Information processing programs, information processing methods, information processing systems, game devices

By controlling the virtual camera's movement and position relative to a target object in racing games, the game screen's appearance is improved by ensuring the camera remains within a defined threshold distance and angle, preventing distortion and maintaining clarity.

JP7830570B2Active Publication Date: 2026-03-16CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-22
Publication Date
2026-03-16

AI Technical Summary

Technical Problem

The appearance of the game screen can deteriorate depending on the game situation in racing games where a virtual camera moves on the course.

Method used

A process that controls the movement of a virtual camera using the position of a target object as a reference point, correcting the camera's position and angle based on the target object's displacement, and performing correction processes to ensure the distance between correction targets and a reference position is within a threshold, thereby improving the visual appearance of the game screen.

Benefits of technology

The visual appearance of the game screen is enhanced by maintaining the integrity and clarity of the displayed elements, preventing distortion or loss of detail.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Improve the appearance of the game screen. [Solution] The information processing program executes the following processes: executing a predetermined game in which one or more moving objects move from a first position to a second position; controlling the movement of the moving objects moving from the first position to the second position in the predetermined game; and moving a virtual camera in the direction of movement from the first position toward the second position within part or all of the range of the moving path of the moving objects, and displaying an image captured by the virtual camera. The process of displaying the image captured by the virtual camera includes a correction process that corrects and displays all or specific parts of the predetermined moving object, a moving object located within a predetermined range of the virtual camera, or a predetermined object other than the moving object.
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Description

Technical Field

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

Background Art

[0002] Conventionally, for example, as shown in Patent Document 1, a racing game in which objects such as cars, people, and animals are displayed moving from the start to the goal is known. In such a racing game, a virtual camera moves on the course following a predetermined object, and an image captured by the virtual camera is displayed. For example, when the object is a car and the virtual camera is arranged behind and above the object, an image overlooking the object and the course is displayed. Also, for example, when the virtual camera is arranged in the driver's seat, an image from the driver's perspective is displayed, enhancing the sense of immersion.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When the virtual camera moves on the course, the appearance of the game screen may deteriorate depending on the game situation.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the appearance of a game screen.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program is A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. Have the computer perform this task. The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The aforementioned target The object or the moving object located within a predetermined range of the virtual camera, or all or specific parts of a predetermined object different from the moving object, is to be corrected, and the distance between the correction target and a preset reference position is less than or equal to a threshold. ,before This includes a correction process that corrects and displays the items to be corrected. fruit , In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. .

[0008] before Records standard The enclosure is, The reference point of the target object or the position of the virtual camera is used as the reference position, and the range may include a range located in the forward direction of travel of the reference position and in at least one direction to the left or right of the reference position.

[0009] Information processing programs are A process that allows the movement object set for the target object to be selected from among a plurality of movement objects. You may have a computer perform this task.

[0010] In the process of displaying the image captured by the virtual camera, The virtual camera may be arranged at a position higher than the reference point.

[0011] In the process of controlling the movement of the moving object, while the target object moves from the first position to the second position, a predetermined operation is executed on the target object, based on the displacement of the reference point due to the predetermined operation, the virtual camera is moved in the Records predetermined direction within one frame, and an upper limit is set for the displacement value, In the process of displaying the image captured by the virtual camera, when the reference point is displaced beyond the upper limit in the predetermined direction within one frame due to the predetermined operation, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit height, The predetermined direction is a direction other than the direction of travel. which may be acceptable.

[0012] In the process of displaying the image captured by the virtual camera, the angle of the virtual camera may be changed based on the inclination of the target object.

[0013] A plurality of moving objects that can be the target object are provided, a plurality of motion data for controlling the movement of the moving object are provided, any one of the plurality of motion data is associated with each of the plurality of moving objects, a plurality of virtual camera data for controlling the virtual camera are provided, any one of the plurality of virtual camera data is associated with each of the plurality of motion data, In the process of controlling the movement of the moving object, the movement of the moving object is controlled based on the motion data associated with the moving object, In the process of displaying the image captured by the virtual camera, The virtual camera may be controlled based on the virtual camera data corresponding to the motion data associated with the target object.

[0014] Information processing programs are A process that allows the player to select one of a plurality of camera modes, including a first camera mode in which the virtual camera is controlled by a pre-set camera movement, and a second camera mode in which the virtual camera is controlled using the position of the target object as the reference point. Have the computer perform this task. In the process of displaying the image captured by the virtual camera, The virtual camera may be controlled based on the camera mode selected by the player.

[0015] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. The computer performs this task. The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The aforementioned target The object or the moving object located within a predetermined range of the virtual camera, or all or specific parts of a predetermined object different from the moving object, is to be corrected, and the distance between the correction target and a preset reference position is less than or equal to a threshold. ,before This includes a correction process that corrects and displays the items to be corrected. fruit, In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. .

[0016] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. To carry out, The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The aforementioned target The object or the moving object located within a predetermined range of the virtual camera, or all or specific parts of a predetermined object different from the moving object, is to be corrected, and the distance between the correction target and a preset reference position is less than or equal to a threshold. ,before This includes a correction process that corrects and displays the items to be corrected. fruit , In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. .

[0017] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. To carry out, The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The aforementioned target The object or the moving object located within a predetermined range of the virtual camera, or all or specific parts of a predetermined object different from the moving object, is to be corrected, and the distance between the correction target and a preset reference position is less than or equal to a threshold. ,before This includes a correction process that corrects and displays the items to be corrected. fruit , In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. . [Effects of the Invention]

[0018] According to the present invention, the visual appearance of the game screen can be improved. [Brief explanation of the drawing]

[0019] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3] Figure 3A illustrates an example of the home screen. Figure 3B illustrates an example of the options settings screen. Figure 3C illustrates an example of the profile settings screen. Figure 3D illustrates an example of the home settings screen. [Figure 4] Figure 4A is a diagram illustrating an example of the enhancement screen. Figure 4B is a diagram illustrating an example of the character development screen. [Figure 5]FIG. 5 is a diagram for explaining the general progress flow of the breeding game. [Figure 6] FIG. 6A is a diagram for explaining the main character selection screen. FIG. 6B is the first diagram for explaining the character details screen. FIG. 6C is the second diagram for explaining the character details screen. [Figure 7] FIG. 7A is a diagram for explaining the ability parameter (initial value) table. FIG. 7B is a diagram for explaining the aptitude parameter (initial value) table. FIG. 7C is a diagram for explaining the skill table. FIG. 7D is a diagram for explaining the dedicated event table. [Figure 8] FIG. 8A is the first diagram for explaining the inherited character selection screen. FIG. 8B is the first diagram for explaining the breeding character list screen. FIG. 8C is the second diagram for explaining the inherited character selection screen. FIG. 8D is the third diagram for explaining the inherited character selection screen. [Figure 9] FIG. 9A is the first diagram for explaining the support card compilation screen. FIG. 9B is a diagram for explaining the support card selection screen. FIG. 9C is the second diagram for explaining the support card compilation screen. [Figure 10] FIG. 10A is a diagram for explaining the support card table. FIG. 1OB is a diagram for explaining the support effect table. FIG. 10C is a diagram for explaining the possessed skill table. FIG. 10D is a diagram for explaining the support event table. [Figure 11] FIG. 11 is a diagram for explaining the final confirmation screen. [Figure 12] FIG. 12 is the first diagram for explaining the character identification information table. [Figure 13] FIG. 13 is the second diagram for explaining the character identification information table. [Figure 14] FIG. 14 is a diagram for explaining the selection item table. [Figure 15] FIG. 15A is the first diagram for explaining the game screen. FIG. 15B is the second diagram for explaining the game screen. [Figure 16]Figure 16A is the first diagram illustrating the training screen. Figure 16B is the second diagram illustrating the training screen. Figure 16C is the diagram illustrating the training results notification screen. Figure 16D is the diagram illustrating the events screen. [Figure 17] Figure 17A is the first diagram illustrating the skills screen. Figure 17B is the second diagram illustrating the skills screen. [Figure 18] Figure 18A is the first diagram illustrating the race selection screen. Figure 18B is the diagram illustrating the race start screen. Figure 18C is the first diagram illustrating the race results screen. Figure 18D is the second diagram illustrating the race results screen. [Figure 19] Figure 19 illustrates an example of a camera mode selection dialog. [Figure 20] Figure 20 illustrates the comparison between the first camera mode and the second camera mode. [Figure 21] Figure 21 illustrates an example of the virtual camera position and camera work in the first camera mode. [Figure 22] Figure 22 is a diagram illustrating the details of the camera work in the first camera mode. [Figure 23] Figure 23 illustrates an example of a viewpoint selection screen. [Figure 24] Figure 24 is the first diagram illustrating an example of the virtual camera position in the second camera mode. [Figure 25] Figure 25A is a second diagram illustrating an example of the virtual camera position in the second camera mode. Figure 25B is a diagram illustrating an example of the virtual camera angle in the second camera mode. [Figure 26] Figure 26A illustrates an example of a method for calculating the height position of a virtual camera. Figure 26B illustrates an example of a method for calculating the offset value. [Figure 27] Figure 27 illustrates an example of data associated with a character. [Figure 28] Figure 28 illustrates an example of a personality value. [Figure 29] FIG. 29A is a diagram for explaining an example of motion data. FIG. 29B is a diagram for explaining an example of camera data. [Figure 30] FIG. 30 is a diagram for explaining an example of correction processing. [Figure 31] FIG. 31A is a diagram showing an example when the second correction processing is not executed. FIG. 31B is a diagram showing an example when the second correction processing is executed. [Figure 32] FIG. 32 is a diagram for explaining the relationship between simulation results and frames of a race video. [Figure 33] FIG. 33A is a diagram for explaining a completion screen for training. FIG. 33B is a second diagram for explaining the completion screen for training. FIG. 33C is a third diagram for explaining the completion screen for training. [Figure 34] FIG. 34 is a diagram for explaining the configuration of a memory and functions as a computer in a player terminal. [Figure 35] FIG. 35 is a diagram for explaining the configuration of a memory and functions as a computer in a server. [Figure 36] FIG. 36 is a sequence diagram for explaining the processing of a player terminal and a server related to a training game. <s [Figure 37] FIG. 37 is a flowchart for explaining race start processing in a player terminal. [Figure 38] FIG. 38 is a flowchart for explaining race result derivation processing in a server. [Figure 39] FIG. 39 is a flowchart for explaining race result information reception processing in a player terminal. [Figure 40] FIG. 40 is a first flowchart for explaining race execution processing in a player terminal. [Figure 41] FIG. 41 is a second flowchart for explaining race execution processing in a player terminal.

MODE FOR CARRYING OUT THE INVENTION

[0020] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values ​​and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0021] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.

[0022] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that 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 be played through the cooperation of the player terminal 1 and the server 1000.

[0023] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.

[0024] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.

[0025] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

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

[0027] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0028] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0029] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.

[0030] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

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

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

[0033] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.

[0034] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.

[0035] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery, or support cards distributed by the operator.

[0036] As will be explained in more detail later, the game according to this embodiment provides a character development game. In the character development game, the player can develop the character they possess. Furthermore, the character development game in this embodiment has the gameplay of developing the character by having them participate in races modeled after horse racing.

[0037] Figure 3A is a diagram illustrating an example of the 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 is provided with multiple control buttons that the player can operate (tap).

[0038] In this configuration, the menu bar 102 includes a home screen selection control section 102a, an enhanced screen selection control section 102b, a story screen selection control section 102c, a team arena screen selection control section 102d, and a gacha screen selection control section 102e. Furthermore, in the menu bar 102, the control section corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.

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

[0040] When the enhanced screen selection operation unit 102b is tapped, the enhanced screen 140 (Figure 4A), which will be described later, is displayed.

[0041] When the story screen selection control unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character appearing in the game. On the story screen, the player can select and view characters and story images.

[0042] When the Team Arena screen selection control unit 102d is tapped, a Team Arena screen (not shown) is displayed. On the Team Arena screen, players can play a team competition game in which their own team competes against teams of other players selected by the computer. The team competition game has a gameplay element in which players compete for rankings against other players.

[0043] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.

[0044] Furthermore, on the home screen 100, a training game control panel 104 is provided above the menu bar 102. When the training game control panel 104 is tapped, the training game screen is displayed, and the training game, which will be described later, begins. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from among the characters they own and sets it as the main character to be trained. Also in the preparation phase, the player sets the deck to be used when training the main character. The deck is composed of multiple inheritance characters and multiple support cards, which will be described in more detail later. Therefore, the training game uses the inheritance characters and support cards composed of the deck.

[0045] Once the main character and deck (inherited characters and support cards) are set up, the game transitions from the preparation phase to the training phase, and the game for training the main character begins. Players can possess the characters they have trained in the training game as their own trained characters. As described above, players can assemble their trained characters into a team and use them in team-based competitive games.

[0046] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.

[0047] Furthermore, this embodiment includes functions for sharing training characters or support cards among players, and functions for sharing information among multiple players. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.

[0048] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various information can be viewed and set. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the information corresponding to that button can be viewed and set.

[0049] The options settings screen 110 includes a profile settings control panel 110a and a close control panel 110b. When the close control panel 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.

[0050] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.

[0051] The profile character functions as a character that is displayed when a 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 settings screen 120 displays the currently set profile character image 122. 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. On the profile character change screen, the player can change their profile character.

[0052] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.

[0053] 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 they have trained as their representative character. The Representative Character Setting Operation Unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck of other players' training games as an inherited character.

[0054] 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 they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.

[0055] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.

[0056] Furthermore, as shown in Figure 3A, a settings icon 128 is displayed on the home screen 100. When the settings icon 128 is tapped, the home settings screen 130 is displayed.

[0057] Figure 3D illustrates an example of the home settings screen 130. On the home settings screen 130, the player can set the home screen setting characters 132 that are displayed on the home screen 100. The player can set up to four home screen setting characters 132 that are displayed on the home screen 100.

[0058] Although not shown in the diagram, when a left or 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. The home screen 100 displays the four home screen setting characters 132 that are currently set. Each home screen setting character 132 is assigned the function of an operation unit 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.

[0059] The home settings screen 130 clearly displays the character image and corresponding control section for each of the four currently set home screen characters 132. When a character image displayed on the home settings screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen character 132 on the character selection screen. The player can also set the outfit for the home screen character 132 on the home settings screen 130.

[0060] Furthermore, as shown in Figure 3A, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, the circle screen is displayed. On the circle screen, players can exchange information with other players belonging to the same circle.

[0061] Furthermore, as shown in Figure 3A, a mission icon 136 is displayed on the home screen 100. When the mission icon 136 is tapped, a mission screen (not shown) is displayed. In this embodiment, the player is given a predetermined mission. Each time the player completes a mission, they can receive in-game currency or predetermined items as a reward.

[0062] The mission screen displays a list of the missions assigned to the player and the rewards they will receive upon completion. For example, the in-game currency and items received as rewards may vary depending on the difficulty of the mission. Furthermore, higher difficulty missions may offer more advantageous rewards in terms of in-game currency and items. Missions may also include both time-limited and unlimited missions. The mission screen may also display a list of missions, categorized by whether or not they have a time limit, and by the duration of each set time limit.

[0063] Furthermore, in this embodiment, the missions with a time limit include daily missions, where the time limit is set repeatedly every day, and time-limited missions, where the time limit is set for a predetermined period (for example, one week or one month).

[0064] Daily missions are reset to the same content after the time limit (1 day) has elapsed. Therefore, players can complete the daily missions every day and receive rewards each time.

[0065] On the other hand, limited-time missions disappear once the specified period has elapsed and cannot be reset, meaning they can only be completed once within that period. For example, the rewards for limited-time missions could be more advantageous than those for daily missions.

[0066] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins.

[0067] Figure 4A is a diagram illustrating an example of the enhancement screen 140. As described above, when the enhancement screen selection operation section 102b of the menu bar 102 is tapped, the enhancement screen 140 shown in Figure 4A is displayed. The enhancement screen 140 is provided with a character training screen selection operation section 140a, a support card screen selection operation section 140b, and a character training list screen selection operation section 140c.

[0068] Figure 4B is a diagram illustrating an example of the character training screen 142. When the character training screen selection operation unit 140a is tapped on the enhancement screen 140 shown in Figure 4A, the character training screen 142 shown in Figure 4B is displayed.

[0069] The character development screen 142 features an operation panel for displaying a screen for strengthening the characters the player owns. By operating this panel, the player can strengthen the characters they possess. By strengthening characters, the player can increase the level set for each character. Characters have various parameters, and these parameters increase as the level increases. By increasing a character's parameters, the player can develop characters with more powerful stats in the development game.

[0070] Furthermore, the character development screen 142 includes an operation section for displaying a list of characters owned by the player, as well as a list of items used to strengthen those characters.

[0071] When the support card screen selection operation unit 140b is tapped on the enhancement screen 140 shown in Figure 4A, a support card screen (not shown) is displayed. On the support card screen, the player can enhance the support cards they possess. By enhancing support cards, the player can increase the level set on the support card. Various parameters are set for support cards, and these parameters increase as the level increases. By increasing the parameters of support cards, the player can cultivate characters with stronger stats in the training game.

[0072] When the character training list screen selection operation unit 140c is tapped on the enhancement screen 140 shown in Figure 4A, the character training list screen (not shown) is displayed. On the character training list screen, the player can view a list of characters they have trained (hereinafter referred to as "trained characters") and check the status of each trained character. Next, the training game will be described in detail.

[0073] (Raising / training game) Figure 5 is a diagram illustrating the general flow of a training game. Training games can be broadly divided into setting games and training-focused games. As will be explained in more detail later, the training-focused game is a game in which the player selects one main character from among the characters they own and trains it as the target character.

[0074] Furthermore, the setting game is where the player registers their main character and deck (inherited characters and support cards), and corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the training main game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.

[0075] <Preparation Stage Processing> The preparation phase primarily involves registering the main character, the deck (inherited characters and support cards), and specific characters. 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 during the preparation phase will assist in the development of the main character. Hereafter, the character associated with a support card will be referred to as a support character.

[0076] <Registering the main character> On the home screen 100, when the player taps the training game operation unit 104, 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 along the way, and the player must clear the set goals in order. Each goal and the time required to achieve it differs from scenario to scenario. On the scenario selection screen, the player can select one of the multiple scenarios. Here, we will explain the case when a predetermined scenario is selected.

[0077] Figure 6A is a diagram illustrating the main character selection screen 150. In the center of the main character selection screen 150, multiple character icons 151 are displayed, showing a list of characters owned by the player. At the top of the main character selection screen 150, a parameter display section 152 is displayed. At the bottom of the main character selection screen 150, a return operation section 153 labeled "Return" and a next operation section 154 labeled "NEXT" are displayed.

[0078] In this embodiment, initial values ​​for ability parameters are set for each character, and the parameter display unit 152 displays the initial values ​​of the ability parameters of the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a higher numerical value for the ability parameter indicates a higher ability.

[0079] Figure 7A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 7A, the ability parameter (initial value) table stores the initial values ​​of the ability parameters for each character. Based on the initial values ​​of the ability parameters stored in the ability parameter (initial value) table, the parameter display unit 152 displays the initial values ​​of the ability parameters.

[0080] In this embodiment, initial values ​​for ability parameters are set for each of the multiple types of abilities for each character. Specifically, the ability parameters include a speed ability parameter labeled "Speed" in the parameter display unit 152, a stamina ability parameter labeled "Stamina" in the parameter display unit 152, a power ability parameter labeled "Power" in the parameter display unit 152, a tenacity ability parameter labeled "Spirit" in the parameter display unit 152, and a wisdom ability parameter labeled "Wisdom" in the parameter display unit 152.

[0081] The initial values ​​of each character's ability parameters may be increased through player actions. For example, a character may have five levels, and the player may be able to increase the character's level by consuming in-game currency or designated items. In this case, the initial values ​​of the ability parameters should increase as the character's level increases. The player can increase the values ​​of the ability parameters in the main training game. In other words, the objective of the main training game is to train characters with higher valued ability parameters.

[0082] In this embodiment, aptitude parameters (initial values) are set for each character. Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 7B, the aptitude parameter (initial value) table stores the initial values ​​of the aptitude parameters for each character. The initial values ​​of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. The parameter display unit 152 may also display the initial values ​​of the aptitude parameters based on the initial values ​​of the aptitude parameters stored in the aptitude parameter (initial value) table.

[0083] In this embodiment, initial values ​​for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.

[0084] Furthermore, the initial values ​​of each character's aptitude parameters may be increased by spending in-game currency. Also, the values ​​of the aptitude parameters may change during the main training game. In addition, during the main training game, the aptitude parameter may be set to S, which is higher than A.

[0085] Figure 6B is the first diagram illustrating the character details screen 160. Figure 6C is the 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 the detailed abilities of the character corresponding to the character icon 151 that was pressed and held on the main character selection screen 150.

[0086] The character details screen 160 displays the skill operation section 161 and the event operation section 162 in the center. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a personal race, which will be described later. The race development of each character becomes more advantageous when skills are activated.

[0087] Figure 7C is a diagram illustrating the skill table. As shown in Figure 7C, the skill table stores the skills of each character the player possesses. Based on the skills stored in the skill table, the skills are displayed on the character details screen 160, as shown in Figure 6B. Note that skills cannot be activated simply by possessing them; they can only be activated after being acquired. Below, skills that a character can activate will be referred to as acquired skills.

[0088] Each character is assigned one acquired skill, 161a, from the start of the main training game. In addition to the acquired skill 161a, each character is also assigned multiple possessed skills, 161b. Possessed skills 161b can be acquired after the start of the main training game by spending skill points, as described later. In other words, possessed skills 161b can be exchanged for acquired skills 161a by spending skill points.

[0089] In this embodiment, skills corresponding to "◎" in the skill table shown in Figure 7C are displayed as acquired skills 161a in the character details screen 160 of Figure 6B. Also, skills corresponding to "〇" in the skill table shown in Figure 7C are displayed as possessed skills 161b in the character details screen 160 of Figure 6B. In this embodiment, as shown in the character details screen 160 of Figure 6B, acquired skills 161a are highlighted to make it easier to distinguish between acquired skills 161a and possessed skills 161b.

[0090] In this embodiment, Figure 6B shows a case where one acquired skill 161a and seven possessed skills 161b are displayed as skills provided for each character, but it is not limited to this. For example, the number of acquired skills 161a and possessed skills 161b may differ for each character. Also, for example, the number of acquired skills 161a or possessed skills 161b for each character may increase due to the character's level increasing, the consumption of in-game currency or items, etc.

[0091] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 6C, and a dedicated event 162a for each character is displayed. In this case, as shown in Figure 6C, the event operation section 162 is highlighted. Dedicated events 162a occur when certain conditions are met in the main training game, and they display stories related to the characters appearing in the training game or change the values ​​of ability parameters.

[0092] Figure 7D is a diagram illustrating the dedicated event table. As shown in Figure 7D, the dedicated event table stores dedicated events 162a for each character owned by the player. Based on the dedicated events 162a stored in the dedicated event table, the dedicated events 162a are displayed on the character details screen 160, as shown in Figure 6C. The dedicated events 162a may include hint events that allow the character to possess or acquire skills, ability events that increase or decrease the numerical values ​​of the character's ability parameters, etc.

[0093] Furthermore, the special events 162a displayed on the character details screen 160 shown in Figure 6C may all be executed during the execution of the main training game, or at least some of them may be executed during the execution of the main training game, or none of them may be executed during the execution of the main training game if the predetermined conditions are not met. Also, for example, the number of special events 162a provided for each character may increase due to the increase in the character's level, the consumption of in-game currency or items, etc. Also, if the predetermined conditions are met, special events 162a that are not displayed as special events 162a may be executed during the main training game.

[0094] Furthermore, as shown in Figures 6B and 6C, a close operation button 163 labeled "close" is displayed at the bottom of the character details screen 160. When the close operation button 163 on the character details screen 160 is tapped, the display of the character details screen 160 ends, and the main character selection screen 150 is displayed on the display 26.

[0095] Furthermore, when the return operation button 153 is tapped on the main character selection screen 150 shown in Figure 6A, the home screen 100 shown in Figure 3A is displayed on the display 26. Also, when the next operation button 154 is tapped on the main character selection screen 150 shown in Figure 6A, the selected character is set as the main character, and the inherited character selection screen 170 is displayed on the display 26.

[0096] <Registering inherited characters> Figure 8A is the first diagram illustrating the inheritance character selection screen 170. Figure 8B is the first diagram illustrating the training character list screen 180. Figure 8C is the second diagram illustrating the inheritance character selection screen 170. Figure 8D is the third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is the screen on which the player registers inheritance characters. Inheritance characters are characters that inherit abilities, skills, etc., from the main character. The player can select two inheritance characters from their own training characters and representative characters of other players, such as follower or friend representative characters, which are extracted according to predetermined extraction conditions, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inheritance character in a single training game.

[0097] The inheritance character selection screen 170 is provided with a first inheritance character selection area 171a and a second inheritance character selection area 171b. When the screen transitions from the main character selection screen 150 to the inheritance character selection screen 170, as shown in Figure 8A, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank.

[0098] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 8B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.

[0099] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 8B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, i.e., the training character trained by the friend, is displayed. When the training character icon 182 is long-pressed, detailed information about the training character corresponding to the training character icon 182 is displayed.

[0100] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 8C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image of the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a. In addition, information related to the inheritance character used during training is linked to and stored for each training character. The first inheritance character selection area 171a displays information related to the inheritance character used when training the training character.

[0101] In this state, for example, if the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected will be displayed in the second inheritance character selection area 171b, as shown in Figure 8D.

[0102] When two training characters are in a provisional selection state, the Next Operation Section 154 located on the Inheritance Character Selection Screen 170 is activated. When the activated Next Operation Section 154 is tapped, the provisionally selected training characters are added to the deck as inheritance characters and registered, and the Support Card Formation Screen 190, described later, is displayed.

[0103] Furthermore, on the inheritance character selection screen 170, the player must select two training characters as inheritance characters. If the two inheritance characters are not in a provisional selection state, the next operation unit 154 will be grayed out, as shown in Figures 8A and 8C, and the player's input will not be accepted. In addition, the inheritance character selection screen 170 is provided with a return operation unit 153, and when the return operation unit 153 is tapped, the main character selection screen 150 is displayed.

[0104] <Register your support card> Figure 9A is the first diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 9A is displayed. A support card display area 191 is provided in the center of the support card formation screen 190. The support card display area 191 contains multiple support card display frames 192. In addition, a return operation section 153 labeled "Return" and a start operation section 193 labeled "START" are displayed at the bottom of the support card formation screen 190.

[0105] The support card display area 191 displays multiple support card display frames 192 (six in this case). The number of support card display frames 192 displayed is the same as the number of support cards that the player can set. Initially, when the support card formation screen 190 is displayed, the support card display frames 192 are shown as blank.

[0106] In this embodiment, a player can set six types of support cards in their deck. Of the six types that a player can set, some (for example, five types) can be selected from the support cards the player owns. In addition, of the six types that a player can set, some (for example, one type) can be selected from support cards that other players, such as friends, have set as rental cards.

[0107] Figure 9B is a diagram illustrating the support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card formation screen 190 in Figure 9A, the support card selection screen 200 shown in Figure 9B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards the player possesses. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0108] Although not shown in the diagram, when the support card display frame 192 in the lower right corner of the support card formation screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions such as a lottery are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of their friends' support cards. In this way, players can use support cards owned by other players in the training game.

[0109] Figure 10A is a diagram illustrating the support card table. As shown in Figure 10A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with a character ID of 1. To put it another way, each support card is always associated with a support character of 1.

[0110] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.

[0111] Support cards have 50 levels, from level 1 to level 50. Players can increase the level of a support card, and the level achieved by the player is stored for each support card. Support card levels can be increased using in-game currency or items. There is also a level cap for support cards, determined by their rarity.

[0112] 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.

[0113] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R can have its level cap increased up to a maximum of level 40, a support card with rarity SR can have its level cap increased up to a maximum of level 45, and a support card with rarity SSR can have its level cap increased up to a maximum of level 50.

[0114] Figure 10B is a diagram illustrating the support effect table. As shown in Figure 10B, the support effect table stores the support effects for each type of support card held by the player.

[0115] Support effects increase various stats in the training-focused 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.

[0116] Figure 10C is a diagram illustrating the possessed skills table. As shown in Figure 10C, the possessed skills table has skills set for each support card the player possesses. In this embodiment, the possessed skills are set for each support card so that the character set as the main character by the player possesses those skills. The possessed skills set for each support card can be acquired by the main character selected by the player when a hint event occurs during the main training game.

[0117] Figure 10D is a diagram illustrating the support event table. As shown in Figure 10D, the support event table stores the support events that may occur for each support card the player possesses. Support events are events that may occur during the execution of the main training game. When a support event occurs, the values ​​of various stats in the main training game may increase or decrease.

[0118] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.

[0119] Figure 9C is a second diagram illustrating the support card configuration screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in Figure 9C. On the other hand, when not all six support cards are selected, the start operation unit 193 becomes inoperable, as shown in Figure 9A.

[0120] When the return operation unit 153 is operated on the support card formation screen 190, the inherited character selection screen 170 shown in Figure 8D is displayed on the display 26. Also, as shown in Figure 9C, when the start operation unit 193 is tapped on the support card formation screen 190, the selected support card is registered, and the final confirmation screen 195 (Figure 11), which will be described later, is displayed on the display 26.

[0121] Figure 11 is a diagram illustrating the final confirmation screen 195. On the final confirmation screen 195, the main character and deck (inherited character and support card) registered as described above are displayed. At the bottom of the final confirmation screen 195, a start operation section 195b labeled "START" and a cancel operation section 195c labeled "cancel" are displayed.

[0122] On the final confirmation screen 195, if the start operation button 195b is tapped, the game screen 210 (Figure 15A) is displayed on the display 26. Also, on the final confirmation screen 195, if the cancel operation button 195c is tapped, the support card formation screen 190 is displayed on the display 26.

[0123] <Registering a specific character> As described above, once the main character, inherited character, and support card are registered, a specific character is then registered. In this embodiment, four types of characters are pre-set as specific characters.

[0124] Figure 12 is the first diagram illustrating the character identification information table. Figure 13 is the second diagram illustrating the character identification information table. Figure 12 shows the 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. Figure 13 shows the 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.

[0125] In this embodiment, when registering a support card, restrictions are in place to prevent duplication between the character type set as the main character and the character type set as the support character.

[0126] In this embodiment, as shown in Figure 12, "Character F," "Character J," "Character N," and "Character R" are set as specific characters. When the 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.

[0127] Additionally, when a support card is selected by the player, the character identification information table is updated, and the character corresponding to the selected support card is registered as a support character.

[0128] Also, in the character identification information table, when information related to the main character and support cards is registered, information related to specific characters is registered. At this time, as shown in FIGS. 12 and 13, regardless of the types of the registered main character and support characters, "Character F", "Character J", "Character N", and "Character R" are registered as specific characters. In this way, when the specific characters are registered, the preparation stage process ends.

[0129] <Growth stage process> When the preparation stage process ends, the growth stage process starts. In the growth stage process, the main character can be grown. Hereinafter, the basic flow of the growth main game will be described.

[0130] FIG. 14 is a diagram for explaining the selection item table. Here, a selection item table is provided for each type of the main character. However, a common selection item table may be provided regardless of the type of the main character. The growth game is composed of the 1st turn to the 78th turn as shown in FIG. 14, and has a game property in which various parameters are updated according to the player's selection result in each turn. Also, according to the selection item table, items that the player can select are preset for each turn.

[0131] FIG. 15A is a first diagram for explaining the game screen 210. FIG. 15B is a second diagram for explaining the game screen 210. When shifting to the growth stage process, the game screen 210 shown in FIGS. 15A and 15B is displayed on the display 26. At the upper part of the game screen 210, a physical strength display part 211 and a condition display part 212 are displayed. The main character is provided with a parameter of "physical strength". The parameter of "physical strength" is mainly used for calculating the failure rate, which is the probability of failing in the training described later. The physical strength display part 211 is displayed so that the remaining amount of the "physical strength" of the current main character can be visually grasped with respect to the upper limit value of the "physical strength".

[0132] Furthermore, the main character has a "condition" parameter. The condition display unit 212 visually displays the current "condition" of the main character in multiple stages (five stages: very poor, poor, normal, good, and excellent). The higher the "condition" parameter, the more advantageous the main character's race performance will be, and the greater the increase in ability parameters through training.

[0133] Furthermore, as shown in Figures 15A and 15B, the central part of the game screen 210 displays an image of the main character, a status display section 213, and a skill point display section 214. 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 + It is shown in 16 stages. Specifically, in this embodiment, the numerical values ​​and ranks of each ability parameter, "Speed," "Stamina," "Power," "Spirit," and "Wisdom," are displayed. In addition, the skill point display section 214 shows the remaining amount of skill points that the main character possesses in the training game as a numerical value.

[0134] Furthermore, as shown in Figures 15A and 15B, the bottom of the game screen 210 displays a rest control unit 215 labeled "Rest," a training control unit 216 labeled "Training," a skill control unit 217 labeled "Skill," an outing control unit 218 labeled "Going Out," and a personal race control unit 219 labeled "Race." The top of the game screen 210 also displays the current turn number.

[0135] Furthermore, the player can select one of the following options in each turn: "Rest" (rest control unit 215), "Training" (training control unit 216), "Going Out" (going out control unit 218), or "Race" (individual race control unit 219). As shown in Figure 14, the selectable options for each turn are pre-set.

[0136] Furthermore, in this embodiment, a target race is set for each main character in the training game. Specifically, in turns when a target race is set, the items in the rest operation unit 215, training operation unit 216, and outing operation unit 218 become unselectable, as shown in Figure 14 for turns 20, 30, 35, 57, 59, 74, 76, and 78. Therefore, in turns when such a target race is set, as shown in Figure 15B, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed grayed out, and player input is not accepted. Consequently, in this turn, the player must select the personal race operation unit 219.

[0137] In this embodiment, as shown in Figure 14, the period from the 1st turn to the 24th turn is designated as the junior class, the period from the 25th turn to the 48th turn as the classic class, the period from the 49th turn to the 72nd turn as the senior class, and the period from the 73rd turn to the 78th turn as the final.

[0138] Furthermore, if a target race is set during that turn, a target icon 219b labeled "purpose" is displayed superimposed on the personal race control unit 219. In other words, if the reservation icon 219a is displayed, the player can select one of the following items: rest control unit 215, training control unit 216, outing control unit 218, or personal race control unit 219. On the other hand, if the target icon 219b is displayed, the player must select the personal race control unit 219.

[0139] Furthermore, the skill control unit 217 is set to be selectable at all times during every turn. As will be explained in more detail later, even if a skill is acquired, the turn does not end.

[0140] Figure 16A is the first diagram illustrating the training screen 220. Figure 16B is the second diagram illustrating the training screen 220. When the training operation unit 216 of the game screen 210 is operated, the training screen 220 is displayed on the display 26.

[0141] As shown in Figure 16A, training items are displayed at the bottom of the training screen 220. Here, the speed control unit 221 labeled "Speed," the stamina control unit 222 labeled "Stamina," the power control unit 223 labeled "Power," the tenacity control unit 224 labeled "Spirit," and the intelligence control unit 225 labeled "Wisdom" are displayed.

[0142] When the player taps any of the control units 221 to 225 once, the training item corresponding to the tapped control unit 221 to 225 is provisionally selected, and the control unit 221 to 225 corresponding to the provisionally selected training item is highlighted. Figure 16A shows the power control unit 223 in a provisionally selected state. Figure 16B shows the stamina control unit 222 in a provisionally selected state.

[0143] Additionally, each control panel 221-225 displays the training level for each training item. The training level is a parameter that increases based on factors such as the number of training sessions; 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.

[0144] Additionally, the operation units 221-225, which are currently under provisional selection, display a failure rate indicator 226 labeled "Failure". The failure rate, displayed numerically in the failure rate indicator 226, is set to increase inversely proportional to the remaining health displayed in the health indicator 211.

[0145] Furthermore, the status display unit 213 displays the value by which the ability parameter increases if the training corresponding to the tentatively selected operation unit 221-225 is executed and successful. For example, in the example shown in Figure 16A, the power operation unit 223 is tentatively selected, and "+8" is displayed for "Stamina" and "+10" for "Power" in the status display unit 213. In the example shown in Figure 16B, the stamina operation unit 222 is tentatively selected, and "+15" is displayed for "Stamina" and "+5" for "Spirit" in the status display unit 213.

[0146] Furthermore, if the training is successfully executed, an event notification display 227 is displayed on the operation units 221-225 corresponding to the training item in which a predetermined event occurs. The event notification display 227 can be displayed in different ways depending on the type of event.

[0147] Furthermore, as shown in Figure 16B, the upper right corner of the training screen 220 displays character placement icons 228 for each of the tentatively selected operation units 221 to 225, corresponding to the characters placed in the training. If the training is successful and a predetermined event occurs corresponding to the character displayed on the character placement icon 228, an event notification display 227 is displayed on the corresponding character placement icon 228. Hereafter, training in which characters are placed will be referred to as joint training.

[0148] Figure 16C illustrates the training result notification screen 220a. When any of the tentatively 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, the training result notification screen 220a, which notifies the success or failure of the training, is displayed on the display 26. Here, the word "Success" is displayed, notifying the player that the training was successful.

[0149] Furthermore, at this time, the ability parameters in the status display unit 213 are updated based on the success of the training. In other words, the ability parameters (ability information) of the main character corresponding to the training item (training type) selected by the player are updated.

[0150] Here, the value of the ability parameter that increases upon successful training, as displayed in the status display unit 213 in Figure 16A or Figure 16B, is added. In addition, the display in the stamina display unit 211 is updated according to the training item performed. If you perform any of the speed, stamina, power, or tenacity training and succeed, your stamina will decrease. On the other hand, if you perform intelligence training and succeed, your stamina will recover.

[0151] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in overall condition, etc. It should be noted that, for example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in overall condition).

[0152] Furthermore, the nature 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 decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.

[0153] Figure 16D is a diagram illustrating the event screen 220b. After the training results notification screen 220a finishes displaying, 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 in a single turn.

[0154] For example, if a hint event occurs, the player will receive a hint about a skill. Once a hint is obtained, the player can spend skill points to acquire the skill. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has defined activation conditions and effects, and when the respective activation conditions are met, the predetermined effect is activated. Skills may be activated during the execution of individual races, which will be described later.

[0155] Events include events that grant skills, events that restore stamina, events that decrease stamina, events that increase ability parameters, events that decrease ability parameters, events that increase condition, events that decrease condition, etc. As will be explained in more detail later, events include predetermined events for each turn and events that occur when you win a predetermined lottery. Also, once all events have finished, the game screen 210 for the next turn will be displayed.

[0156] Figure 17A is the first diagram illustrating the skill screen 230. Figure 17B is the second diagram illustrating the skill screen 230. When the skill operation unit 217 of the game screen 210 is operated, the skill screen 230 shown in Figure 17A is displayed on the display 26.

[0157] The skill screen 230 displays the skill display area 231. The skill display area 231 displays acquired skills, skills pre-set for the main character, and skills acquired through various events. In addition, if a hint event occurs for an acquired skill, the skill points required to acquire that skill are discounted. Here, for acquired skills for which a hint has been obtained, the required skill points are displayed with a discount. At this time, a discount rate display icon 232 indicating the discount rate is displayed together with the skill display area 231.

[0158] Additionally, the skills displayed on the skill screen (230) show the activation conditions and effects of each skill when activated.

[0159] Additionally, the top of the skill screen 230 displays the health indicator 211, the condition indicator 212, and the skill point indicator 214. The top of the skill screen 230 also displays the current turn count.

[0160] Based on the player's actions, when a player acquires a skill by spending skill points, as shown in Figure 17B, the acquired skill will be marked with "GET" to indicate that the player has acquired the skill. At the same time, the skill points spent will be deducted from the skill points displayed on the skill point display unit 214, and the display will be updated.

[0161] Figure 18A is the first diagram illustrating the race selection screen 240. When the personal race control unit 219 of the game screen 210 is operated, the race selection screen 240 shown in Figure 18A is displayed. The races are gameplay in which the main character races against so-called non-player characters (hereinafter referred to as NPCs).

[0162] In the center of the race selection screen 240, a race selection control section 241 is displayed for selecting the race type in which the main character will participate. At the bottom of the race selection screen 240, a start control section 242 is displayed. Each race type has a defined race track and distance from the start to the finish line. Hereafter, the combination of the race track and the distance from the start to the finish line will be referred to as a course. The race selection control section 241 displays the race name and course details set for each race type. The player can then select the race type in which the main character will participate after reviewing the course details. Note that the races selectable via the race selection control section 241 on the race selection screen 240 are pre-set for each turn.

[0163] Each race event has pre-set entry conditions, and players can only enter their main character in race events for which they meet the entry conditions. As mentioned above, some race events have a specified number of fans as an entry condition. For race events where the specified number of fans is not met, the entry conditions are displayed on the race selection control unit 241, as shown in Figure 18A, and the player is notified that they cannot select that race event. In addition, in target turns where a target race has been set, only the target race is displayed as selectable on the race selection screen 240.

[0164] Figure 18B is a diagram illustrating the race start screen 250. When a race event is selected using the race selection control unit 241 and the start control unit 242 is operated, the race start screen 250 shown in Figure 18B is displayed. The strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (closing, sprint, leading, breakaway). The strategy display unit 251 also displays the change control unit 252. When the change control unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the race strategy to any strategy by operating on the strategy change screen.

[0165] Furthermore, the results control unit 253 and the race control unit 254 are displayed at the bottom of the race start screen 250. When the race control unit 254 is operated, the race screen is displayed on the display 26. As will be explained in more detail later, the race screen displays a video of the race's progress (hereinafter also referred to as the race video). On the other hand, when the results control unit 253 is operated, the race results are reported without displaying the race video. Alternatively, a simulation may be performed by operating the start control unit 242 to derive the race results.

[0166] Figure 18C is the first diagram illustrating the race results screen 260. Figure 18D is the second diagram illustrating the race results screen 260. When the playback of the race video ends, and when the results operation unit 253 is operated, the race results screen 260 is displayed on the display 26. As shown in Figure 18C, the race results screen 260 displays the finishing order of the main character in that race. Also, as shown in Figure 18D, the race results screen 260 displays the current class of the main character.

[0167] In this embodiment, the main character is categorized into classes based on the number of fans acquired. Each class has a set range of fan counts. Here, the main character is classified into one of eight classes based on the number of fans. On the race results screen 260, the cumulative number of fans acquired in the current race is displayed, which is the sum of the number of fans acquired in previous races. The current class corresponding to the cumulative number of fans is also identified and displayed.

[0168] Figure 19 illustrates an example of the camera mode selection dialog 265. When the race control unit 254 is operated on the race start screen 250, the camera mode selection dialog 265 is displayed on the display 26. The camera mode selection dialog 265 is provided with a first checkbox 265a and a second checkbox 265b. To the right of the first checkbox 265a, "1st Camera Mode" is displayed. To the right of the second checkbox 265b, "2nd Camera Mode" is displayed.

[0169] In this embodiment, a first camera mode and a second camera mode are provided for playing race videos. As will be described in detail later, the first camera mode is a camera mode in which the race track and the characters participating in the race are captured using camera work that is pre-set for each course and grade of race event used in the race. On the other hand, the second camera mode is a so-called first-person perspective camera mode in which the race track is captured from the viewpoint of one character selected by the player.

[0170] The first checkbox 265a corresponds to the first camera mode, and the second checkbox 265b corresponds to the second camera mode. The first checkbox 265a and the second checkbox 265b function as controls that accept player selections. The player can select the first camera mode by tapping the first checkbox 265a once. Similarly, the player can select the second camera mode by tapping the second checkbox 265b once.

[0171] Below the camera mode selection dialog 265, a confirmation operation section 266 is provided. When the first checkbox 265a is tapped and the first camera mode is selected, and the confirmation operation section 266 is operated, the race video will be played in the first camera mode. Similarly, when the second checkbox 265b is tapped and the second camera mode is selected, and the confirmation operation section 266 is operated, the race video will be played in the second camera mode.

[0172] Figure 20 illustrates the comparison between the first camera mode and the second camera mode. Race videos are generated by capturing images of the racetrack, which is created based on 3D data, using virtual cameras. In this case, the first camera mode and the second camera mode mainly differ in the position of the virtual camera and the camera work of the virtual camera.

[0173] In the first camera mode, the position of the virtual camera that captures characters, etc., is controlled based on the distance from the starting position, the distance to the finish position, or the elapsed time since the start of the race. In addition, in the first camera mode, a camera work is set for each virtual camera placed at each position. In this embodiment, the camera work includes the imaging direction, the direction of camera movement, the zoom magnification, the field of view (imaging range), etc.

[0174] As described above, the position of the virtual camera and the camera work of the virtual camera in the first camera mode are pre-set for each course and race grade. Therefore, when the first camera mode is selected, the race video is generated from the position of the virtual camera set for the course in which the character is running, using the pre-set camera work. However, in the first camera mode, if a predetermined race development occurs, a special camera work may be adopted, disregarding the camera work set for each course. Examples of predetermined race developments include situations where predetermined characters are competing within a predetermined range, or where a predetermined character is running alone. Also, although it is assumed here that multiple virtual cameras are placed in the first camera mode, the camera work of a single virtual camera may be set from the start to the end of the race.

[0175] In contrast, in the second camera mode, the position of the virtual camera is determined based on the head of the character being viewed. As will be explained in more detail later, in the second camera mode, the player can set one character from among the multiple characters participating in the race as the character being viewed. Also, in the second camera mode, the course is captured using camera work that corresponds to the personality value of the character being viewed.

[0176] As will be explained in more detail later, each character participating in a race has a personality value parameter. The personality value is information that indicates the character's personality, and a camera work is assigned to each personality value. In the second camera mode, the virtual camera captures images using the camera work corresponding to the personality value of the character being viewed. The first and second camera modes are described in detail below.

[0177] Figure 21 illustrates an example of the virtual camera position and camera work in the first camera mode. Here, it is assumed that the virtual camera position and camera work switch with each elapsed time from the start of the race. However, the virtual camera position and camera work may also switch based on, for example, the position of the leading character (distance from the start position or distance to the finish position).

[0178] The race video begins playing before the race starts. Here, images captured by a virtual camera are played from the first position, labeled "scene 1" in the diagram, starting a predetermined time before the race begins. As time progresses from the start of the race, the virtual camera position switches sequentially from the second position, labeled "scene 2," to the seventh position, labeled "scene 7." The race video consists of seven scenes, from the first to the seventh, with the virtual camera position and camera work set for each scene. In the diagram, the dashed arrows indicate the character's direction of movement. Therefore, the virtual camera position gradually shifts in the direction of movement.

[0179] In this example, positions 1, 2, 5, and 7 are located outside the course, while position 4 is located inside the course. Positions 3 and 6 are located within the course, in other words, on or within the character's movement trajectory. At positions 1, 4, 5, and 7, the virtual camera captures the course from a fixed point. In contrast, at positions 2, 3, and 6, the virtual camera moves in the direction of the arrows in the diagram, capturing images with a specific character as the focus.

[0180] Figure 22 is a diagram illustrating the details of the camera work in the first camera mode. Each race has multiple scenes pre-defined to make up the race video. As mentioned above, the initial position of the virtual camera is set for each scene. The initial position is where the virtual camera is first placed in each scene. In addition, camera data corresponding to each scene is provided, and the virtual space is imaged based on the camera data for each scene. The camera work shown in Figure 22 is realized by each camera data. The camera data has information indicating the direction of movement of the virtual camera pre-defined. Here, in the first, fourth, fifth, and seventh scenes, the position of the virtual camera is fixed, so information indicating the direction of movement is not set.

[0181] In contrast, for scenes 2, 3, and 6, the direction of movement of the virtual camera is set to indicate the direction of the character's movement. Furthermore, for scenes 2, 3, and 6, information is set to indicate the character that is the focus of the virtual camera. In this case, for scene 2, the main character is set as the focus of the virtual camera, while for scenes 3 and 6, the character leading the group is set as the focus of the virtual camera. Note that for scenes 1, 4, 5, and 7, the virtual camera captures images in only one direction, so no information is set to indicate the character that is the focus.

[0182] Furthermore, in scenes where the virtual camera moves from its initial position, the virtual camera's movement speed is set. For example, in the second scene, the speed in meters per second at which the virtual camera moves is set. Also, for example, in the third and sixth scenes, the movement speed is set to the speed of the character in focus at that point in time. For example, in the third and sixth scenes, the front of the character in focus is captured in close-up from in front of the character's direction of movement.

[0183] Each scene has a virtual camera angle assigned to it. In this case, scenes 1, 4, 5, and 7 have information indicating a predetermined angle. Scenes 2, 3, and 6 have information that allows the camera to follow the character in focus. Each scene also has a zoom magnification assigned to it. The zoom magnification includes information that maintains a constant magnification in each scene, and information that gradually changes the magnification.

[0184] As described above, in the first camera mode, the race track and characters are captured from a pre-set virtual camera position and with a pre-set camera movement for each course, that is, for each race event. In addition, in the first camera mode, the race video is composed of multiple scenes. Each scene transitions based on, for example, the elapsed time since the start of the race, the distance from the starting position, the distance to the finish line, etc. Then, the course and characters are captured from a pre-set virtual camera position and with a pre-set camera movement for each scene.

[0185] In the first camera mode, the virtual camera only needs to be controlled by camera work linked to at least one of the following: the distance from the character's starting position, the distance to the character's finish position, and the elapsed time of the race. Therefore, if the race video consists of multiple scenes, for example, all scenes may switch based on the elapsed time of the race. Alternatively, in a race video, there may be a mixture of scenes switching based on the distance from the character's starting position or the distance to the finish position, and scenes switching based on the elapsed time of the race.

[0186] Next, we will explain the second camera mode. In the camera mode selection dialog 265 shown in Figure 19, when the second checkbox 265b is selected and the confirmation operation unit 266 is tapped, the viewpoint selection screen 267 shown in Figure 23 is displayed.

[0187] Figure 23 illustrates an example of the viewpoint selection screen 267. The viewpoint selection screen 267 displays a list of the character names of the characters participating in the race. Here, we assume that eight characters, from character A to character H, will participate in the race. To the left of each character name, there is a checkbox 267a. Checkbox 267a corresponds to character 1, who is participating in the race and whose character name is displayed to the right.

[0188] Checkbox 267a functions as an input field that accepts player input. By tapping checkbox 267a, the player can select which character's perspective the race video will be generated from. In other words, in second camera mode, the race video is played from the perspective of the character selected by the player on the perspective selection screen 267. Therefore, it can also be said that the player can select the position of the virtual camera moving along the course on the perspective selection screen 267.

[0189] The viewpoint selection screen 267 is provided with a start operation unit 268. When an operation input is made in either one of the checkboxes 267a, that is, when one character is selected, the start operation unit 268 is operated and the race video is played. Hereafter, the character selected on the viewpoint selection screen 267 will be referred to as the viewpoint target character. Here, the player can set one character from all the characters participating in the race as the viewpoint target character. However, the player may set only some characters as the viewpoint target character. Alternatively, when the second camera mode is selected, a predetermined character, such as the main character, may be automatically set as the viewpoint target character. In this case, the viewpoint selection screen 267 is unnecessary.

[0190] Figure 24 is the first diagram illustrating an example of the virtual camera position in the second camera mode. In the second camera mode, the course is captured by a virtual camera positioned relative to the head position of the character being viewed, even before the start of the race. Therefore, in the second camera mode, the virtual camera moves in the direction of travel from the start position to the finish position over the entire range of the character's movement path, and the image captured by the virtual camera is displayed.

[0191] In this second camera mode, the virtual camera moves in conjunction with the viewpoint character throughout the entire range of the character's movement path. However, in the second camera mode, the virtual camera may move in conjunction with the viewpoint character within a certain range, while in other ranges, the virtual camera may be positioned at a predetermined location for each course, similar to the first camera mode.

[0192] Figure 25A is a second diagram illustrating an example of the position of the virtual camera 271 in the second camera mode. Figure 25B is a diagram illustrating an example of the angle of the virtual camera 271 in the second camera mode. Each character that can participate in the race has 3D model data. When the race video is played back, the character is generated in the virtual space of the race track based on the 3D model data. In addition, each character has appearance information set, such as height information indicating height and head position information indicating the position of the head (hereinafter referred to as head position). In the second camera mode, the position of the virtual camera 271 is determined based on the head position information of the character being viewed.

[0193] Specifically, as shown in Figure 25A, each character has a head position 270 assigned to it. Here, when the character is rendered based on the 3D model data, the head position 270 is set to be around the character's neck. The virtual camera 271 is then positioned with the head position 270 as the reference point, offset by a predetermined distance above the reference point.

[0194] In the second camera mode, the virtual camera 271 is positioned approximately near the top of the character's head, or above the character's head, in the height direction (z direction in the diagram). In other words, in the second camera mode, the virtual camera 271 moves from the viewpoint of the character being viewed, but in reality, the virtual camera 271 is positioned higher than the character's eyes. This enables camera control that avoids showing angles that should not be shown from an ethical standpoint in first-person perspective, while also maintaining a sense of realism in the first-person view.

[0195] Furthermore, as shown in Figures 25A and 25B, the imaging range of the second camera mode includes the area located in front of the virtual camera 271 in the direction of travel (x direction in the figure) and in the left-right direction (y direction in the figure) of the reference position, with the virtual camera 271 as the reference position. Note that the imaging range of the second camera mode expands in the height direction (z direction in the figure) and the left-right direction (y direction in the figure) as you move towards the front in the direction of travel.

[0196] As will be explained in more detail later, imaging by the virtual camera 271 is performed based on camera data. Multiple camera data sets are provided, and different camera data are used depending on the character. Camera work such as zoom magnification and angle is pre-set for each camera data set. Therefore, the imaging range differs depending on the camera data used. For example, when a predetermined camera data is used, the imaging range will be imaging range R1 as shown in Figures 25A and 25B. In contrast, when another camera data is used, the imaging range will be imaging range R2 as shown in Figures 25A and 25B.

[0197] Figure 26A illustrates an example of how the height position of the virtual camera 271 is calculated. Figure 26B illustrates an example of how the offset value is calculated. As shown in Figure 26A, the height position of the virtual camera 271 is the head position 270 of the character being viewed, plus the offset value. Also, as shown in Figure 26B, the offset value is calculated by adding or subtracting a character-specific adjustment value set for each character to a common fixed value used for all characters.

[0198] Figure 27 illustrates an example of data associated with a character. As described above, each character is assigned a unique character ID, and appearance data is linked to this character ID. The appearance data includes 3D model data for displaying the character on the game screen. The 3D model data is different for each character. The 3D model data consists of multiple data sets, one for each part of the body. For example, the 3D model data includes data for the head, torso, arms, and legs.

[0199] Furthermore, in this embodiment, all characters have tails. The shape, size, color, etc., of the tails differ for each character. Therefore, the 3D model data includes data for the tails.

[0200] Furthermore, the appearance data includes the height information and head position information mentioned above. As shown in Figure 27, the height information indicates the character's height, and the head position information indicates the height from the ground to the head position 270 when the character is standing. The head position 270 is set, for example, 20 cm to 30 cm lower than the character's height. Note that the length, height, and distance described in this embodiment are values ​​obtained by replacing the length, height, and distance in the virtual game space captured by the virtual camera 271 with values ​​in the real world.

[0201] As described above, the height of the virtual camera 271 is calculated by adding an offset value to the head position 270 of the character being viewed. However, if a common offset value were set for all characters, there is a risk that the camera position for tall characters would be too high, or for short characters, too low. Therefore, in this embodiment, a character-specific adjustment value is associated with each character, and the height of the virtual camera 271 is determined by adding or subtracting this character-specific adjustment value from a fixed value common to all characters.

[0202] Here, taller characters are associated with negative character-specific adjustment values, while shorter characters are associated with positive character-specific adjustment values. In other words, characters with a high head position of 270 are associated with negative character-specific adjustment values, and characters with a low head position of 270 are associated with positive character-specific adjustment values.

[0203] For example, let's assume a fixed value common to all characters is 20cm. In this case, the offset value for character A will be 15cm, which is the fixed value common to all characters of 20cm minus the character-specific adjustment value of 5cm. Therefore, when the character being viewed is character A, the height position of the virtual camera 271 will be 157cm above the ground. Also, in this case, the offset value for character B will be 30cm, which is the fixed value common to all characters of 20cm plus the character-specific adjustment value of 10mc. Therefore, when the character being viewed is character B, the height position of the virtual camera 271 will be 152cm above the ground.

[0204] By providing character-specific adjustment values, the height position of the virtual camera 271 is not positioned excessively high or low, allowing it to be placed in an appropriate position that provides a sense of realism. Furthermore, because the height position of the virtual camera 271 is adjusted for each character, there is no significant discrepancy between the character's actual viewpoint and the position of the virtual camera 271. The character-specific adjustment values ​​may be pre-set for each character, or they may be calculated using a predetermined formula.

[0205] In this race video, each character races from the starting position to the finish line, competing for position. Therefore, in generating the race video, it is necessary to have each character perform a running motion. However, if all characters perform the same motion, or in other words, if all characters run in the same way, the sense of realism and the effect of the presentation will be diminished. Therefore, in this embodiment, different running motions are performed by making each character run in a different way.

[0206] Figure 28 illustrates an example of personality values. In this embodiment, each character has personality value parameters assigned to them. Personality values ​​are information that identifies the personality of each character in the story. In this example, there are characters with quiet personalities, impatient personalities, energetic personalities, and calm personalities. The character ID of the quiet character is associated with a personality value of "00". The character ID of the impatient character is associated with a personality value of "01". The character ID of the energetic character is associated with a personality value of "02". The character ID of the calm character is associated with a personality value of "03". Note that the above character personalities and the number of personality values ​​are merely examples and can be modified as needed.

[0207] Figure 29A illustrates an example of motion data. Each personality value is associated with motion data. Motion data controls the character's movements. When generating a race video, each character's movements are controlled based on their motion data. In this case, the motion data is the data that causes the character to perform a running motion. In the race video, the character repeatedly performs the running motion based on the motion data. In this way, a video of the character running is generated by controlling the character's movements based on the motion data.

[0208] In this embodiment, four motion data sets are provided: motion data A, B, C, and D. Each of these four motion data sets is associated with a different personality value. Here, as shown in Figure 29A, motion data A is associated with personality value 00, motion data A is associated with personality value 01, motion data C is associated with personality value 02, and motion data D is associated with personality value 03.

[0209] Characters with a personality value of 00 associated with their character ID are controlled based on motion data A. Characters with a personality value of 01 associated with their character ID are controlled based on motion data B. Characters with a personality value of 02 associated with their character ID are controlled based on motion data C. Characters with a personality value of 03 associated with their character ID are controlled based on motion data D. In this way, each character's movements are controlled based on the motion data provided for each personality value.

[0210] As described above, each motion data set has in common that it causes the character to perform a running motion. However, the detailed movements of the character, such as how the arms swing, how the legs are lifted, how the head is turned, the up-and-down movement of the entire body, and even how the tail sways, differ from one motion data set to the other. For example, a character associated with a personality value of 00, that is, a character with a gentle personality, will have their movements controlled based on motion data A. On the other hand, a character associated with a personality value of 02, that is, a character with an energetic personality, will have their movements controlled based on motion data B.

[0211] In motion control based on motion data A, the range of motion of the character's arms, leg lifts, and neck movements are smaller compared to motion control based on motion data B. In this way, by performing motion control based on different motion data according to the character's personality, a race video that is more in line with the story is generated.

[0212] In this system, a character ID is linked to a personality value, and a personality value is linked to motion data. In other words, a character ID is linked to one motion data point via its personality value. However, each character ID may also be linked to a single motion data point.

[0213] Furthermore, in this system, character 1's movements are always controlled based on the same motion data, regardless of the race type or course. However, character 1's movements may be controlled based on different motion data depending on the race type or course.

[0214] Figure 29B illustrates an example of camera data. Each motion data is associated with a different camera data. In this example, motion data A is associated with camera data A, motion data B is associated with camera data B, motion data C is associated with camera data C, and motion data D is associated with camera data D. As described above, each camera data has pre-set camera work such as zoom magnification, angle, and imaging range, but these camera work settings differ for each camera data.

[0215] Here, different camera data is selected for each motion data. Therefore, a race video is generated with optimal camera work that matches the character's running motion. In the second camera mode, a race video is generated from the viewpoint of the character selected by the player. To enhance the sense of realism from the character's point of view, in this embodiment, the camera work is set so that the hands of the character being viewed, which are swung during the running motion, are included in the imaging range.

[0216] As mentioned above, the range of arm swing during running varies depending on the motion data. For example, energetic characters have a large range of arm swing, while quiet characters have a small range of arm swing. Therefore, if the character being viewed from the viewpoint is an energetic character, the position of the hands will move relatively high during the running motion. In contrast, if the character being viewed from the viewpoint is a quiet character, the position of the hands will not move as high during the running motion.

[0217] Therefore, the camera data used for a character with a gentle personality has a lower field of view than the camera data used for a character with an energetic personality. In this way, multiple camera data sets with different camera work are provided, and different camera data is used depending on the motion data, making it possible to generate highly immersive racing videos. Here, we have assumed that camera data is linked to motion data, but camera data may also be linked to personality values ​​or character IDs.

[0218] As described above, in the second camera mode, race videos are generated with different camera movements depending on the character being viewed. However, if race videos are simply generated according to predetermined camera movements, the appearance of the race video may deteriorate depending on the movement patterns of the character being viewed. In addition, although the position of each character during the race is determined by simulation, the appearance of the race video may also deteriorate depending on the positional relationship between the character being viewed and other characters. Therefore, in this embodiment, a correction process is provided, and the correction process is executed when the pre-set correction conditions are met.

[0219] Figure 30 illustrates an example of a correction process. In this embodiment, a first correction process and a second correction process are provided. The first correction process is a process that limits the amount of vertical displacement of the virtual camera 271 during one frame. As described above, when running motion control is performed based on motion data, the character's head position 270 repeatedly displaces in the vertical direction.

[0220] The vertical position of the virtual camera 271 is set using the head position 270 of the character being viewed as the reference point. In other words, the virtual camera 271 moves vertically in accordance with the head position 270 of the character being viewed. However, if the virtual camera 271 repeatedly moves vertically in the same way as the head position 270 of the character being viewed, the generated image may become blurry, potentially degrading its appearance.

[0221] In this embodiment, the correction condition for the first correction process is set to be that the vertical displacement of the head position 270 of the viewpoint character during one frame is greater than ±0.1 mm. Therefore, if the vertical displacement of the head position 270 of the viewpoint character during one frame is less than or equal to ±0.1 mm, it is determined that the correction condition is not met, and the first correction process is not executed. On the other hand, if the vertical displacement of the head position 270 of the viewpoint character during one frame is greater than ±0.1 mm, it is determined that the correction condition is met, and the first correction process is executed.

[0222] In this first correction process, the vertical displacement of the virtual camera 271 between frames is corrected to 0.1 mm. In other words, the first correction process sets an upper limit on the vertical displacement of the virtual camera 271 between frames. As a result, the virtual camera 271 smoothly follows the vertical displacement of the head position 270 of the character being viewed, suppressing image blur.

[0223] Furthermore, the vertical displacement of the head position 270 of the viewpoint target character, which is set as a correction condition for the first correction process, is the vertical displacement based on the motion data described above, and does not include vertical displacement due to other factors. For example, some courses have uphill and downhill sections between the start and finish lines. The head position 270 of the viewpoint target character will be displaced vertically due to going uphill or downhill, but such vertical displacement of the head position 270 due to course conditions is not used to determine whether the correction condition is met. Here, only the vertical displacement of the head position 270 caused by the running motion will be kept within the upper limit range.

[0224] The second correction process is a process of reducing the size of the tails of other characters located in front of the viewpoint target character. The positions of each character during the race are derived by simulation. At this time, when the distance between the viewpoint target character and the character in front becomes extremely small, there is a risk that most of the virtual camera 271 will be covered by a part of the character in front.

[0225] FIG. 31A is a diagram showing an example when the second correction process is not executed. FIG. 31B is a diagram showing an example when the second correction process is executed. As described above, in the present embodiment, each character is provided with a tail 272. The tail 272 is a part of the character, and like the arms and legs of the character, motion control is performed based on motion data. Although detailed description is omitted, according to the motion data, the tail 272 is motion-controlled to flutter up and down and left and right in the wind. Note that the tail 272 may be controlled by physical calculation instead of motion data. Alternatively, the tail 272 may be controlled by both motion data and physical calculation.

[0226] Then, as shown in FIG. 31A, when the distance between the character located in front of the viewpoint target character and the viewpoint target character becomes small, the up image of the tail 272 of the character in front is captured by the virtual camera 271. In this case, the race video is played so that the tail 272 of the character in front is projected on most of the screen, and the appearance deteriorates extremely. In the present embodiment, as shown in FIG. 31B, when the distance between the viewpoint target character and the character located in front of the viewpoint target character becomes small, the second correction process is executed, and the size of the tail 272 of the character in front is corrected to be small. Thereby, the deterioration of the appearance of the race video is suppressed.

[0227] As shown in FIG. 30, in the present embodiment, it is set as a correction condition for the second correction process that the distance L between the character in front of the viewpoint target character is less than 1.8 m. Therefore, when the distance L between the viewpoint target character and the character in front is 1.8 m or more, it is determined that the correction condition is not satisfied, and the second correction process is not executed. On the other hand, when the distance L between the viewpoint target character and the character in front is less than 1.8 m, it is determined that the correction condition is satisfied, and the second correction process is executed.

[0228] At this time, in the second correction process, the size of the tail 272 of the character in front changes according to the distance L between the viewpoint target character and the character in front. Specifically, when the distance L between the viewpoint target character and the character in front is less than 1.2 m, the size of the tail 272 of the character in front is corrected to 0.75 times the size. Also, when the distance L between the viewpoint target character and the character in front is 1.2 m or more and less than 1.8 m, the size of the tail 272 of the character in front is corrected so as to linearly change within the range of 0.75 times to 1.0 times.

[0229] As described above, by executing the second correction process, it is possible to suppress the deterioration of the appearance of the race video. Here, it is assumed that the distance between the viewpoint target character and the character in front is measured based on the head positions 270 of both characters. However, for example, the distance between the two characters may be measured based on a predetermined part of the body of the character, such as the tail 272. Specifically, the second correction process may be executed based on the distance between the head position 270 of the viewpoint target character and the tail 272 of the character in front. Also, for example, the distance between the position of the virtual camera 271 and a predetermined part of the character in front may be measured.

[0230] Figure 32 illustrates the relationship between the simulation results and the race video frames. When a race event is selected by the player, a race simulation is executed on server 1000. In this simulation, calculations are performed to derive the position, speed, skill activation status, etc., of all characters from start to finish, based on the parameters of the characters participating in the race. The ranking of the characters is then determined based on the results of these calculations.

[0231] The calculation process is repeatedly executed based on the elapsed time of the race, from the start of the race until the last character reaches the finish line and the race ends. Here, we assume that the calculation process is executed 15 times per second. In Figure 32, the elapsed time from the start of the race is shown vertically, and as an example, it shows a case where the race ends after 60 seconds have elapsed from the start. Also, on the left side of Figure 32, the number of calculation processes executed on server 1000 is shown numerically.

[0232] Since 15 calculations are performed per second, in the example shown in Figure 32, 900 calculations are performed from the start to the end of the race. As described above, in each calculation, the position and velocity are derived for each character. At this time, the current position and velocity of the character are derived based on various factors such as the character's own position and velocity derived in the previous calculation, the ability parameters associated with the character, the selected strategy, and the relative positional relationship with other characters.

[0233] Player terminal 1 receives the results of the calculations performed on server 1000. Here, the information indicating the results of the calculations is called calculation result information. The calculation result information includes at least information about the position, speed, and activated skills of all characters. However, the information included in the calculation result information is not limited to this. For example, the calculation result information does not have to include information about the speed of each character.

[0234] In Figure 32, the timing of receiving calculation result information at the player terminal 1 is indicated by dashed arrows. Receiving calculation result information for all calculation processes at the player terminal 1 would increase the communication load. Therefore, in this embodiment, calculation result information is received at the player terminal 1 for all calculation processes in the first second after the start of the race and for all calculation processes in the last second before the end of the race, and for other periods, calculation result information is received at one-second intervals. Consequently, from the first second after the start of the race until the second before the end of the race, one calculation result information is transmitted every 15 calculation processes that are executed.

[0235] Thus, in this embodiment, the player terminal 1 receives all calculation result information for the most important moments in the race: immediately after the start and immediately before the finish. Here, the calculation result information is transmitted as described above after the simulation is completed on the server 1000. After receiving all the calculation result information, the player terminal 1 generates the race video. However, the simulation on the server 1000 and the generation of the race video on the player terminal 1 may be performed in parallel.

[0236] In player terminal 1, a race video is generated as described above based on the calculation result information received from server 1000. In this embodiment, the number of frames per second is 30, and the image is updated approximately every 0.033 seconds. The number of frames in the race video generated by player terminal 1 is shown numerically on the right side of Figure 32. In the first second after the start of the race and in the second before the end of the race, player terminal 1 receives 15 calculation result information points each. In contrast, the number of frames per second is 30. Therefore, as shown on the right side of Figure 32, in the first second after the start of the race and in the second before the end of the race, two frames of images are generated based on the difference between the preceding and succeeding calculation result information.

[0237] During other periods, player terminal 1 receives calculation result information at 1-second intervals. Therefore, during this period, 30 frames of images are generated based on the difference between the previous and subsequent calculation result information.

[0238] In the training game described above, the game ends when all turns are completed. Also, if a character fails to achieve their individual goals during the training game, the game ends at that point.

[0239] When the training game ends, the main character trained in the training game is remembered as the trained character. More precisely, information about the trained character trained in the training game (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0240] Furthermore, once the training game is complete, a rating score for the trained character is calculated. This rating is calculated based on the character's ability parameters, aptitude parameters, acquired skills, and individual race results at the end of the training game. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined, and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team games or other races, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game.

[0241] In addition, for the nurtured characters, a nurturing rank is set based on the evaluation points. The nurturing rank is an index indicating the strength of the nurtured character, and a range of evaluation points is associated with each nurturing rank. For example, a nurtured character with evaluation points of 13,000 to 14,499 is given a nurturing rank of "A+", and a nurtured character with evaluation points of 14,500 to 15,499 is given a nurturing rank of "S". By assigning a nurturing rank based on the evaluation points in this way, the general strength of the nurtured character becomes easily understandable. Note that the nurtured character information also includes the evaluation points and the nurturing rank.

[0242] Figure 33A is a first diagram for explaining the nurturing completion screen 300. Figure 33B is a second diagram for explaining the nurturing completion screen 300. Figure 33C is a third diagram for explaining the nurturing completion screen 300. When the nurturing game ends, as shown in Figure 33A, the nurturing completion screen 300 is displayed on the display 26. On the nurturing completion screen 300, first, the nurturing rank of the nurtured character is displayed, and then, as shown in Figure 33B, the evaluation points are displayed. Also, when a predetermined time has elapsed since the evaluation points were displayed, as shown in Figure 33C, the ability parameters, aptitude parameters, and acquired skills of the nurtured character are displayed on the nurturing completion screen 300. At this time, a close operation unit 301 is provided on the nurturing completion screen 300. When the close operation unit 301 is tapped, the nurturing completion screen 300 becomes non-displayed, and the home screen 100 is displayed on the display 26.

[0243] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-described nurturing game will be described.

[0244] (Functional Configuration of Player Terminal 1) Figure 34 is a diagram for explaining the configuration of the storage device 12 and the functions as a computer in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When the game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0245] The terminal-side game control program includes an information setting processing program 700 and a cultivation game execution program 701. Note that the programs listed in FIG. 34 are just examples, and there are many other programs provided in the terminal-side game control program.

[0246] In the data storage area 12b, as storage units for storing data, a player information storage unit 750 and a game information storage unit 751 are provided. Note that there are many other storage units provided in the data storage area 12b. Here, information directly related to games such as cultivation games (hereinafter referred to as game information) is stored in the game information storage unit 751. Also, temporary storage of various types of information during the progress of each game such as cultivation games is also done in the game information storage unit 751.

[0247] Also, for example, information other than game information such as information about the player or other players, and setting information of the player terminal 1 is all regarded as player information. The player information is stored in the player information storage unit 750.

[0248] The CPU 10 operates each program stored in the program storage area 12a and updates the data of each storage unit in the data storage area 12b. Then, by operating each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a and a cultivation game execution unit 701a.

[0249] Specifically, the CPU 10 operates the information setting processing program 700 to cause the computer to function as the information setting processing unit 700a. Similarly, the CPU 10 operates the cultivation game execution program 701 to function as the cultivation game execution unit 701a.

[0250] When various types of information are set on the player terminal 1, the information setting processing unit 700a stores the information related to the setting as player information in the player information storage unit 750. Also, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.

[0251] The cultivation game execution unit 701a executes all processes related to the cultivation game.

[0252] (Functional configuration of server 1000) FIG. 35 is a diagram for explaining the configuration of the storage device 1012 in the server 1000 and the functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When the game is started, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0253] The server-side game control program includes an information setting processing program 1100, a cultivation game execution program 1101, and a cultivation game end processing program 1102. The programs listed in FIG. 35 are just examples, and there are also many other programs provided in the server-side game control program.

[0254] In the data storage area 1012b, a player information storage unit 1150 and a game information storage unit 1151 are provided as storage units for storing data. There are also many other storage units provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151, associated with the player ID. Also, the player information of all players is stored in the player information storage unit 1150, associated with the player ID.

[0255] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by operating each program stored in the program storage area 1012a, the CPU 1010 causes 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 breeding game execution unit 1101a, and a breeding game end processing unit 1102a.

[0256] Specifically, the CPU 1010 operates the information setting processing program 1100, causing the computer to function as the information setting processing unit 1100a. Similarly, the CPU 1010 operates the breeding game execution program 1101 and the breeding game end processing program 1102, causing them to function as the breeding game execution unit 1101a and the breeding game end processing unit 1102a, respectively.

[0257] When various types of information are set on 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.

[0258] The breeding game execution unit 1101a executes all processes related to the breeding game.

[0259] When the breeding game ends, the breeding game end processing unit 1102a derives evaluation points, breeding ranks, etc. for the bred breeding character. Also, the breeding game end processing unit 1102a stores the breeding character information in the game information storage unit 1151.

[0260] Note that both the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 share the common point of storing player information, but the specific content of the processing and the range of the player information to be stored are different from each other. Also, both the cultivation game execution unit 701a in the player terminal 1 and the cultivation game execution unit 1101a in the server 1000 share the common point of executing processing related to the cultivation game, but their roles, that is, the scope of responsibility, are different.

[0261] Regarding the processing performed by each functional unit in the above-mentioned player terminal 1 and server 1000, it will be described below using a flowchart. Here, mainly the processing of the player terminal 1 and the server 1000 related to the generation of the race video will be described, and the description of other processing will be omitted.

[0262] (Processing of Player Terminal 1 and Server 1000) (Processing Related to Cultivation Game) FIG. 36 is a sequence diagram for explaining the processing of the player terminal 1 and the server 1000 related to the cultivation game. In the following description, the processing in the player terminal 1 is denoted as Pn (n is an arbitrary integer). Also, the processing in the server 1000 is denoted as Sn (n is an arbitrary integer).

[0263] When the 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 player's operation input. In this information setting processing, the update information is transmitted to the server 1000. In the server 1000, when the update information is received, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0264] In addition, player information updated in P1 and S1 includes, for example, the profile information that players can set. Furthermore, when a setting change operation is performed, such as adding another player as a friend or removing a friend, the friend information, which is information related to the friend, is updated.

[0265] When the player terminal 1 receives an input to start the training game, the training game execution unit 701a executes a preparation stage process (P6). During this preparation stage process, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the server 1000 has the training game execution unit 1101a execute a preparation stage process (S6).

[0266] In P6, a process for building a deck is executed based on the player's input. Once the deck is built, confirmation information is sent from player terminal 1 to server 1000. Upon receiving the confirmation information, server 1000 determines in S6 whether the main training game can be started. If the main training game can be started, player terminal 1 receives permission information from server 1000. Upon receiving permission information, training stage processing (P7) is started in player terminal 1, and training stage processing (S7) is executed in server 1000.

[0267] During the training stage processing, communication takes place between the player terminal 1 and the server 1000. Based on the information received from the player terminal 1, the training game execution unit 1101a on the server 1000 executes the training stage processing (S7). Although a detailed explanation is omitted, in S7, calculation processing is performed based on various commands received from the player terminal 1, and based on the results of the calculation processing, processing is performed to update the parameters of the main character. The player terminal 1 also receives the results of the calculation processing from the server 1000, displays the game screen, and updates the parameters of the main character.

[0268] Once the above training stage processing is complete, the training game termination processing unit 1102a on server 1000 executes the training game termination process (S8). Here, the training game termination processing unit 1102a derives the evaluation score and training rank. The training game termination processing unit 1102a also stores the training character information, including the character ID, evaluation score, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, etc., in the game information storage unit 1151, linked to the player ID of the player in question. The training game termination processing unit 1102a also sets the training result information and has it received by the player terminal 1.

[0269] When player terminal 1 receives training result information, the training game execution unit 701a executes training game termination processing (P8). Here, the training game execution unit 701a stores the received training result information in the game information storage unit 751. The training game execution unit 701a also displays the training completion screen 300 on the display 26 based on the training result information.

[0270] The above training stage processing (P7, S7) includes processing related to the generation of race videos. The processing related to the generation of race videos on player terminal 1 and server 1000 is described below.

[0271] Figure 37 is a flowchart illustrating the race start process on player terminal 1. When the results operation unit 253 is operated on the race start screen 250 (YES on P10-1), the training game execution unit 701a sends a race start command to the server 1000 (P10-8). The race start command includes information indicating the race type selected on the personal race selection screen 240, the strategy selected on the race start screen 250, and whether the results operation unit 253 or the race operation unit 254 was operated.

[0272] Furthermore, when the race operation unit 254 is operated on the race start screen 250 (YES on P10-2), the training game execution unit 701a displays the camera mode selection dialog 265 (P10-3). The training game execution unit 701a also executes a camera mode setting process in the camera mode selection dialog 265 to store the camera mode selected by the player (P10-4). Here, when the confirmation operation unit 266 is operated, if the first checkbox 265a is selected, information indicating that the first camera mode has been selected is stored, and if the second checkbox 265b is selected, information indicating that the second camera mode has been selected is stored.

[0273] If the second camera mode is selected and saved in P10-4 (YES in P10-5), the training game execution unit 701a displays the viewpoint selection screen 267 (P10-6). The training game execution unit 701a also executes a viewpoint target character setting process (P10-7) on the viewpoint selection screen 267 to save the character selected by the player as the viewpoint target character, and sends a race start command in P10-8.

[0274] Figure 38 is a flowchart illustrating the race result derivation process in server 1000. The race result derivation process is executed when a race start command is received from player terminal 1. The training game execution unit 1101a analyzes the race start command received from player terminal 1 (S10-1). The training game execution unit 1101a also sets the parameters for all characters participating in the race (S10-2). Then, the training game execution unit 1101a performs calculation processing based on the parameters set in S10-2 (S10-3). Here, the training game execution unit 1101a repeatedly executes the calculation processing in S10-3 until all characters reach the goal (NO in S10-4). When all characters reach the goal (YES in S10-4), the training game execution unit 1101a stores the race result (S10-5).

[0275] Furthermore, the training game execution unit 1101a sets race result information indicating the race results stored in S10-5 and has it received by the player terminal 1 (S10-6). Then, if playback of the race video is selected, that is, if the race operation unit 254 is operated (YES in S10-7), the training game execution unit 1101a sets calculation result information indicating each calculation result and has it received by the player terminal 1 (S10-8). Here, as described above, 15 calculation result information entries are set for the 1 second after the start of the race and for the 1 second before the end of the race, and for the other periods, calculation result information entries are set at 1-second intervals.

[0276] Figure 39 is a flowchart illustrating the race result information reception process on the player terminal 1. The race result information reception process is executed when race result information is received from the server 1000. If playback of the race video is selected, that is, if the race operation unit 254 is operated (YES in P20-1), the training game execution unit 701a starts the race execution process (P30). The training game execution unit 701a also displays the race result screen 260 based on the received race result information (P20-2).

[0277] Figure 40 is a first flowchart illustrating the race execution process on player terminal 1. Figure 41 is a second flowchart illustrating the race execution process on player terminal 1. When the first camera mode is selected (YES in P30-1), the training game execution unit 701a acquires virtual camera information corresponding to the course (P30-2). The virtual camera information includes various types of information shown in Figure 22.

[0278] The training game execution unit 701a obtains one calculation result from the multiple calculation result information received from the server 1000 (P30-3). The processing from P30-3 onward is repeated until all received calculation result information is obtained, i.e., until the end of the race. Here, calculation result information is obtained one by one in the order in which the calculation processes were executed on the server 1000.

[0279] The breeding game execution unit 701a sets the movement path of each character based on the difference between the position of the character included in the calculation result information acquired in P30-3 and the position of the character at the start or the position of the character included in the previous calculation result information (P30-4). As described above, 15 pieces of calculation result information are received for each of the 1 second after the start of the race and the 1 second before the end of the race. Therefore, based on the difference from the previous calculation result information, the positions of the characters for two frames are set respectively. As a result, the positions of the characters for 1 second, that is, 30 frames, are set. In addition, for other periods, one piece of calculation result information is received per second. Therefore, in other periods, based on the difference from the previous calculation result information, the positions of the characters for 30 frames are set respectively.

[0280] The breeding game execution unit 701a arranges the character at the position set in P30-4, which is the position corresponding to the current frame (P30-5). In addition, the breeding game execution unit 701a acquires motion data associated with the personality value of each character (P30-6). Further, the breeding game execution unit 701a executes a motion control process for causing each character to perform a running motion based on the motion data acquired in P30-6 (P30-7).

[0281] In addition, the breeding game execution unit 701a arranges the virtual camera 271 based on the virtual camera information acquired in P30-2 (P30-8). Further, the breeding game execution unit 701a generates a background image based on the 3D data of the racecourse (P30-9). Then, the breeding game execution unit 701a generates an image for one frame by imaging the virtual space with the virtual camera 271 and displays it on the display 26 (P30-10). If the display of the predetermined frame is not completed (NO in P30-11), the process is repeated from P30-5. The predetermined frame is 2 frames for each of the 1 second after the start of the race and the 1 second before the end of the race, and 30 frames for other periods.

[0282] If the display of the specified frame is completed (YES in P30-11) and the race has not ended (NO in P30-12), the breeding game execution unit 701a repeats the process from P30-3. Then, when the processing for all received calculation result information is completed, it is determined that the race has ended (YES in P30-12), and the race execution process ends.

[0283] On the other hand, when the second camera mode is selected (NO in P30-1), the breeding game execution unit 701a, similar to P30-3, acquires one piece of calculation result information (P30-21). Further, the breeding game execution unit 701a sets the movement path of each character based on the difference between the position of the character included in the calculation result information acquired in P30-21 and the position of the character at the start or the position of the character included in the previous calculation result information (P30-22). Here, the same processing as P30-4 described above is executed.

[0284] The breeding game execution unit 701a arranges the characters at the positions set in P30-22 and corresponding to the current frame (P30-23). Further, the breeding game execution unit 701a acquires the motion data associated with the personality value of each character (P30-24). Further, the breeding game execution unit 701a executes motion control processing to cause each character to perform a running motion based on the motion data acquired in P30-24 (P30-25).

[0285] Then, the breeding game execution unit 701a acquires the information associated with the viewpoint target character selected on the viewpoint selection screen 267 (P30-26). Further, the breeding game execution unit 701a acquires the camera data corresponding to the motion data associated with the personality value of the viewpoint target character (P30-27). Further, the breeding game execution unit 701a determines and stores the position (coordinates) of the virtual camera 271 based on the current position of the viewpoint target character, the head position 270 of the viewpoint target character, the character-specific adjustment value associated with the viewpoint target character, and the common fixed value for all characters (P30-28).

[0286] And when the correction condition of the first correction process is satisfied (P30-29 YES), the breeding game execution unit 701a executes the first correction process (P30-30). In P30-29, when the difference between the height position of the virtual camera 271 stored in the previous P30-28 process and the height position of the virtual camera 271 stored in the current P30-28 process is greater than plus or minus 0.1 mm, it is determined that the correction condition is satisfied. When the correction condition is satisfied, in the first correction process of P30-30, the height position of the virtual camera 271 is corrected to a position shifted 0.1 mm in the vertical direction with respect to the previous height position. In the first correction process, the position stored in P30-28 is updated to the corrected position.

[0287] Then, the breeding game execution unit 701a arranges the virtual camera 271 at the position stored in P30-28 or P30-30 (P30-31).

[0288] Also, when the correction condition of the second correction process is satisfied (YES in P30-32), the breeding game execution unit 701a executes the second correction process (P30-33). In P30-32, when there is another character within a predetermined range in front of the viewpoint target character, it is determined that the correction condition is satisfied. When the correction condition is satisfied, in the second correction process of P30-33, the size of the tail 272 of the front character is changed based on the distance from the viewpoint target character.

[0289] Also, the breeding game execution unit 701a determines the tilt angle of the virtual camera 271 (P30-34). Here, the tilt of the virtual camera 271 is controlled in accordance with the tilt of the head of the viewpoint target character. Also, the breeding game execution unit 701a generates a background image based on the 3D data of the racecourse (P30-35). Here, a blur process is applied to the ground based on the speed of the viewpoint target character. Also, when it is raining, the angle of the rain is determined based on the speed of the viewpoint target character.

[0290] The training game execution unit 701a then captures an image of the virtual space with the virtual camera 271, generates an image for one frame, and displays it on the display 26 (P30-36). If the display of a predetermined frame is not complete (NO in P30-37), the process is repeated from P30-23. If the display of a predetermined frame is complete (YES in P30-37) but the race has not ended (NO in P30-38), the training game execution unit 701a repeats the process from P30-21. When processing of all received calculation result information is complete, it is determined that the race has ended (YES in P30-38), and the race execution process ends.

[0291] The processing described above in player terminal 1 and server 1000 is merely an example. Furthermore, each of the above-described processes may be executed only in player terminal 1 or only in server 1000. For example, in the above embodiment, the simulation for deriving the race results is executed in server 1000, and the process for generating the race video is executed in player terminal 1. However, the simulation for deriving the race results may be executed in player terminal 1. Alternatively, the generation of the race video may be executed in server 1000.

[0292] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.

[0293] In the above embodiment, when a training command is executed, the ability parameter associated with the executed command increases. However, when a training command is executed, a predetermined parameter associated with the main character may be updated, and the ability parameter may increase by consuming that predetermined parameter. For example, training points may be set as the predetermined parameter. When a training command is executed, the main character gains training points. The player may then arbitrarily increase the main character's ability parameter by consuming the training points.

[0294] In this case, there may be only one type of training point, or there may be multiple types. If there are multiple types of training points, the types of training points that can be obtained, or the percentage or probability of obtaining training points, may differ depending on the training command. Furthermore, the type of training points required to increase an ability parameter may differ depending on the ability parameter.

[0295] Furthermore, when a skill is acquired, training points may be consumed instead of or in addition to skill points. In this case, the type of training points consumed may differ depending on the skill.

[0296] Furthermore, in the above embodiment, the options available to the player are common regardless of the type of main character, inherited character, and support character, except for individual races. However, the options available to the player may change in some or all turns depending on the type of main character, inherited character, or support character set. Alternatively, the options available to the player may change in some or all turns depending on the combination of main character, inherited character, and support character set.

[0297] For example, depending on the type of main character, inherited character, or support character, additional subcommands may be available in the rest command (rest operation unit 215). Furthermore, depending on the type of main character, inherited character, or support character, additional or restricted personal races may be available.

[0298] Furthermore, in the above embodiment, an automatic training function may be provided. The automatic training function is a function in which the computer automatically selects and executes options in all turns or in some turns. When using the automatic training function, a training policy may be set. In this case, the player may be able to set the training policy arbitrarily. Alternatively, the computer may automatically select a training policy based on the set main character, inherited character, or support character.

[0299] For example, depending on the training strategy, the ability parameter that should be prioritized for improvement may differ from the five ability parameters. Alternatively, depending on the training strategy, the preferred distance aptitude or track aptitude may differ.

[0300] Furthermore, while the automatic training function is in use, all or some of the animations may be skipped. In addition, while the automatic training function is in use, the playback speed of all or some of the animations may be faster than when the automatic training function is not in use.

[0301] Furthermore, in the above embodiment, the main character is included in the deck as an inheritance character, separate from the support card. In other words, in the above embodiment, two different types of game media, the support card and the main character, are included in the deck. However, the support character and the main character may be included in the deck as the same type of game media. For example, a character linked to a support card may have predetermined stats, including factor information, associated with it, and this character linked to the support card may be set as an inheritance character. In this case, as the level of the support card increases, the stats of the inheritance character may also increase.

[0302] Furthermore, in the above embodiment, an inheritance event is guaranteed to occur during a predetermined factor activation turn, but the inheritance event may also occur if, for example, it is selected through a lottery. In this case, the probability of the inheritance event occurring may be determined based on the factor information possessed by the inheriting character or the compatibility between the main character and the inheriting character. Moreover, during the inheritance event, for example, stamina or condition may be restored.

[0303] In the above embodiment, we described a case where a race video is generated in a race performed during a training game, but the above race video generation process may also be applied to team competition games. Furthermore, the game genre to which the race video generation process of the above embodiment can be applied is not limited to training games. The above race video generation process can be applied to any game genre, such as car racing or shooting games.

[0304] Furthermore, the camera control of the above embodiment can also be applied to sports games such as baseball and soccer. In this case, the player may be able to select between a first-person view mode and a third-person view (overhead view) mode. In the first-person view mode, the second correction process described above may be performed on other objects (for example, a ball or other characters) that are within a predetermined range of the object being controlled by the player.

[0305] Therefore, although the above embodiment described a case in which a personal race in which multiple characters compete for finishing order is performed as the predetermined game, the predetermined game is not particularly limited. The predetermined game may, for example, be a game in which one moving object competes for the fastest time from start to finish. Also, for example, in the above embodiment, the player may be able to control the characters. In other words, it may be a game in which the moving object moves according to the player's input.

[0306] Furthermore, the moving object may be modeled after, for example, a car, aircraft, ship, robot, etc., and its specific content is not particularly limited. For example, if the moving object is a car, a virtual camera may be placed above the driver's head or above the vehicle body.

[0307] Furthermore, the above embodiment described a case in which the second correction process is performed on the tail 272 of another character in front of the character being viewed. However, the specific part that is the target of the second correction process is not limited to the tail 272, but may be any part or the whole of the other character, such as the head, arms, or legs of the character in front.

[0308] Furthermore, the above embodiment described the case where the target of the second correction process is another character, i.e., a moving object. However, the target of the second correction process is not limited to moving objects. For example, it may be a predetermined object such as an obstacle or decoration placed on or outside the course.

[0309] In any case, the present invention requires an information processing program to cause a computer to perform the following processes.

[0310] (Processes performed by a computer) A process (for example, a personal race in an embodiment) in which one or more moving objects (for example, a character in an embodiment) move from a first position (for example, a starting position in an embodiment) to a second position (for example, a goal position in an embodiment) to execute a predetermined game (for example, a personal race in an embodiment). (For example, a race result derivation process or race execution process in an embodiment). A process that controls the movement of a moving object that moves from a first position to a second position in a given game (P30-25 as an example in this embodiment). A process to move a virtual camera in the direction of travel from the first position to the second position over part or all of the movement path of a moving object, and to display the image captured by the virtual camera (as an example in this embodiment, P30-26 to P30-36). The process of displaying an image captured by a virtual camera includes a correction process (in this embodiment, a second correction process, P30-33) that corrects and displays a predetermined moving object, a moving object located within a predetermined range of the virtual camera, or all or specific parts of a predetermined object different from the moving object (for example, a tail 272 in this embodiment).

[0311] Furthermore, during the correction process, certain parts may appear smaller than they would be if the correction process were not performed. However, the correction process is not limited to displaying specific parts in a smaller size. For example, the correction process may make specific parts transparent or invisible. Alternatively, the correction process may make specific parts deformed or shifted in position. Furthermore, the correction may not be limited to specific parts, but the entire object to be corrected may be corrected. In this case as well, the object to be corrected may be displayed in a smaller size or transparently.

[0312] In the process of displaying an image captured by a virtual camera, the position of the virtual camera may be controlled using the position of a target object (for example, a viewpoint target character in this embodiment) which is a predetermined moving object as a reference point. However, the virtual camera only needs to move in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and does not necessarily need to be controlled based on the position of the target object. For example, the virtual camera may move from the first position to the second position at a predetermined speed.

[0313] Furthermore, the predetermined range in which a specific part is corrected may include a range located in the forward direction of travel of the reference point of the target object or the position of the virtual camera, and in at least one direction to the left or right of the reference point. The predetermined range in which a specific part is corrected may be determined based on the target object or based on a virtual camera. Furthermore, the predetermined range in which a specific part is corrected may be limited to the front side in the direction of travel, limited to either the left or right side, or even limited to the rear side in the direction of travel. In any case, the predetermined range may be any range that has been set in advance. Also, the predetermined range may be fixed or may change depending on conditions. For example, the predetermined range may change depending on the speed of the target object.

[0314] Furthermore, a process may be performed (as an example in this embodiment, P10-6) that allows the target object to be selected from among multiple moveable objects. In the above embodiment, the player can select the character to be viewed from. However, the character to be viewed from may be a single character that has been pre-set. Alternatively, the computer may randomly determine the character to be viewed from from a distance through a lottery.

[0315] Furthermore, in the process of displaying images captured by a virtual camera, the virtual camera may be positioned higher than the reference point. However, the virtual camera does not necessarily have to be positioned higher than the reference point; it may also be positioned lower than the reference point.

[0316] Furthermore, in the process of controlling the movement of a moving object, the target object may be made to perform a predetermined action (for example, running in this embodiment) during the process of the target object moving from the first position to the second position. Furthermore, an upper limit may be set on the value by which the virtual camera is displaced in a predetermined direction other than the direction of travel within one frame, based on the displacement of a reference point due to a predetermined operation. Furthermore, in the process of displaying images captured by the virtual camera, if the reference point is displaced by a predetermined operation in a predetermined direction beyond a predetermined limit during one frame, the position of the virtual camera may be displaced in a predetermined direction within the range of the upper limit (as an example in the embodiment, the first correction process, P30-30). However, the first correction process in the above embodiment is not mandatory.

[0317] Furthermore, in the process of displaying images captured by the virtual camera, the angle of the virtual camera may be changed based on the tilt of the target object (as shown in P30-34 in the embodiment). However, it is not necessary for the virtual camera angle to change based on the tilt of the target object.

[0318] Furthermore, multiple objects that could be the target of movement may be provided. Furthermore, multiple motion data sets may be provided to control the movement of the moving object. Furthermore, each of the multiple moving objects may be associated with one of several motion data sets. Furthermore, multiple virtual camera data sets (camera data as an example in the embodiment) that control the virtual camera may be provided. Alternatively, each of the multiple motion data sets may be associated with one of the virtual camera data sets. Furthermore, in the process of controlling the movement of a moving object, the movement of the moving object may be controlled based on motion data associated with the moving object. Furthermore, in the process of displaying images captured by the virtual camera, the virtual camera may be controlled based on virtual camera data corresponding to motion data associated with the target object (for example, P30-27 in the embodiment). In the above embodiment, the case in which motion data and camera data are associated with each character was described, but the motion data and camera data may be common to all characters.

[0319] Furthermore, a process (P10-3 as an example in this embodiment) may be executed that allows the player to select one of a plurality of camera modes, including a first camera mode in which the virtual camera is controlled by a pre-set camera work, and a second camera mode in which the virtual camera is controlled using the position of the target object as a reference point. However, in the above embodiment, the first camera mode is not mandatory, and only the second camera mode may be provided.

[0320] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]

[0321] 1 Player terminal 271 Virtual Camera 272 Tail 1000 Servers S Information Processing System

Claims

1. A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. Have the computer perform this task. The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The correction process includes correcting and displaying the target object, the moving object located within a predetermined range of the target object or the virtual camera, or all or specific parts of a predetermined object different from the moving object, when the distance between the target object and a preset reference position is less than or equal to a threshold. In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. Information processing program.

2. The aforementioned predetermined range is, The reference point of the target object or the position of the virtual camera is used as the reference position, and the range includes the area located in the forward direction of travel of the reference position and in at least one direction to the left or right of the reference position. The information processing program according to claim 1.

3. A process that allows the movement object set for the target object to be selected from among a plurality of movement objects. An information processing program according to claim 1 or 2 that causes a computer to perform the following.

4. In the process of displaying the image captured by the virtual camera, The virtual camera is positioned at a higher location than the aforementioned reference point. The information processing program according to claim 1 or 2.

5. In the process that controls the movement of the aforementioned moving object, During the process of the target object moving from the first position to the second position, the target object is made to perform a predetermined operation. Based on the displacement of the reference point due to the predetermined operation, an upper limit is set on the value by which the virtual camera is displaced in the predetermined direction within one frame. In the process of displaying the image captured by the virtual camera, If the reference point is displaced beyond the upper limit in the predetermined direction during one frame due to the predetermined operation, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The predetermined direction is a direction other than the direction of travel. The information processing program according to claim 1 or 2.

6. In the process of displaying the image captured by the virtual camera, The angle of the virtual camera is changed based on the tilt of the target object. The information processing program according to claim 1 or 2.

7. Multiple moving objects that can become the target object are provided. Multiple motion data sets are provided for controlling the movement of the aforementioned moving object. Each of the multiple moving objects is associated with one of the multiple motion data sets. Multiple virtual camera data sets are provided to control the aforementioned virtual camera. Each of the multiple motion data sets is associated with one of the virtual camera data sets. In the process that controls the movement of the aforementioned moving object, Based on the motion data associated with the moving object, the movement of the moving object is controlled. In the process of displaying the image captured by the virtual camera, Based on the virtual camera data corresponding to the motion data associated with the target object, the virtual camera is controlled. The information processing program according to claim 1 or 2.

8. A process that allows the player to select one of a plurality of camera modes, including a first camera mode in which the virtual camera is controlled by a pre-set camera movement, and a second camera mode in which the virtual camera is controlled using the position of the target object as the reference point. Have the computer perform this task. In the process of displaying the image captured by the virtual camera, The virtual camera is controlled based on the camera mode selected by the player. The information processing program according to claim 1 or 2.

9. An information processing method performed by one or more computers, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. The computer performs this task. The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The correction process includes correcting and displaying the target object, the moving object located within a predetermined range of the target object or the virtual camera, or all or specific parts of a predetermined object different from the moving object, when the distance between the target object and a preset reference position is less than or equal to a threshold. In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. Information processing methods.

10. Equipped with one or more computers, The aforementioned computer, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. To carry out, The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The correction process includes correcting and displaying the target object, the moving object located within a predetermined range of the target object or the virtual camera, or all or specific parts of a predetermined object different from the moving object, when the distance between the target object and a preset reference position is less than or equal to a threshold. In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. Information processing system.

11. Equipped with one or more computers, The aforementioned computer, A process that executes a predetermined game in which one or more moving objects move from a first position to a second position, In the predetermined game, a process controls the movement of the moving object from the first position to the second position, The process involves moving a virtual camera in the direction of travel from the first position to the second position within a portion or all of the movement path of the moving object, and displaying the image captured by the virtual camera. To carry out, The process of displaying the image captured by the virtual camera is as follows: The position of the virtual camera is controlled using the position of the target object, which is the moving object in 1, as the reference point. If the reference point is displaced beyond a predetermined upper limit in a predetermined direction, the position of the virtual camera is displaced in the predetermined direction within the range of the upper limit. The correction process includes correcting and displaying the target object, the moving object located within a predetermined range of the target object or the virtual camera, or all or specific parts of a predetermined object different from the moving object, when the distance between the target object and a preset reference position is less than or equal to a threshold. In the correction process described above, Compared to when the correction process is not performed, one of the following is performed: the specific part is displayed smaller, the specific part is hidden, the specific part is displayed in a deformed state, or the position of the specific part is shifted. Game device.

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