Information processing program, information processing method, and game device

The information processing system addresses the challenge of managing character parameters in training games by enabling information storage, sharing, and utilization, thereby enhancing player engagement and motivation.

JP7818540B2Active Publication Date: 2026-02-20CYGAMES INC
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Patent Information

Application Number
JP2023008108
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-23
Publication Date
2026-02-20
Estimated Expiration
2041-11-12

AI Technical Summary

Technical Problem

Players in training games face difficulty in managing numerous character parameters, leading to a decline in motivation due to the challenge of gathering appropriate information, which affects their engagement.

Method used

An information processing system that allows players to store, share, and view character information, enabling opponents to access and use trained characters in fighting games, update history information, and display messages and character details.

Benefits of technology

Enhances player convenience in gathering information, preventing a decline in motivation by improving the gaming experience through enhanced information sharing and character utilization.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve convenience for players in gathering information. [Solution] The information processing program causes a computer to perform the following processes: storing character information of characters trained in a training game in association with the unique information of the player who trained the character; setting multiple characters trained by at least other players as opposing characters based on the player's operation; and executing a fighting game in which the opposing characters fight each other using the character information of the characters set as opposing characters.
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Description

[Technical Field]

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

[0002] A genre of games known as a "training game" has been known in the past. In the training game, a plurality of training events are provided, and a player can select one of the training events to train a character to be trained.

[0003] For example, Patent Document 1 discloses a game in which the parameters of a character to be trained change based on the characters organized in a deck by the player. The characters trained in the training game can be used in a battle game against other players or a computer. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6685049 Summary of the Invention [Problem to be solved by the invention]

[0005] Various parameters are set for characters trained in a training game. As the number of types of parameters increases, it becomes difficult to know what parameters a character should have trained. In such cases, the player needs to collect various information. However, if it is difficult to obtain appropriate information, there is a problem that the player's motivation to play the game decreases.

[0006] The present invention aims to provide an information processing program, an information processing method, and a game device that can improve the convenience of players in gathering information, thereby preventing a decline in players' motivation to play games. [Means for solving the problem]

[0007] In order to solve the above problem, an information processing program a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; Using the character information of the character set as the opponent character, The second player has raised the character. a process of executing a fighting game in which the fighting characters fight each other; The computer performs the following.

[0008] on a screen displaying character information of the character raised by the first player, based on a predetermined operation being input by the second player, a process of registering the character raised by the first player as a selection candidate character; The computer executes the following: The second player The aforementioned Set as a fighting character Possible said characters include: The character registered as the selection candidate character Contains Good too.

[0009] The information processing program a process of displaying a message screen including messages posted by the first player and the second player and the character information based on the posted information; of Furthermore, the process may be performed by a computer.

[0010] The information processing program a process of updating history information associated with the character set as the opponent character in the fighting game based on execution of the fighting game; may be further performed by a computer.

[0012] In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; Using the character information of the character set as the opponent character, The second player has raised the character. a process of executing a fighting game in which the fighting characters fight each other; Includes:

[0013] In order to solve the above problem, the game device one or more computers; The computer a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; Using the character information of the character set as the opponent character, The second player has raised the character. a process of executing a fighting game in which the fighting characters fight each other; Carry out the following. [Effects of the Invention]

[0014] According to the present invention, by improving the convenience of players in gathering information, it is possible to prevent players from losing motivation to play the game. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a music playback condition setting screen. [Figure 4] FIG. 4 is a diagram for explaining the general flow of the training game. [Figure 5] Fig. 5A is a diagram illustrating a main character selection screen, Fig. 5B is a first diagram illustrating a character detail screen, and Fig. 5C is a second diagram illustrating a character detail screen. [Figure 6] Fig. 6A is a diagram illustrating an ability parameter (initial value) table. Fig. 6B is a diagram illustrating an aptitude parameter (initial value) table. Fig. 6C is a diagram illustrating a skill table. Fig. 6D is a diagram illustrating a dedicated event table. [Figure 7] Fig. 7A is a first diagram illustrating an inheritance character selection screen. Fig. 7B is a diagram illustrating a training character list screen. Fig. 7C is a second diagram illustrating an inheritance character selection screen. Fig. 7D is a third diagram illustrating an inheritance character selection screen. [Figure 8] Fig. 8A is a first diagram illustrating a support card setting screen, Fig. 8B is a diagram illustrating a support card selection screen, and Fig. 8C is a second diagram illustrating a support card setting screen. [Figure 9] Fig. 9A is a diagram illustrating a support card table, Fig. 9B is a diagram illustrating a support effect table, Fig. 9C is a diagram illustrating a possessed skill table, and Fig. 9D is a diagram illustrating a support event table. [Figure 10] FIG. 10 is a first diagram illustrating the character identification information table. [Figure 11] FIG. 11 is a second diagram illustrating the character identification information table. [Figure 12] FIG. 12 is a diagram illustrating the selection item table. [Figure 13] Figure 13A is a first diagram illustrating a game screen, and Figure 13B is a second diagram illustrating a game screen. [Figure 14] Fig. 14A is a first diagram illustrating a training screen. Fig. 14B is a second diagram illustrating a training screen. Fig. 14C is a diagram illustrating a training result notification screen. Fig. 14D is a diagram illustrating an event screen. [Figure 15] Fig. 15A is a first diagram illustrating the skill screen, and Fig. 15B is a second diagram illustrating the skill screen. [Figure 16] Fig. 16A is a first diagram illustrating an individual race selection screen, Fig. 16B is a diagram illustrating an individual race start screen, and Fig. 16C is a diagram illustrating an individual race result screen. [Figure 17]Fig. 17A is a diagram illustrating a team race selection screen. Fig. 17B is a diagram illustrating a team race organization screen. Fig. 17C is a diagram illustrating a team race start screen. Fig. 17D is a diagram illustrating a team race interim result screen. [Figure 18] Fig. 18A is a first diagram illustrating a team race detailed results screen. Fig. 18B is a first diagram illustrating a team race overall results screen. Fig. 18C is a second diagram illustrating a team race detailed results screen. Fig. 18D is a second diagram illustrating a team race overall results screen. [Figure 19] FIG. 19 is a diagram illustrating the general flow of the turn start processing. [Figure 20] FIG. 20 is a diagram for explaining the arrangement presence / absence table. [Figure 21] Fig. 21A is a diagram illustrating a training level table. Fig. 21B is a diagram illustrating a fixed increase value (speed) table. Fig. 21C is a diagram illustrating a fixed increase value table (power). Fig. 21D is a diagram illustrating a bonus addition rate table. [Figure 22] FIG. 22 is a diagram illustrating event types and event classifications. [Figure 23] FIG. 23 is a diagram illustrating the relationship between the event type and the number of turns. [Figure 24] Fig. 24A is a third diagram illustrating a game screen, and Fig. 24B is a third diagram illustrating a training screen. [Figure 25] Fig. 25A is a diagram illustrating a training event execution determination table, Fig. 25B is a diagram illustrating a special icon determination table, and Fig. 25C is a diagram illustrating a bonus icon determination table. [Figure 26] Figure 26A is a diagram illustrating a fixed bonus value (main character) table, and Figure 26B is a diagram illustrating an additional bonus value (main character) table. [Figure 27]Fig. 27A is a diagram illustrating a fixed increase value (special training target) table, and Fig. 27B is a diagram illustrating a bonus increase value (special training target) table. [Figure 28] Fig. 28A is a first diagram illustrating a team arena screen. Fig. 28B is a second diagram illustrating a team arena screen. Fig. 28C is a diagram illustrating a team organization screen. Fig. 28D is a diagram illustrating a character-to-be-raised list screen. [Figure 29] Figure 29A is a first diagram illustrating the character details dialog, Figure 29B is a second diagram illustrating the character details dialog, and Figure 29C is a third diagram illustrating the character details dialog. [Figure 30] Fig. 30A is a diagram illustrating a competing team selection screen. Fig. 30B is a diagram illustrating a start confirmation screen. Fig. 30C is a first diagram illustrating a result list screen. Fig. 30D is a second diagram illustrating the result list screen. [Figure 31] Fig. 31A is a diagram illustrating a practice match top screen. Fig. 31B is a diagram illustrating a race character setting screen. Fig. 31C is a first diagram illustrating a race character selection screen. Fig. 31D is a second diagram illustrating a race character selection screen. [Figure 32] FIG. 32 is a diagram for explaining the race conditions. [Figure 33] FIG. 33 is a diagram illustrating the practice member selection screen. [Figure 34] Fig. 34A is a first diagram illustrating a practice partner screen, Fig. 34B is a second diagram illustrating a practice partner screen, and Fig. 34C is a fourth diagram illustrating a character details dialog. [Figure 35] Fig. 35A is a diagram illustrating a practice match result screen, Fig. 35B is a diagram illustrating a practice member registration screen, and Fig. 35C is a diagram illustrating a race result save dialog. [Figure 36] Fig. 36A is a first diagram illustrating an example of the circle screen, and Fig. 36B is a second diagram illustrating an example of the circle screen. [Figure 37]Fig. 37 is a fifth diagram illustrating the character details dialog. Fig. 37B is a diagram illustrating an example of a sharing method selection screen. Fig. 37C is a third diagram illustrating an example of a circle screen. Fig. 37D is a sixth diagram illustrating the character details dialog. [Figure 38] FIG. 38 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 39] FIG. 39 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 40] FIG. 40 is a sequence diagram illustrating the processing of the player terminal and the server related to the training game. [Figure 41] Fig. 41A is a diagram illustrating an example of player information, Fig. 41B is a diagram illustrating an example of profile information, and Fig. 41C is a diagram illustrating an example of friend information. [Figure 42] Fig. 42A is a diagram illustrating an example of game information, Fig. 42B is a diagram illustrating an example of character training information, and Fig. 42C is a diagram illustrating an example of team organization information. [Figure 43] FIG. 43 is a first flowchart illustrating the preparation stage processing in the player terminal. [Figure 44] FIG. 44 is a second flowchart illustrating the preparation stage processing in the player terminal. [Figure 45] FIG. 45 is a flowchart illustrating the development stage processing in the player terminal. [Figure 46] FIG. 46 is a flowchart illustrating the turn start processing at the player terminal. [Figure 47] FIG. 47 is a flowchart illustrating the placement process in the player terminal. [Figure 48] FIG. 48 is a flowchart illustrating the numerical value determination process at the player terminal. [Figure 49] FIG. 49 is a flowchart illustrating the event determination process in the player terminal. [Figure 50] FIG. 50 is a flowchart illustrating the process during a turn at the player terminal. [Figure 51] FIG. 51 is a flowchart illustrating the training execution process in the player terminal. [Figure 52] FIG. 52 is a first sequence diagram illustrating the processing of the player terminals and the server involved in the team competitive game. [Figure 53] FIG. 53 is a second sequence diagram illustrating the processing of the player terminals and the server involved in the team competitive game. [Figure 54] FIG. 54 is a sequence diagram illustrating the processing of the player terminals and the server related to the practice match. [Figure 55] FIG. 55 is a flowchart for explaining the practice match top screen processing on the player terminal. [Figure 56] FIG. 56 is a first flowchart illustrating practice partner screen processing in a player terminal. [Figure 57] FIG. 57 is a second flowchart illustrating practice partner screen processing in the player terminal. [Figure 58] FIG. 58 is a third flowchart illustrating practice partner screen processing in a player terminal. [Figure 59] FIG. 59 is a first flowchart illustrating the practice match setting process at the player terminal. [Figure 60] FIG. 60 is a second flowchart illustrating the practice match setting process at the player terminal. [Figure 61] FIG. 61 is a third flowchart illustrating the practice match setting process at the player terminal. [Figure 62] FIG. 62 is a fourth flowchart illustrating the practice match setting process at the player terminal. [Figure 63] FIG. 63 is a flowchart illustrating the practice match execution process in the server. [Figure 64]FIG. 64 is a flowchart illustrating the practice match start process at the player terminal. [Figure 65] FIG. 65 is a first sequence diagram illustrating the processing of the player terminals and the server related to the information sharing function. [Figure 66] FIG. 66 is a flowchart illustrating the circle screen processing in the player terminal. [Figure 67] FIG. 67 is a second sequence diagram illustrating the processing of the player terminals and the server related to the information sharing function. DETAILED DESCRIPTION OF THE INVENTION

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

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

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

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

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

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

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

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

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

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

[0027] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

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

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

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

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

[0033] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

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

[0035] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

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

[0037] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.

[0038] When the team competition field screen selection operation unit 102d is tapped, a team competition field screen, which will be described later, is displayed. On the team competition field screen, a player can play a team competition game in which a team that the player has organized competes against a team of other players selected by the computer. The team competition game has the characteristic of competing with other players for rankings.

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

[0040] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the main character, which is the character to be trained. In the preparation stage, the player also sets a support card to be used when training the main character.

[0041] Once the main character and support cards have been 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 a team competitive game.

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

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

[0044] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 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.

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

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

[0047] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

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

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

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

[0051] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores profile information for each player.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0081] <Registering a successor character> FIG. 7A is a first diagram illustrating an inheritance character selection screen 170. FIG. 7B is a diagram illustrating a development character list screen 180. FIG. 7C is a second diagram illustrating an inheritance character selection screen 170. FIG. 7D is a third diagram illustrating an 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 and register two inheritance characters from the development characters that the player owns or from the representative characters of other players registered as friends, such as followers.

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

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

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

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

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

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

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

[0089] <Support card registration> FIG. 8A is a first diagram illustrating a support card setting screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card setting screen 190 shown in FIG. 8A is displayed. A support card display area 191 is provided in the center of the support card setting screen 190. The support card display area 191 includes a plurality of support card display areas 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 setting screen 190.

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

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

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

[0093] Although not shown in the figures, when a support card display area 192 displayed in the lower right of the support card setting 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 a support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0117] <Growth stage treatment> Once the preparatory stage processing is complete, the training stage processing begins. In the training stage processing, it is possible to train the main character and characters registered as team members. In the following, to facilitate understanding, the basic flow of the training main game will first be explained, and then the features of the training main game will be described in detail.

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

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

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

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

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

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

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

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

[0126] Fig. 14A is a first diagram illustrating the training screen 220. Fig. 14B 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0262] In the above-mentioned training main game, when all turns are completed, the training game ends. 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. As will be described in more detail below, the training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0263] (Team competition game) Next, the team competition game will be described. For example, when the team competition field screen selection operation section 102d of the menu bar 102 is tapped on the home screen 100, the team competition field screen is displayed. By performing operation inputs on the team competition field screen, the player can play the team competition game or a practice match, which will be described later.

[0264] Fig. 28A is a first diagram illustrating the team competition field screen 400. Fig. 28B is a second diagram illustrating the team competition field screen 400. When the team competition field screen selection operation unit 102d is tapped, the team competition field screen 400 shown in Fig. 28A is displayed. On the team competition field screen 400, a team competition game selection operation unit 401 and a practice match selection operation unit 402 are displayed.

[0265] When the team competition game selection operation unit 401 is tapped, a formation selection operation unit 403, a team competition game start operation unit 404, and a return operation unit 405 are displayed on the team competition field screen 400 as shown in Fig. 28B. When the return operation unit 405 is tapped, the screen transitions to the team competition field screen 400 shown in Fig. 28A. When the formation selection operation unit 403 is tapped, a team formation screen 410 is displayed on the display 26.

[0266] FIG. 28C is a diagram illustrating a team organization screen 410. On the team organization screen 410, a player can organize a team to be used in a team competition game. The team competition game includes five types of races: short distance races, mile races, middle distance races, long distance races, and dirt races. Each race is played in a format where a team organized by the player (hereinafter referred to as the player's team) competes against an opponent team selected by the player (hereinafter referred to as the opposing team). In all five types of races, the team to which the character that comes in first place belongs wins. If the player's team has more wins than the opposing team, the player wins.

[0267] On the team formation screen 410, the player can form a short distance team for short distance races, a mile team for mile races, a middle distance team for middle distance races, a long distance team for long distance races, and a dirt team for dirt races. The maximum number of characters that can be registered to each team is three. The player can register training characters that he or she has trained to the team. Hereinafter, training characters registered to a team will be referred to as registered characters.

[0268] 28C, character icons 411 corresponding to registered characters are displayed for each team on the team organization screen 410. When a character icon 411 is tapped, the registered character corresponding to the tapped character icon 411 becomes provisionally selected, and a character-to-be-trained list screen 420 is displayed on the display 26.

[0269] 28D is a diagram illustrating the development character list screen 420. On the development character list screen 420, the player can select a registered character. Specifically, an image of the development character in a provisionally selected state and an ability parameter display field 421 are displayed at the top of the development character list screen 420. The ability parameter display field 421 displays the ability parameters of the development character in a provisionally selected state.

[0270] Furthermore, a development character icon 422 corresponding to a development character owned by the player is displayed below the ability parameter display field 421. When a development character icon 422 is tapped, the development character corresponding to the tapped development character icon 422 becomes provisionally selected. In this way, when the provisionally selected development character is changed, the display in the ability parameter display field 421 also changes at the same time.

[0271] A decision operation unit 423 is provided on the development character list screen 420. When the decision operation unit 423 is tapped after a development character different from the registered character is provisionally selected on the development character list screen 420, the registered character is changed. When the registered character is changed, the team organization screen 410 shown in FIG. 28C is displayed. At this time, a character icon 411 corresponding to the changed registered character is displayed on the team organization screen 410.

[0272] The team formation screen 410 is provided with a confirmation operation section 412. When the registered character has not been changed, the confirmation operation section 412 is displayed grayed out, as shown in FIG. 28C. In this state, operations on the confirmation operation section 412 are invalid. On the other hand, when the registered character has been changed, operations on the confirmation operation section 412 are valid. When the confirmation operation section 412 accepts an operation, the change to the registered character is confirmed.

[0273] The team organization screen 410 and the development character list screen 420 are provided with a return operation unit 405. When the return operation unit 405 is tapped on the team organization screen 410, the team organization screen 410 shown in FIG. 28B is displayed. When the return operation unit 405 is tapped after a registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the registered character is not changed and the team organization screen 410 is displayed.

[0274] Furthermore, when the return operation unit 405 is tapped on the development character list screen 420, the development character list screen 420 shown in Fig. 28C is displayed. Note that if the return operation unit 405 is tapped after a registered character has been changed, the change to the registered character is discarded. Therefore, in this case, the registered character is not changed, and the team organization screen 410 is displayed.

[0275] Furthermore, when the character icon 411 is pressed and held on the team formation screen 410, and when the development character icon 422 is pressed and held on the development character list screen 420, a character details dialog 430 is displayed on the display 26.

[0276] Fig. 29A is a first diagram illustrating the character details dialog 430. Fig. 29B is a second diagram illustrating the character details dialog 430. Fig. 29C is a third diagram illustrating the character details dialog 430. The character details dialog 430 displays detailed information about the development character corresponding to the character icon 411 or development character icon 422 that has been pressed and held. An ability parameter display field 421 is displayed at the top of the character details dialog 430.

[0277] In addition, an aptitude information display field 431 is displayed below the ability parameter display field 421. The aptitude information display field 431 displays aptitude parameters relating to course suitability for turf and dirt, aptitude parameters relating to distance suitability for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style suitability for breakaway, leading, overtaking, and chasing.

[0278] Below the aptitude information display field 431, a various information display field 432 is displayed. The various information display field 432 is provided with a skill display tab 432a, an inheritance information display tab 432b, and a training information display tab 432c. When the skill display tab 432a is tapped, the skills already acquired by the training character are displayed in the various information display field 432, as shown in FIG. 29A. When the inheritance information display tab 432b is tapped, the inheritance information of the training character is displayed, as shown in FIG. 29B. The inheritance information includes information about the two inheritance characters that were set in the setting game in the training game when the training character was trained.

[0279] When the training information display tab 432c is tapped, the training information of the training character is displayed as shown in Fig. 29C. The training information includes the type of support card set in the setting game in the training game when training the training character, the results of individual races in the training game, and an evaluation point calculated using various parameters such as ability parameters.

[0280] In this way, the character detail dialog 430 allows the player to check various pieces of information related to the development character. Although a detailed description will be omitted, the character detail dialog 430 can be displayed not only from the team formation screen 410 and the development character list screen 420, but also from various screens on which development characters can be displayed. For example, the character detail dialog 430 can also be displayed when a predetermined operation input is made on the training screen or the main character selection screen 150 in the development game. Note that the character detail dialog 430 is provided with a close operation unit 433. When the close operation unit 433 is tapped, the character detail dialog 430 is closed, and the original screen is displayed on the display 26.

[0281] 28B, when the team competition game start operation unit 404 is tapped, an opposing team selection screen 440 is displayed. As will be described in detail later, when the team competition game start operation unit 404 is tapped, opposing teams are extracted in the server 1000.

[0282] FIG. 30A is a diagram illustrating a competing team selection screen 440. Competing team icons 441 corresponding to competing teams are displayed on the competing team selection screen 440. Here, three competing teams are extracted in the server 1000. Therefore, three competing team icons 441 are displayed on the competing team selection screen 440. The competing team icons 441 indicate the team's overall evaluation score and a rank corresponding to the overall evaluation score. The overall evaluation score is calculated by adding up the evaluation scores and various aptitudes of all registered characters organized into the team.

[0283] In the server 1000, opposing teams are extracted based on the total evaluation score of the currently set player team. Here, one team is extracted from each of the following: a team with a score higher than the total evaluation score of the player team within a first range (for example, a range of +8000 points to +10000 points), a team whose difference from the total evaluation score of the player team is within a second range (for example, a range of -2000 points to +2000 points), and a team with a score lower than the total evaluation score of the player team within a third range (for example, a range of -8000 points to -10000 points). Note that the teams extracted as opposing teams at this time are the teams currently set as the player teams by other players.

[0284] Additionally, character images of the leaders of the five teams corresponding to the five races are displayed in the opposing team icons 441. On the team organization screen 410, the registered character corresponding to the character icon 411 displayed at the top of each team becomes the leader.

[0285] Furthermore, a reload operation unit 442 is provided at the bottom of the opposing team selection screen 440. When the reload operation unit 442 is tapped, the server 1000 extracts three opposing teams again, and the opposing team icon 441 is changed. When the return operation unit 405 is tapped on the opposing team selection screen 440, the team competition field screen 400 shown in FIG. 28B is displayed. Then, when any of the opposing team icons 441 is tapped on the opposing team selection screen 440, a start confirmation screen 450 is displayed.

[0286] FIG. 30B is a diagram illustrating a start confirmation screen 450. The start confirmation screen 450 displays team icons 451 showing characters participating in each of five race categories: short distance race, mile race, middle distance race, long distance race, and dirt race. Team icons 451 are provided for the player team and the opposing teams. Here, the team icon 451 of the player team is displayed on the left side of the start confirmation screen 450, and the team icon 451 of the opposing team is displayed on the right side of the start confirmation screen 450.

[0287] In addition, a return operation unit 405 and a start operation unit 452 are provided at the bottom of the start confirmation screen 450. When the return operation unit 405 is tapped, the team competition field screen 400 shown in FIG. 28B is displayed. However, even if the screen transitions to the team competition field screen 400, the player cannot cancel the opponent team once selected. Therefore, when the return operation unit 405 is tapped on the start confirmation screen 450, the opponent team is saved. Then, when the team competition game start operation unit 404 is tapped on the team competition field screen 400 with the opponent team saved, the start confirmation screen 450 shown in FIG. 30B is displayed again.

[0288] When the start operation section 452 is tapped on the start confirmation screen 450, a result list screen 460 is displayed.

[0289] Fig. 30C is a first diagram illustrating the result list screen 460. Fig. 30D is a second diagram illustrating the result list screen 460. As with the start confirmation screen 450, on the result list screen 460, team icons 451 are displayed for each race event, and the team icon 451 of the race for which the race results are to be displayed is highlighted. In Fig. 30C, the team icon 451 of the first race, which is displayed at the top, is highlighted.

[0290] At the bottom of the result list screen 460, there are provided a race video playback selection section 461 and a result display selection section 462. When the race video playback selection section 461 is tapped, the race video of the highlighted race is played. Furthermore, when the playback of the race video ends, as shown in FIG. 30D, it is clearly displayed whether the player's team won or lost. Furthermore, when the result display selection section 462 is tapped, the race video is not played, and only the race result is displayed, as shown in FIG. 30D.

[0291] When the race results are displayed, the team icon 451 displays the finishing order of each participating character. Although a detailed explanation will be omitted, in a team competitive game, point awarding conditions are set for awarding points to a player. For example, the point awarding conditions stipulate points to be awarded based on finishing order or points to be awarded if a team wins consecutive races. These points are notified to the player for each race, and when all five races are completed, the total points are notified. The gameplay of a team competitive game is that a player competes with other players for rankings based on these total points.

[0292] As described above, in a team competitive game, a player can organize a team using characters that they have trained and compete against teams organized by other players. Players compete for rankings based on the total points earned in these matches, which motivates players to train stronger characters.

[0293] In a training game, in order to train a stronger character, it is necessary to select more appropriate support cards and successor characters. Therefore, it is desirable for the player to collect information for training a stronger character. In this embodiment, in a team competitive game, by pressing and holding the team icon 451 of the opposing team displayed on the result list screen 460, the character details dialog 430 of the registered character of the opposing team can be viewed.

[0294] This allows a player to, for example, check the inheritance information and training information of a training character with a high evaluation point, and then train a training character similar to the registered character of the opposing team. However, training characters with high evaluation points do not necessarily have a high winning rate in a team competitive game, and it is difficult to obtain information for organizing an optimal team. When it becomes difficult to obtain appropriate information, players lose motivation to play the game.

[0295] Therefore, in this embodiment, a player can participate in a practice match in which a character trained by another player runs. In this practice match, the player can enter a character that the player owns or a character trained by another player in a race of their choice and check the race results. This makes it easier for the player to obtain information for training a stronger character. The practice match will be described below.

[0296] FIG. 31A is a diagram illustrating a practice match top screen 500. When the practice match selection operation unit 402 is tapped on the team competition field screen 400 shown in FIG. 28A, the practice match top screen 500 shown in FIG. 31A is displayed. From the practice match top screen 500, the player can set various race conditions such as the course, characters to participate in the race, etc. When the course selection operation unit 501 is tapped on the practice match top screen 500, a race condition setting screen (not shown) is displayed.

[0297] FIG. 32 is a diagram explaining race conditions. The player can set the race conditions as desired on the race condition setting screen. Specifically, the player can select the course to race on from existing courses, or can set it individually. The player can also set the number of participants to between 11 and 18. The player can also set the season to one of the following: random, spring, summer, fall, or winter. If random is selected, the season is determined randomly by lottery at the start of the race.

[0298] The player can also set the weather and conditions to either random or one of the 12 patterns shown in the figure. If random is selected, the weather and conditions are determined randomly by lottery at the start of the race. The player can also set the condition to either random or one of the five patterns shown in the figure. If random is selected, the condition is determined randomly by lottery at the start of the race. If a pattern other than random is selected, the condition of all characters participating in the race is uniformly set to the selected condition. The player can also set the strength of the NPC to one of the five patterns shown in the figure.

[0299] FIG. 31B is a diagram illustrating the participating character setting screen 510. When the race conditions are set on the race condition setting screen, the participating character setting screen 510 is displayed on the display 26. The participating character setting screen 510 displays a character setting tab 511, a reset operation unit 512, a start operation unit 513, a training member display operation unit 514, and a return operation unit 515. The same number of character setting tabs 511 as the number of participants set on the race condition setting screen are displayed. When the participating character setting screen 510 starts to be displayed, all character setting tabs 511 are displayed blank. When a character setting tab 511 is tapped, the participating character selection screen 520 is displayed.

[0300] FIG. 31C is a first diagram illustrating the race character selection screen 520. FIG. 31D is a second diagram illustrating the race character selection screen 520. On the race character selection screen 520, the player can select a character to race in the practice match. Specifically, an image of the training character in a provisionally selected state and an ability parameter display field 521 are displayed at the top of the race character selection screen 520. The ability parameter display field 521 displays the ability parameters of the training character in a provisionally selected state.

[0301] Furthermore, a development character icon 522 corresponding to a development character possessed by the player is displayed below the ability parameter display field 521. When a development character icon 522 is tapped, the development character corresponding to the tapped development character icon 522 becomes provisionally selected. In this way, when the provisionally selected development character is changed, the display in the ability parameter display field 521 is also changed at the same time.

[0302] Furthermore, the race character selection screen 520 is provided with a return operation unit 523 and a next operation unit 524. When the return operation unit 523 is tapped, the race character setting screen 510 shown in FIG. 31B is displayed. In this case, the temporarily selected training character is discarded. When the next operation unit 524 is tapped, the temporarily selected training character is set as the race character. In this case, the screen transitions from the race character selection screen 520 to the race character setting screen 510. At this time, as shown in FIG. 31B, information about the training character set as the race character is displayed in the character setting tab 511.

[0303] Furthermore, the race character selection screen 520 is provided with a My Character display tab 525 and a Rental Character display tab 526. When the My Character display tab 525 is tapped, a training character icon 522 corresponding to a training character owned by the player is displayed, as shown in Fig. 31C. On the other hand, when the Rental Character display tab 526 is tapped, a training character icon 522 corresponding to a friend's representative character or a character registered as a practice partner, which will be described later, is displayed, as shown in Fig. 31D.

[0304] A player can arbitrarily select multiple characters to participate in a practice match from among the characters he or she has trained, his or her friend's representative character, and practice partners. Then, when a specific number of characters (two or more) are set as characters to participate in the practice match, the practice match can be executed. The specific number of characters can be any one or a combination of characters trained by the player himself or herself, his or her friend's representative character, and practice partners. In this way, on the character to participate selection screen 520, the player can enter characters trained by other players in the practice match in addition to the characters he or she owns.

[0305] Note that when the development character icon 522 is pressed and held on the race character selection screen 520, the above-described character detail dialog 430 is displayed. Therefore, the player can also check detailed information about the development character from the race character selection screen 520.

[0306] As described above, the player can individually select the number of training characters to be entered in the practice match on the participating character selection screen 520, in the number of runners. When the reset operation unit 512 shown in FIG. 31B is tapped, the training characters that have been set as characters to enter the practice match are discarded. When the start operation unit 513 is tapped after the number of training characters set in the number of runners is reached, the practice match begins. When the return operation unit 515 is tapped, the set training characters are discarded, and the race condition setting screen is displayed.

[0307] As described above, it is cumbersome to individually set the number of training characters to be entered in the practice match for each runner. Therefore, in this embodiment, a practice member registration function is provided that registers a practice member including multiple training characters and reads out the registered practice members as training characters to be entered in the practice match. When the practice member display operation unit 514 is tapped on the participating character setting screen 510, a practice member selection screen 530 is displayed.

[0308] FIG. 33 is a diagram illustrating the practice member selection screen 530. As will be described in detail later, the player can register all the characters who have participated in a practice match as practice members at once. The practice member selection screen 530 displays a practice member display field 531. The practice member display field 531 is displayed for each registered practice member. The practice member display field 531 displays an icon corresponding to the characters included in the practice members. When this icon is pressed and held, the character details dialog 430 is also displayed, as described above.

[0309] Furthermore, when the practice member display field 531 is tapped, the practice member corresponding to the practice member display field 531 is provisionally selected. When a practice member is provisionally selected, when the select operation unit 532 provided on the practice member selection screen 530 is tapped, the characters included in the provisionally selected practice members are set as characters participating in the practice match. More specifically, all characters constituting the practice members are set as characters participating in the practice match. In this case, the screen transitions from the practice member selection screen 530 to the participating character setting screen 510. When the return operation unit 533 provided on the practice member selection screen 530 is tapped, the provisionally selected practice members are discarded, and the participating character setting screen 510 is displayed.

[0310] 31A, the practice match top screen 500 has a practice member operation section 502, a practice partner operation section 503, and a saved race operation section 504. When the practice member operation section 502 is tapped, a practice member list screen (not shown) is displayed. The practice member list screen displays a list of registered practice members.

[0311] Furthermore, as described above, this embodiment is provided with a practice partner registration function that enables a player to register a training character trained by another player, such as a friend, as a practice partner. The training characters of other players registered as practice partners by the practice partner registration function are displayed on the race character selection screen 520.

[0312] FIG. 34A is a first diagram illustrating a practice partner screen 540. FIG. 34B is a second diagram illustrating the practice partner screen 540. FIG. 34C is a fourth diagram illustrating a character details dialog 430. When the practice partner operation unit 503 is tapped on the practice match top screen 500 shown in FIG. 31A, a practice partner screen 540 is displayed. The practice partner screen 540 includes a practice partner list screen 540a and a practice partner search screen 540b. When transitioning to the practice partner screen 540, the practice partner list screen 540a is displayed on the display 26.

[0313] The practice partner screen 540 is provided with a list tab 541a and a search tab 541b. When the list tab 541a is tapped, a practice partner list screen 540a is displayed, and when the search tab 541b is tapped, a practice partner search screen 540b is displayed. The practice partner list screen 540a displays an information display field 542 for each character currently registered as a practice partner (hereinafter referred to as a partner character).

[0314] The information display field 542 displays the partner character's character image, evaluation points, rank, character name, ability parameters, and the player name of the player who trained the partner character. Furthermore, if another player has a predetermined relationship with the player, such as a follower, information indicating the relationship with the player is displayed. For example, the information display field 542 displayed at the top of FIG. 34A displays "Follow." This indicates that the partner character was trained by the player who is set as a follower.

[0315] A cancel operation section 543 is provided below the information display field 542. The player can cancel the registration of a partner character by tapping the cancel operation section 543. When a close operation section 544 provided on the practice partner screen 540 is tapped, the practice partner screen 540 is closed and the screen transitions to the practice match top screen 500.

[0316] As shown in FIG. 34B , the practice partner search screen 540b is provided with an input field 545a in which a partner ID can be input and a search operation unit 545b. As will be described in detail later, a partner ID is assigned to a training character that one player has permitted another player to register as a practice partner. When the input field 545a is tapped, an input screen (not shown) in which numbers can be input is displayed. A partner ID can be input into the input field 545a by operating the input screen. When the search operation unit 545b is tapped with a partner ID entered into the input field 545a, information about the training character to which the partner ID has been assigned is displayed in the information display field 542.

[0317] Furthermore, the practice partner search screen 540b is provided with a circle tab 546a and a recommendation tab 546b. When the circle tab 546a is tapped, information about the representative characters of other players who belong to the same circle as the player is displayed in the information display field 542. When the recommendation tab 546b is tapped, information about the development characters owned by other players is displayed in the information display field 542 according to predetermined search conditions. Note that the search conditions are not particularly limited, and for example, development characters owned by friends may be searched for.

[0318] The practice partner search screen 540b is provided with a reload operation section 547. When the reload operation section 547 is operated, for example, the search conditions are changed and a search is performed again.

[0319] When information display field 542 is tapped on practice partner screen 540, character details dialog 430 is displayed as shown in Fig. 34C. Character details dialog 430 displayed at this time is the same as that displayed when team icon 451 of an opposing team is pressed and held on result list screen 460 (see Fig. 30D) displayed in a team competition game, for example.

[0320] Here, the character details dialog 430 is displayed both when a character raised by the player himself is selected and when a character raised by another player is selected. In this case, different icons are displayed in the character details dialog 430 depending on whether the character was raised by the player himself or another player.

[0321] Specifically, the character details dialog 430 for a character trained by another player displays a partner registration icon 434. By tapping the partner registration icon 434, the player can register the character trained by another player as a partner character.

[0322] In contrast, a share icon 435 is displayed in the character details dialog 430 for a character that has been raised by the player himself, as shown in Figures 29A and 29B. The share icon 435 is provided to allow other players to register the character as a practice partner. Details of the share icon 435 will be described later.

[0323] Returning to FIG. 31B , when start operation unit 513 is tapped on race character setting screen 510 with all race characters set as described above, a practice match begins. When start operation unit 513 is tapped, a race simulation result is derived based on the ability parameters of the race characters, etc. Then, a race video is played based on the derived simulation result. As with the team competition game described above, in a practice match, the player can select whether to play back the race video or display only the race results.

[0324] FIG. 35A is a diagram illustrating a practice match result screen 550. When playback of the race video ends or an operation input to display the race results is performed, the practice match result screen 550 shown in FIG. 35A is displayed. As shown, the finishing order of the participating characters is displayed on the practice match result screen 550. When a next operation unit 551 provided on the practice match result screen 550 is tapped, a practice member registration screen 560 is displayed.

[0325] FIG. 35B is a diagram illustrating the practice member registration screen 560. The top row of the practice member registration screen 560 displays icons for all characters who participated in the current practice match, i.e., all characters included in the current practice members. The practice member registration screen 560 also displays a practice member display field 561. The practice member display field 561 is displayed for each registered practice member. The practice member display field 561 displays icons corresponding to the characters included in the practice members. When this icon is pressed and held, the character details dialog 430 is also displayed, as described above.

[0326] Furthermore, the practice member display field 561 is provided with a save operation section 561a. When the save operation section 561a is tapped, the currently registered practice member is overwritten with the current practice member. Specifically, in FIG. 35B, the practice member display field 561 shown in the upper row corresponds to the currently registered first practice member, and the practice member display field 561 shown in the lower row corresponds to the currently registered second practice member different from the first practice member. When the save operation section 561a provided in the upper practice member display field 561 is tapped, the current practice member is registered as a new first practice member. Similarly, when the save operation section 561a provided in the lower practice member display field 561 is tapped, the current practice member is registered as a new second practice member.

[0327] In this way, after the practice match ends and practice match result screen 550 is displayed, the player can register the practice members used in this practice match. Then, when close operation unit 562 provided on practice member registration screen 560 is tapped, practice member registration screen 560 is closed and race result save dialog 570 is displayed.

[0328] FIG. 35C is a diagram illustrating the race result save dialog 570. The race result save dialog 570 is provided with an end button 571 and a save race result button 572. The race result save dialog 570 also displays a message indicating that the race results can be saved. When the save race result button 572 is tapped, the race results of this practice match are saved.

[0329] The player can repeatedly check the saved race results by tapping the saved race operation section 504 on the practice match top screen 500 shown in FIG. 31A. Here, the race results include information about the participating characters, simulation results, etc., and the player can check only the race results or play back the race video. Note that if the end button 571 is tapped in the race result save dialog 570, the race results of this practice match are discarded and the practice match top screen 500 is displayed.

[0330] As described above, by playing a practice match, a player can obtain information for developing a stronger character. Furthermore, since a practice match allows characters developed by other players to compete against each other, a player does not need to possess a strong character. Therefore, there is no bias in the information obtained among players, and all players can obtain the necessary information equally.

[0331] Furthermore, as described above, since practice members and practice partners can be registered, it is highly convenient for players. Moreover, in this embodiment, an information sharing function is provided to make it easier for multiple players to share information about training characters that can be entered in practice matches. The information sharing function will be described below.

[0332] Fig. 36A is a first diagram illustrating an example of the circle screen 600. Fig. 36B is a second diagram illustrating an example of the circle screen 600. As described above, the circle icon 134 is provided on the home screen 100 (see Fig. 3A). When the circle icon 134 is tapped, the circle screen 600 shown in Figs. 36A and 36B is displayed on the display 26.

[0333] Profile characters of players belonging to the same circle are displayed at the top of the circle screen 600. Messages posted using the circle function are displayed in the center of the circle screen 600. Messages posted using the circle function are displayed on the player terminals 1 of players belonging to the same circle.

[0334] A message input field 601 and a send operation unit 602 are provided at the bottom of the circle screen 600. When the message input field 601 is tapped, an input screen (not shown) into which characters can be input is displayed. A message is displayed in the message input field 601 by operating the input screen. When the send operation unit 602 is tapped with a message entered in the message input field 601, the message entered in the message input field 601 is posted. When the message is posted, the posted message is displayed as shown in FIG. 36B. The posted message is also displayed on the player terminals 1 belonging to the same circle.

[0335] In this way, the circle function allows players belonging to the same circle to send and receive messages. In this embodiment, a player can easily use the circle function to inform other players of information about the characters they own.

[0336] 37A is a fifth diagram illustrating the character details dialog 430. As described above, the character details dialog 430 for the character being developed that the player owns displays the share icon 435. When the share icon 435 is tapped, the share method selection screen 610 is displayed.

[0337] 37B is a diagram illustrating an example of a sharing method selection screen 610. The sharing method selection screen 610 has an ID display field in which a partner ID is displayed, and a partner ID operation unit 611 is displayed near the ID display field. A player can create a partner ID that is linked to a training character that the player has trained and that is displayed in the character details dialog 430. This partner ID is assigned to allow other players to share the training character that the player has trained, and is different from the training character ID that is assigned to each training character.

[0338] When a partner ID has not been created for the character being raised, the partner ID is not displayed in the ID display field, as shown in Fig. 37B. When the partner ID operation unit 611 is tapped in this state, a partner ID is created, and the created partner ID is displayed in the ID display field.

[0339] There is an upper limit (for example, 20) set for the number of partner IDs that a player can create per day. When the number of partner IDs that can be created reaches the upper limit, the partner ID operation unit 611 is displayed in gray. When the grayed-out partner ID operation unit 611 is tapped, a dialog box (not shown) is displayed, informing the player that the number of partner IDs that can be created has reached the upper limit.

[0340] Assume that the partner ID created as described above is entered by another player into the input field 545a shown in FIG. 34B and then the search operation unit 545b is tapped. In this case, the server 1000 identifies a training character from the partner ID, and displays information about the identified training character in the information display field 542. Note that an expiration date is set for the partner ID, and the partner ID becomes invalid after the expiration date.

[0341] Also, suppose that a partner ID has already been created and the share icon 435 is tapped in the character details dialog 430 of a training character whose partner ID is valid. In this case, the sharing method selection screen 610 shown in FIG. 37B is displayed, with the created partner ID displayed in the ID display field. Furthermore, if the partner ID operation unit 611 is tapped in this state, the partner ID is copied to the clipboard of the player terminal 1.

[0342] The function of copying information to the clipboard may be a function of the player terminal 1 itself, or may be a function of an application for executing the game of this embodiment. The partner ID copied to the clipboard can be pasted, for example, into the message input field 601 on the circle screen 600. Furthermore, for example, the partner ID copied to the clipboard can be pasted in various applications of the player terminal 1.

[0343] The sharing method selection screen 610 also has a circle sharing button 612, an SNS sharing button 613, and a close operation unit 614. When the circle sharing button 612 is tapped, the circle function is activated, and the circle screen 600 is displayed on the display 26. In this case, information about the character being trained selected by the player is posted to other players who belong to the same circle.

[0344] 37C is a third diagram illustrating an example of the circle screen 600. FIG. 37C shows the circle screen 600 displayed on the player terminal 1 of another player when a player posts information about a development character. A development character information display field 603 is displayed on the circle screen 600 displayed on the player terminal 1 of the other player. The development character information display field 603 displays information about the development character selected by the player, in other words, the development character selected to display the character details dialog 430.

[0345] Note that the information displayed in the development character information display field 603 is not particularly limited. Here, the development character information display field 603 displays the ability parameters of the development character selected by the player. Furthermore, the development character information display field 603 is provided with a registration button 603a and a details button 603b. When the registration button 603a is tapped, the development character is registered as a partner character, i.e., a practice partner, in the player terminal 1 of the other player.

[0346] Furthermore, when the details button 603b of the character information display field 603 is tapped, the character details dialog 430 is displayed.

[0347] FIG. 37D is a sixth diagram illustrating the character detail dialog 430. FIG. 37D shows the character detail dialog 430 that is displayed on the player terminal 1 of another player when a player posts information about a training character. When the details button 603b is tapped in the training character information display field 603 that displays information about the training character trained by the other player, the character detail dialog 430 of the training character trained by the other player is displayed. Therefore, in this case, a partner registration icon 434 is displayed in the character detail dialog 430. When this partner registration icon 434 is tapped, the training character is registered as a partner character, that is, a practice partner, in the same way as when the registration button 603a in the training character information display field 603 is tapped.

[0348] When the training information display tab 432c of the character details dialog 430 is tapped, the training information of the training character is displayed as shown in FIG. 37D. The training information displayed at this time includes historical information about the training character's practice partner (partner character). This historical information may include the number of practice matches the training character has participated in as a practice partner, their performance, the number of players who have registered the training character as a practice partner, and the like. In this way, the historical information about the practice partner is used as a basis for determining whether or not other players will register the training character as a practice partner.

[0349] Note that historical information about a practice partner may be displayed in the character details dialog 430 of a training character trained by the player himself / herself. Alternatively, historical information about a practice partner may be displayed only in the character details dialog 430 of a training character trained by another player.

[0350] As described above, players can post various information about their characters using the circle function. Players can also easily obtain information about characters trained by other players. Furthermore, players can register characters trained by other players as partner characters and easily enter them into practice matches.

[0351] 37B, when the SNS share button 613 is tapped on the sharing method selection screen 610, information about the character being trained is displayed in an SNS (Social Networking Service) tool. By selecting an SNS tool, the player can post information about the character being trained to the selected SNS tool and allow other users to view the information.

[0352] As an example, when the SNS share button 613 is tapped when a partner ID has not been created, a partner ID is first created. Then, a predetermined SNS tool is launched, and a URL associated with the partner ID is entered in the posting area of ​​the SNS tool. This allows the player to share the URL with other players using the SNS tool. Note that, on a device having a game application according to this embodiment, when the URL is entered into a browser or the like, the game application is launched, and the character details dialog 430 shown in FIG. 37D is displayed based on the partner ID associated with the URL. Note that, when the close operation unit 614 is tapped, the sharing method selection screen 610 is closed, and the previous screen is displayed.

[0353] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned games. Note that, in the following, the functional configuration relating to the above-mentioned training game, team competition game, practice match, and information sharing function will be described, and a description of other configurations will be omitted.

[0354] (Functional configuration of player terminal 1) 38 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0355] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a team competition game execution program 702, a practice match execution program 703, and an information sharing function program 704. Note that the programs listed in Fig. 38 are just examples, and the terminal-side game control program includes many other programs.

[0356] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. Note that the data storage area 12b is also provided with many other storage units. Here, information directly related to games such as training games, team competition games, and practice matches (hereinafter referred to as game information) is stored in the game information storage unit 751. Note that the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as the training game. Also, all information other than game information, such as information about the player or other players, and setting information of the player terminal 1, is referred to as player information. The player information is stored in the player information storage unit 750.

[0357] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game execution unit 701a, a team competition game execution unit 702a, a practice match execution unit 703a, and an information sharing function unit 704a.

[0358] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701, a team competition game execution program 702, a practice match execution program 703, and an information sharing function program 704, causing them to function as a training game execution unit 701a, a team competition game execution unit 702a, a practice match execution unit 703a, and an information sharing function unit 704a, respectively.

[0359] 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.

[0360] Furthermore, the training game execution unit 701a, the team competition game execution unit 702a, the practice match execution unit 703a, and the information sharing function unit 704a execute all processes related to the training game, the team competition game, the practice match, and the information sharing function, respectively.

[0361] (Functional configuration of server 1000) 39 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0362] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a team competition game execution program 1102, a practice match execution program 1103, and an information sharing function program 1104. Note that the programs listed in Fig. 39 are just examples, and the server-side game control program includes many other programs.

[0363] 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.

[0364] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a team competition game execution unit 1102a, a practice match execution unit 1103a, and an information sharing function unit 1104a.

[0365] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101, a team competition game execution program 1102, a practice match execution program 1103, and an information sharing function program 1104, causing them to function as a training game execution unit 1101a, a team competition game execution unit 1102a, a practice match execution unit 1103a, and an information sharing function unit 1104a, respectively.

[0366] 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.

[0367] Furthermore, the training game execution unit 1101a, the team competition game execution unit 1102a, the practice match execution unit 1103a, and the information sharing function unit 1104a execute all processes related to the training game, the team competition game, the practice match, and the information sharing function, respectively.

[0368] 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. The same applies to the relationship between the team competition game executing unit 702a and the team competition game executing unit 1102a, the practice match executing unit 703a and the practice match executing unit 1103a, and the information sharing function unit 704a and the information sharing function unit 1104a.

[0369] The following describes, with reference to flowcharts, the processing performed by each functional unit in the player terminal 1 and the server 1000. The processing related to the training game, the processing related to the team competitive game, the processing related to the practice match, and the processing related to the information sharing function will be described in this order.

[0370] (Processing of the player terminal 1 and the server 1000) <Processing related to the training game> 40 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).

[0371] 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).

[0372] 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.

[0373] FIG. 41A is a diagram illustrating an example of player information. FIG. 41B is a diagram illustrating an example of profile information. FIG. 41C is a diagram illustrating an example of friend information. A player can set or change player information by operating the player terminal 1. The player information set by the player is stored in the player information storage unit 750 of the player terminal 1 and the player information storage unit 1150 of the server 1000.

[0374] As shown in FIG. 41A, the player information includes profile information, friend information, and practice match-related information. As shown in FIG. 41B, the profile information includes a player ID, player name, player gender, club affiliation, representative character, profile character, comments, and team rank. A player can set or change profile information other than the player ID and team rank by operating the player terminal 1.

[0375] 41C, the friend information includes a friend number and a friend's player ID. Here, a player can register up to 30 players as friends.

[0376] In addition, the practice match related information includes information about the practice members registered by the player (hereinafter referred to as practice member information), information about practice partners (hereinafter referred to as practice partner information), and information about the race results of the practice match saved by the player (hereinafter referred to as race result information).

[0377] FIG. 42A is a diagram illustrating an example of game information. FIG. 42B is a diagram illustrating an example of development character information. FIG. 42C is a diagram illustrating an example of team composition information. Game information includes development character information and team composition information. Development character information is information about development characters developed by a player, and is stored for each development character. Game information storage units 751 and 1151 each store information about a maximum of 200 development characters.

[0378] As shown in FIG. 42B, a development character ID is assigned to the development character. This development character ID is linked to a player ID, thereby identifying the player who developed the development character. The development character information includes a character ID, various parameters such as ability parameters and skill information, and inheritance information. This development character information is stored linked to the development character ID.

[0379] The team formation information is information about the teams used in the team competition game. As shown in Fig. 42C, the team formation information is stored by linking three training character IDs to each of five race categories: short distance race, mile race, middle distance race, long distance race, and dirt race.

[0380] Returning to FIG. 40, when a training game start operation (tapping the training game operation unit 104) to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0381] Fig. 43 is a first flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. Fig. 44 is a second flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 determines whether the main character selection screen 150 is currently being displayed on the display 26 (P6-1). If the main character selection screen 150 is currently being displayed (YES in P6-1) and a display switching operation to switch the screen display has been input (YES in P6-2), the training game executing unit 701a switches the display screen of the display 26 (P6-14).

[0382] Furthermore, when a selection operation (tapping on the character icon 151) is input on the main character selection screen 150 (YES in P6-3), the training game execution unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation input was performed (P6-4) and switches the display screen (P6-14).

[0383] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the main character selection screen 150 (YES in P6-5), the training game execution unit 701a registers the character temporarily stored in P6-4 as the main character (P6-6). Furthermore, the training game execution unit 701a acquires information about the friend's representative character from the server 1000 (P6-7) and switches the display screen (P6-14).

[0384] Furthermore, when the inheritance character selection screen 170 is being displayed (YES in P6-8) and a display switching operation to switch the screen display is input (YES in P6-9), the training game executing unit 701a switches the display screen of the display 26 (P6-14). Furthermore, when a selection operation (tap on the training character icon 182) is input on the inheritance character selection screen 170 (YES in P6-10), the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed (P6-11), and switches the display screen (P6-14).

[0385] Furthermore, when a confirmation operation (tap on the next operation unit 154) is input on the inheritance character selection screen 170 (YES in P6-12), the training game execution unit 701a registers the character temporarily stored in P6-11 above as an inheritance character (P6-13) and switches the display screen (P6-14).

[0386] Furthermore, when the support card setting screen 190 is being displayed (NO in P6-8) and a display switching operation to switch the screen display is input (YES in P6-21), the training game executing unit 701a switches the display screen of the display 26 (P6-22). Furthermore, when a selection operation (tapping the card icon 201 of the support card) is input on the support card setting screen 190 (YES in P6-23), the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 for which the selection operation was performed (P6-24) and switches the display screen (P6-22).

[0387] Furthermore, when a confirmation operation (tap on the start operation unit 193) is input on the support card setting screen 190 (YES in P6-25), the training game executing unit 701a registers the support card temporarily stored in P6-24 above (P6-26). Furthermore, the training game executing unit 701a registers the character ID of the character set as the specific character based on the specific character information (P6-27). Furthermore, the training game executing unit 701a sets initial character identification information (P6-28) and displays the game screen 210 on the display 26 (P6-29).

[0388] Returning to FIG. 40, when the preparation stage process (P6) ends, the training game executing unit 701a executes the training stage process (P7). During this training stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage process (S7) based on information received from the player terminal 1. In reality, the player terminal 1 and the server 1000 share roles, and the training main game progresses through the training stage process (P7) in the player terminal 1 and the training stage process (S7) in the server 1000. However, for ease of understanding, the following description will be given assuming that all processing is performed in the training stage process (P7) in the player terminal 1. However, some or all of the processing in the training stage process (P7) described below may be performed in the training stage process (S7) in the server 1000.

[0389] 45 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes turn start processing (P10) if it is the start of a turn (YES in P7-1), and executes mid-turn processing (P20) if it is not the start of a turn.

[0390] FIG. 46 is a flowchart illustrating the turn start processing in the player terminal 1. The training game executing unit 701a updates the current turn number stored in the game information storage unit 751 (P10-1). The training game executing unit 701a also references the selection item table (FIG. 12) stored in the data storage area 12b and determines whether the current turn is an individual race, that is, a turn in which only the individual race operation unit 219 can be selected (an individual race-only turn) (P10-2). If it is not an individual race-only turn (NO in P10-2), the processing ends. If it is an individual race-only turn (YES in P10-2), placement processing (P11), numerical value determination processing (P12), and event determination processing (P13) are performed in this order.

[0391] It is assumed here that the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) are executed only on the player terminal 1. However, some or all of the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. Also, some of the processing described below in the placement process (P11), the numerical value determination process (P12), and the event determination process (P13) may be executed on the server 1000. When the above processing is executed on the server 1000, the player terminal 1 performs the processing based on information received from the server 1000.

[0392] 47 is a flowchart illustrating the placement process in the player terminal 1. The training game executing unit 701a references the character identification information table (FIGS. 10 and 11) and extracts all characters registered as team members (P11-1). Then, the training game executing unit 701a selects, from among the team members extracted in P11-1, a character for which the processes of P11-3 to P11-7 described below have not been executed, as a target character for executing the process (P11-2).

[0393] The training game executing unit 701a also refers to the character identification information table to confirm the character identification information of the target character selected in P11-2 above (P11-3). The training game executing unit 701a also sets a placement presence / absence table (FIG. 20) based on the character identification information confirmed in P11-3 above (P11-4). The training game executing unit 701a also determines by lottery whether to "place" or "not place" based on the placement presence / absence table set in P11-4 above (P11-5).

[0394] If "place" is determined (YES in P11-6), the training game executing unit 701a determines and stores the training item for placing the target character (P11-7). If processing has not been completed for all of the team members extracted in P11-1 above (NO in P11-8), the training game executing unit 701a repeats the processing from P11-2 until processing has been completed for all team members. On the other hand, when processing has been completed for all team members (YES in P11-8), the training game executing unit 701a ends the placement processing and executes the numerical value determination processing (P12).

[0395] 48 is a flowchart illustrating the numerical value determination process in the player terminal 1. The training game executing unit 701a sets a processing target item for which the processes of P12-2 to P12-9 described below have not been executed from among the training items "Speed," "Stamina," "Power," "Spirit," and "Wisdom" (P12-1).

[0396] The training game executing unit 701a also determines and stores the failure rate when training is performed for the processing item set in P12-1 based on the current physical strength of the main character (P12-2).The training game executing unit 701a also determines and stores the decrease value of physical strength when training is performed for the processing item set in P12-1 (P12-3).

[0397] Furthermore, the training game executing unit 701a checks the current team ranking (P12-4), and determines the training level based on the team ranking with reference to the training level table (FIG. 21A) (P12-5).

[0398] The training game executing unit 701a also refers to the fixed increase value table (FIGS. 21B and 21C) corresponding to the processing target item set in P12-1, and determines and sets the fixed increase value based on the training level determined in P12-5 (P12-6).The training game executing unit 701a also checks the information (placement information) of the character whose placement was determined in P11 for the training of the processing target item (P12-7).

[0399] Then, the training game executing unit 701a calculates the bonus addition rate by referring to the bonus addition rate table (FIG. 21D) based on the arrangement information confirmed in P12-7 (P12-8). Also, the training game executing unit 701a updates the increase value for the training of the processing target item based on the bonus addition rate calculated in P12-8 (P12-9).

[0400] Furthermore, if the processes of P12-2 to P12-9 have not been completed for all training items (NO in P12-10), the training game executing unit 701a repeats the process from P12-1. On the other hand, if the processes have been completed for all training items (YES in P12-10), the training game executing unit 701a ends the numerical value determination process and executes the event determination process (P13).

[0401] 49 is a flowchart illustrating the event determination process in the player terminal 1. The training game executing unit 701a loads the current number of turns (P13-1). The training game executing unit 701a also references the event appearance determination table stored in the data storage area 12b and determines whether or not to cause a scenario event to appear (P13-2). If it is determined that a scenario event should appear, that is, if it is a scenario event appearance turn (YES in P13-2), the unit determines and stores the content of the scenario event (event ID) based on the event content determination table (P13-3).

[0402] Specifically, the training game execution unit 701a generates a lottery table based on the event content determination table and the event IDs of possible scenario events.The training game execution unit 701a then uses the generated lottery table to determine the content of the scenario event, i.e., the event ID, by lottery.If the determined scenario event is an event that changes a parameter, such as an ability event, the change value is determined.

[0403] Furthermore, the training game executing unit 701a refers to the event occurrence determination table to determine whether or not to cause the dedicated event 162a to occur (P13-4). If it is determined that the dedicated event 162a should occur, that is, if it is the dedicated event occurrence turn (YES in P13-4), the training game executing unit 701a determines and stores the content (event ID) of the dedicated event 162a based on the event content determination table (P13-5).

[0404] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible dedicated events 162a. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the dedicated event 162a, i.e., the event ID, by lottery. If the determined dedicated event 162a is an event that changes a parameter, such as a skill event, the change value is determined.

[0405] Furthermore, if the main character is a specific character, the training game executing unit 701a executes a parameter change process (P13-6) that changes the change value of a parameter that changes in response to the dedicated event 162a. For example, in the parameter change process, a predetermined fixed value is added to or subtracted from the change value determined in P13-5, or a predetermined multiplier is multiplied. Here, the change value is changed to be advantageous to the player. As a result, if the main character is a specific character, the dedicated event 162a changes the parameter in a more advantageous manner.

[0406] Furthermore, the training game executing unit 701a refers to the event appearance determination table to determine whether or not to make a support event appear (P13-7). If it is determined that a support event should appear, that is, if it is a support event appearance turn (YES in P13-7), it determines and stores the content of the support event (event ID) based on the event content determination table (P13-8).

[0407] Specifically, the training game executing unit 701a generates a lottery table based on the event content determination table and the event IDs of the possible support events. At this time, the winning probability of the support event linked to the registered support card is set higher than the winning probability of other support events. Then, the training game executing unit 701a uses the generated lottery table to determine the content of the support event, i.e., the event ID, by lottery. If the determined support event is an event that changes a parameter, such as an ability event, the change value is determined.

[0408] Furthermore, when the main character or the support character linked to the support event is a specific character, the training game executing unit 701a executes a parameter change process (P13-9) that changes the change value of a parameter that changes depending on the support event.

[0409] The training game executing unit 701a also refers to the event appearance determination table to determine whether or not to cause a team member event to appear (P13-10). If it is determined that a team member event should appear, that is, if it is a team member event appearance turn (YES in P13-10), the training game executing unit 701a determines whether the current turn is a branching turn (P13-11).

[0410] If it is not a branching turn (NO in P13-11), the training game executing unit 701a determines and stores the training event corresponding to the current turn number as the event to be generated based on the event content determination table (P13-12). Here, various increase values ​​related to the training event are determined.

[0411] Furthermore, when the main character or the character to be trained is a specific character, the training game executing unit 701a executes a parameter change process (P13-13) that changes the change value of a parameter that changes depending on the training event.

[0412] Furthermore, if the current turn is a branching turn (YES in P13-11), the training game executing unit 701a determines whether a predetermined condition is met (P13-14). Here, as described above, it is determined whether the number of specific characters included in the team members is a predetermined number defined for each turn. Then, if the predetermined condition is met (YES in P13-14), the training game executing unit 701a replaces the scenario event stored in P13-3 with a specific character event (P13-15). Note that the specific character event to be replaced may be determined by lottery, or a specific character event set in advance for each turn may be determined.

[0413] Furthermore, the training game executing unit 701a performs a hint event determination process for each character placed in the training (P13-16). Here, whether or not to cause a hint event to appear is determined by lottery for each character placed in the training. Furthermore, if a hint event is to appear, it is determined which hint event to cause to appear.

[0414] 46, the training game executing unit 701a updates the screen displayed on the display 26 (P10-3). If a story event is to occur at the start of the turn, the training game executing unit 701a causes a story event to occur from among the events determined in P13 (P10-4).

[0415] Returning to FIG. 45, if it is not the start of the turn (NO in P7-1), the training game executing unit 701a executes the during-turn process (P20).

[0416] 50 is a flowchart illustrating processing during a turn in the player terminal 1. The training game executing unit 701a determines whether the result operating unit 253 or the race operating unit 254 on the individual race start screen 250 has been operated to start an individual race (P20-1). If the individual race has started (YES in P20-1), the training game executing unit 701a derives the result of the individual race and stores it in the game information storage unit 751 (P20-2).

[0417] Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of each of the NPC and main character, and the ranking in the individual race is determined based on the calculation result. The calculation formula may be set differently for each race. For example, multiple patterns of NPC ability parameters may be provided for each race, and the ability parameters to be used may be determined by lottery. In other words, even if the ability parameters, acquired skills, and races entered by the main character are exactly the same, the race results may not necessarily be the same. Furthermore, multiple patterns of calculation formulas, such as weighting, may be provided for each race, and the results may vary depending on the selected calculation formula.

[0418] Here, it is assumed that the individual race results are derived in the player terminal 1. However, the individual race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting the derivation of the individual race results and information necessary to derive the individual race results. The player terminal 1 may then receive the individual race results derived by the server 1000.

[0419] Furthermore, the training game executing unit 701a executes a race result display process to display the individual race result screen 260 or the race video on the display 26 based on the individual race results derived in P20-2 (P20-3).

[0420] The training game executing unit 701a also determines whether the result operation unit 291 or the race operation unit 292 on the team race start screen 290 has been operated to start the team race (P20-4). If the team race has started, the process proceeds to P20-5, and if the team race has not started, the process proceeds to P20-9.

[0421] The training game execution unit 701a derives the team race results and stores them in the game information storage unit 751 (P20-5). Specifically, for example, a calculation formula is set in advance that weights the ability parameters and acquired skills of the NPC, main character, and other team members, and the ranking in the team race is determined based on the calculation result. Note that the calculation formula may be set differently for each race. Also, for example, multiple patterns of NPC ability parameters may be set for each race, and which ability parameters will be used may be determined by lottery. In other words, even if the ability parameters and acquired skills of the main character and other team members are exactly the same as the race in which they participate, the race results may not necessarily be the same. Also, multiple patterns of calculation formulas, such as weighting, may be set for each race, and the results may vary depending on the selected calculation formula.

[0422] Here, it is assumed that the team race results are derived in the player terminal 1. However, the team race results may also be derived in the server 1000. In this case, the player terminal 1 transmits to the server 1000 information requesting derivation of the team race results and information necessary to derive the team race results. The player terminal 1 may then receive the team race results derived by the server 1000.

[0423] The training game execution unit 701a executes a race result display process (P20-6) that displays the team race interim result screen 300, the team race detailed result screen 310, and the team race overall result screen 320 on the display 26 based on the team race results derived in P20-5 above.

[0424] The training game execution unit 701a also executes a character identification information update process (P20-7). Here, a predetermined number of characters are extracted from the characters currently registered as sub-members according to predetermined conditions. Then, the character identification information of the extracted characters is updated to team members. In other words, in this embodiment, the number of team members increases each time a team race ends.

[0425] Furthermore, the training game executing unit 701a executes a parameter update process (P20-8) to update information relating to the team ranking based on the team race results derived in the above P20-5.

[0426] If any training item is selected (YES in P20-9), the training game execution unit 701a executes the training execution process (P21). If no training item is selected (NO in P20-9), other processes such as consuming skill points to acquire skills are executed (P20-10).

[0427] 51 is a flowchart illustrating the training execution process in the player terminal 1. The training game execution unit 701a updates the stamina of the main character for the selected training item based on the decrease value of the stamina determined in P12-3 above (P21-1).

[0428] Furthermore, the training game executing unit 701a executes a success determination process for the selected training item based on the failure rate determined in P12-2 above (P21-2) to determine whether the training is successful. If the training fails (NO in P21-3), the training game executing unit 701a subtracts ability parameters such as a decline in condition based on the failure of the training (P21-4).

[0429] On the other hand, if the training is successful (YES in P21-3), the training game executing unit 701a adds the increase value derived in P12-9 above to the ability parameter of the main character (P21-5). Also, the training game executing unit 701a adds the increase value to the bond parameter value determined in P13-12 and P13-13 (P21-6). Also, the training game executing unit 701a checks the hint event information stored in the hint event determination process (P21-7).

[0430] If hint event information is stored for the selected training item (YES in P21-8), the training game executing unit 701a causes a hint event to appear based on the hint event information for the selected training item (P21-9). If multiple pieces of hint event information are stored for the selected training item, one of the hint events will appear. Furthermore, the training game executing unit 701a updates the skill information for the main character stored in the game information storage unit 751 based on the hint event information caused to appear in P21-9 (P21-10).

[0431] Furthermore, if special training event information is stored for the selected training item (YES in P21-11), the training game execution unit 701a sets the team members to be the targets of the special training event based on the special training event information related to the selected training item (P21-12).

[0432] Furthermore, the training game executing unit 701a adds "1" to the number of training events for the team member to be executed, which was set in P21-12 above (P21-13). Furthermore, the training game executing unit 701a updates the ability parameters of the training target (P21-14). When the processing of P21-13 to P21-14 is completed for all team members to be executed with the training event (YES in P21-15), the training game executing unit 701a adds a bonus addition value to the ability parameters of the main character based on the selected training item and the training event information (P21-16).

[0433] Returning to FIG. 40, when the above-described training stage process ends, the training game executing unit 701a executes training game ending process (P8) in the player terminal 1. In the training game ending process, the training game executing unit 701a stores information about the training character trained in the training game in the game information storage unit 751. The training game executing unit 701a also transmits end information to the server 1000. This end information includes information about the training character, etc. When the server 1000 receives the end information, the training game executing unit 1101a stores the training character information in the game information storage unit 1151 in association with the player ID of the player (S8).

[0434] The above-described training game is realized by the above-described processing. Note that the above-described processing in the player terminal 1 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1, or may be executed only by the server 1000. For example, processing for determining whether or not an event will occur and the contents of the event may be executed by the server 1000, and the player terminal 1 may display information based on the information determined by the server 1000.

[0435] <Processing related to team competitive games> FIG. 52 is a first sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the team competitive game. FIG. 53 is a second sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the team competitive game. As shown in FIG. 52, when a team formation start operation (tapping the formation selection operation unit 403) is input on the team competition field screen 400, the team competitive game executing unit 702a transmits team formation start information to the server 1000 (P201). When the server 1000 receives the team formation start information, the team competitive game executing unit 1102a acquires the team formation information and sets the player terminal 1 so that it can receive it (S201). Here, the team competitive game executing unit 1102a identifies a player ID from the received team formation start information, and acquires and sets the team formation information linked to the identified player ID from the game information storage unit 1151.

[0436] When the player terminal 1 receives the team organization information, the team competition game executing unit 702a stores the received team organization information in the game information storage unit 751 (P202). In addition, the team competition game executing unit 702a displays the team organization screen 410 on the display 26 based on the received team organization information (P203).

[0437] Here, when a team formation start operation is input, the team competition game executing unit 702a displays the team formation screen 410 based on the team formation information received from the server 1000. However, when a team formation start operation is input, the team competition game executing unit 702a may display the team formation screen 410 based on the team formation information stored in the game information storage unit 751 without communicating with the server 1000.

[0438] When a registration destination selection operation (tapping the character icon 411) is input on the team organization screen 410, the team competitive game executing unit 702a transmits development character request information to the server 1000 (P204). When the server 1000 receives the development character request information, the team competitive game executing unit 1102a acquires the development character information and sets the player terminal 1 so that it can receive it (S202). Here, the team competitive game executing unit 1102a identifies a player ID from the received development character request information, and acquires and sets development character information linked to the identified player ID from the game information storage unit 1151.

[0439] When the player terminal 1 receives the training character information, the team competition game executing unit 702a stores the received training character information in the game information storage unit 751 (P205). In addition, the team competition game executing unit 702a displays the training character list screen 420 on the display 26 based on the received training character information (P206).

[0440] Here, when a registration destination selection operation is input, the team competition game executing unit 702a displays the development character list screen 420 based on the development character information received from the server 1000. However, when a registration destination selection operation is input, the team competition game executing unit 702a may display the development character list screen 420 based on the development character information stored in the game information storage unit 751 without communicating with the server 1000.

[0441] When a detail display operation (long press on the character icon 411 or the character icon 422) is input on the team organization screen 410 or the character list screen 420, the team competition game executing unit 702a displays the character detail dialog 430 on the display 26 (P207).

[0442] Furthermore, when a training character icon 422 is tapped on the training character list screen 420, the team competition game executing unit 702a provisionally selects the training character corresponding to the tapped training character icon 422. Then, when a registration character confirmation operation (a tap on the confirmation operation unit 423) is input, the team competition game executing unit 702a provisionally stores the training character in the provisionally selected state as change information (P208). Furthermore, the team competition game executing unit 702a updates and displays the team organization screen 410 on the display 26 (P209). In this updated display, a character icon 411 corresponding to the training character provisionally stored as change information is displayed on the team organization screen 410.

[0443] When a confirmation operation (tap on the confirmation operation unit 412) is input on the team organization screen 410, the team competition game executing unit 702a updates the team organization information in the game information storage unit 751 based on the change information (P210). Furthermore, the team competition game executing unit 702a transmits the updated team organization information to the server 1000 (P211). In the server 1000, the team competition game executing unit 1102a updates the team organization information in the game information storage unit 1151 based on the received team organization information (S203).

[0444] 53, when an opposing team request operation (tapping the team competition game on the team competition field screen 400 or tapping the reload operation unit 442 on the opposing team selection screen 440) is input, the team competition game executing unit 702a sends opposing team request information to the server 1000 (P221). When the server 1000 receives the opposing team request information, the team competition game executing unit 1102a executes opposing team acquisition processing (S221).

[0445] In the opponent team acquisition process, the team competition game executing unit 1102a extracts three pieces of team formation information from the team formation information stored in the game information storage unit 1151. Here, teams having total evaluation points within a first range, a second range, and a third range with respect to the total evaluation points of the player team are extracted according to predetermined conditions. Then, the team competition game executing unit 1102a determines three opponent teams by randomly selecting one of the teams extracted within each of the above ranges. Then, the team competition game executing unit 1102a sets opponent team information including information about the three determined opponent teams.

[0446] When the player terminal 1 receives the competing team information, the team competition game executing unit 702a displays the competing team selection screen 440 on the display 26 (P222). Then, when a competing team selection operation (tap on the competing team icon 441) is input at the player terminal 1, the team competition game executing unit 702a transmits race result request information to the server 1000 (P223). When the server 1000 receives the race result request information, the team competition game executing unit 1102a executes a race result derivation process (S222).

[0447] In this race result derivation process, the team competition game execution unit 1102a derives the race simulation results for each of the five races and sets the race result information including the simulation results. Also, here, the team competition game execution unit 1102a calculates points in accordance with the point awarding conditions.

[0448] When the player terminal 1 receives the race result information, the team competition game executing unit 702a stores the received race result information in the game information storage unit 751 (P224). In addition, the team competition game executing unit 702a displays a start confirmation screen 450 on the display 26 (P225).

[0449] When a start operation (tapping the start operation unit 452) is input on the start confirmation screen 450, the team competition game executing unit 702a displays a result list screen 460 on the display 26 (P226). When the race video playback selection unit 461 is tapped on the result list screen 460, the team competition game executing unit 702a plays the race video. When the result display selection unit 462 is tapped on the result list screen 460, the team competition game executing unit 702a displays the race results.

[0450] When the race results are displayed on the player terminal 1, the team competition game executing unit 702a updates the player information in the player information storage unit 750 (P227). Here, for example, information regarding the number of team competition games played, information regarding the highest total points earned within a predetermined period, etc. is included. The team competition game executing unit 702a also transmits the updated player information to the server 1000. Upon receiving the player information, the server 1000 causes the team competition game executing unit 1102a to update the player information in the player information storage unit 1150 (S223).

[0451] The above-described team competition game is realized by the above-described processes. Note that the above-described processes in the player terminal 1 and the server 1000 are merely examples. Furthermore, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.

[0452] <Processing related to practice matches> 54 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to a practice match. When a practice match start operation (tapping the practice match selection operation unit 402 on the team competition ground screen 400 shown in FIG. 28A) is input on the player terminal 1, the practice match executing unit 703a displays the practice match top screen 500 (see FIG. 31A) (P301). When the practice match top screen 500 is displayed, the practice match executing unit 703a executes practice match top screen processing (P302).

[0453] 55 is a flowchart illustrating the practice match top screen processing in the player terminal 1. When the practice member operation unit 502 is tapped (YES in P302-2) while the practice match top screen 500 is being displayed (YES in P302-1), the practice match execution unit 703a acquires practice member information from the player information storage unit 750 (P302-3) and displays a practice member list screen on the display 26 (P302-4).

[0454] Also, when the saved race operation unit 504 is tapped on the practice match top screen 500 (YES in P302-5), the practice match execution unit 703a retrieves the saved race result information from the player information storage unit 750 (P302-6) and displays the saved race result list screen on the display 26 (P302-7).

[0455] Also, when the practice partner operation unit 503 is tapped on the practice match top screen 500 (YES in P302-8), the practice match execution unit 703a obtains practice partner information from the player information storage unit 750 (P302-9) and displays the practice partner screen 540 (see Figures 34A and 34B) on the display 26 (P302-10).

[0456] Furthermore, when the course selection operation section 501 is tapped on the practice match top screen 500 (YES in P302-11), the practice match execution section 703a displays a race condition setting screen on the display 26 (P302-12).

[0457] Returning to FIG. 54, when the practice partner screen 540 is displayed (P302-10 in FIG. 55) in the practice match top screen processing (P302), the practice match executing unit 703a executes practice partner screen processing (P303).

[0458] FIG. 56 is a first flowchart illustrating practice partner screen processing in the player terminal 1. FIG. 57 is a second flowchart illustrating practice partner screen processing in the player terminal 1. FIG. 58 is a third flowchart illustrating practice partner screen processing in the player terminal 1. When the search tab 541b is tapped (YES in P303-2) while the practice partner list screen 540a (see FIG. 34A) is displayed (YES in P303-1), the practice match executing unit 703a displays the practice partner search screen 540b (see FIG. 34B) (P303-3).

[0459] Furthermore, if the cancel operation unit 543 is tapped while the practice partner list screen 540a is displayed (YES in P303-4), the practice match executing unit 703a deletes the practice partner information registered in the player information storage unit 750 (P303-5).

[0460] Furthermore, when the close operation unit 544 is tapped while the practice partner screen 540 (practice partner list screen 540a or practice partner search screen 540b) is displayed (YES on P303-6), the practice match execution unit 703a hides the practice partner screen 540 and displays the practice match top screen 500 on the display 26 (P303-7).

[0461] Furthermore, when the information display field 542 is tapped while the practice partner screen 540 is displayed (YES on P303-8), the practice match executing unit 703a displays the character details dialog 430 (see FIG. 34C) on the display 26 (P303-9).

[0462] As described above, a player can register a training character trained by another player as a practice partner by tapping the partner registration icon 434 in the character details dialog 430 for that training character. As will be described in detail below, when a training character is registered as a practice partner, practice partner information is stored in the player information storage unit 750. At this time, the practice partner information includes information that affects the race result, such as the training character's ability parameters, and training information, but does not include inheritance information or other information that does not affect the race result. This reduces pressure on the storage capacity of the player information storage units 750 and 1150.

[0463] On the other hand, the character information stored in the game information storage unit 751 of the player terminal 1 of the player who raised the character, and the character information stored in the game information storage unit 1151 of the server 1000 and linked to the player ID of the player who raised the character, contain inheritance information.

[0464] Therefore, when displaying the character details dialog 430 of a character raised by another player, request information requesting inheritance information for the character is transmitted to the server 1000. Upon receiving the request information, the server 1000 searches for character information associated with the player ID of the player who raised the character, stored in the game information storage unit 1151. If the corresponding character information is found, the player terminal 1 acquires the inheritance information from the server 1000, and the acquired inheritance information is displayed in the character details dialog 430.

[0465] Note that a player can delete a character that he or she has trained. Therefore, a character registered as a practice partner by another player may have already been deleted by the player who trained that character. In this case, the player who registered the character as a practice partner can use the character in a practice match because the practice partner information is stored in the player information storage unit 750, 1150.

[0466] Furthermore, the practice partner information includes information that affects the race, such as ability parameters, and training information. Therefore, regardless of whether the training character has been deleted, information other than the inheritance information can be displayed in the character details dialog 430. On the other hand, if a training character registered as a practice partner has been deleted by the player who trained that training character, the inheritance information cannot be obtained. Therefore, in this case, the inheritance information is not displayed in the character details dialog 430. Note that the practice partner information may include the inheritance information. In this case, regardless of whether the training character has been deleted, other players can check the inheritance information.

[0467] In the practice partner screen processing, the practice match executing unit 703a displays the character details dialog 430 in the manner described above. However, the character details dialog 430 can be displayed in various scenes during the game, and when the character details dialog 430 is displayed in other scenes, the same processing and display as described above will be performed.

[0468] When the list tab 541a is tapped (YES on P303-12) while the practice partner search screen 540b is being displayed (YES on P303-11 in Figure 57) and not while the practice partner list screen 540a is being displayed (NO on P303-1), the practice match execution unit 703a displays the practice partner list screen 540a (P303-13).

[0469] Furthermore, when a partner ID is input in the input field 545a while the practice partner search screen 540b is displayed (YES in P303-14), the practice match executing unit 703a executes an input process for inputting the partner ID (P303-15).

[0470] Furthermore, when the search operation unit 545b is tapped while the practice partner search screen 540b is displayed (YES in P303-16), the practice match execution unit 703a sends search request information including the partner ID entered in the input process to the server 1000 (P303-17).

[0471] Furthermore, when the reload operation section 547 is tapped while the practice partner search screen 540b is displayed (YES in P303-18), the practice match executing section 703a transmits search request information to the server 1000 (P303-19).

[0472] 54, when the search request information is received, the practice match executing unit 1103a executes a search process (S301) in the server 1000. In this search process, a character to be trained that matches the search request information is searched for, and search result information based on the search result is set.

[0473] Furthermore, when the circle tab 546a is tapped (YES on P303-21) or the recommendation tab 546b is tapped (YES on P303-23) while the practice partner search screen 540b is displayed, the practice match executing unit 703a switches the information display field 542 (P303-22, P303-24).

[0474] Furthermore, when search result information is received from the server 1000 while the practice partner search screen 540b is being displayed (YES in P303-25), the practice match running unit 703a updates and displays the information display field 542 (P303-26).

[0475] Furthermore, when the partner registration icon 434 is tapped (YES on P303-32) while the character details dialog 430 is being displayed (YES on P303-31 in FIG. 58) rather than while the practice partner search screen 540b is being displayed (NO on P303-11), the practice match executing unit 703a registers the training character displayed in the character details dialog 430 as a practice partner (P303-33). Here, the practice match executing unit 703a stores practice partner information including information that affects the race, such as ability parameters, and training information, in the player information storage unit 750.

[0476] Returning to FIG. 54, when the race condition setting screen is displayed (P302-12 in FIG. 55) in the practice match top screen processing (P302), the practice match running unit 703a executes the practice match setting processing (P304).

[0477] FIG. 59 is a first flowchart illustrating the practice match setting process in the player terminal 1. FIG. 60 is a second flowchart illustrating the practice match setting process in the player terminal 1. FIG. 61 is a third flowchart illustrating the practice match setting process in the player terminal 1. FIG. 62 is a fourth flowchart illustrating the practice match setting process in the player terminal 1.

[0478] 59, while the race condition setting screen is displayed (YES in P304-1), the practice match executing unit 703a executes a race condition setting process (P304-2). Here, the race conditions are set based on the player's operation input on the race condition setting screen.

[0479] Furthermore, when the start operation unit 513 is tapped (YES in P304-4) while the race character setting screen 510 (see FIG. 31B) is being displayed (YES in P304-3) rather than while the race condition setting screen is being displayed (NO in P304-1), the practice match execution unit 703a transmits race result request information to the server 1000 (P304-5). When the server 1000 receives the race result request information, it performs a practice match execution process (S302) described below.

[0480] Furthermore, when the character setting tab 511 is tapped while the race character setting screen 510 is displayed (YES in P304-6), the practice match executing unit 703a displays the race character selection screen 520 (see FIG. 31C) on the display 26 (P304-7).

[0481] Also, when the practice member display operation unit 514 is tapped while the race character setting screen 510 is displayed (YES on P304-8), the practice match execution unit 703a displays the practice member selection screen 530 (see FIG. 33) on the display 26 (P304-9).

[0482] Furthermore, when the reset operation unit 512 is tapped while the race character setting screen 510 is displayed (YES in P304-10), the practice match running unit 703a deletes the race character currently being set (P304-11).

[0483] Furthermore, when the return operation unit 515 is tapped while the race character setting screen 510 is displayed (YES in P304-12), the practice match executing unit 703a displays a race condition setting screen on the display 26 (P304-13).

[0484] Furthermore, when the My Character Display tab 525 or the Rental Character Display tab 526 is tapped (YES on P304-22) while the participating character selection screen 520 is being displayed (YES on P304-21 in Figure 60) rather than while the participating character setting screen 510 is being displayed (NO on P304-3), the practice match execution unit 703a switches the display of the participating character selection screen 520 (P304-23).

[0485] Furthermore, when the training character icon 522 is tapped while the race character selection screen 520 is displayed (YES in P304-24), the practice match executing unit 703a reads out information about the selected training character (P304-25). Here, if a training character trained by the player himself is selected, the practice match executing unit 703a reads out training character information from the game information storage unit 751. Also, if a training character trained by another player is selected, the practice match executing unit 703a reads out information from the player information storage unit 750. In this case, information about the friend's representative character or practice partner information about the training character registered as a practice partner is read out. Then, the practice match executing unit 703a updates the display of the ability parameter display field 521 based on the read out information (P304-26).

[0486] Furthermore, when the training character icon 522 is pressed and held while the race character selection screen 520 is displayed (YES in P304-27), the practice match executing unit 703a displays the character details dialog 430 on the display 26 (P304-28).

[0487] Furthermore, when the next operation unit 524 is tapped while the race character selection screen 520 is displayed (YES in P304-29), the practice match executing unit 703a sets the selected training character as the race character (P304-30). Furthermore, the practice match executing unit 703a displays the race character setting screen 510 on the display 26 (P304-31).

[0488] Furthermore, when the return operation unit 523 is tapped while the race character selection screen 520 is displayed (YES in P304-32), the practice match executing unit 703a displays the race character setting screen 510 on the display 26 (P304-33).

[0489] Furthermore, when the practice member display field 531 is tapped (YES on P304-42) while the practice member selection screen 530 is being displayed (YES on P304-41 in Figure 61) rather than while the participating character selection screen 520 is being displayed (NO on P304-21), the practice match execution unit 703a will highlight the tapped practice member display field 531 (P304-43).

[0490] Also, when the character icon displayed in the practice member display field 531 is pressed and held while the practice member selection screen 530 is displayed (YES in P304-44), the practice match execution unit 703a displays the character details dialog 430 on the display 26 (P304-45).

[0491] Furthermore, when the select operation unit 532 is tapped while the practice member selection screen 530 is displayed (YES in P304-46), the practice match executing unit 703a sets the training characters included in the currently selected practice members as the participating characters (P304-47). Furthermore, the practice match executing unit 703a displays the participating character setting screen 510 on the display 26 (P304-48).

[0492] Furthermore, when the return operation section 533 is tapped while the practice member selection screen 530 is being displayed (YES in P304-49), the practice match executing section 703a displays the race character setting screen 510 on the display 26 (P304-50).

[0493] Furthermore, when the partner registration icon 434 is tapped (YES on P304-62) while the character details dialog 430 is being displayed (YES on P304-61 in FIG. 62) rather than while the practice member selection screen 530 is being displayed (NO on P304-41), the practice match executing unit 703a registers the training character displayed in the character details dialog 430 as a practice partner (P304-63). Here, the practice match executing unit 703a stores practice partner information including information that affects the race, such as ability parameters, and training information, in the player information storage unit 750.

[0494] Returning to FIG. 54, in the practice match setting process (P304), when the race result request information is sent to the server 1000 (P304-5 in FIG. 59), the server 1000 performs the practice match execution process (S302).

[0495] FIG. 63 is a flowchart illustrating the practice match execution process in the server 1000. The practice match execution unit 1103a analyzes the received race result request information (S302-1) and derives a simulation result (S302-2). This simulation result includes information indicating the ranking of the participating characters, i.e., the finishing order. Here, the practice match execution unit 1103a derives the simulation result, i.e., the race result information, using, for example, the training character information and practice partner information stored in the player information storage unit 1150 or the game information storage unit of the player executing the practice match.

[0496] In addition, the practice match execution unit 1103a may read out the character information stored in the game information storage unit of the player who raised the character, and derive the race result information for the character raised by a player other than the player who is executing the practice match.

[0497] Then, the practice match running unit 1103a sets the derived race result information so that it can be received by the player terminal 1 (S302-3).

[0498] Furthermore, if the characters participating in the race include a character trained by another player who is registered as a practice partner, the practice match executing unit 1103a updates the history information of that character (S302-4). Here, the history information of the character information linked to the player ID of the player who trained that character is updated in the game information storage unit 1151. The history information includes the number of times the character has raced in practice matches as a practice partner, the finishing order, etc.

[0499] Here, only the number of times that a training character registered as a practice partner has participated in a practice match is counted, etc. However, history information such as the number of times that a training character trained by the player who performed the practice match or a representative character of a friend may also be stored.

[0500] Furthermore, the practice match running unit 1103a sets the updated history information of the partner character so that it can be received by the player terminal 1 (S302-5).

[0501] Returning to FIG. 54, when the player terminal 1 receives the race result information and history information, the practice match running unit 703a executes practice match start processing (P305).

[0502] 64 is a flowchart illustrating practice match start processing in the player terminal 1. Upon receiving the race result information and history information (YES in P305-1), the practice match executing unit 703a displays the practice match result screen 550 (see FIG. 35A) on the display 26 based on the race result information (P305-2). In addition, the practice match executing unit 703a updates the history information of the practice partner information stored in the player information storage unit 750 based on the history information (P305-3).

[0503] Furthermore, when the next operation section 551 is tapped on the practice match result screen 550 (YES on page P305-4), the practice match running section 703a displays the practice member display field 561 on the display 26 (page P305-5).

[0504] Furthermore, when the save operation section 561a is tapped on the practice match result screen 550 (YES on P305-6), the practice match executing section 703a registers all the training characters that participated this time as practice members in the player information storage section 750 (P305-7).

[0505] Furthermore, when the close operation section 562 is tapped on the practice match result screen 550 (YES on P305-8), the practice match execution section 703a displays the race result save dialog 570 on the display 26 (P305-9).

[0506] Furthermore, when the end button 571 is tapped in the race result save dialog 570 (YES in P305-10), the practice match execution unit 703a deletes the race result information (P305-11) and displays the practice match top screen 500 on the display 26 (P305-12).

[0507] Also, when the Save Race Result button 572 is tapped in the Save Race Result dialog 570 (YES in P305-13), the practice match execution unit 703a saves the race result information in the player information storage unit 750 (P305-14) and displays the practice match top screen 500 on the display 26 (P305-15).

[0508] The above-described processing realizes the practice match, the practice member registration function, and the practice partner registration function. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0509] <Processing related to information sharing function> 65 is a first sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the information sharing function. In the following description, the player who has trained the training character will be referred to as the first player, and the player terminal 1 of the first player will be referred to as the first player terminal 1. In addition, another player who belongs to the same circle as the first player will be referred to as the second player, and the player terminal 1 of the second player will be referred to as the second player terminal 1.

[0510] When the circle icon 134 on the home screen 100 is tapped on the first player terminal 1, the information sharing function unit 704a displays the circle screen 600 on the display 26 (P401). When the circle screen 600 is displayed, the information sharing function unit 704a executes circle screen processing (P402).

[0511] 66 is a flowchart illustrating circle screen processing in the player terminal 1. When a message is input into the input screen (YES in P402-1), the information sharing function unit 704a executes message display processing to display the input message in the message input field 601 (see FIGS. 36A and 36B) (P402-2).

[0512] Furthermore, when a predetermined paste operation is input into the message input field 601 (YES in P402-3), the information sharing function unit 704a displays the copy information copied to the clipboard in the message input field 601 (P402-4).

[0513] Furthermore, when the send operation unit 602 is tapped on the circle screen 600 (YES in P402-5), the information sharing function unit 704a sends the posted information including the input message to the server 1000 (P402-6). Furthermore, the information sharing function unit 704a displays the sent posted information on the player terminal 1 of the first player who is the sender (P402-7).

[0514] 65, when the server 1000 receives posted information, the information sharing function unit 1104a stores the received posted information in the data storage area 1012b (S401). The data storage area 1012b is provided with an area for storing information about circles. Here, the player IDs of players who belong to the circle and information posted by the players are stored in association with the circle ID.

[0515] Thereafter, when the second player terminal 1 performs processing involving communication with the server 1000 (P501), the information sharing function unit 1104a sets the second player terminal 1 to be able to receive posted information that the second player terminal 1 has not yet received (S402). When the second player terminal 1 receives the posted information, the information sharing function unit 704a in the second player terminal 1 executes a posted information reception process (P502). Here, the information sharing function unit 704a stores the posted information, and performs processing to enable the posted information to be displayed on the circle screen 600 when the circle screen 600 is displayed.

[0516] 67 is a second sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the information sharing function. When the share icon 435 is tapped in the character details dialog 430 (see FIG. 37A), the information sharing function unit 704a displays the sharing method selection screen 610 (see FIG. 37B) on the display 26 (P411).

[0517] Furthermore, if the partner ID operation unit 611 is tapped on the sharing method selection screen 610 when a partner ID has not been created, the information sharing function unit 704a transmits ID creation request information requesting the creation of a partner ID to the server 1000 (P412). When the server 1000 receives the ID creation request information, the information sharing function unit 1104a creates a partner ID (S411) and causes the first player terminal 1 to receive the partner ID. At this time, the information sharing function unit 1104a associates the partner ID with the character ID to be trained. Furthermore, the information sharing function unit 1104a starts managing the expiration date of the partner ID.

[0518] Although not shown, when the partner ID operation section 611 is tapped after a partner ID has been created, the information sharing function section 704a copies the partner ID to the clipboard.

[0519] Furthermore, when the SNS share button 613 is tapped on the sharing method selection screen 610, the information sharing function unit 704a copies the training character information to the clipboard (P413) and launches the SNS tool (P414). In the SNS tool, a URL linked to the partner ID is copied to the posting area. The player can send or upload the training character information copied to the posting area or clipboard. If the SNS share button 613 is tapped when a partner ID has not been created, a partner ID is created in S411.

[0520] Furthermore, when the circle share button 612 is tapped on the sharing method selection screen 610, the information sharing function unit 704a displays the circle screen 600 on the display 26 (P415) and transmits the character training posting information to the server 1000 (P416).

[0521] When the server 1000 receives the character-raising posted information, the information sharing function unit 1104a associates the received character-raising posted information with the circle ID and stores it in the data storage area 1012b (S412).

[0522] Thereafter, when the second player terminal 1 performs processing involving communication with the server 1000 (P511), the information sharing function unit 1104a sets the second player terminal 1 to be able to receive the development character posted information that the second player terminal 1 has not yet received (S413). When the second player terminal 1 receives the development character posted information, the information sharing function unit 704a in the second player terminal 1 executes posted information reception processing (P512). Here, the information sharing function unit 704a stores the development character posted information, and performs processing to enable the development character information display field 603 to be displayed on the circle screen 600 when the circle screen 600 is displayed.

[0523] Thereafter, when the registration button 603a in the training character information display field 603 is tapped on the second player terminal 1, the information sharing function unit 704a executes processing to register the training character as a practice partner in the player information storage unit 750 (P513).

[0524] The information sharing function is realized by the above-described processing. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. For example, the posted information or the developed character posted information may be transmitted and received directly between the player terminals 1 without going through the server 1000.

[0525] 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.

[0526] In the above embodiment, a case has been described in which a character trained in a training game can be used in a team competitive game based on a horse racing motif. However, the content of the training game, the game in which the character can be used, and the content of the practice match are not particularly limited. For example, the character trained may be used in a sports game.

[0527] In any case, the computer simply performs the following processes: a process of linking and storing character information of characters trained in a training game (training character information in the above embodiment) with unique information of the player who trained the character (player ID in the above embodiment); a process of setting, based on the player's operation, at least multiple characters trained by other players as opposing characters (characters to run in the practice match in the above embodiment); and a process of executing a fighting game (practice match in the above embodiment) in which the opposing characters compete against each other using the character information of the characters set as opposing characters.

[0528] Furthermore, in the above embodiment, the process of executing the battle game (the practice match in the above embodiment) includes a process of determining the ranking of the opponent characters (the characters competing in the practice match in the above embodiment). However, the content of the practice match in the above embodiment is merely an example. For example, only the time when the competing characters run on the course may be derived, and the ranking of the opponent characters is not essential.

[0529] In the above embodiment, information on practice matches (here, historical information such as the number of races run in practice matches) is managed by a player other than the player who trained the training character. However, management of historical information is not essential.

[0530] In addition, in the above embodiment, the information sharing function realizes a process of generating posted information that allows the development character information to be viewed based on the operation of the player who developed the development character (a process of transmitting the development character posted information on the first player terminal 1, or a process of storing the development character posted information on the server 1000), a process of making the generated posted information accessible to other players (a process of having the second player terminal 1 receive the development character posted information), and a process of displaying the character information by accessing the posted information (a process of displaying the development character information display field 603 on the circle screen 600 of the second player terminal 1).

[0531] Furthermore, in the above embodiment, a process is performed to provide an information sharing tool (in the above embodiment, a circle function, a circle screen 600) that allows information to be shared among multiple players and that allows users to post information. That is, in the above embodiment, the information sharing tool is provided as one function of the game, and information about characters being trained by other players can be displayed in the game. However, information sharing tools such as the information sharing function and the circle function are not essential.

[0532] 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]

[0533] 1. Player terminal 1000 servers S Information Processing System

Claims

1. a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the fighting characters trained by players other than the second player fight each other using the character information of the character set as the fighting character; An information processing program that causes a computer to carry out the above.

2. A process of registering the character developed by the first player as a candidate character for selection based on a predetermined operation input by the second player on a screen on which the character information of the character developed by the first player is displayed; The computer executes the following: The characters that the second player can set as the opponent characters include the characters registered as the selection candidate characters. The information processing program according to claim 1 .

3. a process of displaying a message screen including messages posted by the first player and the second player and the character information based on the posted information; 2. The information processing program according to claim 1, further causing a computer to execute the steps of:

4. a process of updating history information associated with the character set as the opponent character in the fighting game based on execution of the fighting game; 4. The information processing program according to claim 1, further causing a computer to execute the above steps.

5. An information processing method performed by a computer, comprising: a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the fighting characters trained by players other than the second player fight each other using the character information of the character set as the fighting character; An information processing method including:

6. one or more computers; The computer a process of storing character information of the trained character in association with unique information of the player who trained the character; generating posted information that allows the character information of the character to be viewed based on an operation by a first player who has raised the character; a process of allowing a second player to access the generated posted information; a process of displaying the character information by accessing the posted information; a process of setting, based on an operation by the second player, a plurality of characters selected by the second player from among the characters raised by a player other than the second player as opponent characters; a process of executing a fighting game in which the fighting characters trained by players other than the second player fight each other using the character information of the character set as the fighting character; A game device that performs the above.

Citation Information

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