Program, game control device, game system, and control method
By introducing object management, setting, and game execution units into the breeding game system, auxiliary objects are automatically managed and set to influence the parameters of the breeding target object. This solves the problem that novice players find it difficult to understand and set auxiliary objects, and simplifies and improves the efficiency of the breeding process.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2024-12-20
- Publication Date
- 2026-06-15
AI Technical Summary
In breeding games, novice players often struggle to understand and configure auxiliary objects to improve the parameters of the breeding target, leading to complex breeding setups.
By introducing an object management unit, a setting unit, and a game execution unit into the game system, the parameters of auxiliary objects that affect the breeding target object are automatically managed and set, simplifying the setting process of the breeding object.
This allows players to more easily set the objects that influence breeding, improving the efficiency and effectiveness of the breeding process, especially for novice players.
Smart Images

Figure 0007873885000001_ABST
Abstract
Description
【Technical Field】 【0001】 The present invention relates to a program, a game control device, a game system, and a control method. 【Background Art】 【0002】 Conventionally, there has been known a breeding game in which an auxiliary object that affects the breeding of a breeding target object is set in a deck, and parameters such as the ability of the breeding target object are improved by various effects possessed by the auxiliary object (for example, Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2021-133118 【Summary of the Invention】 【Problems to be Solved by the Invention】 <00000***4> In a breeding game using an auxiliary object as described above, the user needs to sufficiently understand the various effects possessed by each auxiliary object and select the auxiliary object to be set in the deck. For this reason, it may be particularly difficult for novice game players to appropriately set (compile) the auxiliary object deck. 【0005】 Therefore, one object of the present invention is to enable a user to set an object that affects the breeding of a breeding target object more simply than in the prior art. 【Means for Solving the Problems】 【0006】 A program according to one aspect of the present invention is a program that causes a computer to perform control of a game in which a first object to be nurtured is nurtured, comprising: an object management unit that stores and manages second objects associated with commands in a storage device; a setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations; a command group management unit that manages a group of commands, including the commands associated with the second objects set by the setting unit, as usable during the game; and a game execution unit that changes or sets the parameters of the first object according to the command by executing a command selected from the group of commands. 【0007】 A game control device according to another aspect of the present invention controls a game in which a first object to be nurtured is nurtured, and includes: an object management unit that stores and manages second objects associated with commands in a storage device; a setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations; a command group management unit that manages a group of commands, including the commands associated with the second objects set by the setting unit, as usable during the game; and a game execution unit that changes or sets the parameters of the first object according to the command by executing a command selected from the group of commands. 【0008】 Another aspect of the present invention is a game system that includes a server and a terminal device capable of communicating with the server, and performs control of a game in which a first object to be nurtured is nurtured, and includes an object management unit that stores and manages second objects associated with commands in a storage device, a setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations, a command group management unit that manages a group of commands, including the commands associated with the second objects set by the setting unit, as usable during the game, and a game execution unit that changes or sets the parameters of the first object according to the command by executing a command selected from the group of commands. 【0009】 Another aspect of the present invention is a control method for controlling a computer that performs control of a game for raising a first object to be raised, comprising: an object management step of storing and managing a second object associated with commands in a storage device; a setting step of selecting and setting one or more of the second objects associated with user identification information based on user operations; a command group management step of managing a group of commands, including the commands associated with the second object set by the setting step, as usable during the game; and a game execution step of changing or setting the parameters of the first object according to the command by executing the command selected from the group of commands. [Brief explanation of the drawing] 【0010】 [Figure 1] This is a schematic block diagram showing an example of the configuration of a game system according to one embodiment of the present invention. [Figure 2] This figure shows an example of a screen displaying the fielder ability data for the main character. [Figure 3] This figure shows an example of a screen displaying the pitcher ability data for the main character. [Figure 4]This is a diagram showing an example of a screen that displays information about the pitcher ability of a supporting character. [Figure 5] This is a diagram showing an example of a screen that displays information about the fielder ability of a supporting character. [Figure 6] This is a diagram showing an example of a screen for checking the parameters of a supporting character. [Figure 7] This is a diagram conceptually exemplifying the relationship between the cultivation policy and the practice menu. [Figure 8] This is a diagram showing an example of a practice menu displayed on the game screen. [Figure 9] This is a diagram showing another example of a practice menu displayed on the game screen. [Figure 10] This is a diagram showing an example of a practice menu table. [Figure 11] This is a diagram showing an example of a deck setting screen. [Figure 12] This is a diagram showing an example of the main screen of the cultivation mode <000007It is a diagram for explaining another example of "replacement (rest)". [Figure 23] It is a diagram for explaining an example of "replacement (congruent practice)". [Figure 24] It is a diagram for explaining an example of "replacement (game)". [Figure 25] It is a diagram for explaining an example of breakthrough practice (type 1). [Figure 26] It is a diagram for explaining an example of breakthrough practice (type 2). [Figure 27] It is a diagram for explaining an example of carry-over practice. [Figure 28] It is a diagram for explaining an example of tug-of-war tag practice. [Figure 29] It is a diagram for explaining another example of tug-of-war tag practice. [Figure 30] It is a diagram for explaining an example of the last one element. [Figure 31] It is a diagram for explaining an example of whim (surprise). [Figure 32] It is a diagram for explaining an example of trace practice. [Figure 33] It is a schematic functional block diagram showing an example of the functional configuration of a game system (configuration example 1). [Figure 34] It is a diagram showing an example of a character information table. [Figure 35] It is a diagram showing an example of a user information table. [Figure 36] It is a diagram showing an example of deck data. [Figure 37] It is a diagram showing an example of cultivation policy data. [Figure 38] It is a diagram showing an example of character data to be cultivated. [Figure 39] It is a schematic functional block diagram showing an example of the functional configuration of the control unit in configuration example 1. [Figure 40] It is a schematic functional block diagram showing another example of the functional configuration of a game system (configuration example 2). [Figure 41]It is a schematic functional block diagram showing an example of the functional configuration of the control unit in Configuration Example 2. [Figure 42] It is a schematic functional block diagram showing an example of the functional configuration of a game system including each configuration of Configuration Example 1 and Configuration Example 2. [Figure 43] It is a flowchart showing an example of the processing of the game system. [Figure 44] It is a flowchart showing an example of the processing of the game system. [Figure 45] It is a flowchart showing an example of the processing of the game system. [Figure 46] It is a flowchart showing an example of the processing of the game system. [Figure 47] It is a flowchart showing an example of the practice menu determination process. [[ID=2,0]] [Figure 48] It is a flowchart showing an example of the practice execution process. [Figure 49] It is a flowchart showing an example of the practice execution process. [Figure 50] It is a flowchart showing an example of the intervention process. [Figure 51] It is a flowchart showing an example of the rearrangement process. [Figure 52] It is a flowchart showing an example of the compression process. [Figure 53] It is a flowchart showing an example of the replacement process with "休息". [Figure 54] It is a flowchart showing an example of the replacement process with "合同練習". 【Embodiments for Carrying Out the Invention】 【0011】 Hereinafter, an example of an embodiment of the present invention will be described while referring to the drawings. 【0012】 [1. Configuration of the Game System] Figure 1 is a schematic block diagram showing an example configuration of a game system 1 according to an embodiment of the present invention. This game system 1 includes a plurality of game terminals 10-n (where n is a positive integer, 10-1, 10-2, ...) and a server 30. The game terminals 10-n and the server 30 within the game system 1 are connected to each other via a network N such as the Internet, enabling data communication. Here, since the plurality of game terminals 10-n have similar configurations, they will simply be referred to as "game terminal 10" unless otherwise specified. 【0013】 The network N in this embodiment is not limited to the Internet, but may be any network that enables communication between the game terminals 10-n and the server 30 within the game system 1, such as a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or a combination of the Internet. 【0014】 The game terminal 10 operated by the user is a computer used by the user to play games. Examples of game terminals 10 include home game consoles (stationary or portable), personal computers, smartphones, mobile phone terminals, PHS (Personal Handy-phone System) terminals, personal digital assistants (PDAs), tablet computers, multi-function television receivers (so-called smart TVs), and commercial game machines installed in amusement facilities, etc. 【0015】 Server 30 is, for example, a server computer. Server 30 stores and manages information about a user's game, for example, in a database DB, associating it with a user ID to uniquely identify each user. The database DB may be built within Server 30, or it may be built on a server computer separate from Server 30. 【0016】 Game System 1 allows for computer vs. computer (also called CPU vs. computer) and online vs. online play. In online play, for example, user A operating game terminal 10-1 and user B operating game terminal 10-2 can play a game against each other via network N. In this online play, for example, game terminals 10-1 and 10-2, which have been matched by server 30, can communicate directly via P2P (Peer to Peer) connection or the like. Alternatively, data exchange between game terminals 10-1 and 10-2 can be routed through server 30 for online play. Online play can be conducted using either method. 【0017】 Communication between the game terminal 10-n and the server 30 can be achieved, for example, by using HTTP (Hyper Text Transfer Protocol) which operates on TCP / IP (Transmission Control Protocol / Internet Protocol) as the base protocol, and implementing the application protocol defined in this system on a higher level. 【0018】 On the other hand, communication between game terminals 10-1 and 10-2, which are connected via P2P or the like, can be achieved, for example, by UDP (User Datagram Protocol), a communication protocol on the transport layer of the OSI reference model, which is mainly implemented on the IP protocol. UDP is a communication method that sends data to the other game terminal without performing data delivery confirmation or error correction, so it has the advantage of high data transfer speed, although the reliability of the data is low. It is also possible to use other existing protocols other than UDP for communication between game terminals 10-1 and 10-2, or to use new protocols that will be defined in the future. 【0019】 Furthermore, for example, a game terminal 10-n having a short-range wireless communication function using a predetermined frequency band (for example, the 2.4GHz frequency band) can also perform competitive games and the like by communicating directly with multiple game terminals 10-n. 【0020】 (Game console hardware configuration) The game terminal 10 mainly comprises a CPU (Central Processing Unit) 11, ROM (Read Only Memory) 12, RAM (Random Access Memory) 13, auxiliary storage device 14, communication unit 15, operation unit 16, display unit 17, and audio output unit 18, which are interconnected via bus lines including an address bus, data bus, and control bus. Interface circuits, image processing units, or sound processing units are interposed between the bus lines and each component as needed, but these are omitted from the illustration here. 【0021】 The CPU 11 interprets and executes game program instructions and controls the entire game terminal 10. The ROM 12 stores programs and data necessary for the basic operation control of the game terminal 10. The RAM 13 stores various programs and data and reserves workspace for the CPU 11. 【0022】 The auxiliary storage device 14 is a storage device that stores game programs and various data. For example, the auxiliary storage device 14 can be a non-volatile semiconductor memory, a hard disk drive, a solid-state drive, etc. 【0023】 The communication unit 15 is equipped with a communication interface (not shown) and has a communication control function for data communication during game execution. Here, the communication control function for data communication includes, for example, an internet connection function, a wireless LAN (Local Area Network) connection function, and a short-range wireless communication function using a predetermined frequency band (for example, the 2.4 GHz frequency band). Based on instructions from the CPU 11, the communication unit 15 transmits a connection signal to connect the game terminal 10 to the network N, and also receives information transmitted from the communication partner and supplies it to the CPU 11. 【0024】 The operation unit 16 is for the user to input various operation commands to the game terminal 10. Examples of the operation unit 16 include a position input unit with a touch interface (a component of a touch panel), physical buttons, a controller, an analog stick, a keyboard, a pointing device, etc. Alternatively, the operation unit 16 may be configured to accept voice input by identifying voice input from an audio input unit such as a microphone. 【0025】 The display unit 17 is driven based on image display commands from the CPU 11 and displays game screens, etc. Various known display devices such as liquid crystal displays and organic EL (Electro-Luminescence) displays can be applied to the display unit 17. Alternatively, the display unit 17 can be a touch panel that combines a display device such as a liquid crystal display with a position input unit equipped with a touch interface. When the display unit 17 is configured as a touch panel, the game terminal 10 includes a touch input detection unit (not shown). When an object such as a finger or pen touches the screen, this touch input detection unit detects the contact position coordinates on the screen and supplies a coordinate signal to the CPU 11. This allows the CPU 11 to recognize the contact position on the screen of the display unit 17. The display unit 17 does not need to be integrated with the game terminal 10; for example, it may be an externally connected television monitor, etc., to the game terminal 10. In this case, when the display unit 17 is an externally connected television monitor, etc., the display unit 17 is not included in the configuration of the game terminal 10. The audio output unit 18 generates an analog audio signal based on sound output instructions from the CPU 11 and outputs sound and other audio from the speaker. 【0026】 The game terminal 10 may also be equipped with a recording medium drive. Examples of recording medium drives include DVD-ROM drives, CD-ROM drives, hard disk drives, optical disk drives, flexible disk drives, silicon disk drives, and cassette media readers. In this case, the recording medium may be a DVD-ROM, CD-ROM, hard disk, optical disk, flexible disk, or semiconductor memory. The recording medium drive reads image data, audio data, and program data from the recording medium and supplies the read data to the RAM 13 or the like via a decoder. 【0027】 (Server hardware configuration) The server 30 mainly comprises a CPU 31, ROM 32, RAM 33, auxiliary storage device 34, and communication unit 35, which are interconnected via bus lines including an address bus, data bus, and control bus. Interface circuits are interposed between the bus lines and each component as needed, but the illustration of the interface circuits is omitted here. 【0028】 The CPU 31 interprets and executes instructions from system software and application software, and controls the entire server 30. The ROM 32 stores programs and other data necessary for the basic operation control of the server 30. The RAM 33 stores various programs and data, and reserves workspace for the CPU 31. The auxiliary storage device 34 is a storage device that stores programs and various data. For example, a hard disk drive or a solid-state drive can be used as the auxiliary storage device 34. 【0029】 The communication unit 35 is equipped with a communication interface (not shown) and controls communication with each game terminal 10-n via the network N. The communication unit 35 also controls communication with other servers (not shown) connected to the network N. For example, in a system configuration in which server 30 is integrated into a social networking service (SNS), the communication unit 35 of server 30 controls communication with the SNS server. Also, for example, server 30 controls communication with a video distribution server that distributes game videos played by users to viewers. It is also possible to give server 30 a video distribution function. 【0030】 Server 30 can be configured as a single computer, but it can also be configured in a function-distributed manner, where the functions of Server 30 are distributed among multiple servers. Alternatively, a load-balancing configuration can be implemented by providing redundancy (multiplexing) by placing multiple Server 30 on Network N. Furthermore, Server 30 may be configured as a cloud server utilizing cloud computing technology. 【0031】 Programs and data are supplied to the game terminal 10 or server 30 from a remote location via the network N and stored in RAM 13, auxiliary storage device 14, RAM 33, or auxiliary storage device 34. The game terminal 10 or server 30 may also be equipped with components (e.g., an optical disc drive or memory card slot) for reading programs and data stored on an information storage medium (e.g., an optical disc or memory card). Furthermore, programs and data may be supplied to the game terminal 10 or server 30 via the information storage medium. 【0032】 For the sake of clarity, the following explanation assumes that the game terminal 10 is a smartphone or tablet computer equipped with a touch panel. 【0033】 [2. An example of a game] An overview of one example of the game is described below. Game System 1 can run various games. For example, it can run a wide variety of games regardless of game format or genre, such as sports (baseball, soccer, and other sports-themed games), racing, fighting, and combat. The game may be run by the game terminal 10 communicating data with the server 30 or other game terminals 10, or it may be run by the game terminal 10 alone. Below, as an example of a game that can be run on Game System 1, a baseball game based on baseball will be described, and other games will be mentioned as needed. 【0034】 The baseball game of this embodiment includes various game modes such as training mode, battle mode, acquisition mode, and enhancement mode. Training mode is a game mode in which the user trains a character to be trained (an example of a first object). In this embodiment, in training mode, the user can train a pitcher or a fielder (including a catcher). Characters trained by the user in training mode can be used in other game modes such as battle mode. The Versus Mode is a game mode in which users compete against an opposing team using a team formed with characters they have trained in the Training Mode. The opposing team may be another user's team or the computer (so-called CPU battle). The Acquisition Mode is a game mode in which users can acquire support characters (an example of a second object) that can be used when training the target character in Training Mode. Enhancement Mode is a game mode in which users can strengthen support characters by combining them with other support characters obtained in Acquisition Mode, etc. Furthermore, in Enhancement Mode, it may be possible to strengthen potential training characters (for example, by improving their initial parameters) before training begins. 【0035】 [2-1. Overview of Training Mode] Here, we will explain the outline of the training mode of this embodiment. Support characters are characters that can influence the development of the character being trained during the training process. Each support character is associated with various training menus (examples of commands) used to instruct the character being trained to perform specific training (examples of actions). Before starting training, the user can arbitrarily select a predetermined number of support characters (for example, 6) from their possession and set them in a deck. This makes the training menus associated with the support characters set in the deck available during the training mode game, allowing the character being trained to perform the training items corresponding to the training menus. Therefore, if the user wants to improve a desired ability parameter of the character being trained, they should set the support character associated with the training menu that affects that ability parameter in the deck. Thus, even beginners can easily assemble a deck of support characters to achieve the desired training results. 【0036】 Furthermore, in the training mode of this embodiment, in order to reduce the burden on the user required for training and allow users to easily train objects, the training menu for the character being trained is automatically determined and executed. On the other hand, by allowing the user to change the automatically determined training menu at a predetermined time, users who want to play the training game more deeply can participate in (intervene in) the training process. The following is a detailed explanation of an example of the training mode. 【0037】 [2-2. Scenario Selection] In training mode, the character being trained performs baseball practice and other activities to be developed as a pitcher or fielder. In this embodiment, multiple scenarios are available in training mode. A scenario is a game story that unfolds in accordance with the game's progression. A scenario can include various elements related to the game story, such as the roles of the characters appearing in the game, in-game visual effects, and choices made within the game. The training of the character being trained is completed upon completion of one scenario. After completing a scenario, the character can be trained repeatedly by starting the scenario again from the beginning. In other words, one scenario (starting and completing one scenario) is the unit that completes the training of one character being trained. 【0038】 To increase the variety of scenarios available to the user, new scenarios may be added periodically or irregularly. There may also be limited-time scenarios. Furthermore, there may be scenarios that become available to the user only after fulfilling certain conditions. These conditions could include, for example, a certain number of characters being trained, characters with certain ability values or higher being trained, or the user's game level being a certain level or higher. 【0039】 [2-3. Setting the training targets] Once a scenario is selected, the user sets the basic information of the character to be trained. The configurable basic information includes the character's name, pronunciation of the name, defensive position, dominant hand, batting form, and, in the case of a pitcher, pitching form. For defensive positions, users can choose from pitcher, catcher, first baseman, second baseman, third baseman, shortstop, and outfielder. For dominant hand, users can choose between right-handed or left-handed throwing. They can also choose between right-handed batting, left-handed batting, or switch-hitting. For batting forms, users can choose from several types, such as standard and open stance. For pitchers, users can choose from several pitching forms, such as overhand, sidearm, and underhand. The basic information setting screen already has default basic information (for example, the basic information set last time), and users can change the default basic information settings as needed. 【0040】 [2-4. Characters to be trained] Here, we will explain the parameters of the character being trained, such as their abilities. During training (or after training is complete), the user can check the parameters of the character being trained by performing a predetermined operation. Figure 2 shows an example of the fielder ability data screen G100 for a character being trained as a fielder (or after training is complete). The name of the selected scenario is displayed in display area A101. 【0041】 Display area A110 displays an image of the character being trained. Display area A111 displays the name of the character being trained. The name of the character being trained is determined when setting the character's basic information, but it can be changed after training is complete. Display area A112 displays the character's jersey number or position (defensive position) number. 【0042】 Display area A113 shows the batting form and dominant hand of the character being trained. Display area A114 shows the position of the character being trained. It is also possible to train the character to be able to play multiple positions defensively, in which case multiple positions can be displayed. 【0043】 Display areas A115 to A121 show the basic abilities of a fielder. The basic abilities displayed in display areas A116 to A121 are shown in an 8-level evaluation rank, such as S, A, B, C, D, E, F, and G. For example, an ability value of 90 or higher is S, 80-89 is A, 70-79 is B, 60-69 is C, 50-59 is D, 40-49 is E, 20-39 is F, and 19 or lower is G. 【0044】 Display area A115 displays information on the basic ability "Ball Trajectory," and the ability value is represented by a number from 1 to 4. The higher the number, the higher the trajectory of the batted ball, making it easier to hit home runs. Display area A116 displays information on the basic ability "Contact," and the higher the "Contact" ability, the easier it is to make contact with the ball with the bat, making it easier to get hits. Display area A117 displays information on the basic ability "Power," and the higher the "Power" ability, the easier it is to hit extra-base hits. Display area A118 displays information on the basic ability "Speed," and the higher the "Speed" ability, the faster the base runners are, making it easier to get infield hits. Display area A119 displays information on the basic ability "Arm Strength," and the higher the "Arm Strength" ability, the faster the ball can be thrown in the field. Display area A120 displays information on the basic ability "Fielding Ability," and the higher the "Fielding Ability" ability, the wider the fielding range. Display area A121 shows information about the basic ability "catching," and the higher the "catching" ability, the easier it is to catch the ball well in defense and the less likely errors are to occur. 【0045】 Display area A122 shows a list of special fielding abilities that the character being trained has acquired. In the example shown in Figure 2, the character being trained possesses five types of special abilities: "Infield Hit ○", "Pinch Hitter ○", "Inside Pitch ○", "Throwing ◎", and "Consistent Performance". In other words, the character being trained is prone to infield hits, their ability scores increase when they come in as a pinch hitter, they are good at hitting inside pitches, they can throw accurately in the field, and they have consistent performance. There are many other types of special fielding abilities that the character being trained can acquire. 【0046】 Additionally, by tapping part P102 located at the top of the screen, you can switch between displays such as the "defensive ability data," "pitching ability data," and "deck information" of the character being trained. 【0047】 Figure 3 shows an example of the pitcher ability data screen G200 for a character being trained as a pitcher (or whose training has been completed). Display area A201 displays the name of the scenario used for training. Display area A210 displays the image of the character being trained. Display area A211 displays the name of the character being trained. Display area A212 displays the character's jersey number or position number. Display area A213 displays the character's pitching form and dominant arm. Display area A214 displays the character's position. 【0048】 Display area A215 shows basic abilities related to "ball speed," including the maximum ball speed when throwing a fastball. Additionally, the basic abilities displayed in display areas A216 and A217 are ranked in eight stages from highest to lowest: S, A, B, C, D, E, F, and G. An ability value of 90 or higher is S, 80-89 is A, 70-79 is B, 60-69 is C, 50-59 is D, 40-49 is E, 20-39 is F, and 19 or lower is G. 【0049】 Display area A216 shows basic abilities related to "control." The higher the "control" ability, the less likely errant pitches are to occur, and the easier it is to throw to the intended location. Display area A217 shows basic abilities related to "stamina." The higher the "stamina" ability, the less easily fatigued the player becomes, and the less likely their ability is to decline in the later stages of the game. 【0050】 Display area A218 shows the types and amounts of break in curveballs that the character being trained has mastered, in addition to the straight pitch. The five arrows displayed in display area A218 indicate the direction of the trajectory change of a curveball thrown by a right-handed pitcher, as seen from the batter's perspective. Curveballs are classified into five types based on the direction in which the ball's trajectory changes, with angles differing by 45 degrees each: right (horizontally to the right), lower right, down (vertically), lower left, and left (horizontally to the left). 【0051】 In the example shown in Figure 3, the character being trained has mastered not only a fastball but also curveballs such as a slider, curveball, forkball, and sinker. In other words, when using the character being trained in the training mode or in other game modes, the user can choose to throw one of the character's available pitches: fastball, slider, curveball, forkball, and sinker. 【0052】 The five arrows displayed in display area A218 also function as gauges indicating the amount of movement for each type of curveball. Here, the amount of movement for a curveball is one of the ability parameters of the character being trained, and it indicates the degree of curvature of the curveball. In other words, it indicates the degree of change in the trajectory of the ball when the character being trained throws a curveball. The amount of movement is shown in seven stages, for example, from "1" to "7", where "1" is the smallest amount of movement and "7" is the largest amount of movement. 【0053】 In the example shown in Figure 3, the character being trained has the following abilities: Slider (change of 5), Curve (change of 3), Forkball (change of 4), and Shoot (change of 2). 【0054】 Display area A219 shows a list of special pitching abilities possessed by the character being trained. In the example shown in Figure 3, the character being trained possesses four types of special abilities: "Heavy Ball," "Strikeout," "Grit," and "Resilience." This indicates that the character throws heavy balls, is good at striking out batters, can pitch through fatigue with sheer willpower, and is not easily shaken even when hit. There are many other types of special pitching abilities that the character being trained can acquire. 【0055】 Furthermore, the characters to be trained may be given parameters related to abilities other than those mentioned above, such as enhanced abilities. Examples of enhanced abilities for the characters to be trained include "status," "attraction power," and "adjustment power." For example, the effect of enhanced abilities occurs when the trained character is used in a battle mode or other game mode (a game other than the training mode). Furthermore, in addition to special abilities related to fielders or pitchers, the character being trained can also acquire special abilities belonging to the "Other" category. For example, if the character being trained acquires the "Mood Up" special ability, it will have the effect of improving the team's mood (improving the batting, power, and control abilities of the characters on their team). The parameters related to the various abilities of the character being trained will affect the assessment (evaluation) of the training results of that character. 【0056】 Each ability item in the basic abilities of the character being trained has a basic upper limit (maximum value), and it is not possible to increase the ability value beyond the basic upper limit. However, by fulfilling certain upper limit break conditions, the upper limit of the basic ability value will become higher than the basic upper limit (this is called "upper limit break"). The upper limit break condition is to set a support character that has the effect of "raising the basic ability upper limit" for a specific ability item in the deck. The ability items that can have their upper limits broken vary depending on the support character. Also, the degree to which the upper limit can be raised varies depending on the support character. For example, there are support characters that can raise the upper limit by upper limit +1, +2, +4, +6, +8, +10, or +12. For example, if the deck includes a support character that has the effect of raising the basic ability upper limit of "Hit Upper Limit +4" and a support character that has the effect of raising the basic ability upper limit of "Hit Upper Limit +8", the upper limit of "Hit" for the character being trained will be "+12". 【0057】 Furthermore, parameters such as condition, stamina, and injury status are set for the character being trained. Note that some parameters may only be relevant during the character's training period (parameters that are not used after training is complete). For example, stamina and injury parameters are examples of parameters that are only relevant during the character's training period. Details regarding stamina and injury parameters will be discussed later. 【0058】 [2-4-1. Variations of training targets] As a variation, the character to be trained in training mode may be selected by the user from among multiple candidate characters. These candidate characters may be called, for example, training base characters. Here, the multiple candidate characters that the user can select may be owned by the user. For example, candidate characters may be acquired by the user through a lottery in acquisition mode. Alternatively, candidate characters may be acquired by the user as rewards in training mode or other game modes, or as login bonuses. Furthermore, each candidate character may have different initial parameters (initial values of abilities at the start of training, etc.). Note that there may be candidate characters with some or all of the same initial parameters. 【0059】 For example, support characters could be used as potential training characters. One example would be allowing users to select any support character they own from among several support characters they possess and designate that character as the target character for training. 【0060】 Alternatively, the characters that can be selected as training targets and the support characters may be different types of characters. In this case, the user may acquire various training target characters and various support characters through a lottery in the acquisition mode. In this case, before starting training, the user will select which character to train from among the multiple training target characters they possess, and select which characters to set in the deck from among the multiple support characters they possess. 【0061】 Each candidate character for training already has basic information such as a name set. Therefore, if the system is designed so that the user can select the character to be trained from among multiple candidate characters, the user does not need to set the basic information of the character to be trained as described above. As a variation, the user may be allowed to change the basic information such as the name that is pre-set for the candidate character selected by the user as the character to be trained, before training begins (or during training, at the end of training, or even after training is complete). 【0062】 [2-5. Auxiliary character] Support characters can be obtained through a lottery in the aforementioned acquisition mode. Additionally, support characters may be made available to users as rewards in training mode or other game modes, or as login bonuses. Support characters acquired by a user in the game are associated with the user's user ID and stored in a storage device (database DB, support storage device 14, support storage device 34, etc.) as characters owned by the user, and are managed by game system 1. 【0063】 There is a limit to the number of support characters each user can possess. For example, the basic limit is "100," but this limit can be increased by fulfilling certain conditions. For instance, by consuming a predetermined amount of in-game currency, the limit can be increased by a predetermined number (e.g., "5"). However, there is a maximum limit to how many support characters a user can possess. Users can reduce the number of support characters they possess by selling them. Selling support characters converts them into in-game currency that can be used within the game. Additionally, as described later, users can also reduce the number of support characters they possess by using them as enhancement material characters. As a variation, there could be no limit on the number of support characters each user can possess. 【0064】 Support characters may have multiple attributes, such as "player," "manager," "potential girlfriend," "player and potential girlfriend," "partner," "coach," or "scout." 【0065】 Here, we will explain the parameters of support characters. Before or during training, users can check the parameters of support characters they possess by performing a predetermined operation. It may also be possible to allow users to check the parameters of support characters they do not possess. 【0066】 [2-5-1. Support Character Ability Parameters] 【0067】 In this embodiment, even if the support character is a fielder (whose main position is not pitcher), the pitcher's ability parameters will be set. Also, even if the support character is a pitcher (whose main position is pitcher), the fielder's ability parameters will be set. However, there may be support characters whose ability parameters are set only for fielders, or support characters whose ability parameters are set only for pitchers. 【0068】 Figures 4 and 5 show an example of screen G300 for checking the ability parameters of an auxiliary character. Tabs T301 to T304 are displayed at the top of screen G300 for switching the content of the information displayed in display area A310. 【0069】 Figure 4 shows an example of screen G300, which displays information about the pitching abilities of an auxiliary character. When tab T302 is selected, display area A310 displays information about the pitching abilities of the target auxiliary character. In this case, display area A310 is provided with display areas A311, A312, and A313. 【0070】 Display area A311 shows the name, icon (image), position number, pitcher suitability, player abilities (player ability rank and player ability value), pitching form, and dominant hand information of the support character. Here, the support character's pitcher suitability is set to at least one of the following: starter, reliever, or closer. Player ability is an indicator that represents the support character's overall strength, and is calculated by evaluating the ability values of various ability items of the support character and parameters such as acquired special abilities. 【0071】 Display area A312 shows parameters for the pitcher's basic abilities: ball speed, control, stamina, and breaking balls. The breaking ball parameters display the types of pitches the support character can throw (their "repertoire") and the amount of movement for those pitches. Some support characters may have original pitches, in which case the name of the original pitch is also displayed. Display area A313 shows a list of the special pitcher abilities that the support character has acquired. 【0072】 Figure 5 shows an example of screen G300, which displays information about the fielding abilities of a support character. When tab T303 is selected, display area A310 displays information about the fielding abilities of the target support character. In this case, display area A310 is provided with display areas A321, A322, and A323. 【0073】 Display area A321 shows the name of the support character, icon (image), position number, defensive position, player abilities (player ability rank and player ability value), and dominant hand information. Display area A322 shows the rank and ability values of the target support character's basic fielding abilities (trajectory, contact, power, speed, arm strength, fielding ability, catching). Display area A323 shows a list of the special abilities of the fielders that the support character has acquired. 【0074】 Additionally, on screen G300, if tab T301 is selected, if the supporting character is a pitcher, information on the pitcher's abilities will be displayed, and if the supporting character is a fielder, information on the fielder's abilities will be displayed. Additionally, if tab T304 is selected on screen G300, information on the defensive abilities of the support character will be displayed. This defensive ability information includes information on at least one position (including main and sub-positions) in which the support character can play defensively, and information on the defensive strength (rank and ability value) for each position. 【0075】 Support characters set in the deck will appear in the game during training as teammates of the character being trained. During training, matches will be held at predetermined times, and the user's team, including the character being trained and the support characters set in the deck, will compete against an opponent (CPU or another user's team). The ability parameters of the support characters will be used in the matches held during training. 【0076】 [2-5-2. Parameters that affect the target of training in support characters] Figure 6 shows an example of screen G400 for checking the parameters of a support character. On screen G400, the user can mainly check the parameters of the support character other than the ability parameters. Screen G400 has display areas A410, A420, A430, and A440. Display area A410 displays the image, name, rarity, and player ability information of the target support character. In Figure 6, a support character with the name "Player BK", rarity "SR", and player ability "S94" is shown as an example. The rarity of support characters will be explained later. Note that display area A410 (or other display areas) may also display information such as the position and gender of the support character. On screen G400, pressing the ability button B401 will transition to the aforementioned screen G300 (see Figures 4 and 5), where the ability parameters of the support character can be checked. 【0077】 Display areas AA420, A430, and A440 show the "parameters that affect the training target" associated with the target support character. These "parameters that affect the training target" include "preferred training," "basic ability limit increase," and "training menu." 【0078】 Display area A420 shows information about the "favorite training" associated with the target support character. When the character being trained performs training corresponding to the favorite training of the support character set in the deck, effects such as gaining more training experience points than usual or triggering events that allow for special training (special tag training, described later) will occur. 【0079】 By the way, the training types (classification of training) in this embodiment include "hitting," "power," "running speed," "arm strength," "fielding ability," "catching," "ball speed," "breaking ball," "control," and "stamina." Each training menu is associated with one of these training types. Each training type has a unique icon (image) that represents that training type. The type of training a player is good at corresponds to the training type, and in display area A420, the icon and text of the training type corresponding to the type of training a player is good at are displayed as information about their favorite training. In Figure 6, the icons and text (abbreviated text) of the training types "arm strength" and "fielding ability" are displayed in display area A420, showing an example where the favorite training associated with the target support character "Player BK" is "arm strength" and "fielding ability." 【0080】 The type of training a character excels at varies depending on the support character (however, support characters may have the same preferred training). The number of preferred training types associated with a support character may vary depending on the support character or their rarity (however, support characters may have the same number of preferred training types). Additionally, there may be support characters that do not have any associated preferred training types (in other words, support characters with zero preferred training types). 【0081】 Display area A430 shows information about the "Basic Ability Limit Up" effect associated with the target support character. As mentioned above, the ability items that can exceed the limit of the target character's basic abilities differ depending on the support character (however, there may be support characters with the same ability items for Basic Ability Limit Up). Also, the extent to which the limit can be increased differs depending on the support character (however, there may be support characters with the same extent to which the limit can be increased). The number of Basic Ability Limit Up effects associated with a support character (in other words, the number of ability items for Basic Ability Limit Up) may differ depending on the support character or rarity (however, there may be support characters with the same number). Also, there may be support characters that do not have any Basic Ability Limit Up effects associated with them. Figure 6 shows an example in which the Basic Ability Limit Up effects "Shoulder Strength Limit +6" and "Defense Power Limit +6" are associated with the target support character. 【0082】 Display area A440 displays information about the "training menu" associated with the target support character. Details of elements such as training levels included in the training menu will be described later. There are three types of training menus associated with support characters: "Growth (an example of the first type)", "Bond (an example of the second type)", and "Unique (an example of the third type)". Display area A440 displays information about the "training menu" for each type. As mentioned above, training menus associated with support characters set in the user's deck can be acquired and used during the training mode game, and it becomes possible to have the training target perform the training items corresponding to the training menu. Training menus associated with support characters set in the deck are sometimes referred to as training menus that the support character brings into the game. Here, the timing of when training menus can be acquired and used during the training mode game differs depending on the type of training menu (Growth, Bond, Unique). 【0083】 The "Growth" training menus associated with support characters become available for acquisition (addition) once training menus can be added to the training policy, as described below. While the details will be explained later, training menus (including "Growth" training menus) can be added to the training policy and become usable when the training policy points (an example of the second game parameter) awarded by performing the training menus meet a predetermined standard. In other words, "Growth" training menus are basic bonus training menus that can be acquired and used when the points earned during the game reach a predetermined standard (or by spending those points). 【0084】 The "Bond" training menus associated with support characters can be acquired and used when the Bond Gauge or Bond Level (an example of relationship level), which indicates the degree of the relationship between the support character set in the deck and the character being trained, meets a predetermined standard. In other words, "Bond" training menus can be acquired independently of the aforementioned training policy points (without consuming those points), and the conditions for acquiring (or making available) them differ from those for "Growth" training menus. Details on acquiring "Bond" training menus will be described later. 【0085】 Unique training menus associated with support characters can be acquired and used when specific events occur during gameplay in training mode. In other words, unique training menus can be acquired independently of the aforementioned training policy points (without consuming those points), and the conditions for acquiring (or making them usable) differ from those for growth and bond training menus. Each support character has a unique unique training menu associated with it. Therefore, different support characters will have different unique training menus. Unique training menus are one-time use and are more powerful than other types of training menus (growth, bond). A one-time use training menu is one that, once selected and executed in a given turn, cannot be used again afterward. Details on acquiring unique training menus will be described later. 【0086】 In the game of this embodiment, each support character is associated with one type of training menu for "Growth," "Bond," and "Uniqueness." However, it is not limited to this; each support character may be associated with at least one type of training menu for "Growth," "Bond," and "Uniqueness." For example, a support character may be associated with multiple types of training menus for "Growth" and "Bond," but only one type for "Uniqueness." The number of training menus associated with each type may differ depending on the support character. Furthermore, the number of training menus associated with some or all of the "Growth," "Bond," and "Uniqueness" types may differ depending on the support character. 【0087】 [2-5-3. Rarity of Support Characters] Rarity is a parameter that represents the difficulty of obtaining an item. Generally, the higher the rarity, the stronger the effect it produces, so rarity is also a parameter that represents the strength of an item's effect. There are six types of rarity: "N", "PN", "R", "PR", "SR", and "PSR". The rarity increases in the order of N, PN, R, PR, SR, and PSR. In display area A410 of Figure 6, stars are displayed according to the rarity of the support character, with more stars indicating a higher rarity. The number of stars from 1 to 6 corresponds to rarity N, PN, R, PR, SR, and PSR, respectively. 【0088】 Support characters may have the same name but different rarities. For example, the support character named "Player BK" in Figure 6 can exist in N, PN, R, PR, SR, and PSR rarities. 【0089】 Furthermore, the higher the rarity of the support character, the greater the parameters that affect the target being trained, resulting in greater benefits when training the target. For example, the effect value of the basic ability limit increase (the number such as +6 in the same figure) and the number of types of basic ability limit increase effects associated with the support character (2 in the same figure), which are displayed in display area A430 of Figure 6, change depending on the rarity. In other words, the higher the rarity of the support character, the greater the effect value and / or the number of types of effects of the basic ability limit increase. Alternatively, the higher the rarity of the support character, the higher the training level of the associated training menu or the greater the number of training menus. 【0090】 [2-5-4. Strengthening Support Characters] Furthermore, in the aforementioned enhancement mode, the user can select one enhancement base character and one or more enhancement material characters from their owned support characters, and enhance the enhancement base character by combining it with the enhancement material characters. This enhancement process improves the parameters of the support character selected as the enhancement base character. Parameters of the support character that are improved through the enhancement process include, for example, the effect value and number of effects of the increase in the upper limit of basic abilities, and the training level of the associated training menu. In addition, the rarity of the support character that is the enhancement base character may be increased through the enhancement process. In this case, the effect value of the increase in the upper limit of basic abilities may be increased in accordance with the increase in the rarity of the support character. On the other hand, support characters used as enhancement material characters will no longer be considered characters owned by the user. 【0091】 The higher the parameters (rarity, player ability, etc.) of the support character used as enhancement material, the greater the improvement in the parameters of the support character used as the enhancement base character (i.e., the greater the enhancement effect). Furthermore, the enhancement effect may differ depending on whether the names of the enhancement base character and enhancement material character are the same or different. For example, the enhancement effect may be higher (or lower) when the names of the enhancement base character and enhancement material character are the same than when they are different. 【0092】 By selling or enhancing the aforementioned support characters, users can adjust the number of support characters they possess to stay within the limit. Game System 1 manages a list of support characters that the user currently possesses and support characters that the user has possessed in the past as encyclopedia information. The user can then check this encyclopedia information on the screen at any time by performing a predetermined operation. 【0093】 Before starting a scenario in training mode, it is advisable for the user to strengthen support characters through the enhancement process described above to improve the parameters that affect the character being trained. Strengthening support characters will allow for a more advantageous training process for the target character compared to not strengthening them. 【0094】 [2-6. Training Policy] A training plan (an example of a command set) is a collection of training menus. Figure 7 is a conceptual diagram illustrating the relationship between a training plan and training menus. A training plan may be displayed on the game screen as a designated object, such as a binder, which displays a list of the training menus included in that training plan. The user can also check the training plan (multiple training menus included in the training plan) by performing a predetermined operation. As described later, after training begins, a selected training menu from the multiple training menus included in the training plan will be executed, and the character being trained will perform training, etc. The training menus included in the training plan are commands that become available in the training mode of the game. 【0095】 The training plan includes training menus brought in by the support characters set in the deck, and other training menus. Here, training menus brought in by the support characters set in the deck refer to training menus associated with the support characters set in the deck that are added to the training plan when certain conditions are met. As a variation, training menus associated with the support characters set in the deck may be added to the training plan as training menus brought in by those support characters, without setting any specific conditions. 【0096】 In the game of this embodiment, at the start of training, only the "initial training menu," which is a training menu common to all users, is included in the training policy. The number of initial training menus is, for example, "30," but is not limited to this and can be set arbitrarily. Note that arbitrarily set means that the game operator (game provider) can set it arbitrarily (the same applies hereafter). The training menus included in the initial training menu may all be of different types, or some of them may be of the same type. After training begins, if certain conditions are met, training menus brought in by the support characters set in the deck, or other training menus, will be added to the training plan. 【0097】 Among the training menus included in the training policy, training menus other than those brought in by the support characters set in the deck can be applied, such as 1) training menus fixed to all scenarios, 2) training menus specific to each scenario, 3) training menus tailored to the character being trained, and 4) training menus tailored to limited-time events. For example, all of 1) to 4) above may be applied, only one of them may be applied, or two or more may be applied in combination. 【0098】 The aforementioned fixed practice menu for all scenarios refers to a practice menu common to all scenarios, regardless of the scenario selected by the user. The number of practice menus common to all scenarios can be set arbitrarily. 【0099】 Furthermore, each scenario may be associated with a scenario-specific training menu. A scenario-specific training menu is a training menu associated with an individual scenario, and is a training menu appropriate for that scenario. Each scenario may also be associated with a training menu common to all scenarios, as well as a training menu specific to that scenario (a scenario-specific training menu). The number of scenario-specific training menus associated with each scenario can be set arbitrarily. The number of scenario-specific training menus may differ from scenario to scenario. In addition, some scenarios in the game may have some or all of their scenario-specific training menus being the same. 【0100】 The aforementioned training menus corresponding to the target character are training menus that apply when the user can select a character from among multiple training candidate characters to be trained. Each training candidate character has a training menu associated with it. It is possible that some or all of the training candidate characters in the game have the same associated training menu. The aforementioned training menus corresponding to the target character are the training menus associated with the target character (= selected training candidate character) when the user selects a character from among multiple training candidate characters to be trained. 【0101】 The training menus corresponding to the aforementioned limited-time events are training menus that are applied when a limited-time event is being held in the game. Various limited-time events are held in the game regularly or irregularly. For example, training menus corresponding to the currently running limited-time event may be included in the training policy, such as training menus related to batting during a limited-time event that mainly strengthens batting, and training menus related to fielding during a limited-time event that mainly strengthens fielding. 【0102】 A training plan may include multiple practice menus of the same type. For example, a training plan may include two or more "hitting practice" menus. 【0103】 Training policies have levels, and the initial level at the start of training is "1". In this embodiment of the game, training policy points are accumulated in the training policy gauge (see P613 in Figure 12) by executing training menus. When training policy points are accumulated until the training policy gauge reaches MAX, the training policy levels up, and training menus PM can be added to the training policy. Training menus for "growth" brought in by support characters can be added to the training policy at this point. 【0104】 [2-6-1. Elements included in the training menu] Figures 8 and 9 show examples of practice menus (PMs) displayed on the game screen. Elements included in a practice menu (PM) include an illustration of the practice menu (PMa), a practice name (PMb), information representing the practice type (such as color) (PMc), a practice level (PMd), and information indicating that the practice menu originates from a support character (PMe) (see Figure 9). The practice menu (PM) is displayed on the game screen as an object containing the aforementioned elements. 【0105】 Figure 10 shows an example of the training menu table TBL101. This training menu table TBL101 is the master table for managing all training menus PM in the game. The training menu table TBL101 includes fields such as "Training Menu ID", "Image", "Training Name", "Training Type", "Training Level", "Command Content", and "Effect". The "Training Menu ID" is information that uniquely identifies each training menu PM. The "Image" field stores information corresponding to illustration PMa, such as in Figure 8. The "Training Name" field stores information corresponding to training name PMb, such as in Figure 8. The training type stored in the "Training Type" field is information that classifies the training menu PM into multiple categories and corresponds to the training type information PMc, such as in Figure 8. The "Training Level" field stores the initial training level at the start of training. Details of the training level will be described later. The "Command Content" field stores information indicating the actions, etc., that are instructed to be given to the training target character when the training menu PM is executed. The "Effect" field stores information indicating the effects that occur when the training menu PM is executed. The information demonstrating this effect includes information on the ability items for which experience points are improved and the baseline amount of experience points that are improved. 【0106】 In Figures 8 and 9, the practice name PMb is the name that represents the type of practice menu PM. Practice names PMb include the names of the ability items (i.e., parameter names) of the character being trained, such as batting practice, power practice, running practice, arm strength practice, fielding practice, catching practice, ball speed practice, control practice, stamina practice, and curveball practice. For example, a practice menu PM with the practice name PMb being "batting practice" is a command (a command with the practice type "batting") that performs practice to improve the parameter of the ability item "batting" of the character being trained. When the practice menu PM for "batting practice" is executed, experience points for the ability item "batting" are gained. Similarly, a practice menu PM with the practice name PMb being "power practice" is a command (a command with the practice type "power") that performs practice to improve the parameter of the ability item "power" of the character being trained. When the practice menu PM for "power practice" is executed, practice experience points for the ability item "power" (an example of a first game parameter) are gained. Thus, each training menu (PM) has a predetermined set of abilities that can be improved by performing it (see Figure 10). By including the name of the parameter (ability item) of the character being trained that will be affected by the training menu in the name of the training menu PM, it becomes clear which parameter of the character being trained can be improved by that training menu PM. 【0107】 Furthermore, the practice name PMb may not include the name of an ability item of the character being trained, such as practice swings, contact batting, tee batting, or machine batting. Practice swings, contact batting, tee batting, and machine batting are all practice types of "contact," and performing them allows the trainer to gain practice experience points for the ability item "contact." Even in the case of practice names PMb that do not include the name of an ability item of the character being trained, displaying information PMc representing the practice type in the practice menu PM makes it easier to understand which parameter of the character being trained can be improved by that practice menu PM. 【0108】 Some practice menus (PMs) allow players to acquire special ability practice experience points (an example of the first game parameter, hereinafter referred to as "special ability experience points") by performing them. Some practice menus may only grant special ability experience points, while others may grant special ability experience points in addition to basic ability practice experience points. For example, when the "Hitting Practice" practice menu is performed, players may acquire both "Hitting" practice experience points and special ability experience points. The same applies to other practice menus. 【0109】 Furthermore, the training menu PM includes a "rest" option, which instructs the character being trained to take a break from training (see Figures 10, 12, etc.). When the "rest" training menu PM is executed, the character being trained recovers a predetermined amount of stamina. In the game of this embodiment, when the "rest" training menu PM is executed, the amount of stamina recovered is determined by lottery from three levels: "30 recovery," "20 recovery," and "10 recovery." The lottery may be random or weighted. For example, weights may be assigned such that the probability of drawing increases in the order of "30 recovery" < "70 recovery" < "50 recovery," making "50 recovery" the most likely to be selected. As a variation, the amount of physical strength recovered when the "rest" training menu PM is performed may be fixed. 【0110】 As mentioned above, the training types (classifications of training) include "hitting," "power," "running speed," "arm strength," "fielding ability," "catching," "pitch speed," "breaking ball," "control," and "stamina," and one of these training types is associated with each training menu. The training type determines which ability items of the character being trained can be improved. As information PMc representing the training type, one or more elements such as a color, icon, text, or symbol can be applied to represent each training type. For example, each training type has a unique color that represents that training type. For example, the training type "hitting" is "blue," and the training type "breaking ball" is "red." Figure 8(a) or Figure 9 shows an example where the color of the lower area of the training menu PM (the area where the training name PMb and training level PMd are displayed) represents the training type, and the information PMc representing the training type is displayed in color. Furthermore, when displaying the PMc information representing the practice type using color, it is sufficient to display at least a specific area of the practice menu PM in the color representing the practice type. For example, all or part of the background color of the practice menu PM may be displayed in the color representing the practice type. 【0111】 Furthermore, Figure 8(b) shows an example where the PMc information representing the practice type is displayed using an icon PMc-2 that represents the practice type, along with a color. Alternatively, the color can be omitted, and only the PMc-2 icon can be used as the PMc information representing the practice type. For example, the PM practice menus "Hitting Practice" and "Tee Batting" will display the PMc-2 icon representing the practice type "Hitting." As mentioned earlier, the display area A420 of screen G400 (see Figure 6), used to check the parameters of the support character, displays an icon representing the support character's preferred practice type. As shown in Figure 8(b), displaying the PMc-2 icon representing the practice type in the PM practice menu makes it easier for the user to understand the correspondence between the PM practice menu and the support character's preferred practice. 【0112】 The practice level PMd represents the effectiveness of a practice menu PM, with higher levels indicating greater benefits from performing that practice menu PM. For example, a practice menu PM with a higher practice level PMd allows players to earn more practice experience points and training policy points when performing it. In this embodiment, the practice level PMd is set to four levels, from Lv.1 to Lv.4. The practice level PMd may also be represented by other means, such as the number of stars. 【0113】 In the game of this embodiment, with the exception of some training menus, each training menu basically has an initial training level PMd set. Depending on the training menu, the initial training level PMd may be Lv.1, Lv.2, Lv.3, or Lv.4. After training begins (i.e., during gameplay), some training menus have a training level PMd that changes when certain conditions are met (it basically increases, but may also decrease), while others have a fixed training level PMd (it does not change from the initial value). 【0114】 The following is an example of how the practice level PMd changes when certain conditions are met. For example, practice menus PM that include the names of ability items such as "hitting practice" or "power practice" will have their practice level PMd change when certain conditions are met during gameplay. 【0115】 An example of a predetermined condition under which the practice level PMd changes is when a practice menu PM with the same practice name is executed a predetermined number of times. For example, the "Hitting Practice" practice menu PM, which starts at Lv.1, will increase in practice level PMd to Lv.2 after 5 executions, Lv.3 after 15 executions, and Lv.4 after 30 executions. The same applies to practice menu PMs with other practice names. In this case, if there are multiple practice menu PMs with the same practice name in the training plan, the practice level PMd of all of those practice menu PMs with the same practice name will increase to the same level. For example, if there are three "Hitting Practice" practice menu PMs at Lv.1 in the training plan, each execution count will be recorded, and after a cumulative total of 5 executions, all three will become Lv.2 "Hitting Practice" practice menu PMs. 【0116】 Another example of a condition under which the practice level PMd changes is when the same practice menu PM is executed a predetermined number of times (even if the practice menu PMs have the same practice name, the execution count is counted individually for each). For example, the "Hitting Practice" practice menu PM, which starts at Lv.1, will increase in practice level PMd to Lv.2 after 2 executions, Lv.3 after 5 executions, and Lv.4 after 10 executions. The same applies to other practice menu PMs. In this case, practice menu PMs included in the training plan will have different practice levels PMd even if they have the same practice name. 【0117】 Another example of a condition under which the practice level PMd changes is when the ability value (or evaluation rank) of a specific ability item of the character being trained rises above a predetermined value. For example, the practice menu PM for "Hitting Practice," which starts at Lv.1, will increase in practice level PMd to Lv.2 if the character being trained's hitting ability value is 40 or higher, to Lv.3 if it is 60 or higher, and to Lv.4 if it is 80 or higher. The same applies to other practice menu PMs. 【0118】 As a variation, when a training menu PM is added to the training policy, the training menu PM with a training level PMd corresponding to the training policy level at that time may be added. For example, if the training policy level is "2-5", the training level PMd of the training menu PM added to the training policy will be "2". Also, for example, if the training policy level is "6-10", the training level PMd of the training menu PM added to the training policy will be "3". In this case, training menu PMs included in the training policy will have the same training name but different training levels PMd. 【0119】 Next, we will show examples of practice menus PM with a fixed practice level PMd. For example, "Swing Practice" is only available at practice level Lv.1, "Contact Batting" is only available at practice level Lv.2, "Tee Batting" is only available at practice level Lv.3, and "Machine Batting" is only available at practice level Lv.4. In this way, practice menus PM with a specific practice name PMb are assigned a fixed practice level PMd from Lv.1 to Lv.4, and it does not change. 【0120】 As a variation, the initial value of the training level PMd for all training menu PMs may be the same (for example, Lv.1). Alternatively, the training level PMd for all training menu PMs may change if certain conditions are met. Another variation is that the training level PMd for all training menu PMs is fixed (does not change from the initial value), or the initial value of the training level PMd differs depending on the training menu PM (it is acceptable for training menu PMs to have the same initial value). 【0121】 Note that some practice menus (PM) do not have a practice level (PMd) setting. Examples include practice menus (PM) of the type "Unique" (such as "Super Fork" as exemplified in Figure 6) and practice menus (PM) of the type "Rest" (see Figures 10, 12, etc.). 【0122】 Information PMe indicating that a training menu originates from a support character indicates that the training menu was brought in by a support character set in the deck. In other words, information PMe indicating that a training menu originates from a support character indicates that it is a training menu associated with a support character set in the deck and has been added to the training policy and made available for use. In the example in Figure 9, the information PMe indicating that a training menu originates from a support character is formed by displaying the image PMe-2 of the target support character in the upper left of the training menu PM. That is, as illustrated in Figure 9, if the image PMe-2 of the support character is displayed in the training menu PM, it indicates that the training menu PM was brought in by that support character. On the other hand, as illustrated in Figure 8, if the image of the support character is not displayed in the training menu PM, it indicates that the training menu PM is not a training menu brought in by a support character. 【0123】 In Figure 9, the image PMe-2 of the auxiliary character is displayed within a gear-shaped circular area for easier viewing, but this is not the only option. The image PMe-2 of the auxiliary character may be displayed within any shape, such as a regular circle or rectangle, rather than a gear shape. Alternatively, instead of the image PMe-2 of the auxiliary character, the name of the auxiliary character may be displayed as information PMe indicating that the practice menu originates from the auxiliary character. Furthermore, the information PMe indicating that the practice menu originates from the auxiliary character may be displayed anywhere within the practice menu PM, may extend beyond the practice menu PM (in an area outside the practice menu PM), or may be displayed around the practice menu PM. 【0124】 [2-7. Deck settings for support characters] After setting the basic information of the character to be trained (or after selecting the character to be trained from among several candidate characters), the user can perform the operation to set up a deck of support characters. The user selects a predetermined number (for example, 6) of support characters to set up in the deck from among the support characters they own. The training menus associated with the support characters set up in the deck become available in the training mode game once certain conditions are met. In addition, the support characters set up in the deck become teammates who train together with the character to be trained, and will appear in the training mode game where the scenario selected by the user unfolds. 【0125】 Note that characters specific to a scenario (such as the coach, scout, manager, or teammates) will appear in the game even without setting support characters in your deck. In other words, if you set support characters in your deck, those support characters will be added as characters in addition to the scenario-specific characters. The scenario-specific characters may change depending on the scenario. 【0126】 Figure 11 shows an example of the deck setting screen G500. The display area A520 of the deck setting screen G500 has, for example, six setting slots P511, and the support characters selected by the user and set in the deck are displayed in each setting slot P511. When a support character is set in a setting slot P511, the image and rarity of the support character are displayed in that setting slot P511. In addition, the name of the support character and their preferred training may also be displayed in the setting slot P511. 【0127】 In this embodiment, a maximum of six support characters can be set in the deck, but this is not limited to this; the number of support characters that can be set in the deck can be arbitrarily set to one or more. In the game of this embodiment, the number of auxiliary characters that can be set in the deck (in other words, the number of valid setting slots P511) is fixed. 【0128】 As a variation, the number of support characters that can be set in a deck may increase when certain conditions are met. These conditions can include various things such as the number of characters trained being above a certain level, training characters with ability values above a certain level, or the user's game level being above a certain level. For example, the number of support characters that can be set in a deck may start at "3" at the beginning of the game, but increase by one each time a certain condition is met, up to a maximum number (for example, an upper limit of "6"). 【0129】 The following is an example of how to set an auxiliary character in each setting slot P511 on the deck setting screen G500. By tapping and selecting a setting slot P511 that does not have an auxiliary character set (a so-called empty slot), an auxiliary character selection screen (not shown) will be displayed. This auxiliary character selection screen displays a list of the multiple auxiliary characters that the user currently possesses. The user can select the auxiliary character they want to include in their deck from the list of auxiliary characters, and the selected auxiliary character will be set in the corresponding setting slot P511. 【0130】 To change the support character included in your deck, tap the setting slot P511 where the support character is set to select it. This will display the support character selection screen, allowing you to re-select the support character. To remove a support character from your deck, select the setting slot P511 of the support character you want to remove and perform the appropriate deactivation operation. 【0131】 In addition, while the support character is selected from the support characters owned by the user, some of them may be selected from support characters owned by other users (for example, other users associated with the user). Here, the other users may be other users associated with the user (so-called friends) or other users not associated with the user. For example, the setting frame P511 at the right end of display area A520 can be made into a helper frame where support characters owned by other users can be set. In this embodiment, for each scenario, there are support characters that can help progress through that scenario advantageously. Depending on the type of scenario, the user may not own the support characters necessary to progress through that scenario advantageously. Even in such cases, if the user can select support characters owned by other users, they can still progress through the game advantageously in that scenario. 【0132】 Furthermore, display area A520 shows a list of preferred training methods for all support characters set in the deck. For example, display area A520 shows each type of preferred training method (hitting practice, power training, running practice, arm strength training, fielding practice, catching practice, pitching speed training, breaking ball practice, control practice, stamina training) and its multiple. A preferred training method with a multiple displayed indicates that it is the preferred training method of one of the support characters set in the deck. For example, a preferred training method with a multiple of "2" indicates that there are two support characters in the deck that are associated with that type of preferred training method. On the other hand, a preferred training method with no multiple displayed indicates that it is not associated with any of the support characters set in the deck. Figure 11 shows an example where the preferred training methods of the six support characters set in the deck combined are: hitting practice 2, power training 2, running practice 2, arm strength training 2, fielding practice 1, and catching practice 1. 【0133】 Additionally, display area A530 shows a list of the effects of increasing the upper limit of basic abilities for all support characters set in the deck. Figure 11 shows an example where the combined effects of increasing the upper limit of basic abilities of the six support characters set in the deck result in "Hit limit +12", "Power limit +8", "Speed limit +10", "Arm strength limit +6", "Fielding limit +4", and "Catching limit +4". 【0134】 The deck name is displayed in display area A540 of the deck settings screen G500. Users can also pre-register deck setting information (information on the combination of support characters that make up the deck) before starting a scenario in training mode. The change button B541 is used to change the deck name corresponding to the deck setting information. The number of pre-registered deck setting information entries can be up to 10, for example. If you use pre-registered deck setting information, you do not need to perform deck setting operations from scratch. By displaying pre-registered deck setting information on the deck settings screen G500 and using that deck setting information as is, or by performing operations such as swapping some of the support characters in the deck, the user's deck setting operations can be simplified. 【0135】 Furthermore, the deck setting screen G500 is equipped with a "Deck Formation Support" button B551. When the user selects the "Deck Formation Support" button B551, the computer (CPU11 or CPU31) automatically selects support characters based on predetermined criteria, and these characters are displayed in each setting slot P511. The "Deck Formation Support" button B551 may also be called, for example, the "Recommended Button" or the "Auto Button." When the "Deck Formation Support" button B551 is selected, for example, the support characters with the highest effectiveness among the support characters owned by the user are automatically selected and set in the deck. Alternatively, support characters that can give an advantage in the currently selected scenario may be given priority in selection. 【0136】 The user can review the automatically suggested deck composition of support characters by selecting the "Deck Formation Support" button B551, and either adopt it as is, or make partial modifications by swapping out some of the support characters. 【0137】 Additionally, the deck settings screen G500 includes a "Next" button B552. If the user selects the "Next" button B552, the deck settings are confirmed. 【0138】 [2-8. Setting items to bring in] Once the support characters for the deck have been set as described above, the next step is to select items that can be used in training mode. For example, items can be obtained by exchanging in-game currency earned as rewards in battle mode. For example, a user can bring a predetermined number of items (for example, up to 3) into the training mode game and use them. Types of items include items that increase the occurrence rate of specific events, items that restore stamina, and items that reduce the occurrence rate of injuries. Note that you may choose to set the items you want to bring in before setting up your deck. 【0139】 Furthermore, in addition to the items set before training begins, items acquired during gameplay after training has started may also be usable in the game. Additionally, even after training has started, items may be brought into the game if certain conditions are met. 【0140】 [2-9. Implementing Training] When the selection of game items is completed as described above, the cultivation based on the selected scenario starts. As described above, in the cultivation mode, a plurality of scenarios are prepared, and each scenario is composed of a predetermined number of turns (for example, 50 turns). Also, the predetermined number of turns that make up a scenario is divided into a plurality of sections (for example, Sections 1 to 4). Each section is composed of a predetermined number of turns. For example, Sections 1 and 2 are each 10 turns, and Sections 3 and 4 are each 15 turns. The number of turns, the number of sections, and the number of turns that make up a section that make up a scenario may be the same for all scenarios, or may vary depending on the scenario. 【0141】 For example, at the end of each section other than the final section, conditions for proceeding to the next section may be provided, and if the conditions cannot be cleared, the cultivation may be forcibly terminated at that point. As the above conditions, various conditions such as "winning a specific game" or "the parameters of the character to be cultivated are above a certain level" can be set. Also, even during each section, if a forced termination condition such as "losing a specific game (so-called gate battle)" is satisfied, the cultivation may be forcibly terminated at that point. Or, without providing conditions for forcibly terminating the cultivation, it may be possible to always execute all of the predetermined number of turns. 【0142】 [2-9-1. Example of the main screen of the cultivation mode] In the cultivation game of this embodiment, every turn, the virtual time in the game (hereinafter referred to as "in-game time") elapses by one week (Monday to Sunday), and the selected scenario progresses. Hereinafter, regarding descriptions of time such as day of the week and date, unless it is explained that it is the time of the real world, it shall be the day of the week and date of the in-game time. 【0143】 FIG. 12 is a diagram showing an example of the main screen G600 of a basic cultivation mode having elements common to each scenario. The main screen G600 is provided with display areas A610, A620, A630, A640, A650, and A660. 【0144】 Display area A610 shows the current section and the current turn (the number of turns remaining in the current section). Display area A610 also shows the health gauge P611, training strategy level information P612, training strategy gauge P613, and the menu button B614. The health gauge P611 represents the current health of the character being trained. Details about health will be explained later. Selecting the menu button B614 displays the menu screen, allowing the user to check various settings or interrupt the training mode game. 【0145】 Display area A620 displays the image, name, current basic ability information, and special ability experience points P625 of the character being trained. For basic ability information, display area A621 displays each ability item, display area A622 displays the corresponding ability value and evaluation rank for each ability item, and display area A623 displays the progress gauge P624 for each ability item. 【0146】 Display area A630 shows labels P631 for Monday through Friday. Display area A640 contains multiple practice menus (PMs) that are to be performed Monday through Friday during the current turn. The practice menus placed below the Monday label P631 are the practice menus that will be performed on Monday. The same applies to the practice menus placed below the Tuesday through Friday labels P631. 【0147】 Display area A650 may contain support characters that participate in the training corresponding to the five training menus PM from Monday to Friday (i.e., training together with the character being trained). In other words, display area A650 will display support characters associated with one of the five training menus PM from Monday to Friday. The placement of these support characters will be described later. 【0148】 Display area A650 contains buttons for the main training commands and sub-commands. The main training commands include the practice execution command B661, the scenario-specific command B662, the special ability acquisition command B663, and the "rest this week" command B664. The sub-commands include the training policy confirmation button B665 and the growth report button B666. 【0149】 The practice execution command B661 is a command button used to start the execution of the Monday-Friday practice menu PM located in display area A640. When the user selects the practice execution command B661, a turn process is performed in which the Monday-Friday practice menu PM located in display area A640 is executed in that order. 【0150】 The scenario-specific command B662 has different content (the process associated with the command button) depending on the type of scenario. For example, the scenario-specific command B662 may be associated with processes such as sorting, compressing, or replacing the practice menu PM, which will be described later. In Figure 12, nothing is written for the scenario-specific command B662, but for example, in a scenario where compression is possible, the word "Compress" or similar will be displayed for that scenario-specific command B662. In addition, depending on the scenario (or the content of the process), some scenario-specific commands B662 may not consume a turn, while others may consume a turn. Furthermore, some scenarios may have multiple scenario-specific commands B662. 【0151】 When the user selects the special ability acquisition command B663, they can use special ability experience points earned through practice and events to give the character being trained a special ability. Selecting the special ability acquisition command B663 does not consume a turn. 【0152】 When the user selects the "Rest This Week" command B664, a turn is consumed, and the character being trained will not practice during that turn, instead resting for a week to recover their stamina. The amount of stamina recovered may be fixed or may vary depending on a random selection. Furthermore, if the "Rest This Week" command B664 is selected, weekday practices from Monday to Friday will not take place, but weekend events on Saturday and Sunday may still occur. 【0153】 As a variation, when the user selects the "Rest This Week" command B664, the user could be allowed to specify the number of days they want to rest from practice. In this case, the user could choose to rest for, for example, two days, three days, or the entire week. In this case, for example, the specified number of rest days would start from the first Monday of the week, and practice schedules (PM) would be placed thereafter. Alternatively, the user could be allowed to specify which days of the week they want to rest. 【0154】 In this embodiment, an example was shown where the "Rest This Week" command B664 is included in the game. However, as a variation, the "Rest This Week" command B664 may be omitted. That is, since there is a "Rest" training menu PM that allows players to take a day off from training, the game may be designed so that the "Rest This Week" command B664 is not included as the main training command button. 【0155】 When the user selects the training policy confirmation button B665, the user is taken to a training policy screen where they can view all training menus (PM) currently included in the training policy, as well as any unexecuted training menus (PM) and completed training menus (PM). 【0156】 When the user selects the Growth Report button B666, the system transitions to a Growth Report screen where the user can view the training results for each turn and / or section. Furthermore, if the training execution command B661 is selected in a given turn and the weekly schedule is executed, the training results summarizing the week's achievements may be displayed on the screen as a growth report at the end of that turn. Alternatively, the training results summarizing the achievements of the entire section may be displayed on the screen as a growth report at the end of a section. Here, the training results include not only the training results (i.e., the execution results of training menu PMs), but also training menu PMs added to the training policy in the target turn (or section), and the results of weekend events. For example, the growth report may display information on the parameters of the training target character that have changed due to training and events in the target turn (or section) (for example, the ability value and evaluation rank before the change and the ability value and evaluation rank after the change for the changed ability item). 【0157】 By selecting the growth report button B666, the user can view the growth report for each turn and / or section at any time. For example, the user may be able to specify any turn (or section) to view the growth report, not just the most recent turn (or section). 【0158】 As a variation, the main screen G600 in Figure 12 may be configured as two separate screens: the first screen consisting of "display areas A610, A620, and A660" and the second screen (practice screen) consisting of "display areas A630, A640, and A650". In this case, selecting the practice execution command B661 on the first screen will transition to the second screen, and the practice will be executed when the user confirms the execution of the practice on the second screen. 【0159】 [2-9-2. Basic Turn Flow] Next, we will explain an example of the basic flow of each turn. Figure 13 is a diagram illustrating an example of the general flow of each turn performed in Game System 1. The following explanation of the basic flow of each turn will be given with reference to Figures 12 and 13. 【0160】 As illustrated in Figure 13, each turn basically repeats the following steps: turn start (S100), determination of the practice menu PM (S102), execution of the practice (S104), addition of a training policy to the practice menu PM if certain conditions are met (S106), occurrence of a weekend event (S108), and end of the turn (S110). 【0161】 More specifically, a turn start process is executed at the beginning of each turn (S100). This turn start process involves adding "1" to the turn number, etc. In the subsequent S102, five practice menus to be executed each day from Monday to Friday are automatically selected from among the multiple practice menus included in the training plan. In other words, after the start of each turn, the five practice menus to be executed in that turn and their execution order are automatically determined without the user having to select practice menus from the training plan. The five automatically determined Monday to Friday practice menus PM are placed in the display area A640 of the main screen G600 shown in Figure 12. 【0162】 When automatically selecting five training menus from multiple training menus included in the training plan, a random draw is performed under the selection cycle management described later. However, as a variation, a weighted draw may be performed. For example, if the character being trained is injured, as described later, the probability of drawing the "rest" or "rest day" training menu may be weighted higher than that of the other training menus. 【0163】 In Figure 13, at S104, five automatically determined practice menus PM for Monday through Friday are executed in this order in response to the user's operation of the "Execute Practice" button. When a Monday through Friday practice menu PM is executed, a video or still image of the target character or character performing the corresponding practice menu PM is displayed on the screen, along with information on the practice results. For example, the practice video and practice result information are superimposed on the main screen G600. Executing a practice menu PM results in effects such as an increase in the target character's ability scores. Additionally, executing a practice menu PM can result in the granting of training policy points, an increase in the bond gauge (described later), and a decrease or recovery of the target character's stamina. Details of the effects of executing practice menus will be described later. 【0164】 Furthermore, an intervention function may be applied that allows the user to modify the automatically determined practice menu (PM) before its execution. If this intervention function is applied, the user-modified practice menu (PM) will be executed. Without applying the intervention function, users have no say in determining and executing the training menu (PM), but the game design allows users to easily train their target characters. On the other hand, by applying the intervention function, the game can be designed to allow users to easily enjoy the game while also satisfying users who want to delve deeper into the game. The application of this intervention function will be discussed later. 【0165】 [2-9-2-1. Selection and management of training menus included in the development policy] In the game of this embodiment, the system is designed so that the same training menu PM is not selected or executed until all training menu PMs included in the training plan have been selected (i.e., all training menu PMs have been selected once). For example, if the training plan includes 30 training menu PMs, the same training menu PM will not be selected until each of the 30 training menu PMs has been selected once and placed in the display area A640. Here, even if the training plan includes multiple training menu PMs of the same type, the system manages whether each individual training menu PM has been selected once. 【0166】 Furthermore, once all training menus (PMs) included in the training plan have been selected, the same training menu will not be selected or executed again in subsequent rounds until all training menus included in the training plan have been selected. 【0167】 [2-9-2-2. Placement of characters participating in practice (support characters, etc.)] Additionally, characters who will participate in the practice sessions corresponding to the five practice menus PM from Monday to Friday (hereinafter referred to as "practice participation characters") are selected by lottery each turn. As illustrated in Figure 12, the selected practice participation characters P651 are associated with one of the "five slots from Monday to Friday (an example of an execution unit slot)" and placed in display area A650. In other words, the selected practice participation characters P651 are associated with one of the "practice menus PM placed in the five slots from Monday to Friday". Figure 12 shows an example where one practice participation character P651 is associated with (placed) the Monday practice menu PM, one with the Wednesday practice menu PM, and two with the Friday practice menu PM. As in this example, there may be days when no practice participation characters P651 are placed, and days when multiple characters are placed. Which practice participation character P651 is placed on which day is determined by lottery each turn, so the placed practice participation characters P651 change with each turn. Depending on the lottery results, it is possible that no training participant character P651 will be assigned to any of the PM training sessions from Monday to Friday. Conversely, depending on the lottery results, it is also possible that one or more training participant characters P651 will be assigned to any of the PM training sessions from Monday to Friday. 【0168】 When a training session is held in a slot where training participant character P651 is placed, the training target character and the training participant character P651 will train together. This is called "tag training." Characters that can become training participant character P651 include support characters set in the deck and characters from the scenario-specific characters mentioned above (such as teammates). As a variation, the characters that can become the practice participant character P651 may be limited to only the support characters set in the deck. 【0169】 If the training participant character P651 is a support character, the information about the support character's preferred training type P652 will also be displayed. Figure 12 shows an example where the preferred training information P652 displays characters (abbreviated characters) corresponding to the type of preferred training, but an icon of the training type corresponding to the type of preferred training (see A420 in Figure 6) may also be displayed. Note that there are also training participants (P651) who do not have a designated specialty training type (for example, characters unique to a specific scenario). 【0170】 When a support character (P651) is assigned to a training menu PM, a bonus is added to the training experience points earned by performing that training menu PM, depending on the support character's specialty training. For example, if the training type of the training menu PM matches the specialty training of the support character assigned to that training menu PM, the character will receive a benefit that is advantageous for training the target character, such as earning more training experience points than usual (compared to when they do not match). In the example in Figure 12, the training menu PM for Monday, "Power Training," has a training type of "Power," and the support character assigned to that training menu PM specializes in "Power" and "Running Speed." In this example, the training type of the training menu PM and the specialty training of the support character assigned to that training menu PM match in "Power," so a bonus is added to the "Power" training experience points earned by performing that training menu PM. 【0171】 Furthermore, if the training type of a training menu PM matches the specialty training of the support character assigned to that training menu PM, and the bond level of that support character is above a predetermined value, a special training called Special Tag Training will be performed. When Special Tag Training is performed, even more training experience points can be obtained than when only the above match is met. Before the user selects the training execution command B661, if the conditions for Special Tag Training are met in a certain slot, the occurrence of Special Tag Training may be notified in advance by an effect such as the training menu PM or training participant character P651 in that slot lighting up. 【0172】 Additionally, the more training participants (P651) assigned to a training menu PM, the greater the bonus to the training experience points earned from executing that training menu PM, allowing for more training experience points to be obtained. 【0173】 [2-9-2-3. Bond Level] In the display area A650 of Figure 12, if the training participant character P651 is assigned to any training menu PM from Monday to Friday, the bond level information P653 and bond gauge P654 for that training participant character P651 will be displayed. 【0174】 Furthermore, if character P651 is assigned to a training menu PM, the bond gauge P654 of character P651 will increase according to the amount of training experience points obtained by executing that training menu PM. In this case, the more training experience points obtained, the greater the increase in the bond gauge P654. 【0175】 Furthermore, even if a support character set in the deck is not placed as a participating character P651 in the Monday-Friday practice menu PM, executing the practice menu PM originating from that support character will increase the support character's bond gauge P654. In this case, the amount of bond gauge P654 for that support character may be increased according to the amount of practice experience points obtained by executing the practice menu PM originating from that support character. That is, the more practice experience points obtained, the greater the increase in bond gauge P654. 【0176】 Each time a support character's bond gauge P654 fills up, the end of the bond gauge P654 extends to the right. When the bond gauge P654 reaches MAX (the end of the gauge extends to the right edge of the bond gauge P654), the bond level increases by one, and the bond gauge P654 is reset (the end of the bond gauge P654 is set to the left edge). Each time a support character's bond gauge P654 reaches MAX, that support character's bond level increases by one. 【0177】 Furthermore, each time a support character's bond level increases, a training menu for that support character's "bond" becomes available and is added to the training strategy. In other words, when a support character set in the deck reaches maximum bond gauge P654 or its bond level increases, the training menu for the "bond" type associated with that support character is added to the training strategy and becomes available for use. 【0178】 [2-9-2-4. Weekend Events] The addition of training policies in S106 of Figure 13 is a process that occurs only when certain conditions are met, and does not necessarily occur every turn. Details of the addition of training policies will be described later, but here we will explain the details of the weekend event that occurs every turn when the training menu PM is executed. In S108, weekend events occur on Saturdays and Sundays. During weekend events, the character being trained and / or other characters appear on the game screen and perform various actions. Some events also present choices on the screen during the event, and the outcome (effect of the event) or development into other events will differ depending on the choices the user makes. 【0179】 Weekend events include both random events and rest events. Generally, random events occur on Saturdays, followed by rest events on Sundays. Random events include "scenario events" and "supporting character events," among others. 【0180】 Scenario events are unique to each scenario, and the events that occur will differ depending on the selected scenario. However, some events may be common to all (or some) scenarios. Scenario events include scenario-specific events that occur at predetermined turns (or specific in-game time intervals) and scenario-general events that occur irregularly, randomly selected from multiple scenario-specific events. 【0181】 Support character events are events that correspond to the support characters set in the deck. Each support character has at least one unique event associated with it. Events associated with the support characters set in the deck can occur as support character events. The number of associated events may differ depending on the support character. In addition, there may be support character events that are common to all (or some) support characters. 【0182】 Support character events include support character self-introduction events, consecutive events, general events, etc. The support character self-introduction event is an event in which each support character introduces themselves. In a support character's consecutive events, multiple events associated with the support character can occur sequentially. Consecutive events may also be called series events. For example, if a support character has three events associated with them as consecutive events, "Intensive Training 1" to "Intensive Training 3," then "Intensive Training 1" to "Intensive Training 3" can occur in this order, on different dates (they can occur within the same turn or in different turns). Here, if the nth event (where n is a natural number greater than or equal to 1) that constitutes the consecutive event does not occur, then the (n+1)th event will not occur. The support character's general events include various events other than the self-introduction event and consecutive events mentioned above. 【0183】 Furthermore, although the probability of events occurring is lower than that of events related to support characters set in the deck, events related to support characters not set in the deck may also occur. Here, the "support characters not set in the deck" may be limited to those owned by the user, or they may be characters not owned by the user. Furthermore, regarding the statement that "events may occur depending on support characters not set in the deck," the support characters for which events can occur may be limited depending on the scenario. In other words, the support characters for which events can occur may differ depending on the selected scenario. 【0184】 Furthermore, if the system allows the user to select a character to train from among multiple candidate characters, "character training events" corresponding to the character being trained (i.e., corresponding to the selected candidate character) may be included in the random events. Each candidate character is associated with at least one unique event. Events associated with the candidate character selected by the user as the character to train may occur as character training events. The number of associated events may differ depending on the candidate character. Furthermore, there may be character training events common to all (or some) candidate characters. 【0185】 In each turn, which random event occurs on Saturday is determined, for example, by a random draw (excluding turns where a scenario-specific event is scheduled to occur). Note that weighted draws may be used in the random event selection process to make certain events more likely to occur than others. 【0186】 Rest events are general-purpose events that restore the stamina of the character being trained. There are various types of rest events, and which rest event occurs on Sundays each turn is determined by a random draw, for example. A weighted draw may also be implemented to make certain rest events more likely to occur than others. 【0187】 Furthermore, events that have the effect of restoring the stamina of a character being trained, such as regular scenario events, general scenario events, support character events, or character training events, may be held within the Sunday holiday event slot. 【0188】 Furthermore, events triggered by specific practice menus (PMs) that are executed (or selected) Monday through Friday (hereinafter referred to as "practice trigger events") may occur within the framework of weekend events on Saturday and / or Sunday. The specific practice menu that generates a practice trigger event is referred to as a "trigger practice menu PMt." Each trigger practice menu PMt is associated with at least one practice trigger event. There are also multiple types of trigger practice menu PMt, and each trigger practice menu PMt is associated with its own unique practice trigger event. 【0189】 Figure 14 illustrates an example of the occurrence of a practice trigger event. In the example in Figure 14, the practice menu PM placed on Wednesday is the trigger practice menu PMt. In the weekend event after the five practice menu PMs have been executed, the practice trigger event associated with the trigger practice menu PMt executed on Wednesday will occur in the random event slot on Saturday, instead of a random event. Although this example shows a case where the trigger practice menu PMt is executed on Wednesday, if there is only one trigger practice menu PMt among the five practice menu PMs, the practice trigger event associated with that trigger practice menu PMt will occur in the random event slot on Saturday, regardless of which day of the week it is placed. 【0190】 As a variation, if there is only one trigger practice menu PMt among multiple practice menus PM selected and executed within a single turn, the practice trigger event associated with that trigger practice menu PMt may occur in the Sunday rest event slot. Alternatively, the practice trigger event associated with the trigger practice menu PMt may occur in either the Saturday or Sunday slot determined by lottery. 【0191】 Figure 15 illustrates another example of the occurrence of practice trigger events. In the example in Figure 15, the two practice menus PM placed on Monday and Wednesday are trigger practice menus PMt. In this case, during the weekend event after the five practice menus PM have been executed, the practice trigger event associated with the trigger practice menu PMt executed on Monday will occur in place of a random event in the random event slot on Saturday. Similarly, the practice trigger event associated with the trigger practice menu PMt executed on Wednesday will occur in place of a rest event in the rest event slot on Sunday. Thus, when two trigger practice menus PMt are selected and executed simultaneously in one turn, the practice trigger event associated with the first trigger practice menu PMt (the one executed first) occurs in the Saturday slot, and the practice trigger event associated with the second trigger practice menu PMt occurs in the Sunday slot. 【0192】 As a variation, if there are two trigger practice menus PMt among the multiple practice menus PM selected and executed within one turn, the practice trigger events associated with each of these two trigger practice menus PMt may be configured so that one occurs in the Saturday slot and the other in the Sunday slot (the order of occurrence is determined by lottery, etc.). 【0193】 Figure 16 illustrates another example of the occurrence of a practice trigger event. In Figure 16, trigger practice menus PMt are automatically selected on Monday, Wednesday, and Friday based on the training policy. In this case, the Friday trigger practice menu PMt is replaced with another selected practice menu PM. This replacement of trigger practice menus PMt is displayed to the user on the game screen. If three or more trigger practice menus PMt are selected simultaneously in one turn, as in this example (in other words, if the number of selected trigger practice menus PMt is greater than the number of event slots), the practice trigger events associated with the third and subsequent trigger practice menus PMt (those in the execution order from the third onwards) are replaced with other practice menus PM (those that are not trigger practice menus PMt). 【0194】 Then, after the aforementioned substitution, five practice menu PMs are executed. In the subsequent weekend event, the practice trigger event associated with the first trigger practice menu PMt (the one executed first) occurs in the Saturday slot, and the practice trigger event associated with the second trigger practice menu PMt occurs in the Sunday slot. 【0195】 As a variation, if the selected and executed practice menu PM within a single turn includes at least one trigger practice menu PMt, the practice menu PM associated with the trigger practice menu PMt may be executed in the Saturday or Sunday slot of the weekend event. In other words, instead of the practice trigger event associated with the aforementioned trigger practice menu PMt, the practice menu PM associated with the trigger practice menu PMt may be executed. Here, the practice menu PM associated with the trigger practice menu PMt may be the trigger practice menu PMt itself, or it may be another practice menu PM. 【0196】 [2-9-2-5. Addition of training policy] Next, I will explain the addition of the PM training menu to the training policy. In S106 of Figure 13, the training menu PM can be added to the training plan only if certain conditions are met. That is, by repeating turn processing and completing a certain number of training menu PMs, if the predetermined conditions are met, the training menu PM can be added to the training plan. An example of the predetermined conditions is that the training plan points awarded by executing the training menu PM meet the predetermined conditions. In the game of this embodiment, training plan points accumulate in the training plan gauge P613 (see Figure 12) when training plan PMs are executed, and the end of the gauge extends to the right. Accumulating training plan points until the training plan gauge P613 reaches MAX is an example of the predetermined conditions that make it possible to add the training menu PM to the training plan. Also, when the training plan gauge P613 reaches MAX, the training plan levels up. This level-up of the training plan may also be a predetermined condition that makes it possible to add the training menu PM to the training plan. 【0197】 When the training policy gauge P613 reaches MAX and the training policy levels up, the training policy gauge P613 is reset (the end of the gauge P613 is set to the leftmost position). After that, training policy points accumulate in the training policy gauge P613 by executing practice menu PMs, and each time the training policy gauge P613 reaches MAX and the training policy levels up, you will be able to add practice menu PMs to the training policy. 【0198】 In the game of this embodiment, training policy points can be earned by executing the training menu PM, but as a variation, training policy points may also be earned through means other than executing the training menu PM. For example, training policy points may be earned through events that occur within the training mode game (as an effect of the event). 【0199】 As illustrated in S106 of Figure 13, when certain conditions are met that allow the addition of a training menu PM to the training plan, for example, "three training menu PM options" that can be added to the training plan will be displayed on the screen, and one selected by the user will be added to the training plan. The training menu PMs presented as options here may include training menu PMs brought in by support characters set in the deck and other training menus. Here, the training menu PMs brought in by support characters set in the deck are training menu PMs of the "growth" type. 【0200】 Among the training menus presented as options, training menus other than those brought in by the support characters set in the deck can be applied, such as: 1) training menus fixed to all scenarios, 2) training menus specific to each scenario, 3) training menus tailored to the character being trained, and 4) training menus tailored to limited-time events. For example, all of the above 1) to 4) can be applied, only one of them can be applied, or two or more can be applied in combination. 【0201】 The three practice menus (PM) presented as options may be three different types of practice menus, or they may include the same type of practice menu. The selection of the three training menu PMs presented as options can be done by lottery from all possible training menu PMs, including, for example, the training menu PM for the "Growth" type of support character set in the deck. This lottery can be random or weighted. For example, the training menu PM for the "Growth" type of support character set in the deck may be given a higher weight in terms of the probability of being drawn than the other training menu PMs. Also, if the character being trained is injured (as described later), the training menu PM for "Rest" or "Day Off" may be given a higher weight in terms of the probability of being drawn. 【0202】 In the game of this embodiment, an example was described in which the user can select from three options a training menu PM that can be added to the training policy using training policy points, but the game is not limited to this. For example, there may be two or four or more options. Also, the number of training menu PMs that the user can select from the options (i.e., the number of training menu PMs that can be added) may be two or more, not just one. 【0203】 As a variation, the user may be allowed to arbitrarily select training menus to add to their training strategy from a group of training menu candidates (hereinafter referred to as "training menu candidates") that can be added to the training strategy. This group of training menu candidates may include training menu candidates that the user already possesses. In other words, the user may be able to possess training menu candidates that can be added to their training strategy within the game. For example, in the lottery mode, the user may be able to acquire training menu candidates through a lottery. Furthermore, training menu candidates may also be obtainable by the user as rewards in training mode or other game modes, or as login bonuses. 【0204】 As another variation, instead of allowing users to select which training menus (PMs) to add to the training plan, at least one automatically selected training menu (PM) could be added to the training plan. 【0205】 Added training menus (PMs) are added to the training policy as used (completed). In other words, added training menus (PMs) cannot be selected or executed until all unused training menus (PMs) already included in the training policy have been selected and executed. This applies not only when training menus (PMs) are acquired and added to the training policy using training policy points, but also when they are acquired without using training policy points. As a variation, the added training menu PM may be added to the training plan even if it has not yet been implemented. 【0206】 Figure 13 shows an example where the process of adding practice menu PM to the training plan (S106) is performed after the execution of the practice (S104) but before the occurrence of the weekend event (S108), but it is not limited to this. For example, the process of adding practice menu PM to the training plan may be performed after the occurrence of the weekend event. Alternatively, the process of adding practice menu PM to the training plan may be performed immediately after the start of the turn (before the decision of practice menu PM), or after the decision of practice menu PM but before the execution of practice menu PM. 【0207】 In addition to acquiring training menu PMs through training policy points (adding them to the training policy), there are other variations in how to acquire training menu PMs that can be added to the training policy, as described below. 【0208】 For example, the training plan could be automatically updated to include training menu PM. One example of this is that training menu PM can be obtained through events, and as a result of these events, training menu PM could be automatically added to the training plan. Another example is that training menu PM could be automatically added to the training plan as the game progresses. A specific example of this would be that training menu PM could be automatically added to the training plan every predetermined number of turns (for example, every 10 turns). 【0209】 Furthermore, there may be training menus that are automatically added to the training plan based on the results of executing a training menu, regardless of the training plan points. For example, if the character being trained becomes injured as a result of executing a training menu, a "rest day" training menu could be automatically added. 【0210】 Furthermore, there may be items that allow players to add specific training menus (PM) to their training policies. These items may be items that can be brought into the game as mentioned above, or items that can be obtained within the game. 【0211】 [2-9-2-5-1. Addition of training menus for the "Bond" category to the training policy] As mentioned above, the training menu PM for the "Bond" type of support character set in the deck can be acquired each time the Bond Gauge P654 (see Figure 12) of that support character reaches MAX (i.e., each time the Bond Level increases), and it will be added to the training strategy. In the case of the support character "Player BK" shown in Figure 6, the training menu PM associated with the "Bond" type is "Hitting Practice," so each time the Bond Level of "Player BK" increases, the "Hitting Practice" training menu PM will be added to the training strategy. 【0212】 If a support character has only one type of training menu PM associated with the "Bond" category, that same training menu PM will be added to the training plan each time the Bond level increases. As a variation, the number of training menu PMs associated with the "Bond" category of a support character can be multiple. For example, each support character may have multiple "Bond" training menu PMs associated with them, corresponding to their Bond level. For example, a certain support character may have "Contact Practice" (corresponding to Bond Level 1), "Swing Practice" (corresponding to Bond Level 2), "Contact Batting" (corresponding to Bond Level 3), and so on, associated with their "Bond" training menu PMs. In this example, the support character can acquire "Contact Practice" when their Bond Gauge P654 is MXA at Bond Level 1, "Swing Practice" when their Bond Gauge P654 is MAX at Bond Level 2, and "Contact Batting" when their Bond Gauge P654 is MAX at Bond Level 3. 【0213】 [2-9-2-5-2. Addition of training menus of type "Unique" to the training policy] As mentioned above, the "Unique" type training menu PM of the support character set in the deck can be acquired when a specific event occurs during the training mode game and added to the training strategy. In the game of this embodiment, when the last event in a series of events for a support character (an example of a specific event) occurs, the "Unique" training menu PM for that support character can be acquired and added to the training strategy. As a specific example, suppose that the support character "Player BK" shown in Figure 6 has three events, "Intensive Training 1" to "Intensive Training 3," associated with it as a series of events. In this case, when the last event of the series, "Intensive Training 3," occurs, the "Unique" training menu PM for "Player BK," "Super Fork," can be acquired and added to the training strategy. 【0214】 Furthermore, the specific events that allow you to obtain the "Unique" training menu PM for a support character are not limited to consecutive events associated with that support character, but may include other events. For example, they may include specific events included in the support character's general events. 【0215】 As a variation, the training plan may not include adding the PM training menu during the training period, and all PM training menus may be acquired from the start of training. 【0216】 [2-9-2-6. Effects of implementing training menus, etc.] In this embodiment of the game, executing a training menu PM automatically increases the ability values of the character being trained. This will be explained with reference to the main screen G600 in Figure 12. Display area A620 shows information about the character being trained's basic abilities (ability values corresponding to each ability item, evaluation rank, and progress gauge P624). As mentioned above, each training menu PM determines which ability item of the character being trained can be improved by executing it (see Figure 10). When a training menu PM is executed, training experience points for the ability item corresponding to that training menu PM are acquired. For example, when the "Power Training" training menu PM is executed, training experience points for the ability item "Power" are acquired and added to the "Power" progress gauge P624 (the end of the gauge extends to the right). When the "Power" progress gauge P624 reaches MAX (the end of the gauge extends to the right end of the progress gauge P624), the "Power" ability value increases by 1, and the progress gauge P624 is reset. The same applies to ability items other than "Power". Additionally, practice experience points can be earned through the effects of various events. Practice experience points for basic abilities earned through events are also added to the progress gauge P624. Each time practice experience points are accumulated until the progress gauge P624 reaches its maximum, the ability value corresponding to that progress gauge P624 increases. As in this example, the acquired practice experience points are not allocated to ability values by the user; instead, the ability values of basic abilities increase automatically. 【0217】 Although Figure 12 shows an example where the progress gauge P624 for each ability item is displayed, it is also possible to increase the ability value by performing an internal calculation only to determine whether the acquired practice experience points meet the criteria for ability improvement, without displaying the progress gauge P624. 【0218】 As another variation, the ability values of each ability item may increase directly, without the need for practice experience points, through the execution of practice menu PMs or the effects of events. For example, if the effect of executing practice menu PM is "Power +10", the ability value of the "Power" item may directly increase by "10". Also, when the ability value of "Power" reaches a certain level, the evaluation rank of "Power" (S, A~G, etc., as mentioned above) will increase. The same applies to ability items other than "Power". In this variation, there are no practice experience points for each ability item, so the "Effect" field of the practice menu table TBL101, as exemplified in Figure 10, stores information about the ability item whose ability value improves and the baseline amount of improvement, associated with each practice menu PM. 【0219】 [2-9-2-6-1. Setting Special Abilities] On the other hand, regarding the special abilities of the character being trained, the user allocates special ability experience points, which are acquired through the execution of training menus (PM) and the effects of events, to set the special abilities that the character being trained should acquire. A specific example is shown below. For convenience, the special ability experience points used for allocation will be simply referred to as "experience points." When the user selects the special ability acquisition command B663 (see Figure 12), the screen transitions to the special ability setting screen G700, as exemplified in Figure 17. The special ability setting screen G700 is the operation screen where the user allocates experience points to the desired special abilities to set special abilities for the character being trained. In Figure 17, the "Fielder Abilities" tab T702 is selected, so the "special abilities" of fielders are the target of setting. By switching this to the "Pitcher Abilities" tab T701, the "special abilities" of pitchers can be set as the target. 【0220】 Display area A703 shows the experience points currently earned that have not been used for allocation. By allocating the experience points displayed in display area A703 to various types of special abilities, you can set any special ability for the character you are training. Allocating experience points means associating (this may also be called using or consuming) the experience points necessary to set any special ability for the character you are training, one or more times. Experience points used through allocation are deducted from the experience points displayed in display area A703. 【0221】 Display area A710 shows a list of special abilities, along with the experience points required to acquire each special ability. If there is more information about special abilities than can be displayed in display area A710, a scroll bar P704 will appear, allowing you to scroll the screen to display all the information about special abilities. An up button P711 will appear corresponding to each special ability, and by operating the corresponding up button P711, you can acquire the corresponding special ability using experience points. A down button P712 will appear for the special ability for which the up button P711 has been operated. Operating the down button P712 once will cancel the acquisition of the target special ability (this will also return the experience points that were allocated). Until you finalize the allocation of experience points, you can freely operate the up button P711 or down button P712 for each special ability within the range of the currently available experience points. 【0222】 As illustrated in Figure 17, the amount of experience points required to acquire a special ability varies depending on the type of special ability (although some special abilities may require the same amount of experience points). Furthermore, in the case of special abilities that are in a superior-subordinate relationship, the superior special ability cannot be acquired until the inferior special ability is acquired first. In display area A710, only the inferior special ability is initially displayed; once the inferior special ability is acquired by operating the up button P711, the superior special ability will be displayed. 【0223】 Furthermore, the automatic allocation process may be executed by operating the "Auto" button P707. In this automatic allocation process, the game system 1 can acquire special abilities by allocating experience points to the selected special abilities according to predetermined rules. The automatic allocation process may be permitted only when certain conditions are met. In this embodiment, the automatic allocation process is made executable when certain conditions are met, such as when a specific item for allowing the automatic allocation process is included among the items brought in before the start of the scenario. 【0224】 Experience point allocation, whether done manually or automatically, is not finalized until the Confirm button P708 is pressed. In other words, until the Confirm button P708 is pressed, the allocation is provisional, and the consumption of experience points is not finalized. For example, by pressing the Reset button P706, all experience point allocations at that point can be canceled at once, and the experience points used after transitioning to the Special Ability Setting screen G700 can be returned to an unused state. After the experience point allocation has been made, pressing the Confirm button P708 finalizes the experience point allocation (i.e., the consumption of experience points), and the settings for the special abilities of the character being trained are finalized. Also, pressing the Back button P705 returns to the main screen G600 (see Figure 12) that was displayed one step earlier. 【0225】 Figure 17 shows an example where only one type of special ability experience points can be obtained through the execution of training menus (PMs) or events. By limiting the type of experience points required to acquire a special ability to just one, the allocation by the user can be simplified compared to the case where there are multiple types of experience points, which will be discussed later. As a variation, it is also possible to allow the acquisition of multiple types of special ability experience points. An example of this variation is shown below. 【0226】 Figure 18 shows an example of the special ability setting screen G700-2 for setting special abilities for a character being trained. In Figure 18, the same number is used for components that are the same as in Figure 17, and their explanations are omitted. Figure 18 shows an example where there are five types of special ability experience points: "Strength," "Agility," "Technique," "Breaking Ball," and "Mental Strength." For example, when you perform the "Hitting Practice" training menu PM, you can acquire not only "Hitting" training experience points, but also special ability experience points for "Strength," "Technique," and "Mental Strength." Similarly, when you perform the "Running Practice" training menu PM, you can acquire not only "Running" training experience points, but also special ability experience points for "Strength" and "Agility." Thus, the types of special ability experience points you can acquire differ depending on the type of training menu PM you perform. 【0227】 In Figure 18, display area A723 shows the experience points currently acquired for each type ("Strength", "Agility", "Technique", "Curveball", and "Mental") that have not been used for allocation. In addition, display area A730 in Figure 18 displays a list of special abilities, showing the experience points required to acquire each special ability. As illustrated in Figure 18, for each type of special ability, at least one of the types (combinations of types) of experience points required to acquire the special ability differs. As in this example, because the types and amounts of experience points required to acquire a special ability are determined for each type of special ability, there are many different ways to allocate experience points. 【0228】 [2-9-2-6. Handling of physical strength] Executing a training menu (PM) consumes the stamina of the character being trained (excluding training menus that have stamina recovery effects such as "rest"). In addition, some events consume stamina, while others recover it. The amount of stamina consumed may vary depending on the type of training menu performed. For example, training menus that have a high training effect (e.g., those that provide a lot of training experience points) may consume more stamina. 【0229】 In the game of this embodiment, there is no penalty for reduced training efficiency if a training menu PM is performed when the training character's stamina is low. However, if training is performed when stamina is below a predetermined level, the training character may get injured. The injury rate varies depending on the remaining stamina, with the lower the remaining stamina, the higher the injury rate. Even with the same remaining stamina, the injury rate may differ depending on the type of training menu PM being performed. 【0230】 Each time a training session (PM) is performed from Monday to Friday, physical energy is consumed (or recovered). For example, if there are five physical training sessions (PM) scheduled from Monday to Friday, the later the session is performed, the lower the physical energy level will be when the training is performed, increasing the risk of injury. A draw for injury occurrence takes place each time a training session (PM) is performed. The timing of the injury draw can be either before or after each training session (PM) is performed. 【0231】 When a character being trained gets injured, one or more "Rest Day" training menus (PMs) are added to the training plan. These "Rest Day" training menus (PMs) have a stamina recovery effect. The amount of stamina recovered by the "Rest Day" training menus (PMs) may be different from or the same as the amount recovered by the "Rest" training menus (PMs) which also have a stamina recovery effect. If the stamina recovery amounts for "Rest Day" and "Rest" are different, the recovery amount for "Rest Day" may be greater or less than that for "Rest". The "Rest Day" training menu PM added to the training policy is treated the same as other training menu PMs included in the training policy (selection rate) and is drawn each turn. 【0232】 In this embodiment of the game, the more training menus (PMs) that have a training effect are completed, the higher the ability scores of the character being trained become. Therefore, if a "rest day" training menu (PM) is added to the training strategy, it becomes easier to add "rest day" training menus (PMs) to the training slots from Monday to Friday. As a result, the number of times training menus (PMs) with a training effect are performed decreases, thus reducing the opportunities to raise the abilities of the character being trained. 【0233】 The degree (condition) of injuries to the character being trained can be set to multiple levels (for example, three levels: light, moderate, and severe), and the number of "rest day" training menus PM added to the training plan may be changed according to the degree of injury. For example, 5 "rest day" training menus PM may be added to the training plan for a "light" injury, 10 for a "moderate" injury, and 10 for a "severe" injury. The degree of injury may be determined by randomly selecting the degree of injury when an injury occurs, or by weighted selection, for example, 30% for "light," 50% for "moderate," and 20% for "severe." 【0234】 For example, a "rest day" training menu PM is added to the training plan in an unexecuted state. Based on the aforementioned selection cycle management of training menu PMs included in the training plan, the same training menu PM will not be selected or executed until all unexecuted training menu PMs, including the added "rest day" training menu PM, have been executed. After all training menu PMs included in the training plan have been selected in one cycle, the "rest day" training menu PM is removed from the training plan, and the next selection cycle management begins. In this way, all "rest day" training menu PMs added to the training plan will basically always be executed (except when added near the end of training). In this example, the injury status of the character being trained may be resolved (the character recovers from injury) after all the added "rest day" training menu PMs have been executed. 【0235】 Furthermore, the conditions (or timing) under which the "rest day" training menu PM is removed from the training plan are not limited to the example above, and other variations may be applied. An example of a variation is shown below. 【0236】 For example, the practice menu PM of "Rest Day" added to the training policy may be removed from the training policy after a predetermined period. This predetermined period may be, for example, a period based on a predetermined number of turns such as 5 turns. Or, for example, it may be a period based on a predetermined in-game time such as after one month. 【0237】 Also, as a variation, the practice menu PM of "Rest Day" added to the training policy may be removed from the training policy when the physical strength of the character to be trained has recovered to a predetermined amount (for example, recovered to 90% or 100%, etc.). 【0238】 Also, as a variation, when the character to be trained is injured, in addition to "Rest Day" (the first additional command with a physical strength recovery effect), a practice menu PM called "Visiting the Doctor" (the second additional command with a physical strength recovery effect) may be added to the training policy. "Visiting the Doctor" has a higher physical strength recovery effect (more recovery amount) than "Rest Day". Also, the practice menu PM of "Visiting the Doctor" has the effect of treating the injury of the character to be trained, and the injury may be cured when the practice menu PM of "Visiting the Doctor" is executed (the injured state continues until "Visiting the Doctor" is executed). And when the practice menu PM of "Visiting the Doctor" is executed, the practice menu PM of "Rest Day" may be removed from the training policy. 【0239】 Also, as a variation, the practice menu PM of "Rest Day" may be added to the training policy in an executed state and be selected in the next selection cycle after one cycle of selection management of the current practice menu PM. 【0240】 As an alternative, the "Rest Day" training menu PM added to the training plan may not be removed from the training plan. In this case, the more times the character being trained gets injured, the more the number of "Rest Day" training menu PMs added to the training plan will increase cumulatively, and as the number of times the training menu PMs that have a training effect are executed decreases, the opportunities to improve the character being trained's abilities will decrease. 【0241】 As another variation, if the character being trained gets injured, instead of adding a "rest day" training menu PM to the training plan, the "rest day" training menu PM can be managed separately from the training plan. For example, during the period when the character being trained is injured, a "rest day" training menu PM may be placed in at least one slot from Monday to Friday each turn. In this case, various conditions can be applied to the conditions (or timing) under which the "rest day" training menu PM is no longer placed after recovery from injury. For example, recovery from injury may occur after a predetermined period (e.g., after 5 turns or 1 month), after the character's stamina has recovered to a predetermined amount (e.g., 100%), or after the "rest day" training menu PM has been executed a predetermined number of times. 【0242】 As a variation, if a training menu PM is performed when the character being trained has less than a predetermined amount of stamina, a penalty may be imposed where the training efficiency decreases according to the remaining stamina (i.e., the amount of training experience points gained decreases). 【0243】 [2-9-3. User intervention in the training process] Game System 1 includes intervention functions such as "rearrangement," "compression," and "replacement," described later, which allow the user to modify the automatically determined practice menu (PM) for each turn before its execution. These intervention functions may also be made available at any time the user desires. Furthermore, these intervention functions may be subject to certain conditions for their execution. For example, the conditions may include parameters such as the character's stamina and ability scores, or conditions related to the character being trained, such as how many special abilities the character has acquired. Alternatively, the conditions may include conditions related to in-game time and game progress, such as which week it is in the game, how many turns have been taken, or which cycle of the training strategy is being followed. Finally, the conditions may include conditions related to the user, such as the user's game level. Furthermore, limits may be placed on the number of times these intervention functions can be performed. For example, a limit may be placed on the number of times they can be performed in a single training session, or a limit may be placed on the number of times they can be performed up to n times (where m and n are natural numbers greater than or equal to 1) every m turns. 【0244】 Each of the intervention functions described above may or may not be available depending on the scenario. For example, in scenario A, only the "sorting" function may be available; in scenario B, only the "compression" function may be available; in scenario C, only the "replacement" function may be available; and in scenario D, both the "sorting" and "compression" functions may be available. This makes it possible to give each scenario a different level of interest. The intervention functions available in each scenario may also be implemented as scenario-specific commands B662 (see Figure 12). When implementing intervention functions as scenario-specific commands B662, the conditions for their execution and limitations on the number of executions may be set as described above. 【0245】 If conditions are set for enabling the intervention function and limitations are placed on the number of times it can be executed, compared to when users can execute it at any time they want, users will have to decide when to execute it, which adds a strategic element to training. 【0246】 [2-9-3-1. Rearrange] The "reorder" intervention function allows users to rearrange the five automatically determined practice menus (PMs) for Monday through Friday based on their predetermined rearrangement operations (in other words, change the execution order of multiple practice menus). For example, if the scenario-specific command B662 in Figure 12 is "reorder," the user can perform the rearrangement operation by selecting scenario-specific command B662. 【0247】 Figure 19 illustrates an example of "rearrangement." When rearrangement is enabled, the user can select one of the Monday-Friday training menus (PM) and move it to a slot on a different day. Figure 19 (A) shows an example where the user has selected the Wednesday "Power Training" training menu (PM). Figure 19 (B) shows an example where the user has moved the selected training menu (PM) to the Friday slot. For example, the user touches a training menu (PM) with their finger to select it, then drags it to move it, and releases their finger from the screen near the destination slot to complete the move. In Figure 19 (C), as the "Power Training" training menu (PM) has been moved from the Wednesday slot to the Friday slot, the "Rest" and "Running Training" training menus (PM) that were in the Thursday and Friday slots have shifted (their execution order has been moved up) and moved to the Wednesday and Thursday slots. This allows the user to change the execution order of the five Monday-Friday training menus (PM), which are automatically determined, through rearrangement operations. 【0248】 In the example in Figure 19, if the user moves down the execution order of one selected practice menu PM, the execution order of practice menu PMs that were previously scheduled to run later will move up. Similarly, if the user moves up the execution order of one selected practice menu PM, the execution order of practice menu PMs that were previously scheduled to run earlier will move down. 【0249】 As a variation, if the PM practice menu is moved from day X to day Y, the PM practice menu that was on day X and the PM practice menu that was on day Y will be swapped, but the PM practice menus on other days will remain unchanged. 【0250】 This "sorting" function allows users to adjust the timing of the "rest" training menu PM, for example. By allowing users to adjust the timing of the "rest" training menu PM, the risk of injury can be reduced when the character being trained has low stamina. 【0251】 Furthermore, as illustrated in Figure 19, the practice participant character P651, which is placed in one of the five slots from Monday to Friday, does not change even if the practice menu PM is rearranged. That is, as shown in (A) in Figure 19, the practice participant character P651, which is automatically placed in the Friday slot, remains in the Friday slot even after the practice menu PM is rearranged, as shown in (B) and (C) in the same figure. Therefore, by using the "sort" function, it becomes possible to trigger special tag team training at the user's discretion. In other words, in the example in Figure 19, the support character P651, who is placed in the Friday slot, specializes in "power training" and "catching training". Therefore, by using the "sort" function to place the "power training" training menu PM in the Friday slot as shown in (C) in Figure 19, if the support character's bond level is above a predetermined value, special tag team training will occur. 【0252】 As a variation, if a training menu PM that was placed in the slot for the day of the week in which training participant character P651 is placed is moved to a slot for another day of the week, training participant character P651 may also be moved to the other day of the week's slot in conjunction. In this case, for example, even if a training menu PM that has already met the conditions for a special tag training session is rearranged, the conditions for that session to occur will not be resolved. 【0253】 Also, as will be described later, the "rearrangement" function can generate various in-game benefits when combined with other intervention functions or non-intervention functions described later. 【0254】 Regarding the use of the "rearrangement" function once, a limit may be set on the number of practice menus PM that can be rearranged (or the number of rearrangement operations). For example, a limit may be set to up to any 2 out of 5 practice menus PM for weekdays (up to 2 rearrangement operations targeting 2 practice menus PM) per use. This number limit may be 1 or 3 or more. Alternatively, it may be possible to rearrange without limit, without setting a limit on the number of practice menus PM that can be rearranged per use. Also, the number of practice menus PM that can be rearranged (or the number of rearrangement operations) with one use of the "rearrangement" function may vary depending on the scenario. 【0255】 [2-9-3-2. Compression] By using the "compression" function, a plurality of practice menus PM of the same type whose execution order is consecutive (i.e., whose arrangements are adjacent) among the 5 practice menus PM arranged in the frames from Monday to Friday, which are automatically determined, can be grouped into one frame (see Fig. 20). A plurality of practice menus PM of the same type grouped into one frame will all be executed in one frame (on the day corresponding to that frame). And since another practice menu PM is added (supplemented) to the frame vacated by grouping a plurality of practice menus PM into one frame, more practice menus PM can be made executable in one turn (one week) compared to the case where the "compression" function is not used. 【0256】 Also, the "compression" function can be made a more effective function by allowing the user to arbitrarily select the practice menu PM to be added to the vacated frame from the training policy, or by combining it with other functions (such as "rearrangement" and "replacement" that can insert "rest" described later). 【0257】 By the way, if, among the five automatically determined practice menus (PMs), there are multiple identical practice menus (PMs) that are executed consecutively, and the "compression" function is always executed automatically without any user intervention in the compression process, then this cannot be considered user intervention. For example, if the user chooses (specifies) when to execute the "compression" function, then the "compression" function becomes an element of user intervention. For example, if the scenario-specific command B662 in Figure 12 is "compression," then the "compression" function will be executed if the user selects the scenario-specific command B662. In this case, the user's operation of selecting the scenario-specific command B662 becomes the compression operation (to specify the execution timing) for executing the "compression" function. 【0258】 The "compression" function can be implemented fully automatically (i.e., as a non-intervention function), or it can be implemented as an intervention function, such as by allowing the user to specify when to execute the "compression" function. Depending on the scenario, the "compression" function may be implemented as either a non-intervention function or an intervention function. 【0259】 Figure 20 illustrates an example of "compression." When the "compression" function is used as an intervention function, the user checks the five practice menus (PMs) arranged in the Monday-Friday slots on the screen and decides whether or not to use the "compression" function. The "compression" function can be used when two or more practice menus of the same type are arranged consecutively (next to each other), but the user decides when to use the "compression" function by considering the type of practice menus to be compressed, the number that can be compressed, and the remaining energy level. In particular, if there is a limit on the number of times the "compression" function can be used, the timing of its use becomes important. 【0260】 Figure 20 (A) shows an example where the "Power Training" training menu PM is arranged in three consecutive slots from Monday to Wednesday, and the "Compression" function is available. When the user performs the prescribed operation to execute the "Compression" function (such as selecting the scenario-specific command B662), the compression process begins. 【0261】 Figures 20(B) and (C) show an example where, through compression processing, the three "power training" training menus PM are consolidated into the Monday slot (the slot with the earliest execution order). As a result of the three "power training" menus being consolidated into the Monday slot, the "rest" and "running training" training menus PM that were in the Thursday and Friday slots are shifted (the execution order is moved up) and moved to the Tuesday and Wednesday slots. Figure 20(C) shows an example where, based on the training policy, new "power training" and "hitting training" training menus PM are selected and added (supplemented) to the now-empty Thursday and Friday slots. 【0262】 Furthermore, as illustrated in Figure 20, if multiple practice menus PM of the same type are combined into one frame through compression, the practice participant character P651 associated with any of those practice menus PM will move to the combined frame. In the example in Figure 20, as shown in (A) of the figure, the practice participant character P651 is placed in the Wednesday frame. As shown in (B) and (C) of Figure 20, the practice participant character P651 that was placed in the Wednesday frame will move to the Monday frame when the practice menus PM from the Wednesday frame are combined into the Monday frame. Note that in the example in Figure 20, if the practice participant character P651 was also placed in the Monday or Tuesday frame, when the practice menus PM from the Monday to Wednesday frames are combined into the Monday frame, all the practice participant characters P651 placed in the Monday to Wednesday frames will also be combined into the Monday frame. In this case, the compression process will result in an increase of one practice participant character P651 in each frame. In particular, if there are bonuses such as increased training experience points for having a large number of P651 characters participating in training, this becomes a significant advantage. 【0263】 As a variation, even if multiple training menus of the same type are combined into a single slot through compression processing, the training participant character P651 may remain unchanged (it stays in its original slot and does not move). 【0264】 Furthermore, the grouping of multiple identical practice menus (PMs) with consecutive execution sequences into a single time slot can be arbitrarily configured. Figure 20 shows an example of grouping them into the slot with the earliest execution sequence, but this is not the only option. For example, they could be grouped into the slot with the latest execution sequence, or the slots to which they are grouped could be determined randomly. 【0265】 As a variation, the compression process could allow users to arbitrarily specify which slots group similar training menus (PMs) together (in other words, users could specify when to group similar training menus into a single execution unit slot). When multiple training menus are executed in one slot, the training character's stamina is consumed significantly. Therefore, for example, if the character's stamina is relatively low, the user can group them into a slot with a later execution order, hoping that an earlier, available slot will be filled with a "rest" training menu. Alternatively, if the character has sufficient stamina, the user can group them into an earlier execution order. 【0266】 Furthermore, if the "replace" function (overwriting with "rest") described later is also available, users can insert a "rest" training menu PM before the grouped sessions to recover their stamina before the grouped training. Alternatively, if the user has enough stamina for the grouped training but is concerned about their stamina afterward, they can insert a "rest" training menu PM after the grouped sessions to recover their stamina after the grouped training. 【0267】 As a variation, the system may allow the user to select which training menus (PMs) to add to the empty slots. For example, the user may be able to select any training menu (PM) from among the unexecuted training menus (PMs) included in the training plan and add it to the empty slot. Alternatively, the game system 1 may present multiple training menu (PM) options that can be added to the empty slots, allowing the user to select one of them. As a specific example, the game system 1 may randomly select three training menus (PMs) from among the unexecuted training menus included in the training plan and present them to the user as the aforementioned options. 【0268】 Furthermore, in the example in Figure 20, when multiple practice menus PM of the same type are grouped into the single slot with the earliest execution order, practice menus PM that are scheduled to be executed later than the grouped slot are moved up in the execution order so as not to leave any gaps between them. Therefore, empty slots occur on the slowest execution side. For example, if multiple practice menus PM of the same type are grouped into the single slot with the slowest execution order, practice menus PM that are scheduled to be executed earlier than the grouped slot may be moved down in the execution order so as not to leave any gaps between them. In this case, empty slots occur on the earliest execution side. Similarly, if multiple practice menus PM of the same type are grouped into any single slot (the position of the grouping slot doesn't matter), the other practice menus PM may be moved up or down in the execution order so as to be moved towards the grouped slot, resulting in empty slots occurring on the slowest or fastest execution side. 【0269】 As a variation, if multiple training sessions of the same type are combined into one slot, a free slot may be created in the slot where the training sessions of the same type originally occupied, while the slots for other training sessions remain unchanged. For example, in (A) of Figure 20, if the "power training" sessions from Monday to Wednesday are combined into the Monday slot, free slots will be created on Tuesday and Wednesday, while the "rest" and "running training" training sessions in the Thursday and Friday slots, which are not subject to compression, will remain unchanged. 【0270】 Furthermore, if a compression process is performed to combine two or more practice menu PMs of the same type into one slot, and a practice menu PM of the same type is added to an empty slot, the compression process may be performed consecutively. That is, if a slot containing two or more practice menu PMs of the same type combined by the compression process is adjacent to an empty slot, and a practice menu PM of the same type is added to the empty slot, the compression process may be performed again on both the previously combined practice menu PM and the newly added practice menu PM. 【0271】 By the way, if the user can also use the aforementioned "sorting" function, it is possible to change the state from one where "compression" is not possible to one where "compression" is possible by using the "sorting" function. In other words, if two or more practice menus of the same type are included in the five automatically determined practice menus PM, but the execution order is not consecutive, the "sorting" function can be used to change the execution order so that it is consecutive. 【0272】 For example, if the system automatically compresses practice menus (PMs) of the same type when they are in a consecutive order, it is possible to design the game so that compression occurs when the user "reorders" the PMs, and then again when an additional PM of the same type is added to fill an empty slot. 【0273】 As a variation, if the five practice menus (PMs) automatically assigned to Monday through Friday slots contain two or more of the same type of practice menu (PMs) (the continuity of the execution order is not considered), "compression" may be enabled. In this case, the compression process is executed to combine two or more of the same type of practice menus into one of the slots, and then add more practice menus to the slots that become available as a result. 【0274】 Even if the "compression" function is always executed automatically without the user specifying when to perform it, the "compression" function can still be considered a user intervention element if part of the compression process is performed based on user actions such as those described below. For example, if the user can select practice menu PMs to add to empty slots through user actions, the "compression" function can be considered a user intervention element. Also, for example, if multiple practice menu PMs of the same type that are placed in consecutive execution orders and are arranged in multiple slots can be combined into one slot, and the user can specify which slot to combine them into through user actions, the "compression" function can be considered a user intervention element. 【0275】 [2-9-3-3.Replacement] The "Substitution" intervention function allows users to substitute at least one of the five automatically determined Monday-to-Friday practice menus (PMs) with another practice menu based on a predetermined substitution operation. For example, the automatically determined practice menus may be substituted with various other practice menus such as "Rest," "Joint Practice," and "Match." Users may also be able to arbitrarily select which practice menu to substitute (at least one of the automatically determined practice menus). Furthermore, users may be able to select the type of practice menu to substitute (e.g., "Rest," "Joint Practice," "Match"). Additionally, the types of practice menus that can be substituted may differ depending on the scenario. For example, in scenario A, "Rest" can be substituted with "Joint Practice," in scenario B, "Rest" can be substituted with "Match," and in scenario C, "Rest," "Joint Practice," and "Match" can be substituted. The "Substitution" intervention function is explained below with specific examples. 【0276】 [2-9-3-3-1. Replacing the training menu (overwriting with "rest")] If the training policy does not automatically select a "rest" training menu PM for a while and training continues, the training character's stamina will decrease. Therefore, the user can use the "replace" intervention function to overwrite (replace) at least one of the five automatically selected training menu PMs with a "rest" training menu PM. This allows the training character to recover from the negative effects of insufficient stamina. 【0277】 Figure 21 illustrates an example of substitution (overwriting with "Rest"). The user selects a practice menu PM from Monday to Friday that they want to overwrite with "Rest". For example, the user can select the target to be replaced by performing a predetermined operation such as a long tap, double tap, or flick on an automatically selected practice menu PM. Figure 21 (A) shows an example where the user has selected the Monday "Power Practice" practice menu PM. As a result, as shown in Figure 21 (B), the Monday "Power Practice" practice menu PM selected by the user is overwritten (replaced) with the "Rest" practice menu PM. 【0278】 Furthermore, it may be possible to replace multiple slots in a single turn. Figure 21(B) shows an example where the user then selects the Tuesday "Meet Practice" practice menu PM as the target to be replaced. As a result, as shown in Figure 21(C), the Tuesday "Meet Practice" selected by the user is also overwritten (replaced) with the "Rest" practice menu PM. It may also be possible to replace three or more practice menu PMs with "Rest" using a similar operation. 【0279】 The number of slots that can be replaced with "Rest" in one turn can be set to any number, such as a maximum of "1", "2", or "3". It is also possible to make all five weekday slots replaceable with "Rest". Alternatively, you can set the number of replaceable slots per section or per training session. 【0280】 When replacing multiple practice menu PMs with "rest" in a single turn, it is not necessary to replace practice menu PMs in consecutive time slots. For example, the user can specify multiple time slots that are not consecutive in execution order, such as replacing two practice menu PMs on Monday and Friday with "rest," and replace them with "rest." 【0281】 Furthermore, the "Power Practice" on Monday and the "Hitting Practice" on Tuesday, which were selected from the training plan but were replaced with "Rest" without being implemented, will be managed as unimplemented (unselected) training menus included in the training plan and may be selected in subsequent turns. 【0282】 As a variation, if a training menu PM such as "Power Training" on Monday, which is automatically selected from the training plan, is replaced with "Rest," it may be managed as a completed (selected) training menu PM included in the training plan. 【0283】 The "rest" training menu PM used for substitution can be selected from the unexecuted "rest" training menu PMs included in the training plan. In this case, the "rest" training menu PM used for substitution will be managed as executed (selected) in the training plan. 【0284】 Furthermore, the training policy includes multiple types of "rest" practice menu PMs that can replace different numbers of slots (see Figure 22), and the user may be allowed to arbitrarily select which of these multiple types to use for replacement through a predetermined operation. For example, the "rest" practice menu PMs included in the training policy include those that make one slot a "rest" (see Figure 21), those that make two slots a "rest" (see Figure 22), those that make three slots a "rest," etc. Here, we assume that the user selects a practice menu PM that makes two slots a "rest" to use for replacement. In this case, as shown in (A) in Figure 22, if the user selects Monday's practice menu PM as the target to be replaced, it effectively means that Tuesday's practice menu PM has also been selected. Then, as shown in (B) in the same figure, two consecutive practice menu PMs on Monday and Tuesday are overwritten (replaced) with one "rest" practice menu PM. 【0285】 As a variation, the "rest" training menu PM used for substitution could be managed separately from the training policy, so that even if a "rest" substitution is performed, it does not affect the "rest" training menu PM included in the training policy. 【0286】 Additionally, the number of replaceable slots may decrease or increase in subsequent turns once a substitution is performed in a given turn. An example of this is shown below. For instance, the maximum number of replaceable slots in a single turn may be "2". If two slots are substituted in one turn, the number of replaceable slots in subsequent turns will be limited to "1". If only one slot is substituted in one turn, up to two slots can be substituted in subsequent turns. This is just one example, and various rules can be applied to increase or decrease the number of replaceable slots in subsequent turns. 【0287】 For example, the function to replace with "holiday" as described above may be available regardless of which scenario is selected, but it may also be implemented using a scenario-specific command that can only be used when a specific scenario is selected. For example, if the user selects the scenario-specific command B662 in Figure 12, the operation to replace with "holiday" may be enabled. 【0288】 For example, if the function to replace with "Rest" is made a scenario-specific command, and the "Rest" training menu PM is executed as a result of the replacement, then in addition to the normal effect of the "Rest" training menu PM (stamina recovery), some specific effect may be added. For example, an effect that simultaneously improves parameters other than the stamina of the character being trained, an effect that increases the bond gauge with a specific character, or an effect that accumulates training policy points may be added. This additional effect will only occur when the "Rest" training menu PM is executed as a result of the replacement; if the "Rest" training menu PM is executed automatically selected from the training policy rather than being replaced, only the stamina recovery effect will be applied. 【0289】 [2-9-3-3-2. Replacing practice menus (overwriting with "joint practice," etc.)] It may be possible to overwrite (replace) at least one of the five automatically determined training menus (PMs) with a "special training menu" that has a greater training effect than the other training menus (PMs). Here, "greater training effect than the other training menus (PMs)" means that the amount of increase in, for example, training experience points, special ability experience points, or ability values is greater than that of the other training menus (PMs), and the effect on training the target character is greater than that of the other training menus (PMs). An example of a special training menu is the "joint training" training menu. 【0290】 In special training menus such as "Joint Training," special characters may appear, such as professional baseball players, Major Leaguers, or scenario-specific characters. As described below, when special characters are placed as training participants, a significant effect occurs: all training sessions are treated as special tag training sessions. Note that the special characters that may appear when using the "Replace with Special Training Menu" function may also be training candidate characters or support characters (those not set in the deck) that the user possesses. 【0291】 The special training menu used for substitution is not limited to "joint training," but may also include other training menus that have a greater developmental effect than other training menus (PM), such as "training camp" or "away training." The following explanation will use "joint training" as an example. 【0292】 Figure 23 illustrates an example of substitution (overwriting with "Joint Practice"). As shown in (A) of Figure 23, five practice menus PM are automatically determined after the start of a turn. The user checks the automatically determined practice menus PM on the screen and decides whether or not to use the function to substitute with "Joint Practice" (i.e., when to use it). The function to substitute with "Joint Practice" may also be implemented by a scenario-specific command that can only be used when a specific scenario is selected. For example, if the user selects the scenario-specific command B662 in Figure 12, the function to substitute with "Joint Practice" is executed. As a result, as illustrated in (B) of Figure 23, all five automatically determined practice menus PM for Monday through Friday are overwritten (substituted) with the practice menu PMg of "Joint Practice". In other words, the user can substitute all practice menus PM for any turn (week) with "Joint Practice". 【0293】 Figure 23 shows an example where all five automatically determined practice menus PM are replaced with "Joint Practice" simply by specifying the timing of using the function to replace with "Joint Practice" (operating with the scenario-specific command B662), but this is not the only example. For example, the function to replace with "Joint Practice" can be enabled when the user selects the scenario-specific command B662, and then the user can specify one or more arbitrary slots to select which ones to replace. In this case, only the practice menus PM in the slots selected by the user to be replaced will be replaced with the "Joint Practice" practice menu PMg. In other words, the user may be able to specify the slots and the number of slots to be replaced within a single turn. 【0294】 You may limit the number of times you can use the "Joint Practice" replacement function (e.g., up to 4 times per training session, up to 1 time per section). You may also set a limit on the number of replaceable slots per section or per training session. 【0295】 Furthermore, as illustrated in (B) in Figure 23, when the "Replace" function is executed, special characters such as professional baseball players may be placed as practice participant characters P651b in the slots replaced by the "Joint Practice" practice menu PMg. In the example in (B) in Figure 23, special characters are placed as practice participant characters P651b in the three slots for Monday, Wednesday, and Thursday. Whether or not a special character is placed, and which character is placed, is determined by lottery for each slot replaced by "Joint Practice". Note that practice participant characters P651 that were already placed before the execution of the "Replace" function (the one placed in the Friday slot in Figure 23) will remain in place after the execution of the "Replace" function. Furthermore, when the training menu PMg for "joint training" that includes the special training participant characters P651b and P651 is executed, it is treated as a special tag training session. 【0296】 Furthermore, since the PMg training menu in "Joint Training" has a significant training effect, it may be appropriate to make it consume more stamina than other PM training menus. In this case, the user will need to consider the remaining stamina of the character being trained and decide when to execute the function to replace it with "Joint Training." 【0297】 Special training menus, such as "joint training," used for substitutions are managed separately from the development policy and are not included in the development policy. As a variation, special training menus such as "joint training" may also be included in the development plan. 【0298】 Furthermore, training menus (PMs) selected based on the development policy but not implemented and replaced with "joint training" will be managed as unimplemented training menus (PMs) included in the development policy and may be selected in subsequent turns. 【0299】 As a variation, if a training menu PM automatically selected from the training policy is replaced with "joint training," it may be managed as a completed (used) training menu PM included in the training policy. 【0300】 [2-9-3-3-3. Replacing the training menu (overwriting with "match")] It may be possible to override at least one of the five automatically determined practice menus (PMs) with a "game" such as an "interleague game" or "Japan Series." Furthermore, "games" may also be included as "special practice menus" that have a greater training effect than other practice menus (PMs). 【0301】 Figure 24 illustrates an example of substitution (overwriting with "Match"). As shown in (A) of Figure 24, five practice menu PMs are automatically determined after the start of a turn. The user checks the automatically determined practice menu PMs on the screen and decides whether or not to use the function to substitute with "Match" (i.e., when to use it). The function to substitute with "Match" may also be implemented by a scenario-specific command that can only be used when a specific scenario is selected. For example, if the user selects the scenario-specific command B662 in Figure 12, the function to substitute with "Match" is executed. As a result, as exemplified in (B) of Figure 24, the week of the current turn is changed to the schedule of an interleague game, and Monday's practice menu PM is overwritten with a "rest" practice menu PM, while Tuesday through Friday are all overwritten with "Interleague Game" practice menu PMs. In other words, the user can change the schedule of any turn (week) to an interleague game by substituting the practice menu PM with "Interleague Game," etc. 【0302】 Figure 24 shows an example where "game" is replaced with "interleague game." An "interleague game" is a match between teams from different leagues in professional baseball. In the real world, there are usually no games on Mondays in interleague games. Therefore, in the game of this embodiment, Mondays are replaced with a "rest" practice menu (PM). For example, if "game" is replaced with "Japan Series," a schedule based on the real-world Japan Series may be used, with slots that can be replaced with "rest days." As a variation, users can also replace all five practice menus (PM) for any turn (week) they specify, including Monday, with "Interleague Play." 【0303】 At the start of the game, users can set their favorite professional baseball team. If a user sets a professional baseball team here, a professional baseball team from a different league than the one their chosen team plays in the "interleague games" held from Tuesday to Friday will be selected as their opponent. 【0304】 Figure 24 shows an example where five automatically determined practice menu PMs are replaced with "Interleague Matches," etc., simply by specifying the timing of using the "Replace with Match" function (operating with scenario-specific command B662), but it is not limited to this. For example, if the user selects scenario-specific command B662, the "Replace with Match" function becomes available, and the user can then specify one or more arbitrary slots to select the targets to be replaced. In this case, only the practice menu PMs in the slots selected by the user to be replaced will be replaced with "Match" practice menu PMs. In other words, the user may be able to specify the slots and the number of slots to be replaced with "Match" within a single turn. 【0305】 You may limit the number of times the "match" replacement function can be used (e.g., up to 4 times per training session, up to 1 time per section). You may also set a limit on the number of replaceable slots per section or per training session. 【0306】 By the way, in the real world, both the interleague games and the Japan Series in professional baseball are held during specific periods (interleague games are held from May to June, and the Japan Series from October to November). Therefore, the period during which the practice menu PMs for "interleague games" or "Japan Series" can be replaced may be fixed to May to June in the game time, corresponding to the period of interleague games in the real world. In this case, since the period during which the function to replace with "games" can be used is fixed, users may be allowed to choose whether or not to use the function during that period. 【0307】 Furthermore, as illustrated in (B) in Figure 24, when the function to replace with "Interleague Play" is executed, special characters such as professional baseball players may be placed as practice participant characters P651b in the slots that have been replaced with the "Interleague Play" practice menu PMg. In the example in (B) in Figure 24, special characters are placed as practice participant characters P651b in each of the three slots from Tuesday to Thursday. The placement of practice participant characters is the same as in the case of the "Joint Practice" replacement described above. 【0308】 Furthermore, similar to "joint practice," when a "match" practice menu PMs is executed in a slot where practice-participating characters (including special characters) are placed, they may all be treated as special tag practice. Alternatively, "matches" may have a different effect than "joint practice." For example, if a practice menu PM is replaced with a "match" such as an "exchange match," the special character that could be placed as practice-participating character P651b may be a training candidate character (or a support character not set in the deck) owned by the user. Furthermore, the more training candidate characters (or support characters) owned the user has, the higher the growth rate of the training target character when a "match" is executed. Here, the growth rate is a correction coefficient that adjusts the practice experience points and special ability experience points that can be obtained, and the higher the growth rate, the more practice experience points and special ability experience points can be obtained. 【0309】 The PMs (Practice Menus) for the "matches" used as substitutions are managed separately from the development policy and are not included in the development policy. As a variation, the PMs (Practice Menus) for "matches" may also be included in the development policy. 【0310】 Furthermore, training menus (PMs) selected from the development plan but replaced by "matches" without being implemented will be managed as unimplemented training menus (PMs) included in the development plan and may be selected in subsequent turns. 【0311】 As a variation, if a training menu PM automatically selected from the training policy is replaced with a "match," it may be managed as an completed (used) training menu PM included in the training policy. 【0312】 [2-9-3-4. User intervention elements that allow modification of training menus within the training policy] When applying a game specification in which the training menu PM included in the training policy is automatically selected and executed, allowing the user to change the training menu PM included in the training policy constitutes a user intervention element that allows the user to participate in (intervene in) the training. As mentioned above, the specification in which the training menu PM associated with the support character that the user owns is set in the deck will be included in the training policy is an example of a user intervention element that allows the user to change the training menu PM included in the training policy. 【0313】 As a variation, the user may be allowed to delete at least one of the training menu PMs included in the training plan. For example, the user may be able to selectively delete training menu PMs that the user wishes to delete, such as "rest" training menu PMs, training menu PMs with low training levels, or training menu PMs that do not concern the ability items the user wants to strengthen. This training plan deletion function may be made available to the user at a predetermined time. Here, the "predetermined time" may be a predetermined time such as the end of each section or every 10 turns, or it may be any time that the user can specify. Furthermore, the training plan deletion function may be a scenario-specific function that is only available in certain scenarios. Also, the training plan deletion function may be made available only when a certain item is used. 【0314】 As a variation, if the training plan includes multiple training menus (PMs) of the same type, the system may be configured, based on a predetermined operation by the user, to combine two or more of the same training menus (PMs) into one at a predetermined time, and include that combined menu in the training plan. Here, the "predetermined timing" may be a predetermined timing, such as the end of each section or every 10 turns, or it may be any timing that the user can specify. At such a predetermined timing, the user may consider whether or not to combine two or more identical training menus (PMs) within the training plan into one, and may decide to combine them or not. 【0315】 Furthermore, the phrase "combining two or more practice menus PM of the same type into one" means treating two or more practice menus PM of the same type as a single special practice menu PM that can be executed in one execution unit frame (one day of the week frame) (i.e., can be placed in one execution unit frame). In this case, the combined special practice menu PM becomes a powerful practice menu that has the same effect as the combined effect of the two or more original practice menus PM of the same type, and is managed within the training policy. For example, the practice menu PM in Monday's frame (C) in Figure 20 is a state where multiple practice menus PM of the same type are combined into one frame as a result of the compression process, and is included in the training policy as a single special practice menu PM that is similarly combined. When such a special practice menu PM is selected from the training policy, multiple practice menus PM of the same type will be placed side by side (overlapping) in one execution unit frame. 【0316】 Alternatively, two or more identical training menus (PM) included in the training plan may be replaced with one powerful, specialized training menu (PM) and managed within the training plan. The specialized training menu (PM) replaced within the training plan will have the same effect as the combined effect of the two or more original training menus (PM). 【0317】 For example, if there are five "hitting practice" training menus (PM) in the training plan, then 2 to 5 of those training menus (PM) can be combined into one special training menu (PM). 【0318】 Furthermore, if there are p or more (where p is a natural number greater than or equal to 2) identical training menu PMs within a training plan, a condition may be set that allows two or more identical training menu PMs to be combined into one. Additionally, an upper limit may be set on the number of training menu PMs that can be combined (the number of training menu PMs that formed the basis of one special training menu PM), which can be a maximum of q (where q is a natural number greater than or equal to 2). For example, if there are five or more identical training menu PMs included in a training plan, up to three of them can be combined into one. 【0319】 The user may be allowed to specify the number of training menus (PMs) of the same type to group together. The more training menus that are grouped together, the greater the training effect of that single special training menu, but the greater the stamina consumption of the character being trained. In this case, the user will have to weigh the training effect against the risk of stamina consumption to decide how many training menus of the same type to group together, which will improve the gameplay. 【0320】 As a variation, if the training plan includes multiple training menu PMs of the same type, two or more training menu PMs may be automatically combined into one at a predetermined time (e.g., at the end of each section). In this case, since multiple training menu PMs are automatically combined into one, this itself does not involve user intervention. However, the types of training menu PMs that are added more frequently to the training plan will change depending on the training menu PMs associated with the support characters that the user sets in their deck. Therefore, by devising the composition of the support characters that the user sets in their deck, the user can effectively control to some extent the types of training menu PMs that are combined into one, thereby improving the enjoyment of the game. 【0321】 [2-9-4. Various Non-Intervention Functions] While not elements that users can directly intervene in, various gimmicks (game mechanics) that can enhance the game's appeal by being applied to game specifications where the practice menu PM automatically selects and executes are listed below as non-intervention functions. These non-intervention functions include breakthrough practice, carryover practice, rivalry tag practice, last-one element, surprise practice, and trace practice. These non-intervention functions may or may not be available depending on the scenario. In other words, each non-intervention function may be a scenario-specific gimmick, or it may be a permanent gimmick that can be used in any scenario. Furthermore, combining these non-intervention functions with the aforementioned intervention functions will increase the effectiveness of these non-intervention functions and amplify the game's appeal. 【0322】 [2-9-4-1. Breakthrough Practice] In Breakthrough Training, some (or all) of the automatically determined training menus are hidden behind walls, etc. (Hereafter, hidden training menus PM will be referred to as "Wall Menus"). The content and effects of the Wall Menus are determined according to the current parameters of the character being trained and the destruction conditions for each Wall Menu. In other words, Wall Menus are training menus with destruction conditions, and the content or effects of the Wall Menus differ depending on whether the destruction conditions are met or not. Meeting the destruction conditions of a Wall Menu yields more advantageous results than not meeting them. 【0323】 For example, the training menus included in the training plan could be randomly turned into wall menus. Alternatively, training menus different from those in the training plan (those specifically for wall menus, managed separately from the training plan) could be randomly made to appear as wall menus. 【0324】 [2-9-4-1-1. Breakthrough Practice (Type 1)] There are two types of breakthrough training, Type 1 and Type 2, depending on the conditions for breaking. First, let's explain Type 1, where the condition for breaking is the current ability score of the character being trained. 【0325】 Figure 25 is a diagram illustrating an example of Breakthrough Practice (Type 1). Figure 25(A) shows an example where Thursday's practice menu is Wall Menu PMk. The Wall Menu PMk displays the type of practice and the destruction condition. Figure 25(A) shows that the type of practice is "Hit" and the destruction condition is "Hit ability value is 28 or higher". When executing this Wall Menu PMk, if the target character's Hit ability value is less than 28 (i.e., the destruction condition is not met), the normal "Hit Practice" practice menu can be executed even if the wall is not destroyed. On the other hand, when executing this Wall Menu PMk, if the target character's Hit ability value is 28 or higher (i.e., the destruction condition is met), the wall of Wall Menu PMk is destroyed, as illustrated in Figure 25(B), and a hidden alternative menu appears. Figure 25(B) shows an example where an alternative menu called "Hit EX" appears in Wall Menu PMk. This alternative training menu offers a more advantageous effect than the training menu using the PMk wall in a non-destructive state. 【0326】 If the wall in the PMk wall menu is destroyed, the alternative menu may be one that is more effective than the practice menu when the wall is intact. For example, in the example in Figure 25, the PMk wall menu is replaced with "Hit EX," which is more effective than the "Hit Practice" practice menu when the wall is intact (for example, it allows you to earn more hit practice experience points). 【0327】 Furthermore, if the wall in the PMk wall menu is destroyed, the alternative menu may have additional effects in addition to the effects of the training menu when the wall is intact. For example, the alternative menu may have not only the effect of "gaining hitting practice experience points," which is the effect of the "hitting practice" training menu when the PMk wall is intact, but also an additional effect of "gaining power practice experience points." 【0328】 [2-9-4-1-2. Breakthrough Practice (Type 2)] In Breakthrough Training Type 2, a destruction condition called "durability" is set. Each time the wall menu is executed, a predetermined amount of a specific parameter of the character being trained is consumed to reduce the durability, and if the durability is reduced to "0", the wall in the wall menu is destroyed. 【0329】 Figure 26 illustrates an example of a Breakthrough Practice (Type 2). Figure 26 (A) shows an example where Thursday's practice menu is Type 2 Wall Menu PMk2. Wall Menu PMk2 displays the type of practice and the current durability value (the durability value that must be reduced to meet the destruction condition). Figure 26 (A) shows that the type of practice is "Hit" and the current durability value is "200". When this Wall Menu PMk2 is executed, a predetermined amount of the target character's Hit parameter (Hit ability value or experience points) is consumed, and the durability value is reduced. Figure 26 (B) shows an example where the durability value has been reduced from "200" to "152". Additionally, the Wall Menu PMk2, whose durability value has been reduced, will display visual effects such as cracks appearing. 【0330】 In a later turn, the same wall menu PMk2 may reappear. Each time wall menu PMk2 appears, its durability decreases, and when its durability reaches "0", the wall of wall menu PMk2 is destroyed, revealing a hidden alternative menu. Figure 26 (C) shows an example where an alternative menu called "Hit Power" appears in wall menu PMk2. This "Hit Power" alternative menu allows you to gain not only "Hit" training experience points but also "Power" training experience points. 【0331】 In this way, each time the PMk2 wall menu is executed, a predetermined amount of a specific parameter of the character being trained is consumed until the durability reaches "0". The amount of parameter consumed and the amount of durability reduced can be set arbitrarily. For example, each execution of the PMk2 wall menu could consume "1" of Meat's ability points and reduce the durability by "48". In this case, Meat's ability points would decrease until the PMk2 wall menu's durability reaches "0", but once the durability reaches "0", Meat's ability points and other parameters would increase by a larger amount than the amount they had decreased up to that point. 【0332】 Until the destruction condition is met, which results in a durability value of "0", even if the wall menu PMk2 is executed, no practice experience points may be gained (only a predetermined amount of a specific parameter will be consumed). As a variation, if the durability value is not "0" when the wall menu PMk2 is executed (i.e., the destruction condition is not met), the normal practice menu may be executed even if the wall is in an undestroyed state. For example, in the case of (B) in Figure 26, even if the wall is in an undestroyed state, the normal "hitting practice" practice menu may be executed, and "hitting" practice experience points may be gained. 【0333】 [2-9-4-2. Carryover Practice] If, during a given week (turn), a specific effect occurs when executing a training menu PM (such as a special tag training session or reaching the ability cap of a character being trained), (i.e., the conditions for a specific carryover training session are met), a reward will be placed on the same day of the following week. The user can then collect the reward by performing training during the week in which the reward is placed. Rewards can include various in-game benefits, such as items, support characters, training candidate characters, training experience points, special ability experience points, or in-game currency. 【0334】 Figure 27 is a diagram illustrating an example of a carryover practice. Note that in Figures 27-32, the display of the practice menu PM and the participating character P651 is simplified for convenience. Figure 27(A) shows an example where, in a given turn, the conditions for a carryover practice, such as a special tag practice, are met by executing the Tuesday and Thursday practice menu PMs. In this case, the two slots for Tuesday and Thursday become subject to carryover practice. When the conditions for a carryover practice are met, it is desirable that the game screen displays a message indicating that a carryover practice has occurred. Then, in the next turn, as shown in Figure 27(B), rewards are placed in the two practice menu PMs for Tuesday and Thursday that were subject to carryover practice in the previous turn. In other words, rewards are associated with the two slots for Tuesday and Thursday, respectively. In this case, the reward icon P670 is displayed in the slot where the reward is placed on the game screen, allowing the user to visually confirm the existence of the reward. Subsequently, the user selects the practice execution command B661 (see Figure 12), and the practice menu PM with the rewards assigned is executed, thereby granting the user the rewards. 【0335】 Here, if a reward is placed in a training menu PM slot other than practice (for example, "rest"), an element may be added that the reward cannot be collected. If this element is added, in the example in Figure 27, the Tuesday slot where the reward is placed is "rest," and as it stands, the reward cannot be collected. Reward icons P670 that cannot be collected may be displayed in a different way (for example, the color or shape of the icon), such as being grayed out, from reward icons P670 that can be collected. In this case, if intervention functions such as the aforementioned "rearrange" and "replace" are made available, the user can change the slot where the reward is placed to a training menu PM other than "rest," increasing the strategic depth and amplifying the enjoyment of the game. Furthermore, the types of training menus for which rewards cannot be collected are not limited to non-training activities (such as "rest"). Any type of training menu may be set as one for which rewards cannot be collected. 【0336】 As a variation, the content of the reward could change depending on the type of training menu PM in the slot where the reward is placed. For example, the reward for training menu PM being "rest" could be in-game currency, the reward for "hitting practice" or "power practice" could be an item, and the reward for "running practice" or "fielding practice" could be a support character. In this case, the display form of the reward icon P670 (for example, the color and shape of the icon) could be changed depending on the content of the reward. In this case as well, if intervention functions such as the aforementioned "rearrangement" and "replacement" are made available in conjunction, the strategic depth and the enjoyment of the game will be amplified. 【0337】 [2-9-4-3. Tag Team Practice] If a special tag training session occurs once on any day of the week in which training participant character P651 is placed, then that training participant character P651 will appear on all subsequent days of that week for tag training. In other words, training participant character P651, who caused the special tag training session, becomes a character that competes with the training target character, and continues to compete with the training target character in tag training even after the special tag training session occurred. This is called "competitive tag training." Competitive tag training may also be called "continuous tag training," etc. 【0338】 Figure 28 is a diagram illustrating an example of a competitive tag team practice. In Figure 28 (A), the practice participant character P651 is placed in the Tuesday slot, and a special tag team practice occurs because the practice participant character P651's specialty practice and bond level meet the predetermined conditions. In this case, as shown in Figure 28 (B), the practice participant character P651, which was placed in the Tuesday slot, moves to the Wednesday slot and appears, and a competitive tag team practice is performed on Wednesday. Furthermore, as shown in Figure 28 (C), the same practice participant character P651 also appears in the following Thursday slot, and a competitive tag team practice is performed on Thursday as well. Similarly, a competitive tag team practice is performed on Friday. 【0339】 Furthermore, there are cases where another training participant character P651 (hereinafter referred to as the "rival character") is already assigned to the same time slot on a day when a rival tag team practice is scheduled to take place. For example, in the example shown in Figure 28, a training participant character P651 is already assigned to the Friday time slot when a rival tag team practice is scheduled to take place. In this case, in the Friday time slot, the rival character will also participate in the tag team practice in addition to the already assigned training participant character P651. 【0340】 Figure 29 illustrates another example of a rivalry tag team practice. In Figure 29 (A), two practice participant characters P651 are placed in the Tuesday slot, and a special tag team practice is triggered because the two characters' preferred practice and bond levels meet the specified conditions. In this way, multiple characters can meet the conditions for a special tag team practice, and in this case, the effect of the special tag team practice increases as the number of participants increases. In this case, as shown in Figure 29 (B), the two practice participant characters P651 who were placed in the Tuesday slot both move to the Wednesday slot and appear, and a rivalry tag team practice is performed on Wednesday. Similarly, the two characters who were placed in the Tuesday slot also appear on Thursday and Friday, and rivalry tag team practice is performed on those days as well. 【0341】 Even if multiple training participant characters P651 are placed in the same slot, if only some of them meet the conditions for a special tag training session, only the training participant character P651 that triggered the special tag training session will become the competing character, and the competitive tag training session will be executed. 【0342】 The tag team practice with participating character P651 is just tag team practice, and whether or not it becomes a special tag team practice depends on whether the participating character P651's specialty practice matches the practice type for each day of the week. 【0343】 By the way, since the effect of competitive tag training is very powerful, the conditions for its occurrence may be stricter than those for normal special tag training. For example, regarding the bond level of the training participant character P651, the conditions for competitive tag training may be higher than those for special tag training. For example, special tag training occurs when the bond level of the training participant character P651 is "3" or higher, but competitive tag training will not occur unless special tag training occurs when the bond level is "5" or higher. In this case, if the bond level of the training participant character P651 is "3-4", even if special tag training occurs, it will not develop into competitive tag training and will end as a one-off. Additionally, you can make it more difficult to trigger competitive tag training by adding conditions other than bond level (for example, conditions related to the training level of the PM training menu that triggers special tag training). 【0344】 As a variation, the training participant character P651 who develops from a special tag training session into a competitive tag training session may be limited. In this case, there are support characters that have the effect of generating competitive tag training sessions and those that do not (each support character has its own unique characteristics). Then, only when a support character that has the effect of generating competitive tag training sessions becomes the training participant character P651 and a special tag training session is generated will it develop into a competitive tag training session. 【0345】 As a variation, the conditions for triggering competitive tag training may be different from those for special tag training. For example, the condition for triggering competitive tag training may be that the character being trained reaches their ability limit, and if the ability limit is reached on a certain day of the week, competitive tag training may be triggered on subsequent days of that week. 【0346】 While competitive tag team training is highly effective, it also carries the risk of severely draining the training character's stamina. For example, depending on the training character's remaining stamina, there is a risk of injury during competitive tag team training. Therefore, users can employ strategies such as deliberately choosing the "Rest This Week" command B664 instead of the "Execute Training" command B661 (see Figure 12) during the turn (week) when competitive tag team training is scheduled, adding an interesting element of strategic maneuvering. 【0347】 As a variation, if a training menu (PM) other than training (e.g., "rest") is placed in the slots for days after Special Tag Training, the Rivalry Tag Training may be canceled (not occur) from the day onward. For example, if Special Tag Training occurs on Monday and "rest" is placed on Thursday, Rivalry Tag Training will occur on Tuesday and Wednesday, but Rivalry Tag Training from Thursday onward will be canceled, stopping mid-week. In this case, if intervention functions such as the aforementioned "reordering" and "replacement" are used in conjunction, users can proactively prevent situations where Rivalry Tag Training stops midway, increasing the strategic depth and enhancing the enjoyment of the game. Alternatively, if a user is concerned about the remaining stamina of a character being trained, they can use intervention functions such as "rearrange" or "replace" to deliberately place a "rest" in the middle of the week, thus strategically stopping the competitive tag training midway through the week. Furthermore, the type of training menu PM used to prevent rivalry tag team practice from occurring mid-week is not limited to non-training options (such as "rest"), but any type of training menu PM can be applied. 【0348】 [2-9-4-4. Last One Element] Figure 30 illustrates an example of the "Last One" element. Under the management of selecting training menus (PMs) included in the training plan, the same training menu (PM) cannot be selected again until all training menus included in the training plan have been selected. Each turn, five training menus (PMs) are selected and placed from within the training plan, but the last training menu (PM) selected within the training plan is strengthened as the "Last One" element. This represents the game's function of increasing the effectiveness of training by having the training character complete each training menu included in the training plan and then putting in extra effort with phrases like "Last one!" or "Last lap!" on the final training menu. While the "Last One" element is entirely based on luck, it makes the remaining practice menus (PM) within the training plan something to look forward to, and it also encourages players to play the game with an awareness of using up the practice menus included in their training plan. 【0349】 In the example in Figure 30, a practice participant character P651, placed in the Wednesday slot, becomes the last-one element in a given turn. In this example, in the selection management of one round of practice menu PMs included in the training policy, the Wednesday "Power Practice" selected last in the nth round is the last-one element, and from Thursday onwards, the selection management of the (n+1)th round begins. As illustrated in (A) in Figure 30, when a practice menu PM that is the last-one element is placed, a predetermined visual indication (for example, a cut-in image displaying "Last One!") may be shown on the game screen. Also, as illustrated in (B) in Figure 30, if a last-one element exists among the five placed practice menu PMs, a label P671 indicating this is displayed on that last-one element, allowing the user to visually confirm the presence of the last-one element. 【0350】 The enhancements to the last remaining training menu PM can be set arbitrarily. For example, the effect of the last remaining training menu PM could be multiplied by a predetermined amount, or a predetermined number of training participant characters P651 could be placed in the slot for the last remaining element. 【0351】 By the way, as the game progresses, the number of training menus (PMs) added to the training plan increases. However, in the early stages of training, the number of training menus (PMs) included in the training plan is relatively small, so the "Last One" element occurs early. Therefore, various conditions can be set as the conditions for the "Last One" element to occur, such as "after the nth round of the training plan," "after the nth turn," or "a training menu with a training level of n or higher." If "after the nth round of the training plan" or "after the nth turn" is set as the condition for occurrence, the "Last One" element will not occur until the nth round or nth turn. Also, if "a training menu with a training level of n or higher" is set as the condition for occurrence, even if it is the last training menu (PM) selected from the training plan, it will not become the "Last One" element if its training level is less than n. 【0352】 Furthermore, the effect of the last element in the (n+1)th round may be made greater than that of the last element in the nth round. In other words, the effect of the last element may be made greater as the number of rounds in the training strategy increases. 【0353】 [2-9-4-5. Surprise Practice] Figure 31 is a diagram illustrating an example of a surprise practice. Surprise practices can occur when a specific week (turn) or a specific support character is set in the deck. In this case, at least one practice menu slot is not determined before the practice is executed (the practice menu remains in the training policy), and a practice menu automatically selected from the training policy is placed in that slot when the practice is executed. A practice with a practice menu that is undecided before the practice is executed and determined at the time of execution is called a "surprise practice." Surprise practices may also be called "whimsical practices," etc. 【0354】 It is desirable that the specific support character targeted for surprise training be a more powerful character (a character with a higher training effect) than other support characters. While using a specific support character offers the advantage of expecting a high effect, there is a trade-off in that the user does not know what the training menu will be before the training is executed, which can be stressful. For example, even if the user can use intervention functions such as "rearrange" or "replace," it becomes difficult to "rearrange" or "replace" the training menu PM in surprise training because the user does not know what the training menu will be before the training is executed. When creating and introducing powerful support characters into the game, it is acceptable to balance the game with such a trade-off specification. 【0355】 For example, a powerful character with a genius-type personality, whose tag-team training efficiency is several times that of a normal character, could be introduced into the game as a specific support character. However, reflecting this support character's capricious nature and inability to follow predetermined rules, the training menu for the days of the week in which this support character is designated as training participant character P651 would not be set in advance. 【0356】 Figure 31 (A) shows an example where, before a practice session is executed, the practice participant character P651, placed in the Wednesday slot, is a specific support character targeted for a surprise practice session. In this case, of the five slots, only the practice menu for the Wednesday slot has not yet been determined, and a predetermined image, such as a "?" mark indicating that it is a surprise practice session, is displayed in the Wednesday slot. Subsequently, when the user selects the practice execution command B661, as shown in Figure 31 (B), the practice menu PM for the Wednesday slot is selected from the training policy, placed, and executed during the practice session. 【0357】 In the example above, we showed a case where a slot with a specific support character placed in it becomes the target of surprise practice. However, as a variation, a slot without a specific support character placed in it may also become the target of surprise practice. 【0358】 As a variation, in certain turns (for example, the 10th or 20th turn), at least one slot may always be a surprise practice. In this case, in certain turns, a specific support character may always be placed in a slot on a particular day of the week, and that slot may always be a surprise practice. Alternatively, in certain turns, at least one slot may always be a surprise practice, regardless of whether a specific support character is placed or not. 【0359】 [2-9-4-6. Tracing Practice] Figure 32 illustrates an example of trace practice. When the same type of practice menu PM is placed in the same day slot for both the practice menu PM performed in the previous week (previous turn) and the practice menu PM performed this week (current turn) (i.e., the arrangement or execution order of the practice menu PMs is the same), the practice effect is improved more than usual. Practicing the same arrangement (or execution order) of practice menus as those performed in the previous week (turn) is called "trace practice." 【0360】 Figure 32 (A) illustrates a scenario where, in a given week, the training menus PMs "Power Training," "Hitting Training," "Power Training," "Hitting Training," and "Running Training" are scheduled from Monday to Friday and executed in that order. In this case, the game screen for the following week (next turn) will display the training menus PM executed last week in the order they were executed, as shown in Figure 32 (B). Additionally, the five training menus PM automatically determined for the current turn (or after user intervention if the user has used the intervention function) will be displayed in display area A640. Comparing the previous week with this week (current turn), "Hitting Training" is scheduled for Thursday and "Running Training" for Friday in both cases, meaning that the training slots for Thursday and Friday this week are trace training. In this case, the Thursday and Friday slots displayed in display area A640 and / or display area A680 will be highlighted (e.g., they will glow, or display differently from other slots). This makes it easy for the user to recognize that trace training is occurring. Subsequently, if the user selects the practice execution command B661, the five practice menus PM for this week will be executed. However, the "Hitting Practice" and "Running Practice" on Thursday and Friday, which are the targets of trace practice, will have improved training effectiveness compared to when they are not trace practice. In other words, the amount of practice experience points and special ability experience points that can be obtained will increase compared to when they are not trace practice. 【0361】 Furthermore, if one or more practice menus of the same type are placed in the same day slot (i.e., in the same order of execution) in the previous week and the current week, it will be considered a trace practice. In other words, it is possible for only one slot (one day) to be a trace practice. Also, for example, multiple discontinuous slots on Monday, Wednesday, and Friday may constitute a trace practice. As a variation, if there are not two or more consecutive time slots on the same day of the week between the previous week and the current week with the same type of training menu, it may be considered not to be a trace practice. 【0362】 As a variation, if there are two or more consecutive slots of the same type of training menu on the same day of the week in the previous week and the current week, the training effect may be improved (for example, more training experience points can be gained) as the number of consecutive slots increases. 【0363】 Depending on the training menu PM included in the training plan, it is possible to increase the occurrence rate of trace training. For example, the more "hitting practice" included in the training plan, the more likely it is that "hitting practice" will be selected in consecutive turns or on the same day of the week, thus increasing the occurrence rate of trace training. The same applies to other types of training menu PM. In this embodiment of the game, each support character is associated with training menus that can be brought into the game. Therefore, the types of training menu PMs added to the training plan can be adjusted by the support characters that the user sets in their deck, providing the user with the enjoyment of deck building. 【0364】 Furthermore, by enabling the use of intervention functions such as the aforementioned "rearrangement" and "replacement," it becomes possible for users to intentionally create tracing practice through their own actions, increasing the strategic depth and enhancing the enjoyment of the game. 【0365】 [2-9-5. Completion of Training] As described above, by performing training and other actions in each turn, the parameters of the character being trained, such as their abilities, are changed or set, allowing the character to be trained. Basically, the training of a character is completed upon the completion of one scenario. Once training is complete, the character is evaluated based on their basic abilities and special abilities, and their overall player strength value is calculated, and their player rank is determined based on this overall player strength value. Hereafter, a character whose training is complete will be referred to as a "trained player character." 【0366】 The player character being trained is then registered and associated with the user ID, making it usable by the user in other game modes such as Versus Mode. After completing a scenario, the user can create another player character by starting the scenario again from the beginning and training the target character. In other words, multiple player characters can be created by repeatedly training in training mode. By repeatedly training while changing the composition of the support character deck, the user can create player characters with various characteristics, such as characters with high hitting ability or characters with high defensive ability. 【0367】 For example, in Versus Mode, users can assemble their own team by incorporating their trained player characters into their lineup and compete against other users' baseball teams. By repeatedly training in Training Mode to create stronger trained player characters and assembling their own team, users can increase their team's overall strength and team rank. Furthermore, trained player characters can be used in other game modes besides Versus Mode. 【0368】 [3. Functional "Configuration Example 1" of the Game System] Figure 33 is a schematic functional block diagram showing an example of the functional configuration of game system 1. As shown in Figure 33, game system 1 includes a data storage unit 100. For example, the data storage unit 100 is implemented by at least one of a database DB, ROM 12, RAM 13, auxiliary storage device 14, ROM 32, RAM 33, and auxiliary storage device 34. The data storage unit 100 stores the data necessary to provide the game. 【0369】 For example, various data for running the game stored in the data storage unit 100 can be stored in a database DB or the auxiliary storage device 34 of the server 30, and when the game terminal 10 accesses the server 30, the necessary data can be downloaded to the RAM 13 or auxiliary storage device 14 of the game terminal 10. In addition, information about the results of the game run on the game terminal 10 and changes in data can be transmitted from the game terminal 10 to the server 30 in real time or at a predetermined time, and the data stored in the database DB or the auxiliary storage device 34 of the server 30 can be updated as appropriate. Furthermore, for example, at least a portion of the game can be run offline on each user's game terminal 10 without logging into the server 30, by storing the necessary data in the auxiliary storage device 14 of the game terminal 10. 【0370】 As a concrete example of the data stored in the data storage unit 100, we will describe the data necessary to provide the baseball game described above. The data storage unit 100 stores the practice menu table TBL101, character information table TBL102, user information table TBL103, deck data DT104, training policy data DT105, training target data DT106, association data DT107, game progress data DT108, etc. 【0371】 For example, various data for running the game stored in the data storage unit 100 can be stored in a database DB or the auxiliary storage device 34 of the server 30, and when the game terminal 10 accesses the server 30, the necessary data can be downloaded to the RAM 13 or auxiliary storage device 14 of the game terminal 10. In addition, information about the results of the game run on the game terminal 10 and changes in data can be transmitted from the game terminal 10 to the server 30 in real time or at a predetermined time, and the data stored in the database DB or the auxiliary storage device 34 of the server 30 can be updated as appropriate. Furthermore, for example, at least a portion of the game can be run offline on each user's game terminal 10 without logging into the server 30, by storing the necessary data in the auxiliary storage device 14 of the game terminal 10. 【0372】 Figure 34 shows an example of the character information table TBL102. The character information table TBL102 is the master data for managing all characters used in the game provided by Game System 1. In addition to support characters, the character information table TBL102 also contains information on non-support characters (mob characters) that appear as training candidate characters, scenario-specific support characters, and teammates. For example, the initial data of all support characters is stored as base parameters in the character information table TBL102. 【0373】 For example, the character information table TBL102 is stored and managed in the respective storage devices of the server 30 and the game terminal 10 (e.g., RAM13, auxiliary storage device 14, RAM33, auxiliary storage device 34, database DB, etc.). The character information table TBL102 stored in the server 30 and the game terminal 10 is basically the same. For example, if the game operator changes the character information table TBL102 on the server 30, the changed information is distributed from the server 30 to the game terminal 10 via the network N. This also makes it possible to distribute additional characters such as various auxiliary characters. 【0374】 Figure 34 illustrates information specific to support characters, among the various character information stored in the character information table TBL102. The character information table TBL102 includes fields such as "Character ID," "Name," "Rarity," "Preferred Training," "Basic Ability Limit Up," "Training Menu," "Position," "Abilities," and "Events." The Character ID is identification information used to uniquely identify each character. The "Name" field stores the character's name. The "Rarity" field stores information about the character's rarity. Note that there are support characters with the same name but different rarities. The "Preferred Training" field stores information about the support character's preferred training. The "Basic Ability Limit Up" field stores information about the "Basic Ability Limit Up effect" associated with the support character. The "Training Menu" field stores information about the various training menus associated with the support character, such as "Growth," "Bond," and "Unique." The "Position" field stores information about the support character's position (defensive position). The "Abilities" field stores information about the support character's abilities (basic abilities, special abilities). The "Event" field stores unique event information associated with the support character. Although not shown in Figure 34, other fields are also included in the character information table TBL102. For example, fields such as the support character's image information, attributes (player, girlfriend, partner, etc.), and bonus information are included in the character information table TBL102. 【0375】 Figure 35 shows an example of a user information table TBL103. The user information table TBL103, which covers all users registered in the game system 1, is stored in the data storage unit 100 of the game system 1 (for example, a database DB or auxiliary storage device 34). 【0376】 The user information table TBL103 includes fields such as "User ID," "User Name," "Game Level," "Owned Candidate Characters for Training," "Owned Support Characters," "Owned Items," and "Training Player Characters." The User ID is identification information used to uniquely identify each user. The "User Name" field stores the user's name. The "Game Level" field stores the user's game level. The game level is a parameter that represents the user's proficiency in the game, and for example, it increases the more the user plays the game. 【0377】 Each user's potential training characters and support characters are managed by their owned character IDs, which are associated with the character IDs in the character information table TBL102. The "Owned Training Candidate Characters" field stores information about training candidate characters that the user has acquired through lotteries or other means (character ID, owned character ID, ability parameters, etc.). If a training candidate character is strengthened after acquisition, the information about the parameters changed by the strengthening will be stored. Note that if the game specifications do not use training candidate characters, the "Owned Training Candidate Characters" field can be omitted. The "Owned Support Characters" field stores information about support characters that the user has acquired through lotteries or other means (character ID, owned character ID, parameters such as abilities). If a support character is strengthened after acquisition, the field also stores information about the parameters that have been changed by the strengthening. 【0378】 The "Owned Items" field stores information about the items the user possesses. The "Trained Player Character" field stores information about the trained character whose training has been completed in training mode (character ID, scenario used for training, name, defensive position, overall player strength, player rank, ability parameters, etc.). 【0379】 Although not shown in Figure 35, other fields are also included in the user information table TBL103. For example, the user information table TBL103 includes various in-game points owned by the user, user IDs of other users (friends, etc.) associated with the user's user ID, fields related to the battle mode, and fields related to other game modes. 【0380】 The deck data DT104 consists of various information about the deck, which is set based on user operations. Figure 36 shows an example of the deck data DT104. The deck data DT104 includes fields such as "Setting Slot ID," "Flag," "Support Character," and "Bond." The "Setting Slot ID" is information to uniquely identify each setting slot in the deck. The "Flag" field stores information indicating whether each setting slot is enabled or disabled. This "Flag" field is applicable to specifications where the number of setting slots in the deck is variable, but it can be omitted if the number of setting slots in the deck is fixed. The "Support Character" field stores information (character ID, etc.) about the support characters set in each setting slot of the deck. For information such as the name and preferred training of each support character set in the deck, the character information table TBL102 or the user information table TBL103 is referenced. The "Bond" field stores information about the bond level and bond gauge of each support character set in the deck. 【0381】 Although not shown in Figure 36, other fields may also be included in the deck data DT104. For example, if a user can borrow another user's support character and set it in the support slot of their deck, a field that stores information about that support slot will be included in the deck data DT104. 【0382】 The training policy data DT105 consists of various information about the training menus included in the training policy used by the user in training mode. Figure 37 shows an example of the training policy data DT105. The training policy data DT105 includes fields such as "Training Policy ID," "Training Menu," and "Selection Flag." The "Training Policy ID" is information to uniquely identify each training menu included in the training policy. The "Training Menu" field stores information about the training menus included in the training policy (training menu ID, etc.). The "Training Menu" field includes fields for the initial menus included in the training policy from the start of training, and fields for additional menus added after the start of training. The "Selection Flag" field stores information for managing the selection cycle of training menus. That is, the "Selection Flag" field stores a selection flag that indicates whether each training menu included in the training policy was selected (or executed) in the nth round of selection management. The training policy data DT105 also stores information indicating which round of selection management is currently underway (Figure 37 shows an example where it is the 3rd round). 【0383】 Although omitted in Figure 37, other fields may also be included in the training policy data DT105. For example, if the aforementioned breakthrough training is applicable, a field to store information about the wall-style training menu will be included in the training policy data DT105 if such menus are created. Similarly, fields to store information corresponding to the applied intervention or non-intervention functions may also be included in the training policy data DT105. 【0384】 The training target data DT106 consists of various information about the character being trained by the user in training mode. Figure 38 shows an example of the training target data DT106. The training target data DT106 includes fields such as "Scenario," "Basic Information," "Stamina," "Abilities," "Experience Points," and "Overall Evaluation." The "Scenario" field stores information about the scenario selected by the user. The "Basic Information" field stores the basic information of the character being trained (name, defensive position, dominant hand, batting form, pitching form, etc.). The "Stamina" field stores information about the character's current stamina during training. The "Abilities" field stores information about the character's basic abilities and acquired special abilities that have been improved through training. The "Experience Points" field stores information about the total experience points acquired during training and unused special ability experience points. The "Overall Evaluation" field stores information about the trained character's overall player strength and player rank. Although omitted in Figure 38, the training target data DT106 also includes other information fields such as motivation and injury status. Furthermore, if the user selects a character from among multiple potential characters to train, an information field for that character will also be included. The training target data DT106 is updated whenever the abilities or other characteristics of the training target character change. 【0385】 The associated data DT107 contains information related to progressing through the training mode game. Specifically, it includes "slot / training participant character related information," which associates the characters participating in training with each day's slot (or the training menu placed in that slot), and "slot / reward related information," which associates the carryover training rewards with each day's slot (or the training menu placed in that slot). This associated information is updated with each turn in training mode. 【0386】 The game progress data DT108 also contains various other information necessary for progressing through the training mode. Specifically, it includes information on the five training menus automatically determined for each turn, training policy points, the current section and turn number, and information on matches played within the training mode. This information is updated with each turn in training mode. 【0387】 In this embodiment, the game system 1, server 30, or game terminal 10 executes control of a game in which a first object to be trained is trained. In the baseball game example described above, control of the training mode in which a character to be trained (an example of the first object) is trained is executed. 【0388】 Here, the "first object to be trained" refers to an object whose parameters are changed or set as the game progresses from the start to the end of training. The number of first objects to be trained is not limited. Therefore, there may be one first object to be trained, or there may be two or more. For example, a group consisting of multiple first objects may be the object to be trained. For example, game characters and game cards representing people such as baseball, soccer, and other athletes, animals such as racehorses, plants such as trees and flowers, fictional creatures such as monsters, and inanimate objects such as robots are examples of "first objects." For example, "first objects" may be game characters or game cards that correspond to real people or animals, or they may not correspond to real people or animals. The first object to be trained may be a predetermined default object (an object that the user cannot select), or it may be one selected by the user from among several candidates for training. Here, the multiple candidates for training that the user can select (for example, the aforementioned candidate characters) may be owned by the user. For example, the candidates for training may be made available to the user through a lottery in a predetermined mode within the game. Alternatively, the candidates for training may be made available to the user by fulfilling predetermined acquisition conditions within the game, or through login bonuses, etc. Alternatively, the multiple candidates for training that the user can select may not be owned by the user, but may be presented by the game operator, for example. 【0389】 As shown in Figure 33, the game system 1 includes a control unit 200-1. The control unit 200-1 is implemented by the CPU 11 of the game terminal 10 or the CPU 31 of the server 30 executing a game program stored in a memory device (ROM 12, RAM 13, auxiliary memory device 14, ROM 32, RAM 33, or auxiliary memory device 34, etc.). Some of the functions of the control unit 200-1 may be implemented by the game terminal 10 and the remaining functions by the server 30. Alternatively, all of the functions of the control unit 200-1 may be implemented by the server 30, or all of the functions of the control unit 200-1 may be implemented by the game terminal 10. The control unit 200-2 or control unit 200, described later, are similar to the control unit 200-1. 【0390】 The control unit 200-1 includes an object management unit 210. This object management unit 210 has the function of storing and managing second objects associated with commands in a memory device. In the baseball game example described above, the object management unit 210 stores a character information table TBL102 in a memory device, which contains information on auxiliary characters (an example of second objects) associated with practice menus (an example of commands), and manages the auxiliary characters. 【0391】 Here, the "command" is a game element for changing or setting the parameters of the first object. When the "command" is displayed on the game screen, it may be displayed as a command object (an object associated with the command) that includes images, text, symbols, etc. Various commands can be applied to the first object that is being trained. For example, if the parameters of the first object are changed or set directly or indirectly by the first object performing an action instructed by a command, the command that instructs the first object to perform a predetermined action corresponds to an example of the "command". In this case, the action instructed to the first object can differ depending on the type of command. One command may instruct the first object to perform one action. Alternatively, one command may instruct the first object to perform multiple actions. 【0392】 Furthermore, for example, if the parameters of the first object are changed or set directly or indirectly by the first object going to a location indicated by a command and performing a predetermined action, then a command that indicates the "location" where the first object should perform the predetermined action corresponds to an example of the aforementioned "command". Specifically, a command that indicates the first object to a "practice location" or a "stroll location" corresponds to an example of the aforementioned "command". Furthermore, a command associated with the first object with the type of parameter to be increased and the amount of increase in that parameter is an example of such a "command". 【0393】 Regarding commands, the user may be able to select the command to be executed based on their own actions, or the command to be executed may be selected automatically, regardless of user actions. 【0394】 When commands are displayed on the game screen, various display formats can be applied. For example, a command may be displayed on the game screen as a digital card object. A command displayed in digital card format may include information such as an illustration of the action instructed on the first object, the command name, the command level, and the command type. Alternatively, a command may be displayed on the game screen as text information. Furthermore, a command may be displayed on the game screen as image information indicating the action instructed on the first object. 【0395】 The aforementioned "second object" is an auxiliary object that influences the development of the first object being developed. For example, game characters and game cards representing people such as baseball, soccer, and other sports players, animals such as racehorses, plants such as trees and flowers, fictional creatures such as monsters, and inanimate objects such as robots and buildings are examples of "second objects." In addition, various items such as baseball equipment and training equipment in a baseball game, or weapons and armor in a combat game can also be included as "second objects." 【0396】 Furthermore, the control unit 200-1 includes a setting unit 220. This setting unit 220 has the function of selecting and setting one or more second objects associated with user identification information based on user operations. In the baseball game example described above, the setting unit 220 selects one or more auxiliary characters owned by the user and sets them in the deck based on the user's deck setting operation. 【0397】 Here, "user identification information" refers to information used to uniquely identify each user. For example, a user ID, a unique username, or an email address are examples of "user identification information." 【0398】 Furthermore, "objects associated with user identification information" include objects owned by the user. "Objects associated with user identification information" also include objects temporarily distributed to the user, such as during a limited-time event (in other words, objects temporarily owned by the user). Objects associated with user identification information may be consumed upon use, or they may not be consumed upon use. 【0399】 The aforementioned "second object associated with user identification information" is a second object that the user possesses (including cases where the user temporarily possesses it, such as when it is temporarily distributed to the user during a limited-time event), and is a second object that the user can selectively set. 【0400】 Selecting one or more second objects from among the second objects owned by the user to form and configure, for example, a deck, group, team, ensemble, party, or guild, is an example of "selecting and configuring one or more of the aforementioned second objects associated with user identification information." The number of configurable second objects may be constant (fixed) or variable. For example, the number of configurable second objects may vary depending on the level of a predetermined game parameter (e.g., the user's game level) (for example, the higher the game level, the more configurable second objects there may be). 【0401】 "Selecting and setting one or more second objects associated with user identification information based on user actions" includes not only cases where the user directly selects a second object to set it, but also cases where the user confirms and confirms a second object presented by the computer after operating a designated button (such as a recommendation button or an automatic button). 【0402】 Furthermore, the control unit 200-1 includes a command group management unit 230. This command group management unit 230 has the function of managing command groups, including commands associated with a second object set by the setting unit 220, as usable during the game. In the baseball game example described above, the command group management unit 230 has the function of managing a training policy (a collection of training menus, and an example of a command group), which includes training menus associated with auxiliary characters set in the deck by the setting unit 220, as usable during the game by including it in the training policy. 【0403】 Here, the aforementioned "command group" is a collection of commands that can be used during the game. Furthermore, the "command group including commands associated with the second object set by the setting unit 220" only needs to include at least commands associated with the second object set by the setting unit 220. Therefore, for example, it may be a command group that includes only commands associated with the second object set by the setting unit 220. Alternatively, it may be a command group that includes commands associated with the second object set by the setting unit 220 and commands that do not depend on the second object set by the setting unit 220. 【0404】 Furthermore, the control unit 200-1 includes a game execution unit 240. This game execution unit 240 has the function of changing or setting the parameters of the first object according to the command selected from the command group. In the baseball game example described above, the game execution unit 240 changes or sets the parameters of the character to be trained, such as the abilities of the character to be trained, according to the training menu selected from the training policy. 【0405】 Here, the "command selected from the command group" may be a command that is automatically selected, regardless of user operation. In the baseball game example mentioned above, the five practice menus that are automatically selected from the practice menus included in the training policy are an example of the "command selected from the command group." Furthermore, "commands selected from a group of commands" may also refer to commands that were automatically selected from a group of commands and then modified by user intervention. In the baseball game example mentioned above, five practice menus were automatically selected from the practice menus included in the training policy, and then modified based on user operation using intervention functions (rearrangement, compression, replacement, etc.). These practice menus are an example of "commands selected from a group of commands." Furthermore, "a command selected from the command group" may be a command arbitrarily selected by the user based on user actions. For example, in the aforementioned baseball game, a practice menu selected by the user based on user actions from among the practice menus included in the training policy is an example of "a command selected from the command group." 【0406】 Furthermore, the "parameters of the first object" are the parameters set for the first object. In other words, the "parameters of the first object" are the parameters associated with the first object. The "parameters of the first object" may or may not be numerical parameters. For example, a parameter indicating the level of the first object's ability or performance (e.g., ability value, level, etc.) is an example of the "parameters of the first object." Also, for example, information about the special abilities of the first object is an example of the "parameters of the first object." Also, for example, information about the form of the first object (e.g., size, weight, etc.) may be included in the "parameters of the first object." The initial parameters of the first object before training begins (initial values for various abilities, etc.) may be fixed or may change with each training session. For example, if the first object to be trained is a predetermined default object (an object that the user cannot select), some or all of the object's initial parameters may be randomly determined with each training session. Also, for example, if the first object to be trained is selected by the user from among multiple training target candidates, the initial parameters may differ for each training target candidate. 【0407】 Furthermore, "changing the parameters of the first object" means changing the parameters set for the first object. For example, increasing or decreasing the parameters set for the first object is an example of "changing the parameters of the first object." Automatically changing the parameters of the first object without user intervention is an example of "changing the parameters of the first object." Similarly, changing the parameters of the first object through user interaction (for example, the user selecting the type of parameter to change) is also an example of "changing the parameters of the first object." 【0408】 Furthermore, "setting the parameters of the first object" means, for example, setting parameters for the first object that have not yet been set for that object. For example, adding a special ability to the first object that it did not previously possess (for example, associating information about a special ability with the first object) is an example of "setting the parameters of the first object." Note that "setting parameters" can include not only setting parameters that produce advantageous effects, but also setting parameters that produce disadvantageous effects. Setting the parameters of a first object automatically without user intervention is an example of "setting the parameters of a first object." Similarly, setting the parameters of a first object through user interaction (for example, the user selecting the type of parameter to set) is also an example of "setting the parameters of a first object." 【0409】 According to Configuration Example 1, which includes the object management unit 210, setting unit 220, command group management unit 230, and game execution unit 240 described above, in the baseball game example, a "training menu that allows changing or setting predetermined parameters by instructing the target character to perform predetermined actions" is directly associated with a "support character." If the user selects one or more support characters from those they possess and sets them in the deck, the training menus associated with those support characters are included in the training policy and become available for use in the game. When the training menu selected from the training policy is executed, the target character can be trained by changing or setting parameters such as abilities according to that training menu. In other words, if the user selects one or more support characters from those they possess and sets them in the deck, the target character can be made to perform actions corresponding to the training menus associated with those support characters, and the parameters according to those training menus can be changed or set. Therefore, if the user wants to improve a desired parameter of the target character, setting a support character associated with a training menu that affects that parameter in the deck makes it easier to obtain the desired training result. Thus, even a beginner in the game can easily set up a deck of support characters to obtain the desired training result. 【0410】 Furthermore, the set of commands usable during the game may include commands that do not depend on the second object set by the setting unit 220, and commands that are associated with the second object set by the setting unit 220. 【0411】 Here, the "command that does not depend on the second object set by the setting unit 220" may be a fixed command common to all users, or the command that is applied may change depending on various conditions in the game. For example, in a game where the user can select one of several potential training targets as the first object to be trained, the "commands that do not depend on the second object set by the settings unit" may change depending on the first object to be trained. In this case, a command is associated with each of the first objects, and a configuration can be adopted in which the "commands that do not depend on the second object set by the settings unit 220" change when the first object to be trained changes. 【0412】 Furthermore, for example, in a game where the user can select any scenario from multiple scenarios, the "commands independent of the second object set by the setting unit 220" may be made to change depending on the selected scenario. Furthermore, for example, during a limited-time event, certain commands may be included in the "commands that do not depend on the second object set by the setting unit 220." Furthermore, the "commands independent of the second object set by the setting unit 220" may change depending on, for example, the "game parameters indicating the user's proficiency in the game," such as the user's game level. For example, the higher the user's game level, the more commands with higher levels (such as practice levels) may be included in the "commands independent of the second object set by the setting unit 220." 【0413】 Furthermore, the "commands that do not depend on the second object set by the setting unit 220" may be initial commands included in the command group from the start of the game, or commands that are added to the command group after the start of the game. The number of "commands that do not depend on the second object set by the setting unit 220" is not particularly limited; it just needs to be one or more. 【0414】 In the aforementioned baseball game example, the training menus included in the training strategy available during the game include training menus that are independent of the support characters set in the deck by the setting unit 220, and training menus associated with the support characters set in the deck (see Figure 6). This means that if the user selectively sets support characters in the deck, the training menus associated with the set support characters can be added to the training strategy, which includes training menus that are independent of the support characters in the deck, and become available for use during the game. Therefore, the balance of the training menus changes depending on what training menus are added to the training menus that are independent of the support characters in the deck, creating a strategic element. 【0415】 Ideally, users should be able to view training menus that are independent of the deck's support characters on the game screen before setting up their deck. This would make it easier to consider the balance of training menus, determining which menus should be added to the independent training menu to achieve the desired character development. 【0416】 Furthermore, the second object may be associated with multiple commands of different types. The command group management unit 230 may also configure the timing at which commands become available during the game to differ depending on the type of command associated with the second object as set by the setting unit 220. 【0417】 In the aforementioned baseball game example, each support character is associated with three different types of training menus ("Growth," "Bond," and "Unique"). The command group management unit 230 then differentiates the timing of adding training menus to the training strategy based on the type of training menu associated with the training menu set in the deck, thereby differentiating when training menus become available during the game. This requires the user to develop strategies that take into account when each type of training menu becomes available, thus enhancing the gameplay. 【0418】 Furthermore, the game execution unit 240 may be configured to automatically select commands to be executed during the game from a group of commands. 【0419】 In the aforementioned baseball game example, the game execution unit 240 automatically selects five practice menus to be executed in each turn from among the multiple practice menus included in the training plan. As a result, once the practice menus included in the training plan are determined, the practice menus to be executed are automatically selected from the training plan, saving the user the trouble of selecting practice menus and contributing to smooth game progression. Therefore, users can easily enjoy the game. 【0420】 Furthermore, the game execution unit 240 may be configured not to execute a command that has already been executed until all commands included in the command group have been executed. After all commands included in the command group have been executed, the system may similarly manage the system so that commands that have already been executed are not executed again until all commands included in the command group have been executed, even in subsequent rounds. Alternatively, after all commands included in the command group have been executed, commands that have already been executed may be made executable again. 【0421】 In the aforementioned baseball game example, the game execution unit 240 manages the selection of practice menus included in the training plan, and does not select and execute a practice menu that has already been executed until all practice menus included in the training plan have been executed. This prevents any practice menus included in the training plan from being left unexecuted during the game, ensuring that all practice menus included in the training plan are executed evenly. Thus, it is possible to avoid situations where a practice menu associated with an auxiliary character set in the deck is included in the training plan and becomes available, but is not automatically selected (for example, due to consecutive failures in the draw) and is not executed. 【0422】 Furthermore, the game execution unit 240 may be configured to assign multiple game parameters that make the training of the currently training first object more advantageous by executing commands. Here, the "game parameters" are parameters in the game currently being trained and cannot be used after one training cycle is completed. 【0423】 In the aforementioned baseball game example, the game execution unit 240, by executing a training menu, grants several game parameters that make training the currently training target character more advantageous, such as training experience points (including training experience points for special abilities) to improve or set abilities, training policy points to add training menus, and a game parameter (bond gauge) to increase the bond level. In addition, the game execution unit 240 may also grant other game parameters by executing a training menu, such as game parameters to acquire items or game parameters to enhance the effect of the training menu (improving the training level, etc.). With this configuration, multiple game parameters can be acquired by using training menus during the game, increasing the gameplay. 【0424】 Furthermore, it is desirable that the multiple game parameters assigned by the execution of a command include a first game parameter for changing or setting the parameters of the first object, and a second game parameter for adding commands to a group of commands. 【0425】 In the aforementioned baseball game example, the multiple game parameters granted by executing practice menus include practice experience points (an example of the first game parameter) for changing or setting the abilities of the character being trained, and training policy points (an example of the second game parameter) for adding practice menus to the training policy. With this configuration, as the game progresses by executing practice menus, the abilities of the character being trained can be improved while the number of usable commands increases, thus enhancing the gameplay. 【0426】 Furthermore, the command group management unit 230 allows commands to be added to the command group if the second game parameter assigned by executing a command meets a predetermined criterion. 【0427】 Here, with regard to "enabling the addition of commands to the command group," the command to be added may be a command associated with a second object set by the setting unit 220, or it may be a command that is not dependent on the second object. The commands to be added may be selected by the user based on user actions. For example, the user may be presented with several candidate commands, and the user may select one (or more) commands from among them to add to the command group. Alternatively, the commands to be added may be determined automatically without any user action. The number of commands that can be added to a command group must be one or more. The number of commands that can be added to a command group may be fixed or variable. For example, the number of commands that can be added to a command group may be increased by using a specific item (for example, adding two commands instead of the usual one). Also, for example, in a turn-based game, the number of commands that can be added to a command group may increase (or decrease) after a certain turn compared to before. Furthermore, the system may allow users to choose not to add a command to the command set based on their actions (i.e., at their discretion). In this case, for example, if a command that would have a disadvantageous effect in the game is presented as a candidate for addition, or if a command that is less effective than the commands currently in the command set is presented, the choice not to add the command to the command set can also be a valid game strategy. 【0428】 In the aforementioned baseball game example, the command group management unit 230 allows the addition of training menus (including training menus associated with support characters set in the deck) to the training policy when the training policy points awarded by executing training menus have accumulated to the maximum level of the training policy gauge (see Figure 12). With this configuration, the timing of the addition of training menus will also change depending on the training policy points earned during the game. Therefore, a highly engaging game can be achieved by focusing on how quickly new training menus can be added to the training policy. 【0429】 Furthermore, the command group management unit 230 may allow the user to select which commands to add to the command group if the second game parameters assigned by using the commands meet predetermined criteria. 【0430】 Here, regarding "allowing the user to select which commands to add to the command group," a predetermined number of command options that can be added to the command group may be presented, and the user may be able to select from among them. Alternatively, the user may be able to arbitrarily select which commands to add to the command group from a predetermined group of command candidates. The group of command candidates may include command candidates that the user possesses. Or, the group of command candidates may consist only of command candidates that the user possesses. 【0431】 In the aforementioned baseball game example, the command group management unit 230 allows the user to select additional training menus to add to the training policy when the training policy gauge has accumulated enough training policy points to reach its maximum value, based on the training policy points earned by executing training menus. Alternatively, the system may present a predetermined number of training menu options that can be added to the training policy, from which the user can select one. Furthermore, the user may be able to arbitrarily select training menus to add to the training policy from a group of training menu candidates (an example of a group of command candidates), which may include training menu candidates (an example of a group of command candidates) that the user possesses. 【0432】 In this way, by allowing users to select the training menus to be added to the training plan, the user's intentions can be reflected in the training of the character being trained. In particular, even when a system is adopted where the training menu is automatically determined to allow users to easily enjoy the game, allowing users to select additional training menus to be added to the training plan allows users to participate in (intervene in) the training. In other words, since the training menus included in the training plan can be changed according to the user's wishes, users can participate in the training, and the enjoyment of the game is enhanced. 【0433】 Furthermore, the command group management unit 230 may, when a second game parameter assigned by using a command meets a predetermined criterion, present a selection of commands, including commands associated with a second object set by the setting unit 220, and add the command selected by the user from among these options to the command group. 【0434】 In the aforementioned baseball game example, when the training policy points awarded by executing training menus reach the maximum level, the command group management unit 230 presents a selection of training menus, including those associated with the support characters set in the deck, and adds the training menu selected by the user from these options to the training policy. The training menus presented as options may include not only those associated with the support characters set in the deck, but also other training menus. In this case, if there are other training menus among the options that are more attractive (e.g., more effective) than the training menus associated with the support characters set in the deck, the user can also select those other training menus. This configuration allows users to consider which training menus to add to develop their desired character, and then select the appropriate training menus from the presented options, thus creating a strategic element that enhances the game's appeal. 【0435】 Furthermore, as illustrated in Figure 39, the control unit 200-1 may also include a relationship management unit 250. This relationship management unit 250 has the function of managing the relationship degree, which indicates the degree of the relationship between the second object and the first object, as set by the setting unit 220. 【0436】 Here, the "relationship between the first object and the second object set by the setting unit 220" can be applied to various relationships, such as teammates, player and coach, player and manager, player and scout, senior and junior, rivals, lovers, boss and subordinate, parent and child, siblings, etc. 【0437】 Furthermore, the aforementioned "degree of relationship" may, for example, be the degree of intimacy between the two parties, or it may be an evaluation value given by one party to the other. Furthermore, the relationship between the first and second objects may have a predetermined initial value at the start of development. The second object may also have different initial relationship values. For example, each second object may have its own initial relationship value, and these initial values may differ (although some second objects may have the same initial relationship value). 【0438】 Furthermore, in games where the user can select one of several potential training targets as the first training target, the initial value of the relationship level set for the second object may be changed (adjusted) depending on the first object. 【0439】 For example, the relationship level may change as a result of the first and second objects acting together. Here, acting together can involve various in-game actions such as practicing together, competing, eating together, playing together, or being together in the same place. In-game actions may be the execution of commands or the occurrence of events. The degree to which the relationship level changes as a result of the first and second objects acting together may be constant or may change depending on the outcome of the action. For example, the amount of change in the relationship level may be determined according to the amount of game parameters, such as experience points, gained as a result of an action such as practicing. For example, the more game parameters gained as a result of an action, the greater the change in the relationship level. 【0440】 Generally, the relationship between the first and second objects improves when they act together, but it is also possible for the relationship to decrease. For example, if they fight or one of them angers the other, their relationship may decrease. 【0441】 Furthermore, even if the first and second objects do not act together, the degree of their relationship may still change. For example, the relationship between the second object and the first object may change depending on whether the two objects act together or not, by the first object performing an action in response to a command associated with the second object. In this case, the degree to which the relationship changes may be constant or may change depending on the result of the action. For example, the amount of change in the relationship may be determined according to the amount of game parameters, such as experience points, gained as a result of an action such as practice. For example, the more game parameters gained as a result of an action, the greater the change in the relationship. 【0442】 Furthermore, for example, when either the first object or the second object performs a specific action for the other, the degree of the relationship between the second object and the first object may change, regardless of whether the two act together or not. Examples of such specific actions include one purchasing a gift for the other, or one answering a quiz related to the other; various actions can be applied depending on the game specifications. 【0443】 Furthermore, it is preferable that the degree of relationship between each second object and the first object be visible to the user on the screen. This allows the user to check the degree of relationship between each second object and the first object on the screen when setting up the second object or during gameplay, and to enjoy the game while being aware of the relationship. 【0444】 Furthermore, the command types associated with the second object set by the setting unit 220 may include the second type. The command group management unit 230 may also be configured to have a function that adds commands of the second type associated with the second object to the command group when the degree of relationship between the second object and the first object meets a predetermined standard. 【0445】 In the aforementioned baseball game example, the command group management unit 230 adds a training menu of type "bond" (an example of a second type of command) associated with a support character to the training plan when the bond gauge or bond level, which indicates the relationship between the support character set in the deck and the character to be trained, meets a predetermined standard. With this configuration, the timing at which a second type of training menu associated with a support character is added to the training plan (i.e., becomes available in the game) is determined by the "bond gauge or bond level indicating the relationship between the support character and the character to be trained". Therefore, the user needs to devise a strategy that takes the relationship into account, which enhances the gameplay. 【0446】 Furthermore, the game execution unit 240 may generate events during the game. Also, the command types associated with the second object set by the setting unit 220 may include a third type. The command group management unit 230 may be configured to have a function that adds a command of the third type associated with the second object set by the setting unit 220 to the command group when a specific event occurs. 【0447】 In the aforementioned baseball game example, the game execution unit 240 generates various events, such as random events and rest events, within the weekend event slot of each turn. Then, the command group management unit 230 adds a training menu of type "unique" (an example of a third type of command) associated with a support character set in the deck to the training policy when the final event in a series of events for that support character occurs (an example of a third type of command). With this configuration, the timing at which a third type of training menu associated with a support character set in the deck is added to the training policy (i.e., becomes available in the game) changes depending on the timing of the occurrence of a specific event. Therefore, after setting a support character in the deck, the user will play the game with a sense of tension, anticipating the occurrence of a specific event. This configuration improves the gameplay. 【0448】 [4. Functional "Configuration Example 2" of the Game System] The aforementioned "Configuration Example 1" of the game system may be a configuration in which commands are automatically determined from a set of commands, or a configuration in which the user selects the commands themselves. In "Configuration Example 2" shown below, a configuration in which commands are automatically determined from a set of commands is adopted to allow users to easily enjoy the game. Furthermore, to satisfy users who want to play the game more deeply, an intervention function is adopted that allows users to participate in (intervene in) character development. 【0449】 Figure 40 is a schematic functional block diagram showing another example (configuration example 2) of the functional configuration of game system 1. In Figure 40, components similar to those described in Figure 33 or Figure 39 are denoted by the same reference numerals, and their descriptions are omitted. The game system 1 in Configuration Example 2 includes a data storage unit 100 and a control unit 200-2. The configuration of the data storage unit 100 is the same as in Configuration Example 1 in Figure 33. The control unit 200-2 includes an automatic command determination unit 310, an intervention unit 320, and a command execution unit 330. 【0450】 In the configuration example 2 of this embodiment, the game system 1, server 30, or game terminal 10 executes game control to train a first object to be trained by progressing the game for a predetermined number of turns or less. Here, the "first object to be trained" is as described in the configuration example 1 above. In the baseball game example above, control of the training mode is executed to train the character to be trained by progressing the game for a predetermined number of turns or less (for example, 50 turns or less). 【0451】 Furthermore, the aforementioned "turn" is a unit of game progression. In each turn, predetermined turn-based processes are executed, and the game progresses. For example, the game may progress in turns over a fixed period of time, such as one day or one week of in-game time. Alternatively, the game may progress at different rates depending on the turn, such as having turns where only one day of in-game time progresses, or turns where one week of in-game time progresses. Alternatively, the game may proceed without managing in-game time such as time, date, or day of the week. 【0452】 Furthermore, regarding the aforementioned "games in which training is carried out by gameplay of a predetermined number of turns or less," the number of turns from the start of training to the end of training (completion of training) may be fixed, or the number of turns until the end of training may vary depending on the outcome of the game. For example, the number of turns until the end of training may basically be 50 turns, but there may be one or more checkpoint turns within that time where training will end prematurely if certain conditions are not met, and the number of turns until the end of training may vary depending on whether or not the conditions of each checkpoint turn are met. Alternatively, for example, the number of turns until the end of training may basically be 50 turns, but if certain conditions are met on a specific turn (for example, the final turn), a predetermined number of turns may be added as a bonus. Furthermore, even if a predetermined number of turns are added as a bonus, if certain conditions are met on a specific turn (for example, the final turn), a predetermined number of turns may be added as a bonus again, and this can continue for a predetermined number of times. 【0453】 The command automatic determination unit 310 has the function of automatically determining at least one command from a group of commands that include commands for setting or changing the parameters of the first object in each turn up to a predetermined number of turns. Here, the "command" and "group of commands" are as described in the above-described configuration example 1. 【0454】 Furthermore, regarding the "automatically selecting at least one command from the command group" mentioned above, the number of commands automatically selected in each turn may be fixed (e.g., 5) or may vary from turn to turn. For example, the number of commands automatically selected in each turn may basically be "5," but may be something other than 5 (1 to 4 or 6 or more) in certain turns. Alternatively, the number of commands automatically selected may change from turn to turn. 【0455】 In the aforementioned baseball game example, the command automatic determination unit 310 automatically determines five training menus from a training policy that includes training menus for setting or changing the parameters of the character to be trained, for each turn up to a predetermined number of turns. 【0456】 The intervention unit 320 has a function that allows the user to change the command automatically determined by the command automatic determination unit 310 at a predetermined timing. In the baseball game example described above, the intervention unit 320 allows the user to change the practice menu automatically determined by the command automatic determination unit 310 at a predetermined timing by using intervention functions such as rearranging, compressing, or substituting. 【0457】 Here, regarding "allowing the user to change the automatically determined command at a predetermined timing," the predetermined timing may be any timing that the user can freely specify without any special conditions, or it may be a timing that the user can specify when certain conditions are met. For example, the user may be allowed to change the automatically determined command in any turn (i.e., at any timing). Alternatively, for example, the user may be allowed to change the automatically determined command only in turns when certain conditions are met. Alternatively, for example, the user may be allowed to change the automatically determined command in any turn after certain conditions have been met. Here, if certain conditions are set for allowing the user to change the automatically determined command, various conditions can be set, such as conditions related to the first object to be trained (e.g., parameters such as stamina and ability scores, number of special abilities acquired, etc.), conditions related to game progress (e.g., in-game time such as which week it is, which turn it is, etc.), conditions related to the user (e.g., the user's game level, etc.). Depending on the content of the changes the user can make to the automatically determined command (reordering, compression, replacement, etc.), the presence or absence of the aforementioned predetermined conditions and the content of the predetermined conditions may differ. 【0458】 Furthermore, a limit may be placed on the number of times the user can change an automatically determined command, or no limit may be placed. If a limit is placed, for example, a limit may be placed on the number of times it can be performed in one training session, or a limit of n times every m turns (where m and n are natural numbers greater than or equal to 1). Depending on the content of the changes the user can make to the automatically determined command (such as sorting, compression, or substitution), the presence or absence of a limit and the content of the limit may differ. 【0459】 Furthermore, "allowing the user to change" means that the user can change it through their actions. "Allowing the user to change automatically determined commands" means that at least one of the automatically determined commands can be changed through the user's actions. Here, command changes can include not only changes to the type of command, but also changes to the execution order of commands, changes to the number of commands that can be executed in one turn, and changes to parameters associated with commands (for example, changes to the practice level). The aforementioned "rearrangement," "compression," and "replacement" of the automatically determined practice menu are examples of command changes. 【0460】 The command execution unit 330 has the function of executing a command that has been automatically determined by the command automatic determination unit 310, or a command that has been modified by the user by the intervention unit 320. 【0461】 Here, regarding "executing a command automatically determined by the command automatic determination unit 310, or a command modified by the user by the intervention unit 320," it means that for commands automatically determined by the command automatic determination unit 310 that have not been modified by the user, the unmodified command will be executed. On the other hand, for commands automatically determined by the command automatic determination unit 310 that have been modified by the user by the intervention unit 320, the modified command will be executed. 【0462】 In the aforementioned baseball game example, the command execution unit 330 executes the five practice menus automatically determined by the command automatic determination unit 310 if the user has not changed them. On the other hand, if at least one of the five practice menus automatically determined by the command automatic determination unit 310 is changed by the user by the intervention unit 320, the command execution unit 330 executes the five practice menus including the change. In some cases, all five automatically determined practice menus may be changed by the user, or some of them may be changed. If some of the five automatically determined practice menus are changed, the changed practice menu and the modified practice menu are executed. 【0463】 According to Configuration Example 2, which includes the command automatic determination unit 310, intervention unit 320, and command execution unit 330 described above, in the baseball game example, the training menu for setting or changing the parameters of the character to be trained is automatically determined and executed. This reduces the user burden required for training (the effort and time required to select commands), making it possible for users to easily enjoy the training game. On the other hand, by allowing users to change the automatically determined training menu, users who want to delve deeper into the training game can participate in (intervene in) the training process, thereby improving the enjoyment of the game. 【0464】 Furthermore, the game played using game system 1 may progress based on a scenario selected from among several. Here, "scenario" refers to the game story that unfolds as the game progresses. The "scenario" can include various elements related to the game story, such as the roles of the characters appearing in the game, the visual effects used during gameplay, and the choices that lead to branching storylines within the game. The "scenario" may also be referred to as a "stage," "load," or "story." 【0465】 Furthermore, the intervention unit 320 may be configured to allow the user to change at least a portion of the automatically determined commands, with each scenario having a different configuration. Here, the "content that allows the user to modify automatically determined commands" includes differences such as changing the type of command, changing the execution order of commands, changing the number of commands that can be executed in one turn, and changing the parameters associated with commands. The aforementioned "sorting," "compression," and "replacement" are examples of "content that allows the user to modify automatically determined commands." Furthermore, "the ability for users to modify automatically determined commands" can include differences in the number of commands that can be modified, the number of times they can be modified, and the timing at which they can be modified. 【0466】 In the aforementioned baseball game example, the intervention unit 320 allows the use of the "sorting" and "compression" intervention functions to vary from scenario to scenario. For example, in one scenario, the "sorting" and "compression" intervention functions may be available, while in another scenario, only the "sorting" and "replacement" functions may be available. This configuration allows the user to modify the automatically determined training menu in different ways depending on the selected scenario, thus increasing the variety of ways the user can participate in (intervene in) the training process. Furthermore, the user's strategy changes depending on the selected scenario, enhancing the game's appeal. 【0467】 Furthermore, the command automatic determination unit 310 may automatically select multiple commands from the command group in each turn and display the selected commands on the screen in the order they will be executed. In the baseball game example described above, the command automatic determination unit 310 automatically selects five practice menus PM from the training policy in each turn and displays the five selected practice menus PM on the screen in the order they will be executed from Monday to Friday (see Figure 12, etc.). 【0468】 Regarding the "displaying multiple commands on the screen in the order they will be executed," it is sufficient that the execution order of the multiple commands within a single turn is displayed on the screen in a way that is clear to the user. Therefore, the direction in which the multiple commands are arranged can be horizontal, vertical, or diagonal. Furthermore, they do not necessarily need to be arranged in a single column; multiple commands can be arranged in two or more columns. 【0469】 As a variation, for example, information indicating the execution order can be displayed on the screen so that the relationship between commands and their execution order is clear, even if multiple commands are not in a specific execution order. 【0470】 Furthermore, as illustrated in Figure 41, the intervention unit 320 of the control unit 200-2 may also include a reordering unit 321. This reordering unit 321 has the function of performing a reordering process that changes the order in which multiple commands determined by the command automatic determination unit 310 are executed, based on a predetermined reordering operation by the user. 【0471】 In the aforementioned baseball game example, as shown in Figure 19, the sorting unit 321 performs a sorting process that changes the execution order of the five training menus PM, which are automatically determined by the command automatic determination unit 310, based on a predetermined sorting operation by the user. This allows the user to participate in the training process. If the execution order of the training menus changes, for example, the timing of the consumption and recovery of the training character's stamina will change, and it will also affect functions that depend on the execution order (compression, the various non-intervention functions mentioned above). 【0472】 Furthermore, the command automatic determination unit 310 may automatically select multiple commands from the command group in each turn, and display the selected commands on the screen in the order of execution in multiple execution unit frames. 【0473】 Here, the aforementioned "execution unit frame" is an area provided for each execution unit of a command, and is the area on the screen where the command is placed (displayed). In the baseball game example mentioned above, each of the five frames from Monday to Friday corresponds to an example of an "execution unit frame". Each of the "multiple execution units" has an associated execution order. Commands to be executed within a single turn are arranged (displayed) in the order they are executed within the multiple execution units. 【0474】 Furthermore, as illustrated in Figure 41, the intervention unit 320 may also include a compression unit 322. The compression unit 322 has the function of, when there are multiple identical commands with consecutive execution sequences among the multiple commands selected by the automatic command determination unit 310, consolidating the multiple identical commands into a single execution unit frame based on a predetermined compression operation by the user, and then executing a compression process to add commands to the execution unit frame that has become available as a result of the consolidation. 【0475】 Here, the "predetermined compression operation by the user" can include "an operation in which the user specifies the timing for executing the compression process," "an operation in which the user selects commands to add to the execution unit frame that has become available by grouping multiple commands of the same type," and "an operation in which the user specifies the execution unit frame in which multiple commands of the same type are grouped." 【0476】 Here, a single execution unit containing multiple commands of the same type is sometimes referred to as a "combined unit," and the execution unit units freed up by this combination are sometimes called "empty units." Regarding the aforementioned "execution unit frame freed up by grouping multiple commands of the same type," the free frame may be created in any execution unit frame other than the frame into which the commands were grouped. For example, the free frame may be created in an execution unit frame other than the one originally occupied by the commands of the same type, while the execution unit frames of the other commands remain unchanged. Alternatively, if multiple commands of the same type are grouped into one frame, the other commands may be moved into the grouped frame, causing their execution order to shift up or down, and the free frame may be created on the slowest or fastest side of the execution order. 【0477】 Furthermore, the "command to add to an empty execution unit slot" may be a command automatically selected from a command group, or a command selected by the user from a command group. In addition, there may be a separate group of candidate commands containing a predetermined number of commands that can be added to an empty execution unit slot. Then, the command automatically selected or the command selected by the user from the candidate command group may be designated as the "command to add to an empty execution unit slot". 【0478】 In the aforementioned baseball game example, as shown in Figure 20, if there are multiple identical practice menus PM that are executed consecutively among the five practice menus PM automatically selected by the command automatic determination unit 310, the compression unit 322, based on a predetermined compression operation by the user, combines these identical practice menus PM into one executable slot, and then adds a practice menu PM selected from the training policy to the now-empty slot. As a result of this compression process, more practice menus PM can be executed in one turn compared to when the compression process is not performed, allowing the user to participate more in the training process. 【0479】 Furthermore, it is desirable that the compression operation include an operation in which the user specifies the timing for executing the compression process. In the baseball game example mentioned above, by allowing the user to specify the timing for executing the compression process, such as by selecting the scenario-specific command B662, the user can participate in the training process. 【0480】 Furthermore, it is desirable that the compression operation include an operation in which the user selects a command to add to the execution unit frame that becomes available by grouping multiple commands of the same type. In the baseball game example mentioned above, by allowing the user to select a training menu to add to the execution unit frame that becomes available by grouping multiple training menus of the same type from among the training policies (or a group of candidate commands to add), the user can participate in the training process. 【0481】 Furthermore, as illustrated in Figure 41, the intervention unit 320 of the control unit 200-2 may also include a replacement unit 323. This replacement unit 323 has the function of performing a replacement process in which, based on a predetermined replacement operation by the user, at least one of the commands automatically determined by the command automatic determination unit 310 is replaced with another command. 【0482】 Here, the "p...
Claims
[Claim 1] A computer that controls the game for raising the first object to be nurtured, An object management unit that stores and manages a second object, to which multiple commands of different types are associated, in a memory device, A setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations, A command group management unit manages a group of commands, including the commands associated with the second object set by the setting unit, as usable during the game, and for each of the multiple commands of different types associated with the second object, only those added to the command group are usable during the game. A game execution unit that changes or sets the parameters of the first object according to the command selected from the command group, and make it work The command group management unit sets different conditions for adding the command to the command group after the start of the training, depending on the type of the command associated with the second object set by the setting unit. program. [Claim 2] The command set usable during the game includes commands that are independent of the second object set by the setting unit, and commands that are associated with the second object set by the setting unit. The program according to claim 1. [Claim 3] The command group management unit causes the timing at which the command becomes available during the game to differ depending on the type of the command associated with the second object set by the setting unit. The program according to claim 1. [Claim 4] The game execution unit automatically selects the command to be executed during the game from the command group. The program according to claim 1. [Claim 5] The game execution unit will not execute a command that has already been executed until it has executed all of the commands included in the command group. The program according to claim 1. [Claim 6] The game execution unit, by executing the command, assigns a number of game parameters to the first object currently being raised that will give an advantage in its development. The program according to claim 1. [Claim 7] The plurality of game parameters include a first game parameter for changing or setting the parameters of the first object, and a second game parameter for adding the commands to the command group. The program according to claim 6. [Claim 8] The command group management unit allows the command to be added to the command group if the second game parameter assigned by executing the command meets a predetermined criterion. The program according to claim 7. [Claim 9] The command group management unit allows the user to select which command to add to the command group if the second game parameter assigned by using the command meets a predetermined criterion. The program according to claim 8. [Claim 10] The command group management unit, when the second game parameter assigned by using the command satisfies a predetermined criterion, presents a selection of commands, including the command associated with the second object set by the setting unit, and adds the command selected by the user from among these selections to the command group. The program according to claim 9. [Claim 11] The computer is further configured to function as a relationship management unit that manages the relationship degree, which indicates the degree of the relationship between the second object and the first object as set by the setting unit. The aforementioned categories include a second category, The command group management unit adds the second type of command associated with the second object to the command group if the degree of relationship between the second object and the first object meets a predetermined criterion. The program according to claim 1. [Claim 12] The game execution unit generates an event during the game, The aforementioned categories include a third category, When a specific event occurs, the command group management unit adds the third type of command associated with the second object set by the setting unit to the command group. The program according to claim 1. [Claim 13] A game control device that performs control of a game in which a first object to be nurtured is nurtured, An object management unit that stores and manages a second object, to which multiple commands of different types are associated, in a memory device, A setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations, A command group management unit manages a group of commands, including the commands associated with the second object set by the setting unit, as usable during the game, and for each of the multiple commands of different types associated with the second object, only those added to the command group are usable during the game. A game execution unit that changes or sets the parameters of the first object according to the command selected from the command group, Includes, The command group management unit sets different conditions for adding the command to the command group after the start of the training, depending on the type of the command associated with the second object set by the setting unit. Game control device. [Claim 14] A game system that includes a server and a terminal device capable of communicating with the server, and which controls a game for raising a first object to be raised, An object management unit that stores and manages a second object, to which multiple commands of different types are associated, in a memory device, A setting unit that selects and sets one or more of the second objects associated with user identification information based on user operations, A command group management unit manages a group of commands, including the commands associated with the second object set by the setting unit, as usable during the game, and for each of the multiple commands of different types associated with the second object, only those added to the command group are usable during the game. A game execution unit that changes or sets the parameters of the first object according to the command selected from the command group, Includes, The command group management unit sets different conditions for adding the command to the command group after the start of the training, depending on the type of the command associated with the second object set by the setting unit. Game system. [Claim 15] A control method for controlling a computer that performs control of a game in which a first object to be nurtured is nurtured, An object management step that stores and manages a second object, to which multiple commands of different types are associated, in a memory device, A setting step in which one or more of the second objects associated with user identification information are selected and set based on user operations, A command group management step manages a group of commands, including the commands associated with the second object set by the setting step, as usable during the game, wherein for each of the multiple commands of different types associated with the second object, only those added to the command group are usable during the game. A game execution step in which the parameters of the first object are changed or set according to the command by executing the command selected from the group of commands, Includes, The command group management step causes the conditions for adding the command to the command group after the start of the growth to differ depending on the type of the command associated with the second object set in the setting step. Control method.