if the viewpoint character is a character with a quiet personality, the position of the hands does not move upward during running.

[0212] Therefore, the camera data used for a character with a quiet personality has a lower angle of view than the camera data used for a character with a lively personality. In this way, by providing multiple camera data with different camera work and using different camera data depending on the motion data, it is possible to generate a racing video with a high sense of realism. Note that, although the camera data is linked to the motion data here, the camera data may also be linked to a personality value or a character ID.

[0213] As described above, in the second camera mode, the race video is generated using different camera work depending on the viewpoint character. However, if the race video is generated simply according to a predetermined camera work, the appearance of the race video may be deteriorated depending on the behavior of the viewpoint character. Furthermore, although the position of each character during the race is determined by simulation, the appearance of the race video may also be deteriorated depending on the positional relationship between the viewpoint character and other characters. Therefore, in this embodiment, a correction process is provided, and the correction process is executed when a preset correction condition is met.

[0214] 30 is a diagram illustrating an example of the correction process. In this embodiment, the correction process includes a first correction process and a second correction process. The first correction process is a process that limits the amount of vertical displacement of the virtual camera 271 during one frame. As described above, when running motion control is performed based on motion data, the character's head position 270 repeatedly displaces vertically.

[0215] The vertical position of virtual camera 271 is set with head position 270 of the viewpoint target character as a reference point. In other words, virtual camera 271 moves vertically following head position 270 of the viewpoint target character. If virtual camera 271 repeatedly moves vertically in the same way as head position 270 of the viewpoint target character, the generated image may become blurred, resulting in a poor appearance.

[0216] In this embodiment, the correction condition for the first correction process is set such that the amount of vertical displacement of the head position 270 of the viewpoint target character between one frame is greater than ±0.1 mm. Therefore, if the amount of vertical displacement of the head position 270 of the viewpoint target character between one frame is less than ±0.1 mm, it is determined that the correction condition does not hold, and the first correction process is not executed. On the other hand, if the amount of vertical displacement of the head position 270 of the viewpoint target character between one frame is greater than ±0.1 mm, it is determined that the correction condition holds, and the first correction process is executed.

[0217] In this first correction process, the amount of vertical displacement of virtual camera 271 during one frame is corrected to 0.1 mm. In other words, the first correction process sets an upper limit on the amount of vertical displacement of virtual camera 271 during one frame. This allows virtual camera 271 to gently follow the vertical displacement of head position 270 of the viewpoint target character, thereby suppressing blurring of the image.

[0218] The vertical displacement of the head position 270 of the viewpoint target character set as the correction condition for the first correction process is the vertical displacement based on the motion data described above, and does not include vertical displacement due to other factors. For example, depending on the course, there may be uphill and downhill sections set between the start position and the goal position. Going up and down the slope will cause the head position 270 of the viewpoint target character to be displaced vertically, but such vertical displacement of the head position 270 due to course conditions is not applied to determining whether the correction condition is met. Here, the vertical displacement of the head position 270 due to the running action is kept within the upper limit range.

[0219] The second correction process is a process for reducing the size of the tails of other characters located in front of the viewpoint character. The position of each character during the race is derived by simulation. In this case, if the distance between the viewpoint character and the character in front becomes extremely small, there is a risk that most of the virtual camera 271 will be covered by part of the character in front.

[0220] FIG. 31A is a diagram showing an example when the second correction process is not executed. FIG. 31B is a diagram showing an example when the second correction process is executed. As described above, in this embodiment, each character is provided with a tail 272. The tail 272 is part of the character, and like the character's arms and legs, its movement is controlled based on motion data. Although a detailed explanation will be omitted, according to the motion data, the tail 272 is controlled to move up and down and sway left and right in the wind. Note that the tail 272 may be controlled by physical calculations instead of motion data. Alternatively, the tail 272 may be controlled by both motion data and physical calculations.

[0221] Then, as shown in FIG. 31A, when the distance between the viewpoint target character and a character located in front of the viewpoint target character becomes small, a close-up image of tail 272 of the forward character is captured by virtual camera 271. In this case, the race video is played back so that tail 272 of the forward character is displayed on most of the screen, which makes the appearance very poor. In this embodiment, as shown in FIG. 31B, when the distance between the viewpoint target character and a character located in front of the viewpoint target character becomes small, a second correction process is executed, and the size of tail 272 of the forward character is corrected to be smaller. This prevents the appearance of the race video from becoming poor.

[0222] 30, in this embodiment, the correction condition for the second correction process is set such that the distance L between the viewpoint target character and the character in front is less than 1.8 m. Therefore, if the distance L between the viewpoint target character and the character in front is 1.8 m or more, it is determined that the correction condition does not hold, and the second correction process is not executed. On the other hand, if the distance L between the viewpoint target character and the character in front is less than 1.8 m, it is determined that the correction condition holds, and the second correction process is executed.

[0223] At this time, in the second correction process, the size of tail 272 of the forward character changes according to the distance L between the viewpoint target character and the forward character. Specifically, if the distance L between the viewpoint target character and the forward character is less than 1.2 m, the size of tail 272 of the forward character is corrected to 0.75 times the size. Also, if the distance L between the viewpoint target character and the forward character is 1.2 m or more and less than 1.8 m, the size of tail 272 of the forward character is corrected so as to change linearly within the range of 0.75 to 1.0 times.

[0224] As described above, by performing the second correction process, it is possible to prevent the appearance of the race video from deteriorating. Here, it is assumed that the distance between the viewpoint target character and the character in front is measured based on the head positions 270 of both characters. However, the distance between both characters may also be measured based on a predetermined part of the character's body, such as the tail 272. Specifically, the second correction process may be performed based on the distance between the head position 270 of the viewpoint target character and the tail 272 of the character in front. Furthermore, for example, the distance between the position of the virtual camera 271 and a predetermined part of the character in front may be measured.

[0225] 32 is a diagram illustrating the relationship between the simulation results and frames of a race video. When a race event is selected by the player, a race simulation is executed in the server 1000. In this simulation, calculations are executed to derive the positions, speeds, and whether or not skills are activated of all characters from the start to the finish line based on the parameters of the characters participating in the race. Then, the rankings of the characters are determined as a result of the calculations.

[0226] The calculation process is repeatedly executed based on the elapsed time of the race from the start until the last character reaches the finish line and the race ends. Here, the calculation process is executed 15 times per second. In FIG. 32, the elapsed time from the start of the race is shown vertically, and as an example, the race ends 60 seconds after the start of the race. Also, on the left side of FIG. 32, the number of calculation processes executed by the server 1000 is shown numerically.

[0227] Since 15 calculation processes are executed per second, in the example shown in Figure 32, 900 calculation processes are executed from the start to the end of the race. As described above, in each calculation process, the position and speed of each character are derived. At this time, the current position and speed of the character are derived based on various factors, such as the position and speed of the character itself derived in the previous calculation process, the ability parameters associated with the character, the selected strategy, and the relative positional relationship with other characters.

[0228] The player terminal 1 receives the results of the calculation processing executed by the server 1000. Here, information indicating the results of the calculation processing is referred to as calculation result information. The calculation result information includes at least information regarding the positions, speeds, and activated skills of all characters. However, the information included in the calculation result information is not limited to this. For example, the calculation result information does not need to include information regarding the speed of each character.

[0229] 32, the timing at which the player terminal 1 receives the calculation result information is indicated by a dashed arrow. If the player terminal 1 receives calculation result information for all calculation processes, the communication load will be large. Therefore, in this embodiment, the player terminal 1 receives calculation result information for all calculation processes for one second after the start of the race and for all calculation processes for one second before the end of the race, and receives calculation result information at one-second intervals for the rest of the period. Therefore, from one second after the start of the race until one second before the end of the race, one piece of calculation result information is transmitted every time 15 calculation processes are executed.

[0230] In this embodiment, the player terminal 1 receives all of the calculation result information for the most important times in a race, immediately after the start and immediately before the finish line. Here, the calculation result information is transmitted as described above after the simulation is completed in the server 1000. After receiving all of the calculation result information, the player terminal 1 generates a race video. However, the simulation in the server 1000 and the generation of the race video in the player terminal 1 may be executed in parallel.

[0231] The player terminal 1 generates the race video as described above based on the calculation result information received from the server 1000. In this embodiment, the number of frames per second is 30, and images are updated approximately every 0.033 seconds. The right side of FIG. 32 shows the number of frames of the race video generated by the player terminal 1 as a number. The player terminal 1 receives 15 pieces of calculation result information for each second after the start of the race and for each second before the end of the race. In contrast, the number of frames per second is 30. Therefore, as shown on the right side of FIG. 32, two frames of images are generated based on the difference between the calculation result information before and after each second after the start of the race and for each second before the end of the race.

[0232] During other periods, the player terminal 1 receives calculation result information at one-second intervals. Therefore, during this period, 30 frames of images are generated based on the difference between the previous and next pieces of calculation result information.

[0233] The above-mentioned race-related processing is executed in common for all races and the above-mentioned scenario special race.

[0234] In the main character training game, the game ends when all turns are completed. If the character fails to achieve the goal set for each character during the game, the game ends at that point.

[0235] Here, when the training game ends, the main character trained in the training game is stored as a training character. More precisely, information about the training character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0236] Furthermore, when the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, individual race results, and the like at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, and the like at the time the training game ends.

[0237] Furthermore, a development rank is set for each development character based on the evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point of 13,000 to 14,499, and a development rank of "S" is assigned to a development character with an evaluation point of 14,500 to 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0238] FIG. 33A is a first diagram illustrating the training completion screen 300. FIG. 33B is a second diagram illustrating the training completion screen 300. FIG. 33C is a third diagram illustrating the training completion screen 300. When the training game ends, the training completion screen 300 is displayed on the display 26 as shown in FIG. 33A. The training completion screen 300 first displays the training rank of the trained character, and then, as shown in FIG. 33B, displays the evaluation score. After a predetermined time has elapsed since the evaluation score was displayed, the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on the training completion screen 300 as shown in FIG. 33C. At this time, the training completion screen 300 is provided with a close operation unit 301. When the close operation unit 301 is tapped, the training completion screen 300 is hidden, and the home screen 100 is displayed on the display 26.

[0239] In this embodiment, a special ending effect may occur when all turns are completed. Specifically, the special ending effect may be executed after all turns are completed and before the training completion screen 300 is displayed. The content of the special ending effect changes depending on the progress of the training main game. Therefore, even if the training main game is executed using the same main character, different special ending effects may be executed.

[0240] The content of the special ending performance is determined based on the results of the races the main character competed in. The special ending performance also includes a replay of the race the main character competed in. Therefore, the special ending performance can be said to be a performance that looks back on part of the main character's training process.

[0241] In this embodiment, a case will be described in which the special ending effect is executed when all turns have been completed, but the timing of the execution of the special ending effect is not limited to this. For example, the special ending effect may be executed at the end of a predetermined turn, such as the last turn of the junior class (the 24th turn), the last turn of the classic class (the 48th turn), or the last turn of the senior class (the 72nd turn). The special ending effect may be executed only once, or may be executed multiple times. The special ending effect will be described in detail below.

[0242] FIG. 34 is a diagram illustrating the conditions for generating a special ending effect. As described above, in this embodiment, three scenario special races are executed. Similar to the races in which the main character can compete in each turn, scenario special races are races in which the main character competes against NPCs. As with the races described above, in scenario special races, a simulation is executed in the server 1000, and the finishing order of all characters that compete is determined. Furthermore, although a detailed explanation is omitted, in the training main game, the player can watch racing videos of scenario special races.

[0243] Here, the conditions for the special ending performance are set to a first condition and a second condition. If either the first or second condition is met, the special ending performance will occur at the end of all turns. The first condition is to win all three special scenario races (come first in all three). Therefore, in the main training game, if the main character comes first in all three special scenario races, the special ending performance will occur at the end of all turns.

[0244] The second occurrence condition is that a special character competes in the third scenario special race. The difficulty of the three scenario special races gradually increases. If the main character wins (comes in first place) in both the first and second scenario special races, the main character's opponents in the third scenario special race will include a special character. Special characters have higher parameters than other NPCs. The difficulty of the third scenario special race increases when a special character is included as an opponent.

[0245] In this way, the special ending effect will not occur unless the conditions for occurrence are met, which increases the player's motivation to play the training game repeatedly in order to satisfy the conditions for occurrence and cause the special ending effect to occur.

[0246] Here, whether or not a special ending effect will occur is determined based on the results of the scenario special race. However, the conditions for the occurrence of a special ending effect are not limited to this and can be set as appropriate. For example, in the training main game, winning a predetermined number of individual races or more may be set as the condition for the occurrence of a special ending effect. Alternatively, completing all turns without retiring may be set as the condition for the occurrence of a special ending effect. Furthermore, a special ending effect may always occur without setting any conditions for its occurrence.

[0247] FIG. 35A is a diagram explaining the first block of the special ending production. FIG. 35B is a diagram explaining the second block of the special ending production. FIG. 35C is a diagram explaining the third block of the special ending production. FIG. 35D is a diagram explaining the fourth block of the special ending production. The special ending production is divided into four production blocks, from the first block to the fourth block.

[0248] As shown in FIG. 35A, in the first block, a presentation image (first cut image) in which predetermined text is superimposed on an image of a main character (not shown) is displayed. Therefore, in the first block, a different presentation image is displayed for each main character selected by the player. Also, in the first block, a first narration (described later) is output as audio. Note that the duration of the first block can be, for example, 3 to 5 seconds. When the first block ends, the presentation image of the second block is displayed.

[0249] As shown in FIG. 35B, in the second block, a replay video (first replay video) of a race in which the main character competed (hereinafter, the individual races selectable at each turn will be simply referred to as "races"). This replay video is part of the race video played during the training main game. As described above, in the training main game, when the player competes in a race with the main character, a race simulation is executed. The player terminal 1 can play back the race video based on the simulation results. Therefore, if the player has viewed all of the races in which the main character competed in the training main game, the player can view part of the same race video again in the special ending presentation. The duration of the second block can be, for example, 5 to 10 seconds. When the second block ends, the presentation image of the third block is displayed.

[0250] As shown in FIG. 35C, in the third block, a presentation image (second cut image) is displayed in which predetermined text is superimposed on an image of the main character (not shown). The image and text of the main character displayed in the third block are different from the image and text of the main character displayed in the first block. However, the same images and text may be displayed in the third block and the first block. The duration of the third block may be, for example, 3 to 5 seconds. A second narration, which will be described later, is output as audio from the second block to the third block. When the third block ends, the presentation image of the fourth block is displayed.

[0251] As shown in FIG. 35D, in the fourth block, a reenactment video (second reenactment video) of a race in which the main character competed is played, similar to the second block. Here, a reenactment video of a different scene from that of the second block is played, but from the same race as the second block. As an example, in the second block, a scene from 30 to 35 seconds before the finish line is played, and in the fourth block, a scene from 5 seconds before the finish line to the finish line is played. In addition, in the fourth block, a third narration, which will be described later, is output as audio.

[0252] Here, it is assumed that the reenactment video of the same race is played in the second block and the fourth block. However, it is also possible to play reenactment videos of different races in the second block and the fourth block. In this case, the race to be reenacted may be determined for each block. Also, here, the reenactment video scene to be played in the second block and the reenactment video scene to be played in the fourth block are set in advance for each race. However, the reenactment video scene to be played in the second block or the fourth block may be determined by lottery or the like when the special ending performance is executed.

[0253] As described above, in the special ending effect, the effect images from block 1 to block 4 are displayed consecutively. When the special ending effect ends, a predetermined event image is displayed, and then the training completion screen 300 is displayed.

[0254] FIG. 36 is a diagram illustrating images and narration for each production block. As shown in FIG. 36, in the first block, a first cut image of the main character is displayed and a first narration is output as audio. In the second block, a first reenactment video of a predetermined race is played, and in the third block, a second cut image of the main character is displayed. In addition, a second narration is output as audio across the second and third blocks. In the fourth block, a second reenactment video of a predetermined race is played and a third narration is output as audio.

[0255] In this way, in the special ending effect, a replay video of a race is played. The race that is the subject of the replay video varies depending on the progress of the training main game, i.e., the results of the races in the training game. Furthermore, in the special ending effect, not only the replay video but also the cut images and narration vary depending on the progress of the training main game. In this way, the content of the special ending effect varies not only depending on the type of main character but also on the progress of the training main game. As a result, even if the same main character is trained, the content of the special ending effect will change depending on the type of race that ran in the training main game and the results of that race. In this way, according to this embodiment, the effects are diversified, which can increase the interest of the game. Below, a method for determining the content of the special ending effect will be described.

[0256] FIG. 37 is a diagram explaining lineage IDs. FIG. 38 is a diagram explaining the correspondence between lineage IDs and target races. Lineage IDs are identification information that indicate the lineage of the special ending performance. The color, background music, motion, effects, displayed objects, etc. of the special ending performance differ depending on the lineage. Here, five lineage IDs, "1" to "5," are provided. As shown in FIG. 38, each lineage ID is linked to one of the races in which the main character can compete in the main training game as the target race. A race ID is set for each race, and FIG. 38 shows the race IDs linked to each lineage ID.

[0257] For example, the line ID "1" is linked to the races with the three race IDs shown in Figure 38 as target races. The line ID "2" is linked to the races with the five race IDs shown in Figure 38 as target races. The line ID "5" is linked to the races with the six race IDs shown in Figure 38 as target races. The line ID "4" is linked to the races with the five race IDs shown in Figure 38 as target races. The line ID "5" is linked to the races with the 11 race IDs shown in Figure 38 as target races. The grades of the target races linked to the line IDs are all G1. However, there are no particular restrictions on the grades of the target races linked to the line IDs. The target race of 1 is always linked only to line ID 1.

[0258] When determining the content of the special ending effect, first, a system ID is determined. As shown in Fig. 37, nine types of judgment types, from the first judgment to the ninth judgment, are provided. Each of these judgment types has a fulfillment condition, and a system ID is determined based on the judgment type whose fulfillment condition is satisfied.

[0259] Specifically, if the main character has won all three specified G1 races in which the main character can only compete in the classic class, it is determined that the conditions for the first determination are met. The three races that are the subject of the first determination are all races linked to the lineage ID "1" shown in Figure 38. In other words, the lineage ID "1" is linked to the three races in which the main character can only compete in the classic class as target races. Here, when the conditions for the first determination are met, it is referred to as achieving the classic triple crown.

[0260] Furthermore, if the main character wins all three specified G1 races in which the main character can only compete in the classic class (all coming in first), it is determined that the conditions for the second determination are met. The three races that are the subject of the second determination are all races linked to the lineage ID "2" shown in Figure 38. In other words, the lineage ID "2" is linked to the three races in which the main character can only compete in the classic class as target races. Here, when the conditions for the second determination are met, it is referred to as achieving the Tiara Triple Crown.

[0261] Furthermore, if the main character wins three specified G1 races over medium to long distances, it is determined that the conditions for the third determination are met. The three races that are the subject of the third determination are the races with race IDs "3," "74," and "76" that are linked to the lineage ID "5" shown in FIG. 38. Here, when the conditions for the third determination are met, it is referred to as achieving the Autumn Senior Triple Crown.

[0262] Furthermore, if the main character wins three specified G1 races over medium to long distances, it is determined that the conditions for the fourth determination are met. The three races that are the subject of the fourth determination are the races with race IDs "4," "79," and "81" that are linked to the lineage ID "5" shown in FIG. 38. Here, when the conditions for the fourth determination are met, it is referred to as achieving the Spring Senior Triple Crown.

[0263] Here, the nine types of judgment types are linked to one of the system IDs "1" to "5" as shown in FIG. 37. Furthermore, the nine types of judgment types are set to have a priority order as shown in FIG. 37. When determining the system ID, it is determined in order from the first judgment, which has the highest priority, to the fourth judgment, which has the fourth highest priority, whether or not the establishment condition is met. At this time, the system ID linked to the judgment type for which it is first determined that the establishment condition is met is determined.

[0264] For example, if it is determined that the condition for the first determination is satisfied, the system ID is determined to be "1." Similarly, if it is determined that the condition for the second determination is satisfied, the system ID is determined to be "2." If it is determined that the condition for the third determination is satisfied, the system ID is determined to be "5." If it is determined that the condition for the fourth determination is satisfied, the system ID is determined to be "5."

[0265] On the other hand, if it is determined that the conditions for any of the determination types from the first determination to the fourth determination are not satisfied, the number of wins for each line ID is calculated. Specifically, it is determined whether the main character won during the training main game for all of the target races shown in FIG. 38. Then, the number of target races in which it is determined that the main character won is counted for each line ID.

[0266] Then, based on the number of wins for each derived line ID, it is determined in order whether the conditions for the fifth to ninth determinations shown in Figure 37 are met. Specifically, if the target race linked to the line ID "1" has the most wins among the target races shown in Figure 38 linked to any of the line IDs "1" to "5," it is determined that the conditions for the fifth determination are met. In this case, the line ID is determined to be "1," which is linked to the fifth determination.

[0267] Furthermore, if the number of wins in the target races linked to the lineage ID "5" is the most, it is determined that the condition for the sixth judgment is met. In this case, the lineage ID is determined to be "5" linked to the sixth judgment. Furthermore, if the number of wins in the target races linked to the lineage ID "2" is the most, it is determined that the condition for the seventh judgment is met. In this case, the lineage ID is determined to be "2" linked to the seventh judgment.

[0268] Furthermore, if the number of wins in the target races linked to the lineage ID "4" is the highest, it is determined that the conditions for the eighth determination are met. Furthermore, if the number of wins in the target races linked to the lineage ID "3" is the highest, it is determined that the conditions for the ninth determination are met. Note that the eighth determination and the ninth determination have equal priority. Therefore, if it is determined that the conditions for the eighth determination are met, it is also determined that the conditions for the ninth determination are met. As a result, if it is determined that the conditions for both the eighth and ninth determinations are met, either the lineage ID "3" linked to the ninth determination or the lineage ID "4" linked to the eighth determination will be determined by lottery.

[0269] If the conditions for any of the determination types are not met, the special ending effect will not be executed. In this case, a predetermined effect set in advance may be executed instead of the special ending effect. Alternatively, the special ending effect may be executed with predetermined content set in advance.

[0270] Note that, here, the condition for each judgment type is set to be winning the designated race, i.e., finishing in first place. However, for some or all of the judgment types, the condition may be set to be finishing in a predetermined position or higher in the designated race other than first place.

[0271] As described above, when determining the content of the special ending performance, a lineage ID is first determined based on the results of the races run during the training main game. Note that the above-described method of determining a lineage ID is merely an example. For example, here, priority is assigned to the judgment types, but priority is not required. As an example, it may be determined whether the conditions for establishment are met for all judgment types, and lineage IDs corresponding to all judgment types for which the conditions for establishment are met may be extracted. In this case, if multiple lineage IDs are extracted, one of the extracted lineage IDs may be determined by lottery. Alternatively, priority may be assigned to the lineage IDs, and if multiple lineage IDs are extracted, the lineage ID with the highest priority among the extracted lineage IDs may be determined.

[0272] FIG. 39 is a diagram illustrating a method for determining the first narration. Once the path ID is determined as described above, the first narration is then determined. As shown in FIG. 39, five patterns of the first narration are provided. Each of the five path IDs is associated with a different first narration pattern. Here, one first narration pattern associated with the path ID determined earlier is determined.

[0273] FIG. 40 is a diagram illustrating a method for determining a second narration. Once the pattern of the first narration has been determined as described above, the second narration is then determined. As shown in FIG. 40, a plurality of playback conditions for the second narration are set for each system ID. For example, nine playback conditions are set for system ID "1," six playback conditions are set for system ID "2," and six playback conditions are set for system ID "5." Although not shown in FIG. 40, a plurality of playback conditions are also set for system IDs "3" and "4."

[0274] A priority order is set for each playback condition, and among the playback conditions set for the previously determined system ID, the possibility of fulfilling the playback conditions is determined in descending order of priority. In addition, one second narration pattern is linked to each playback condition. Among the playback conditions set for the previously determined system ID, one playback condition with the highest priority that is determined to be fulfilled is identified. Then, the second narration pattern linked to the identified one playback condition is determined.

[0275] For example, the playback conditions set for a line ID of "1" include "Achieving the Classic Triple Crown," which has the highest priority. "Achieving the Classic Triple Crown," like the first determination described above, is to win all of the races with the race IDs "163," "166," and "168." When the line ID is determined to be "1," it is first determined whether the playback condition for "Achieving the Classic Triple Crown" is met. Then, if the playback condition for "Achieving the Classic Triple Crown" is met, the playback condition for "Achieving the Classic Triple Crown" is identified, and the second narration pattern is determined to be "Narration 2-1A."

[0276] On the other hand, if the playback condition for "Achieving the Classic Triple Crown" is not met, a determination is made as to whether the playback conditions for each of the second-highest priority conditions, "Failing to achieve the Classic Triple Crown and winning 163," "Failing to achieve the Classic Triple Crown and winning 166," and "Failing to achieve the Classic Triple Crown and winning 168," are met. "Failing to achieve the Classic Triple Crown and winning 163" refers to not achieving the Classic Triple Crown and winning a race with a race ID of "163." "Failing to achieve the Classic Triple Crown and winning 166" refers to not achieving the Classic Triple Crown and winning a race with a race ID of "166." "Failing to achieve the Classic Triple Crown and winning 168" refers to not achieving the Classic Triple Crown and winning a race with a race ID of "168."

[0277] If only one playback condition with the second highest priority is met, the met playback condition is identified, and a second narration pattern linked to the identified playback condition is determined. If multiple playback conditions with the second highest priority are met, a lottery is held to determine one of the met playback conditions. Then, one playback condition determined by the lottery is identified, and one second narration pattern linked to the identified playback condition is determined.

[0278] If none of the playback conditions with the second highest priority are met, the fulfillment of each of the playback conditions with the third highest priority is determined. Here, the five playback conditions with the third highest priority set for the system ID "1" are "there is a target race in which the favorite wins," "the most wins in the target race by 'leading'," "the most wins in the target race by 'leading'," "the most wins in the target race by 'stragglers'," and "the most wins in the target race by 'chasing'." The "target races" here refer to all races shown in Figure 38.

[0279] "There is a target race in which the main character can win as the most popular" means that the main character wins the target race in which he or she is selected as the most popular. Although a detailed explanation is omitted, when a race is held, the popularity ranking of all characters participating in the race is determined before the race starts. This popularity ranking is calculated based on the parameters of each of the characters participating in the race.

[0280] Additionally, "Most wins by 'breaking away' in the target race" refers to the fact that out of the strategies of 'breaking away', 'leading', 'passing', and 'chasing', the number of target races won by the 'breaking away' strategy is the greatest. Similarly, "Most wins by 'leading away' in the target race," "Most wins by 'passing away' in the target race," and "Most wins by 'chasing away' in the target race" refer to the fact that the number of target races won by the strategies of 'leading away', 'passing away', and 'chasing away', respectively, is the greatest.

[0281] If only one playback condition with the third highest priority is met, the second narration pattern linked to the met playback condition is determined. If multiple playback conditions with the third highest priority are met, a lottery is held to determine the first playback condition from the multiple met playback conditions. This lottery identifies the first playback condition, and the first second narration pattern linked to the identified playback condition is determined.

[0282] In order for the special ending performance to be executed, the main character must have won at least one race. Therefore, each system ID includes a playback condition that is always met.

[0283] FIG. 41 is a diagram illustrating a method for determining the third narration. Once the pattern of the second narration has been determined as described above, the third narration is then determined. As shown in FIG. 41, different third narration patterns are linked to the character IDs of characters that can become main characters. Here, one third narration pattern linked to the character ID of the main character is determined. Note that the third narration here involves shouting the character's name. However, the content of the third narration is not limited to this.

[0284] FIG. 42 is a diagram illustrating a method for determining a replay race. As described above, once all patterns of the first to third narrations have been determined, the races to be the subject of the first replay video in the second block and the second replay video in the fourth block (hereinafter referred to as replay races) are determined. As described above, multiple playback conditions are set for each system ID, and one of the playback conditions is determined when determining the pattern of the second narration. Each playback condition is set with a replay race or a lottery condition for a replay race. Here, the replay race is determined based on the playback conditions specified when determining the pattern of the second narration.

[0285] Specifically, suppose that the playback condition "Achieving the Classic Triple Crown" is specified when determining the pattern of the second narration. In this case, one of the three races with race IDs "163," "166," and "168" is selected by lottery as the re-enacted race. If the specified playback condition is "Failure to achieve the Classic Triple Crown and 163 wins," the race with race ID "163" is selected as the re-enacted race. If the specified playback condition is "Failure to achieve the Classic Triple Crown and 166 wins," the race with race ID "166" is selected as the re-enacted race. If the specified playback condition is "Failure to achieve the Classic Triple Crown and 168 wins," the race with race ID "168" is selected as the re-enacted race.

[0286] Furthermore, if the specified playback condition is "there is a target race in which the most popular horse won," then target race 1 is determined by lottery from all target races in which the most popular horse won. The target race 1 determined by lottery becomes the replay race.

[0287] Furthermore, if the specified playback condition is "Most wins with 'breaking horses' in the target race," then target race 1 will be determined by lottery from all target races where a win was achieved with the 'breaking horse' strategy. The target race 1 determined by lottery will be the replay race. Similarly, if the specified playback condition is "Most wins with 'leading horses' in the target race," "Most wins with 'straight horses' in the target race," or "Most wins with 'chasing horses' in the target race," then target race 1 will be determined by lottery from all target races where a win was achieved with the 'leading horses', 'straight horses', or 'chasing horses' strategies, respectively.

[0288] Although only one reenacted race is determined here, multiple reenacted races may be determined. For example, when the playback condition of "achieving the Classic Triple Crown" is specified, two races may be determined by lottery from three races with race IDs "163," "166," and "168." One of the two races may then be determined as the target race for the first reenactment video, and the other may be determined as the target race for the second reenactment video.

[0289] As described above, in the first block, the first cut image is displayed based on the character ID of the main character. At this time, the first narration determined as described above is played back while the first cut image is being displayed. Furthermore, in the second block, the first reproduction video is generated and played back based on the determined reproduction race. Furthermore, in the third block, the second cut image is displayed based on the character ID of the main character. While the first reproduction video is being played back and the second cut image is being displayed, the second narration determined as described above is played back. Then, in the fourth block, the second reproduction video is generated and played back based on the determined reproduction race. At this time, the third narration determined as described above is played back while the second reproduction video is being played back.

[0290] The replay video is generated based on the results of the simulation corresponding to the replay race from among the saved simulation results (performance result information). At this time, only the scenes to be played in the special ending performance may be generated from the entire race video from start to finish. Alternatively, the race video generated at the time of the race start may be saved as a replay video, and the saved replay video may be played in the special ending performance. Furthermore, in the special ending performance, the display of cut images may be switched to the display of the race video at a specific point.

[0291] In this case, the replay video is generated using an angle in the first camera mode. However, the replay video may also be generated using an angle in the second camera mode. Alternatively, a camera mode may be determined for each target race that may be determined as a replay race. For example, the first replay video may be played in the first camera mode, and the second replay video may be played in the second camera mode.

[0292] In addition, in the special ending effect, instead of the reenacted video, an image of a specific scene included in the race video may be displayed. Also, for example, a digest video of all or some of the races in which the main character ran in the training main game may be displayed in the special ending effect.

[0293] The process of determining the content of the special ending effect is performed at the timing of execution of the special ending effect. By determining the content of the special ending effect as described above, the effects can be diversified.

[0294] Next, the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned training game will be described.

[0295] (Functional Configuration of Player Terminal 1) 43 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its functions as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0296] The terminal-side game control program includes an information setting processing program 700 and a training game execution program 701. Note that the programs listed in Figure 43 are just examples, and the terminal-side game control program includes many other programs.

[0297] The data storage area 12b is provided with a player information storage area 750 and a game information storage area 751 as storage areas for storing data. Note that the data storage area 12b is also provided with many other storage areas. Here, information directly related to games, such as training games (hereinafter referred to as game information), is stored in the game information storage area 751. Note that the game information storage area 751 also temporarily stores various types of information during the progress of each game, such as the training game.

[0298] Furthermore, all information other than game information, such as information about the player or other players, setting information of the player terminal 1, etc., is considered to be player information. The player information is stored in the player information storage unit 750.

[0299] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a and a training game executing unit 701a.

[0300] Specifically, the CPU 10 runs an information setting processing program 700 to cause the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701 to cause the computer to function as a training game execution unit 701a.

[0301] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0302] The training game execution unit 701a executes all processing related to the training game.

[0303] (Functional configuration of server 1000) 44 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0304] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game termination processing program 1102. Note that the programs listed in Figure 44 are just examples, and the server-side game control program includes many other programs.

[0305] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0306] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game termination processing unit 1102a.

[0307] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101 and a training game termination processing program 1102, causing the computer to function as a training game execution unit 1101a and a training game termination processing unit 1102a, respectively.

[0308] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1.

[0309] The training game execution unit 1101a executes all processing related to the training game.

[0310] When the training game ends, the training game end processing unit 1102a derives the evaluation points, training rank, etc. for the trained character. In addition, the training game end processing unit 1102a stores the trained character information in the game information storage unit 1151.

[0311] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0312] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0313] (Processing of the player terminal 1 and the server 1000) 45 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer), and the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0314] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage unit 750 based on the operation input by the player. In this information setting processing, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0315] The player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Also, for example, when a setting change operation is input, such as an operation to add another player as a friend or an operation to remove a friend, the friend information, which is information about friends, is updated.

[0316] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P2). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S2) based on information received from the player terminal 1.

[0317] 46 is a flowchart illustrating the preparation stage processing (P2) in the player terminal 1. When a training game start operation is input, the training game executing unit 701a of the player terminal 1 transmits training game start information to the server 1000 (P2-1). Upon receiving the training game start information, the server 1000 causes the player terminal 1 to receive the deck information stored in the player information storage unit 1150.

[0318] Upon receiving various pieces of information (P2-2), the training game executing unit 701a executes a scenario selection screen display process (P2-3). Here, the training game executing unit 701a displays a scenario selection screen and provisionally registers a scenario based on the player's operation input. Furthermore, the training game executing unit 701a of the player terminal 1 executes a main character selection screen display process (P2-4). Here, the training game executing unit 701a displays a main character selection screen 150 and provisionally registers a main character based on the player's operation input.

[0319] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the main character selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as the main character. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative characters of friends, from the server 1000, and displays the inherited character selection screen 170.

[0320] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P2-5). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.

[0321] Furthermore, when a determination operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game execution unit 701a executes a support card selection screen display process (P2-6). In this support card selection screen display process, a support card selection screen 200 is displayed, and a support card is provisionally registered based on the player's operation input.

[0322] When the support card is provisionally registered, the training game executing unit 701a executes a final confirmation screen display process (P2-7). Here, when a display switching operation to switch the screen display is input, the training game executing unit 701a switches the display screen of the display 26. Also, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game executing unit 701a provisionally stores reservation selection information corresponding to the preset for which the selection operation input was made, and switches the display screen.

[0323] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 195, the training game execution unit 701a executes a preparation stage completion process (P2-8). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.

[0324] The confirmation information includes information identifying the provisionally registered main character, successor character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S2). The server 1000 determines whether or not to permit execution of the training main game using the provisionally registered main character, successor character, and support card.

[0325] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a registers the provisionally registered scenario and main character. The training game executing unit 701a also registers the training character provisionally stored as an inherited character and the provisionally stored support card in the deck.

[0326] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the temporarily stored preset reservation selection information. This ends the preparation stage completion process, and the training stage process (P7) is started in the player terminal 1, and the training stage process (S7) is executed in the server 1000.

[0327] When the training stage process (S7) ends, a training game end process (S8) is executed in the server 1000. Furthermore, when the training stage process (P7) ends, a training game end process (P8) is executed in the player terminal 1. In the training game end process (S8), the training game end processing unit 1102a executes a process of storing training character information in the game information storage unit 1151. Furthermore, in the training game end process (P8), the generated training character is displayed.

[0328] The following describes the training stage processing (P7) executed in the player terminal 1 and the training stage processing (S7) executed in the server 1000. However, to facilitate understanding, the order of the explanation will be changed as appropriate in accordance with the order of the processing in the player terminal 1 and the processing in the server 1000.

[0329] 47 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.

[0330] FIG. 48 is a flowchart illustrating the turn start processing in the server 1000. The training game executing unit 1101a of the server 1000 updates the current turn number (S10-1). Then, if the current turn is not a race-limited turn (YES in S10-2), the training game executing unit 1101a executes a character to be placed determination process to determine a character to be placed in each training (S10-3). The training game executing unit 1101a also executes an event determination process to determine an event that will occur in each turn (S10-4). The training game executing unit 1101a also executes a parameter determination process to determine an update value for each parameter that is updated when training is executed (S10-5). Then, the training game executing unit 1101a saves the information determined in each of the above processes as game information that can be received by the player terminal 1 (S10-6).

[0331] Returning to FIG. 47, after the turn start processing (S10) ends, when a skill acquisition command indicating the acquisition of one of the possessed skills is received from the player terminal 1 (YES in S7-2), the training game executing unit 1101a executes skill information update processing (S7-3). Here, the acquired skill is linked to the acquisition information. Also, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Also, here, the updated skill information is received by the player terminal 1.

[0332] The server 1000 also waits until it receives a selection command selected by the player from the player terminal 1 (S7-4). The selection command is a command that can identify that an operation unit that ends a turn has been operated. In this example, the operation units that end a turn are the rest operation unit 215, the outing operation unit 218, the speed operation unit 221, the stamina operation unit 222, the power operation unit 223, the guts operation unit 224, the intelligence operation unit 225, the result operation unit 253, and the race operation unit 254. When these operation units are operated, a selection command that can identify the operation unit that has been operated is transmitted from the player terminal 1 to the server 1000.

[0333] 49 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set operation units, i.e., commands, that the player can select based on the current number of turns.

[0334] The training game executing unit 701a also executes a display control process to display an image on the display 26 based on the received game information (P7-3). Here, the training game executing unit 701a displays the game screen 210, the training screen 220, etc. based on the received game information. When the skill operation unit 217 is operated (YES in P7-4), the training game executing unit 701a executes a skill-related process (P7-5). Here, a process to display the skill screen 230 is executed. When an operation to acquire a skill is performed, the training game executing unit 701a also transmits a skill acquisition command to the server 1000.

[0335] Furthermore, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until an operation input to end the turn is made on the operation unit (NO in P7-6). When an operation input to end the turn is made on the operation unit (YES in P7-6), the training game executing unit 701a transmits to the server 1000 a selection command corresponding to the operation unit selected by the player (P7-7). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-8).

[0336] Returning to FIG. 47, when a selection command is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a selection command receiving process (S20).

[0337] 50 is a flowchart illustrating the selection command reception process in the server 1000. When a selection command indicating an operation input from the outing operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs outing execution process (S20-2). Here, an outing event that increases the stamina and motivation parameters is determined.

[0338] When a selection command indicating an operation input of the rest operation unit 215 is received (YES in S20-3), the training game executing unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined.

[0339] When a selection command indicating an operation input from the result operation unit 253 or the race operation unit 254 to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race result derivation process (S21).

[0340] 51 is a flowchart illustrating the race result derivation process in the server 1000. The training game executing unit 1101a determines the NPCs that will run in the race (S21-1). The training game executing unit 1101a also sets parameters for all characters that will run in the race (S21-2). The training game executing unit 1101a then executes calculation processing, i.e., a simulation, based on the parameters set in S21-2 (S21-3).

[0341] Here, the training game executing unit 1101a repeatedly executes the calculation process in P21-3 until all characters reach the finish line (NO in S21-4). When all characters reach the finish line (YES in S21-4), the training game executing unit 1101a saves the results of the simulation in S21-3 (simulation result information) (S21-5). Note that here, the results of all calculation processes executed from the start to the end of the race are saved as simulation result information. At this time, the simulation result information is stored in association with a race ID indicating the type of race. The simulation result information saved here is maintained until the end of the training game. Note that the simulation result information saved here includes character information, weather information, track information, and racecourse information for all characters that ran in the race.

[0342] The training game executing unit 1101a also saves race result information derived from the results of the simulation and sets it so that it can be received by the player terminal 1 (S21-6). The race result information is information that indicates the finishing order of each character that ran in the race, etc. Furthermore, when playback of the race video is selected, that is, when the race operation unit 254 is operated (YES in S21-7), the training game executing unit 1101a sets the simulation result information saved in S21-5 and causes the player terminal 1 to receive it (S21-8). Here, as described above, 15 pieces of calculation result information are set for each second after the start of the race and each second before the end of the race, and calculation result information is set at 1-second intervals for the other periods. In other words, the simulation result information includes multiple pieces of calculation result information.

[0343] 50, when the race result derivation process (S21) is executed, the training game executing unit 1101a executes a reward granting process to grant a reward to the player (S20-6). Here, the reward is determined based on the results of the simulation, i.e., the finishing order of the main character, the race development, etc., and the determined reward is granted to the player.

[0344] When a selection command indicating execution of any training is received (YES in S20-7), the training game executing unit 1101a performs a success determination process (S20-8), where the success or failure of the training is determined based on a failure rate calculated in advance.

[0345] The training game executing unit 1101a then updates various parameters based on the results of the processes of S20-2, S20-4, S20-6, and S20-8 (S20-9). Here, the ability parameters, skill points, motivation, stamina parameters, and the like associated with the main character are updated. When training is performed, the ability parameters and the like are updated as determined in S10-5 at the start of the turn. The training game executing unit 1101a also sets result information including the results of each of the above processes and the various updated information, and causes the player terminal 1 to receive this information (S20-10).

[0346] Returning to FIG. 49, when the player terminal 1 receives the result information from the server 1000 (YES in P7-8), the training game executing unit 701a executes a result information receiving process (P20).

[0347] 52 is a flowchart illustrating the result information receiving process in the player terminal 1. When the simulation result information is received (YES in P20-1), the training game executing unit 701a starts the race execution process (P30). In addition, the training game executing unit 701a displays the race result screen 260 based on the received race result information (P20-2).

[0348] 53 is a first flowchart illustrating the race execution processing in the player terminal 1. FIG. 54 is a second flowchart illustrating the race execution processing in the player terminal 1. When the first camera mode is selected (YES in P30-1), the training game execution unit 701a acquires virtual camera information corresponding to the course (P30-2). The virtual camera information includes various types of information shown in FIG. 22.

[0349] The training game executing unit 701a acquires one piece of calculation result information from the plurality of pieces of calculation result information received from the server 1000 (P30-3). Note that the processing from P30-3 onwards is repeatedly executed until all of the received calculation result information is acquired, that is, until the end of the race. Here, the calculation result information is acquired one by one in the order in which the calculation processing was executed in the server 1000.

[0350] The training game executing unit 701a sets a movement path for each character based on the difference between the character's position included in the calculation result information acquired in P30-3 and the character's position at the start or the character's position included in the immediately previous calculation result information (P30-4). As described above, 15 pieces of calculation result information are received for each second after the start of the race and for each second before the end of the race. Therefore, the character's position for each of two frames is set based on the difference from the immediately previous calculation result information. In this way, the character's position for one second, i.e., 30 frames, is set. Furthermore, for other periods, one piece of calculation result information is received per second. Therefore, for other periods, the character's position for each of 30 frames is set based on the difference from the immediately previous calculation result information.

[0351] The training game executing unit 701a places the characters at the positions set in P30-4 and corresponding to the current frame (P30-5). The training game executing unit 701a also acquires motion data linked to the personality values ​​of each character (P30-6). The training game executing unit 701a also executes motion control processing to make each character perform a running motion based on the motion data acquired in P30-6 (P30-7).

[0352] The training game executing unit 701a also positions the virtual camera 271 based on the virtual camera information acquired in P30-2 (P30-8). The training game executing unit 701a also generates a background image based on 3D data of the racetrack (P30-9). The training game executing unit 701a then captures an image of the virtual space with the virtual camera 271, generates one frame of image, and displays it on the display 26 (P30-10). If the display of the predetermined frames has not been completed (NO in P30-11), the process is repeated from P30-5. The predetermined frames are two frames for one second after the start of the race and one second before the end of the race, and 30 frames for other periods.

[0353] If the display of the predetermined frames is completed (YES in P30-11) and the race is not over (NO in P30-12), the training game execution unit 701a repeats the process from P30-3. Then, when the processing is completed for all the received calculation result information, it is determined that the race is over (YES in P30-12), and the race execution process ends.

[0354] On the other hand, if the second camera mode is selected (NO in P30-1), the training game executing unit 701a acquires one piece of calculation result information (P30-21), similar to P30-3. The training game executing unit 701a also sets a movement path for each character based on the difference between the character's position included in the calculation result information acquired in P30-21 and the character's position at the start or the character's position included in the previous calculation result information (P30-22). Here, the same processing as in P30-4 described above is executed.

[0355] The training game executing unit 701a places the characters at the positions set in P30-22 and corresponding to the current frame (P30-23). ​​The training game executing unit 701a also acquires motion data linked to the personality value of each character (P30-24). The training game executing unit 701a also executes motion control processing to make each character perform a running motion based on the motion data acquired in P30-24 (P30-25).

[0356] The training game executing unit 701a then acquires information linked to the viewpoint target character selected on the viewpoint selection screen 267 (P30-26). The training game executing unit 701a also acquires camera data corresponding to motion data linked to the viewpoint target character's personality value (P30-27). The training game executing unit 701a also determines and stores the position (coordinates) of the virtual camera 271 based on the current position of the viewpoint target character, the viewpoint target character's head position 270, the character-specific adjustment value linked to the viewpoint target character, and the all-character common fixed value (P30-28).

[0357] Then, if the correction condition for the first correction process is met (P30-29 YES), the training game executing unit 701a executes the first correction process (P30-30). In P30-29, it is determined that the correction condition is met if the difference between the height position of the virtual camera 271 stored in the previous process of P30-28 and the height position of the virtual camera 271 stored in the current process of P30-28 is greater than plus or minus 0.1 mm. If the correction condition is met, the height position of the virtual camera 271 is corrected by the first correction process of P30-30 to a position that is shifted up or down by only 0.1 mm from the previous height position. Note that in the first correction process, the position stored in P30-28 is updated to the corrected position.

[0358] Then, the training game executing unit 701a places the virtual camera 271 at the position stored in P30-28 or P30-30 (P30-31).

[0359] Furthermore, if the correction condition for the second correction process is met (YES in P30-32), the training game executing unit 701a executes the second correction process (P30-33). In P30-32, it is determined that the correction condition is met if another character exists within a predetermined range in front of the viewpoint target character. If the correction condition is met, the size of the tail 272 of the forward character is changed based on the distance from the viewpoint target character by the second correction process in P30-33.

[0360] The training game executing unit 701a also determines the tilt angle of the virtual camera 271 (P30-34). Here, the tilt of the virtual camera 271 is controlled in accordance with the tilt of the head of the viewpoint target character. The training game executing unit 701a also generates a background image based on 3D data of the racetrack (P30-35). Here, blurring is applied to the ground based on the speed of the viewpoint target character. If it is raining, the angle of the rain is determined based on the speed of the viewpoint target character.

[0361] The training game executing unit 701a then captures an image of the virtual space with the virtual camera 271, generates one frame of image, and displays it on the display 26 (P30-36). If the display of the predetermined frames has not been completed (NO in P30-37), the processing is repeated from P30-23. If the display of the predetermined frames has been completed (YES in P30-37) and the race has not ended (NO in P30-38), the training game executing unit 701a repeats the processing from P30-21. If the processing of all received calculation result information has been completed, it is determined that the race has ended (YES in P30-38), and the race execution processing is terminated.

[0362] 52, if the training game execution unit 701a has not received the simulation result information, the training game execution unit 701a determines an execution pattern of the effect based on the received result information (P20-3). Then, the training game execution unit 701a executes the effect according to the execution pattern determined in P20-3 (P20-4).

[0363] If an event occurs (YES in P20-5), the training game executing unit 701a executes a presentation for the event that occurs (P20-6), thereby completing the common processing for each turn.

[0364] If the current turn is the turn in which the special scenario race is to be executed (YES in P20-7), the training game executing unit 701a transmits request information to the server 1000 (P20-8).

[0365] 47, if the current turn is the turn in which a scenario special race will be run (YES in S7-5) and request information is received from the player terminal 1 (YES in S7-6), the training game executing unit 1101a determines the NPCs to run in the scenario special race (S7-7). Here, if the main character wins both the first scenario special race and the second scenario special race, the NPCs to run in the third scenario special race are determined so that the special characters are included.

[0366] The training game executing unit 1101a also executes a simulation of the scenario special race, similar to the race result derivation process described above (S7-8). The training game executing unit 1101a then sets special simulation result information, which is the result of the simulation in S7-8, and causes the player terminal 1 to receive it (S7-9). The training game executing unit 1101a also saves the special race result, which is the result of the scenario special race, and causes the player terminal 1 to receive it (S7-10).

[0367] 52, when the player terminal 1 receives the special simulation result information (YES in P20-9), the training game executing unit 701a executes a scenario special race execution process (P20-10). Here, a process of playing back a race video is executed based on the received special simulation result information.

[0368] Furthermore, when all effects to be executed in the current turn have been completed, it is determined whether all turns have been completed (P20-11). If all turns have not been completed (NO in P20-11), the training game executing unit 701a transmits a start command to the server 1000 (P20-12). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the process for the next turn is executed in the same manner as above.

[0369] Furthermore, when all turns have been completed (YES in P20-11), the training game executing unit 701a transmits an all turns end command to the server 1000 (P20-13).

[0370] Returning to FIG. 47, when all turns have ended (YES in S7-11) and an end all turns command has been received from the player terminal 1 (YES in S7-12), the training game executing unit 1101a executes an ending process (S30).

[0371] FIG. 55 is a flowchart illustrating the ending process in the server 1000. The training game executing unit 1101a determines whether the first or second occurrence condition of the special ending effect occurrence conditions shown in FIG. 34 is met (S30-1). If the first or second occurrence condition of the special ending effect occurrence condition is met (YES in S30-1), the training game executing unit 1101a determines a lineage ID based on the race result information saved in S21-6 (S30-2). Here, it is determined whether the condition is met for each determination type according to the priority order shown in FIG. 37. Then, a lineage ID linked to the determination type for which the condition is met is determined to be met is determined.

[0372] The training game executing unit 1101a also determines a first narration based on the system ID determined in S30-2 (S30-3). The training game executing unit 1101a also determines a second narration (S30-4). Here, playback conditions are identified according to the priority order shown in FIG. 40. Then, a second narration linked to the identified playback conditions is determined. The training game executing unit 1101a also determines a third narration linked to the character ID of the main character (S30-5).

[0373] The training game executing unit 1101a also determines a replay race based on the playback conditions specified in S30-4 (S30-6). The training game executing unit 1101a then sets performance information including the information determined in S30-2 to S30-6, and causes the player terminal 1 to receive the performance information (S30-7). Note that here, the training game executing unit 1101a includes simulation information linked to the race determined to be the replay race in S30-6 in the performance information.

[0374] Returning to FIG. 52, when the player terminal 1 receives the effect information (YES in P20-14), the training game execution unit 701a performs a special ending effect execution process based on the received effect information (P20-15). Here, the training game execution unit 701a generates an image for each effect block based on the received effect information, and plays back the image and narration. This executes the special ending effect.

[0375] Specifically, the training game executing unit 701a generates a first cut image and a second cut image based on the character ID and lineage ID of the main character. The training game executing unit 701a also generates a first reproduction video and a second reproduction video based on information specifying a reproduction race included in the performance information. The training game executing unit 701a also generates each narration based on information specifying each narration included in the performance information.

[0376] Here, it is assumed that the player terminal 1 receives the simulation result information only when the player selects to play the race video. However, the player terminal 1 may receive the simulation result information regardless of whether the race video is being played back, that is, regardless of whether the result operation unit 253 or the race operation unit 254 is operated. In this case, the player terminal 1 may store all of the received simulation result information. Then, in the special ending performance execution process (P20-15), the first reproduction video and the second reproduction video may be generated using the stored simulation result information.

[0377] It should be noted that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1, or only by the server 1000. For example, in the above embodiment, a simulation for deriving a race result is executed by the server 1000, and processing for generating a race video is executed by the player terminal 1. However, the simulation for deriving a race result may be executed by the player terminal 1. Alternatively, generation of the race video may be executed by the server 1000.

[0378] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0379] In the above embodiment, when a training command is executed, an ability parameter associated with the executed command increases. However, when a training command is executed, a predetermined parameter associated with the main character may be updated, and the predetermined parameter may be consumed to increase the ability parameter. For example, training points may be provided as the predetermined parameter. When a training command is executed, the main character acquires training points. Then, the player may be able to arbitrarily increase the ability parameter of the main character by consuming the training points.

[0380] In this case, only one training point may be provided, or multiple types may be provided. If multiple types of training points are provided, the type of training point that can be acquired, or the rate, probability, etc. of the training points that can be acquired may differ depending on the training command. Furthermore, the type of training point required to increase an ability parameter may differ depending on the ability parameter.

[0381] Furthermore, when a skill is acquired, training points may be consumed instead of or in addition to skill points. In this case, the type of training points consumed may differ depending on the skill.

[0382] In the above embodiment, the options available to the player are the same regardless of the type of main character, inherited character, or support character, except for individual races. However, the options available to the player in some or all turns may change depending on the type of main character, inherited character, or support character that has been set. Alternatively, the options available to the player in some or all turns may change depending on the combination of main character, inherited character, and support character that has been set.

[0383] For example, selectable sub-commands may be added to the rest command (rest operation unit 215) depending on the type of main character, inherited character, or support character. Furthermore, selectable individual races may be added or restricted depending on the type of main character, inherited character, or support character.

[0384] Furthermore, in the above embodiment, an automatic training function may be provided. The automatic training function is a function in which the computer automatically selects and executes options in all or some of the turns. Note that a training policy may be set when using the automatic training function. In this case, the player may be able to set the training policy at their own discretion. Alternatively, the computer may automatically select a training policy based on the set main character, successor character, or support character.

[0385] For example, the ability parameter that should be increased with priority among the five ability parameters may differ depending on the training policy. Alternatively, the preferred distance suitability or field suitability may differ depending on the training policy.

[0386] Note that while the automatic training function is being used, all or some of the effects may be skipped. Furthermore, while the automatic training function is being used, the playback speed of all or some of the effects may be faster than when the automatic training function is not being used.

[0387] In addition, in the above embodiment, the main character is organized into the deck as an inherited character, separate from the support card. That is, in the above embodiment, two different types of game media, the support card and the main character, are organized into the deck. However, the support character and the main character may be organized into the deck as the same type of game media. For example, a predetermined status including factor information may be associated with a character linked to a support card, and the character linked to this support card may be set as an inherited character. In this case, when the level, etc., of the support card increases, the status of the inherited character may increase.

[0388] In the above embodiment, an inheritance event always occurs on a preset factor activation turn. However, the inheritance event may also occur if, for example, a lottery is won. In this case, the probability of the inheritance event occurring may be determined based on the factor information possessed by the inheritance character or the compatibility between the main character and the inheritance character. Furthermore, the inheritance event may result in, for example, a recovery of stamina or condition.

[0389] In the above embodiment, a video replay of the race is played in the special ending effect. However, the content of the special ending effect is not particularly limited. For example, the special ending effect may be composed of a text image displaying the results of the race. In this case, simulation result information is not required, and it is sufficient if only the race result information is saved.

[0390] In the above embodiment, a system ID is determined, and the narration, re-enacted race, etc. are determined based on the system ID. However, the method for determining the content of the special ending performance is not limited to this. Also, the system ID is not required. Therefore, for example, one or more races may be identified from the results of multiple races during the training main game, and some or all of the content of the special ending performance may be determined based on the identified race or the results of that race.

[0391] In the above embodiment, the special ending effect includes the display of an effect image including a replay video and the output of a narration sound. However, the display of an image and the output of a sound are not essential, and the special ending effect may be configured by, for example, only one of these.

[0392] In the above embodiment, a training game in which a race is executed as a competitive game has been described, but the content of the training game is not limited to this. For example, the training game may be a training game in which athletes are trained. In this case, the competitive game may be a sports game such as baseball or soccer, or a practice game for such a sports game.

[0393] Furthermore, for example, after the end of the training game, information for executing the special ending performance played in the training game may be saved, allowing the special ending performance to be viewed again outside of the training game. For example, when a performance playback icon (not shown) provided on the home screen 100 is tapped, the special ending performance may be executed based on the saved information.

[0394] Furthermore, in the above embodiment, two camera modes are provided, but only one camera mode may be provided.

[0395] In any case, the present invention requires that the information processing program causes a computer to perform the following processes.

[0396] (Computer-implemented processing) Allowing the player to select one of multiple characters (P2-4 as an example). The character selected by the player is set as a character to be trained (for example, a main character) to be trained in the training game (for example, P2-8). In the training game, the player can select one of a plurality of commands including specific commands (for example, a command to start a race, the result operation unit 253, and the race operation unit 254) (for example, P7-2). When a specific command is selected, parameters linked to the character to be trained are used to derive competitive game information (for example, simulation result information and race result information), which is information for executing a competitive game (for example, a race) (for example, S21-3). The derived competitive game information is saved in a storage area for each competitive game (for example, S21-5 and S21-6). A special effect (for example, a special ending effect) is executed based on at least one piece of fighting game information among the plurality of pieces of fighting game information stored in the storage area (for example, S30, P20-15).

[0397] In addition, to carry out special performances, determining one piece of performance designation information from among a plurality of pieces of performance designation information (for example, a system ID) based on battle game information (for example, race result information) (for example, S30-2); determining at least one competitive game based on the performance designation information (for example, S30-6); Executing a first effect (for example, the first reproduction video and the second reproduction video) included in the special effect based on the battle game information (for example, simulation result information) of the determined battle game (for example, P20-15); may include:

[0398] In the above embodiment, each time an individual race is executed during the training main game, the player terminal 1 may receive simulation result information and race result information, and this information may be saved in the player terminal 1. When a special ending performance is executed, the player terminal 1 may execute a process for determining the content of the special ending performance, such as a system ID, and a process for generating an image.

[0399] Furthermore, the competitive game information may include progress information (for example, simulation result information) that indicates the progress of the competitive game. The first effect may also include displaying a fighting game image (for example, a first reproduced video and a second reproduced video) that displays the progress of the fighting game. Furthermore, executing the special effect may include displaying the fighting game image based on progress information.

[0400] In addition, to carry out special performances, This may include executing a second effect (for example, a first cut image and a second cut image) included in the special effect based on the type of character set as the character to be trained and the effect designation information.

[0401] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0402] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; determining one piece of effect designation information from among a plurality of pieces of effect designation information that designate an execution mode of a special effect based on at least one piece of the plurality of pieces of fighting game information stored in the storage area, and executing the special effect based on the determined piece of effect designation information and the fighting game information; have a computer carry out the Information processing program.

2. Executing the special performance is determining at least one of the competitive games based on the effect designation information; Executing a first effect included in the special effect based on the fighting game information of the determined fighting game; Including, The information processing program according to claim 1 .

3. the competitive game information includes progress information indicating the progress of the competitive game, the first effect includes displaying a fighting game image that displays the progress of the fighting game; Executing the special performance is displaying the competitive game image based on the progress information; Including, The information processing program according to claim 2 .

4. Executing the special performance is Executing a second effect included in the special effect based on the type of the character set as the character to be raised and the effect designation information; Including, 4. The information processing program according to claim 2 or 3.

5. 1. An information processing method performed by one or more computers, comprising: The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; determining one piece of effect designation information from among a plurality of pieces of effect designation information that designate an execution mode of a special effect based on at least one piece of the plurality of pieces of fighting game information stored in the storage area, and executing the special effect based on the determined piece of effect designation information and the fighting game information; To carry out the Information processing methods.

6. one or more computers; The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; determining one piece of effect designation information from among a plurality of pieces of effect designation information that designate an execution mode of a special effect based on at least one piece of the plurality of pieces of fighting game information stored in the storage area, and executing the special effect based on the determined piece of effect designation information and the fighting game information; carry out Information processing system.

7. one or more computers; The computer Allowing a player to select one of a plurality of characters; setting the character selected by the player as a character to be raised in a raising game; In the training game, allowing a player to select any one of a plurality of commands including a specific command; When the specific command is selected, deriving fighting game information, which is information for executing a fighting game, using parameters associated with the character to be trained; storing the derived competitive game information in a storage area for each competitive game; determining one piece of effect designation information from among a plurality of pieces of effect designation information that designate an execution mode of a special effect based on at least one piece of the plurality of pieces of fighting game information stored in the storage area, and executing the special effect based on the determined piece of effect designation information and the fighting game information; To carry out the Game device.

Citation Information

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