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

The system enhances player motivation in character development games by allowing parameter updates and linking rewards to player ID, addressing the issue of decreased enthusiasm due to parameter stagnation.

WO2025164628A1PCT designated stage Publication Date: 2025-08-07CYGAMES INC
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Patent Information

Application Number
PCT/JP2025/002639
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-30
Filing Date
2025-01-28
Publication Date
2025-08-07

AI Technical Summary

Technical Problem

Players in character development games may lose motivation due to the inability to increase character parameters as desired, leading to a decrease in gameplay enthusiasm.

Method used

A system that allows players to increase character parameters through a training game based on player input, updates points associated with a player ID, and links rewards to the player ID when a threshold is reached, enhancing gameplay engagement.

Benefits of technology

Increases player motivation by providing a clear goal and reward structure, encouraging continued gameplay and character development.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This information processing program causes a computer to execute: processing for starting a breeding game on the basis of an operation input by a player; processing for updating one or more parameters associated with a character to be bred, on the basis of an operation input by the player during the breeding game; processing for updating points associated with the player ID on the basis of the difference between the parameters in the breeding game before and after the update; processing for ending the breeding game when a predetermined end condition is satisfied; and processing for associating a reward with the player ID outside the breeding game when the number of points reaches a threshold.
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Description

Information processing program, information processing method, information processing system

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

[0002] There are known character development games in which parameters associated with characters to be developed are updated based on player input. For example, Patent Literature 1 discloses a game in which points are awarded to a player upon fulfilling a predetermined condition, such as completing a character development game. The player can earn rewards according to the points awarded, which increases the player's motivation to repeatedly play the character development game.

[0003] https: / / gamewith.jp / monsterfarm-line / article / show / 393974

[0004] Generally, the main objective of a character training game is to increase the parameters of the character being trained. However, during the game, the player may not be able to increase the parameters as desired. In this case, the player must continue the game just to earn points, which may reduce the player's motivation to play.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play.

[0006] In order to solve the above problem, the information processing program causes a computer to perform the following processes: starting a training game based on a player's operation input; updating at least one parameter linked to a character to be trained based on the player's operation input during the training game; updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; ending the training game when a predetermined termination condition is met; and linking a reward to the player ID outside the training game when the points reach a threshold value.

[0007] In addition, the information processing program may further cause the computer to perform a process of setting game media to be used in the training game based on a player's operational input, and the process of updating the parameters may update the parameters based on the set game media, and the reward may include the game media or the right to acquire the game media.

[0008] The process of updating the points may be executed in conjunction with updating the parameters during the training game.

[0009] The information processing program may further cause the computer to perform a process of updating the points based on the parameters at the end of the training game.

[0010] In order to solve the above problem, the information processing method is an information processing method executed by one or more computers, and includes: a process of starting a training game based on a player's operation input; a process of updating at least one parameter linked to a character to be trained based on a player's operation input during the training game; a process of updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; a process of ending the training game when a predetermined ending condition is met; and a process of linking a reward to the player ID outside the training game when the points reach a threshold value.

[0011] In order to solve the above problem, the information processing system includes one or more computers, and the computers perform the following processes: starting a training game based on a player's operational input; updating at least one parameter linked to a character to be trained based on the player's operational input during the training game; updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; ending the training game when a predetermined termination condition is met; and linking a reward to the player ID outside the training game when the points reach a threshold value.

[0012] According to the present invention, it is possible to increase the player's motivation to play.

[0013] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. FIG. 2A is a diagram showing the hardware configuration of a player terminal. FIG. 2B is a diagram showing the hardware configuration of a server. FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram showing an example of an option setting screen. FIG. 3C is a diagram showing an example of a profile setting screen. FIG. 4 is a diagram showing the general flow of progress of a training game. FIG. 5A is a diagram showing an example of scenario initial addition value data. FIG. 5B is a diagram showing an example of scenario initial upper limit value data. FIG. 5C is a diagram showing an example of scenario event addition value data. FIG. 6A is a diagram showing a screen for selecting a character to be trained. FIG. 6B is a first diagram showing a character detail screen. FIG. 6C is a second diagram showing a character detail screen. FIG. 7A is a diagram showing an ability parameter (initial value) table. FIG. 7B is a diagram showing an aptitude parameter (initial value) table. FIG. 7C is a diagram showing skills. FIG. 7D is a diagram showing dedicated events. FIG. 8 is a diagram showing a character strengthening screen. FIG. 9A is a first diagram illustrating an inheritance character selection screen. FIG. 9B is a first diagram illustrating a training character list screen. FIG. 9C is a second diagram illustrating an inheritance character selection screen. FIG. 9D is a third diagram illustrating an inheritance character selection screen. FIG. 10 is a diagram illustrating inheritance lineage. FIG. 11 is a diagram illustrating factor information. FIG. 12A is a diagram illustrating the effects of basic ability factors. FIG. 12B is a diagram illustrating the effects of character factors. FIG. 13A is a diagram illustrating compatibility judgment targets, and FIG. 13B is a diagram illustrating compatibility judgment items. FIG. 14A is a first diagram illustrating a support card organization screen. FIG. 14B is a diagram illustrating a support card selection screen. FIG. 14C is a second diagram illustrating a support card organization screen. FIG. 15A is a diagram illustrating a support card table. FIG. 15B is a diagram illustrating support effects. FIG. 15C is a diagram illustrating possessed skills. FIG. 15D is a diagram illustrating support events. FIG. 16A is a diagram illustrating a final confirmation screen. FIG. 16B is a diagram illustrating the preset selection screen.FIG. 17 is a diagram explaining the selection items for each turn. FIG. 18 is a diagram explaining a top screen. FIG. 19A is a first diagram explaining a training screen. FIG. 19B is a second diagram explaining a training screen. FIG. 19C is a diagram explaining a training result notification screen. FIG. 19D is a diagram explaining an event screen. FIG. 20 is a diagram explaining an example of an event. FIG. 21A is a first diagram explaining an inherited event. FIG. 21B is a second diagram explaining an inherited event. FIG. 21C is a third diagram explaining an inherited event. FIG. 21D is a fourth diagram explaining an inherited event. FIG. 22A is a first diagram explaining a skill screen. FIG. 22B is a second diagram explaining a skill screen. FIG. 23A is a first diagram explaining a race selection screen. FIG. 23B is a diagram explaining a race start screen. FIG. 23C is a first diagram explaining a race result screen. FIG. 23D is a second diagram explaining a race result screen. FIG. 24 is a diagram explaining the general flow of turn start processing. FIG. 25 is a diagram explaining the allocation ratio for training items. FIG. 26A is a diagram explaining training levels. FIG. 26B is a diagram explaining a fixed increase value (speed). FIG. 26C is a diagram explaining a fixed increase value table (power). FIG. 27A is a diagram explaining a training completion screen. FIG. 27B is a second diagram explaining a training completion screen. FIG. 27C is a third diagram explaining a training completion screen. FIG. 28 is a diagram explaining an example of training point addition conditions. FIG. 29 is a diagram explaining the relationship between free passes, paid passes, and rewards. FIG. 30 is a diagram explaining an example of a reward acquisition screen. FIG. 31A is a diagram explaining an example of a pass screen when a paid pass is subscribed. FIG. 31B is a diagram explaining an example of a pass screen when a paid pass is not subscribed. FIG. 32 is a diagram explaining the memory configuration and computer functions of a player terminal. FIG. 33 is a diagram explaining the memory configuration and computer functions of a server. FIG. 34 is a sequence diagram explaining the processing of a player terminal and a server related to a training game. FIG. 35 is a flowchart explaining preparation stage processing in a player terminal. FIG. 36 is a flowchart illustrating the preparation stage processing in the server.FIG. 37 is a flowchart explaining the training stage processing in the server. FIG. 38 is a flowchart explaining the turn start processing in the server. FIG. 39 is a flowchart explaining the training stage processing in the player terminal. FIG. 40 is a flowchart explaining the selection command reception processing in the server. FIG. 41 is a flowchart explaining the result information reception processing in the player terminal. FIG. 42 is a flowchart explaining the training game termination processing in the server. FIG. 43 is a sequence diagram explaining the processing of the player terminal and the server related to something other than the training game. FIG. 44 is a flowchart explaining the login information reception processing in the server. FIG. 45 is a flowchart explaining the reward granting processing in the server.

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Overall Configuration of Information Processing System S) Fig. 1 is an explanatory diagram showing a schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N having a communication base station Na.

[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0018] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.

[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 is configured to include a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0023] The CPU 10 runs programs stored in the memory 12 to control the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0025] The storage unit 18 is configured with semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which allow the player's intentions to be input in a discernible manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0029] (Game Content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can possess game media obtained through a lottery known as gacha, or game media distributed by the operator. In this embodiment, a player can possess character cards and support cards as game media. Each character card and support card is always linked to one character. Note that the character linked to the character card is the target of development in the development game. Hereinafter, a character linked to a character card may be simply referred to as a character.

[0030] As will be described in more detail below, the game according to this embodiment provides a character development game. In the character development game, a player can develop a character and generate a character to which various parameters are linked. The character development game according to this embodiment also has gameplay in which a character linked to a character card is developed by competing in races that mimic horse racing.

[0031] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.

[0032] Here, a home screen selection operation unit 102a, an enhancement screen selection operation unit 102b, a story screen selection operation unit 102c, a racing game selection operation unit 102d, and a gacha screen selection operation unit 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation unit corresponding to the currently displayed screen is highlighted so that the screen currently displayed on the display 26 can be identified.

[0033] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.

[0034] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player possesses. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can train characters to have stronger status in the training game.

[0035] Each support card possessed by a player is associated with two parameters: the upper limit break stage and the level. The player can increase the level of the support card by consuming a specified item. However, a maximum level that can be increased is set for each upper limit break stage of the support card. For example, when the upper limit break stage is stage 0, the upper limit of the level is "30," and when the upper limit break stage is stage 1, the upper limit of the level is "35." In this way, each time the upper limit break stage is increased by one stage, the upper limit of the level increases by "5."

[0036] Here, all support cards have five levels of limit break stages, from level 0 to level 4. If a player possesses multiple copies of the same support card, they can increase the limit break stage of the support card by consuming the surplus support cards. Specifically, the initial limit break stage of a support card is level 0. Suppose a player possesses five specific support cards with a limit break stage of level 0. In this case, the player can increase the limit break stage of the support card by four stages by consuming the four surplus support cards for one base support card. In this way, the player can increase the limit break stage of the support card by a maximum of four stages. As a result, the upper limit value of the support card's level can be increased by a maximum of "20."

[0037] As will be described in detail later, each support card has a preset rarity, and the upper limit of the level at each upper limit release stage differs depending on the rarity of the support card.

[0038] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.

[0039] When the racing game selection operation unit 102d is tapped, a racing game selection screen (not shown) is displayed. In this embodiment, various racing games are provided in which a training character trained in a training game (described later) can race. The player can select a racing game in which the training character will race on the racing game selection screen. Racing games include team competition games in which a team made up of multiple training characters competes against a team of other players selected by a computer. Team competition games have a gaming aspect in which players compete against other players for rankings.

[0040] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency or tickets to participate in a so-called gacha lottery. In the gacha lottery, the player can win character cards or support cards.

[0041] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen is displayed and the training game, which will be described later, begins. The training game is broadly divided into a preparation stage and a training stage. In the preparation stage, the player first selects one character from among the characters he or she owns and sets that character as the character to be trained (hereinafter referred to as the character to be trained).

[0042] In addition, in the preparation stage, the player sets a deck to be used when training the character to be trained. The deck is composed of multiple inherited characters, which will be described in detail later, and multiple support cards. Therefore, in the training game, the inherited characters and support cards organized in the deck are used.

[0043] Once the setting of the character to be trained and the deck (successor characters and support cards) is complete, the game transitions from the preparation stage to the training stage, and a game for training the character to be trained begins. In the training game, the parameters of the character to be trained can be changed. The player can own the character trained in the training game as a training character. As described above, the player can organize the training characters they own into a team and use them in team competitive games, etc.

[0044] As described above, the main objective of the game of this embodiment is to generate a training character through the training game and to use the training character to improve the ranking in the team competitive game.

[0045] In addition, this embodiment includes a function for sharing development characters or support cards between players and a function for sharing information between multiple players. A player can set development characters and support cards that other players can use in the development game. Specifically, as shown in FIG. 3A , a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0046] 3B is a diagram illustrating an example of the option setting screen 110. The option setting screen 110 is a screen on which various information can be confirmed and set. The option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.

[0047] The operation units of the option setting screen 110 include a profile setting operation unit 110a, a pass operation unit 110b, and a close operation unit 110c. When the close operation unit 110c is tapped, the option setting screen 110 is closed. When the pass operation unit 110b is tapped, a reward acquisition screen 400 or a pass screen 410, which will be described later, is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.

[0048] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.

[0049] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.

[0050] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation section 126a and a rental card setting operation section 126b.

[0051] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image indicating the currently set representative character is displayed on the representative character setting operation unit 126a. Note that, as will be described in more detail below, the representative character can be organized into a deck as an inherited character in the training game played by another player.

[0052] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be organized into a deck by another player and used in the development game played by that other player.

[0053] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.

[0054] In this embodiment, various time-limited events are held irregularly. During the period when a specific event, which is a time-limited event, is held, a specific event icon 108 is displayed on the home screen 100, as shown in FIG. 3A . When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange specific event points, which are provided only during the specific event, for various rewards, for example.

[0055] Furthermore, a shop icon 109 is displayed on the home screen 100. When the shop icon 109 is tapped, a shop screen (not shown) is displayed. On the shop screen, the player can exchange various items for other items. As will be described in detail later, in this embodiment, the player can earn training points by playing the training game. The player is awarded various rewards according to the training points earned. The rewards awarded at this time include, for example, exchange tickets. On the shop screen, the player can acquire a desired support card by consuming the exchange tickets.

[0056] When the training game operation unit 104 is tapped on the home screen 100, a training game screen is displayed and the training game begins. The player can play the training game by consuming game points. A predetermined value (e.g., +1) of game points is granted to the player every predetermined time (e.g., 10 minutes). An upper limit (e.g., 100) is set for the game points that a player can possess, and the player can possess game points within the upper limit. A game point display bar 136 is provided at the top of the home screen 100, and the ratio of the game points currently possessed to the upper limit is visually displayed.

[0057] Note that a predetermined value (e.g., -30) is subtracted from the game points when the training game is started. Therefore, if a player does not have the required number of game points, the player cannot start the training game. However, the player can possess items that restore game points and use the items to restore game points. These items can be given as rewards for the training game or team competition game, or can be acquired by consuming in-game currency. The training game is described in detail below.

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

[0059] The setting game, in which the player registers characters to be trained and decks (inherited characters and support cards), corresponds to the preparatory stage of the training game. Hereinafter, the processing performed in the setting game will be referred to as the preparatory stage processing, and the processing performed in the training main game will be referred to as the training stage processing. Here, for ease of understanding, the general flow of the preparatory stage processing and the training stage processing will be explained first.

[0060] As shown in Figure 4, in the preparation stage processing, the following are performed in order: scenario registration, character to be trained registration, inherited character registration, support card registration, and specific character registration. Note that the order of the above registration and setting processes is merely an example. Therefore, the order of the above registration and setting processes can be changed as appropriate.

[0061] <Preparation Stage Processing> The preparation stage processing mainly involves registering a scenario, registering characters to be trained, and registering a deck (inherited characters and support cards). Note that support cards are used to assist in the training of characters to be trained. Each support card is always associated with one character, and the character associated with the support card registered in the preparation stage processing will assist in the training of the character to be trained. Hereinafter, the character associated with a support card will be referred to as a support character.

[0062] <Scenario Registration> When the player taps the training game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple training main game scenarios are provided. Each training main game scenario has a final goal, goals during the game, etc. set. The player must sequentially clear the goals set in each scenario. Each goal, the time period until the goal is achieved, the difficulty level of the game, etc. differ from scenario to scenario.

[0063] The training main game also has a storyline, and the game progresses along that storyline. Events occur at various times during the training main game. Events that occur during the training main game are specific to each scenario. Therefore, the multiple scenarios differ from each other in at least some of the events that occur during the training main game. The player can select one of the multiple scenarios on the scenario selection screen.

[0064] FIG. 5A is a diagram illustrating an example of scenario initial addition value data. FIG. 5B is a diagram illustrating an example of scenario initial upper limit value data. FIG. 5C is a diagram illustrating an example of scenario event addition value data. As shown in FIG. 5A, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs, 0001 to 0004, are provided.

[0065] As will be explained in more detail later, the objective of the training game is to increase the ability parameters of the character being trained. Here, five ability parameters are provided: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character being trained will be in the race.

[0066] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is updated only within the upper limit, and updates to ability parameters that exceed the upper limit are restricted. At the start of the main training game, an initial upper limit is set for each ability parameter. This initial upper limit differs for each scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0067] Scenario initial addition value data is stored in the player terminal 1 and the server 1000. The scenario initial addition value data is data in which the initial addition values ​​of five ability parameters are linked to a scenario ID. In this embodiment, at the start of the training main game, the initial upper limit value of each ability parameter is set based on the scenario initial addition value data.

[0068] Specifically, a common base value is set in advance for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value may be different for each scenario, or may be different for each ability parameter. Then, at the start of the training main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value of each ability parameter is set.

[0069] For example, as shown in Figure 5A, according to the scenario initial addition value data, the scenario initial addition values ​​for all five ability parameters linked to the scenario ID of "0001" are set to "200." Therefore, when the scenario ID of "0001" is selected and the training main game is started, the initial upper limit values ​​for all five ability parameters will be "1400."

[0070] Also, for example, if a scenario ID of "0002" is selected and the main training game is started, the initial upper limit values ​​of the speed and tenacity ability parameters will be the common base value of "1200", the initial upper limit values ​​of the stamina and intelligence ability parameters will be "1600", and the initial upper limit value of the power ability parameter will be "1400".

[0071] Here, the initial upper limit value is derived by adding the initial additional value of the ability parameter to the common base value. However, as shown in FIG. 5B , scenario initial upper limit value data may be provided, and the initial upper limit value of each ability parameter may be derived based on the scenario initial upper limit value data. According to the scenario initial upper limit value data, the initial upper limit value of each of the five ability parameters is linked to a scenario ID. In the scenario initial upper limit value data, the value of the initial upper limit value linked to each scenario ID is the common base value plus the initial additional value of the scenario initial additional value data.

[0072] In this way, the scenario initial upper limit value associated with the scenario ID may be set as the initial upper limit value of each ability parameter. Alternatively, the value obtained by adding the scenario initial additional value to the common base value may be set as the initial upper limit value of each ability parameter.

[0073] Furthermore, in the training main game, a scenario event may occur at a predetermined timing, which increases the upper limit value of each ability parameter. When a scenario event occurs, the scenario event addition value linked to that scenario event is added to the upper limit value at that time. For example, in the training main game with a scenario ID of "0001," when a predetermined scenario event occurs, the upper limit values ​​of five ability parameters each increase by "20."

[0074] As shown in Figure 5C, the upper limit of ability parameters that are increased by scenario events differs for each scenario. Note that multiple scenario events that increase the upper limit of ability parameters may be set for one scenario, or none may be set for a single scenario. Furthermore, the timing at which scenario events occur may be the same for all scenarios, or may differ.

[0075] In this way, the upper limit of the ability parameters varies depending on the scenario selected by the player. As a result, it becomes possible to develop characters with different abilities and characteristics for each scenario. This increases the player's motivation to play with a variety of scenarios.

[0076] <Registering a character to be trained> Fig. 6A is a diagram illustrating a character to be trained selection screen 150. When a player selects a scenario on the scenario selection screen, the character to be trained selection screen 150 shown in Fig. 6A is displayed. A plurality of character icons 151 are displayed in the center of the character to be trained selection screen 150, and a list of characters owned by the player is displayed.

[0077] Furthermore, an ability parameter display section 152a and an aptitude parameter display section 152b are displayed at the top of the character-to-be-trained selection screen 150. Furthermore, a return operation section 153 and a next operation section 154 are displayed at the bottom of the character-to-be-trained selection screen 150.

[0078] In this embodiment, an initial value of an ability parameter is set for each character. The ability parameter display section 152a displays the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player as a numerical value. In this embodiment, a larger numerical value of the ability parameter indicates higher ability.

[0079] The ability parameter display section 152a also displays the initial upper limit value of each ability parameter. In other words, the upper limit value of each ability parameter that is set at the start of the training main game when the player can select a scenario, or after the player has selected a scenario, is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0080] Here, the ability parameter display section 152a identifiably displays initial upper limit values ​​that exceed the common base value. For example, in the example shown in FIG. 6A , the initial upper limit values ​​for speed, power, and tenacity exceed the common base value of "1200." Therefore, the ability parameter display section 152a identifiably displays the initial upper limit values ​​for speed, power, and tenacity relative to the initial upper limit values ​​for stamina and intelligence. Here, as an indication, initial upper limit values ​​that exceed the common base value are displayed flashing or in a different color.

[0081] 7A is a diagram illustrating an ability parameter (initial value) table. In this embodiment, as shown in FIG. 7A, the ability parameter (initial value) table stores the initial values ​​of ability parameters for each character. The initial values ​​of ability parameters are displayed in the ability parameter display section 152a based on the initial values ​​of ability parameters stored in the ability parameter (initial value) table.

[0082] In this embodiment, initial ability parameter values ​​are set for each of a plurality of types of abilities for each character. Specifically, the ability parameters include a speed ability parameter marked "Speed" in the ability parameter display section 152a, a stamina ability parameter marked "Stamina" in the ability parameter display section 152a, a power ability parameter marked "Power" in the ability parameter display section 152a, a tenacity ability parameter marked "Spirit" in the ability parameter display section 152a, and a wisdom ability parameter marked "Wisdom" in the ability parameter display section 152a.

[0083] The initial values ​​of each character's ability parameters can be increased by strengthening the character (character card). For example, each character has five status levels, and the player can increase the character's status level by consuming in-game currency or predetermined items. As the character's status level increases, the initial values ​​of the character's ability parameters also increase.

[0084] 7A shows the initial values ​​when the character is at a predetermined level. Note that the player can increase the ability parameter values ​​in the training main game. That is, the objective of the training main game is to train a character with higher ability parameter values.

[0085] In this embodiment, aptitude parameters (initial values) are set for each character. As shown in Fig. 6A, the aptitude parameter display section 152b displays the initial values ​​of the aptitude parameters of the character corresponding to the character icon 151 selected by the player in alphabetical order.

[0086] FIG. 7B is a diagram illustrating an aptitude parameter (initial value) table. In this embodiment, as shown in FIG. 7B, the aptitude parameter (initial value) table stores the initial values ​​of aptitude parameters for each character. The initial values ​​of aptitude parameters are set to one of seven alphabetical levels, A to G. Note that, for the initial aptitude parameter values, A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values ​​of aptitude parameters stored in the aptitude parameter (initial value) table, the initial values ​​of aptitude parameters are displayed in the aptitude parameter display section 152b.

[0087] In this embodiment, initial values ​​of aptitude parameters are set for each of a plurality of types of aptitude for each character. Specifically, the aptitude parameters include aptitude parameters relating to turf and dirt track aptitude, aptitude parameters relating to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters relating to running style aptitude for breakaway, leading, overtaking, and closing in.

[0088] In a training game, a player can enter a character to be trained in various races. In this case, the higher the aptitude of the character to be trained that matches the race content, the more advantageous the race will be.

[0089] The initial value of the aptitude parameter for each character may be increased by consuming in-game currency. The value of the aptitude parameter may change in the main character training game. In the main character training game, the aptitude parameter may be set to S, which is higher in aptitude than A.

[0090] Fig. 6B is a first diagram illustrating the character details screen 160. Fig. 6C is a second diagram illustrating the character details screen 160. When a character icon 151 on the character to be trained selection screen 150 is pressed and held, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 that was pressed and held on the character to be trained selection screen 150.

[0091] A skill operation section 161 and an event operation section 162 are displayed in the center of the character detail screen 160. As shown in FIG. 6B , when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of a race or team race, as described below. The activation of skills gives each character an advantage in the race.

[0092] FIG. 7C is a diagram explaining skills. As shown in FIG. 7C, each character possesses multiple skills. As shown in FIG. 6B, the character detail screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the training main game, by satisfying certain conditions, the possessed skills of the character being trained can be acquired. Note that a skill will not be activated during a race if it is simply possessed; it can only be activated by acquiring the possessed skill. Hereinafter, a skill that a character can activate, i.e., a skill that a character has acquired, will be referred to as an acquired skill.

[0093] Each character is set with one acquired skill from the start of the main training game. In addition to the acquired skills, each character is set with multiple possessed skills. Possessed skills can be acquired after the start of the main training game by consuming skill points, which will be described later. In other words, possessed skills can become acquired skills in exchange for skill points.

[0094] In this embodiment, skills indicated by "◎" in Fig. 7C are displayed as acquired skills on the character details screen 160 of Fig. 6B. Skills indicated by "◯" in Fig. 7C are displayed as possessed skills on the character details screen 160 of Fig. 6B. In this embodiment, as shown on the character details screen 160 of Fig. 6B, acquired skills are highlighted so that acquired skills can be easily distinguished from possessed skills.

[0095] Specifically, in the character detail screen 160 shown in FIG. 6B , one acquired skill is displayed in an acquired skill display field 161 a, and seven possessed skills are displayed in a possessed skill display field 161 b. Note that the number of acquired skills and possessed skills may differ for each character. Furthermore, for example, the number of acquired skills or possessed skills for each character may increase due to an increase in the character's level, consumption of in-game currency or items, etc.

[0096] Here, possessed skills include awakened skills. Awakened skills are skills that are linked to a character as possessed skills from the start of the training game once the conditions for unlocking them are met. In other words, awakened skills whose conditions for unlocking have not yet been met are not possessed skills at the start of the training game. However, even awakened skills whose conditions for unlocking have not yet been met may become possessed skills during the main training game.

[0097] In Figure 7C, awakening skills are indicated by star marks. Here, four awakening skills are set for each character. However, the number of awakening skills may differ for each character. Note that awakening skills differ for each character. For example, skill d in the figure is set as an awakening skill for character A, as an acquired skill for character B, and as a normal possessed skill for character C. In this way, skills may be set differently depending on the character, such as an acquired skill, a possessed skill, or an awakening skill.

[0098] In this embodiment, the awakening level of a character is set as a condition for unlocking an awakening skill. A character (character card) is associated with the above-mentioned status level and awakening level. A player can increase the status level and awakening level separately. As shown in FIG. 6B , the character details screen 160 is provided with a close operation section 163a and an enhancement operation section 163b. When the enhancement operation section 163b is tapped, a character enhancement screen 165 is displayed on the display 26.

[0099] 8 is a diagram illustrating the character strengthening screen 165. The character strengthening screen 165 is displayed when the strengthening operation unit 163b of the character details screen 160 is tapped, or when the strengthening screen selection operation unit 102b is tapped. Character icons 151 corresponding to owned characters are displayed from the center downward of the character strengthening screen 165. When a character icon 151 is tapped by the player, the character corresponding to the tapped character icon 151 is placed in a selected state.

[0100] When the strengthening operation section 163b of the character detail screen 160 is tapped to display the character strengthening screen 165, the character that was in a selected state on the character detail screen 160 remains in a selected state when the character strengthening screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character strengthening screen 165.

[0101] Specifically, the character strengthening screen 165 is provided with an awakening tab 167a, a hint tab 167b, and a status tab 167c. When the awakening tab 167a is tapped, awakening skill display fields 168a, 168b, 168c, and 168d are displayed. When the character strengthening screen 165 starts to be displayed, the awakening tab 167a is selected, and the awakening skill display fields 168a, 168b, 168c, and 168d are displayed. The awakening skill display fields 168a, 168b, 168c, and 168d each contain the name of an awakening skill corresponding to the awakening level.

[0102] An awakening level enhancement button 169a is provided below the character enhancement screen 165. When the awakening level enhancement button 169a is tapped, a confirmation screen (not shown) is displayed. This confirmation screen displays the items required to increase the awakening level and the fact that consuming these items will increase the awakening level. When a predetermined operation is input on the confirmation screen, the awakening level of the selected character is increased.

[0103] In this embodiment, the awakening level of each character is initially set to level 1. By consuming items, the player can increase the character's awakening level up to a maximum of level 5. Each awakening level is associated with one awakening skill. By increasing the awakening level, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches level 2, the awakening skill corresponding to level 2 is unlocked. Similarly, when the awakening level reaches level 5, the awakening skill corresponding to level 5 is unlocked.

[0104] In this way, each character is set with four Awakening Skills. By increasing the Awakening Level, the player can unlock the same number of Awakening Skills as the Awakening Level. Once unlocked, the Awakening Skills function as acquireable skills.

[0105] The awakening skill display fields 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are marked as "Unlocked" in the awakening skill display fields 168a, 168b, 168c, and 168d. On the other hand, the awakening skills that have not yet been unlocked are grayed out in the awakening skill display fields 168a, 168b, 168c, and 168d. FIG. 8 shows a state in which the awakening level is level 4 and three awakening skills are unlocked.

[0106] Although detailed explanation will be omitted, when the awakening skill display fields 168a, 168b, 168c, and 168d are pressed and held, detailed information such as the content of each awakening skill is displayed. Furthermore, when the hint tab 167b is tapped, a hint level enhancement screen (not shown) is displayed. On the hint level enhancement screen, the hint level of possessed skills, which will be described later, can be increased by consuming items.

[0107] Furthermore, when the status tab 167c is tapped, a status level enhancement screen (not shown) is displayed. On the status level enhancement screen, the character's status level can be increased by consuming items. The character enhancement screen 165 is provided with a return operation unit 169b. When the return operation unit 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.

[0108] Furthermore, when the player taps the event operation section 162 on the character detail screen 160, the content of the character detail screen 160 changes, as shown in FIG. 6C , and a dedicated event display section 162a showing a dedicated event provided for each character is displayed. A dedicated event occurs when a predetermined condition is met in the training main game. When a dedicated event occurs, a story image related to a character appearing in the training game is displayed, or the value of an ability parameter changes.

[0109] 7D is a diagram illustrating dedicated events. As shown in FIG. 7D, multiple dedicated events are associated with each character. As shown in FIG. 6C, the character details screen 160 displays the dedicated events associated with the character. The dedicated events include hint events that enable a character to possess or acquire a skill, ability events that increase or decrease the numerical value of a character's ability parameter, and the like.

[0110] 6C may be executed in its entirety while the training main game is being played, or at least some of the dedicated events may be executed while the training main game is being played, or may not be executed at all while the training main game is being played if a predetermined condition is not met. Furthermore, the number of dedicated events provided for each character may increase, for example, as the character's level increases, in-game currency or items are consumed, etc. Furthermore, a dedicated event that is not displayed as a dedicated event may be executed during the training main game if a predetermined condition is met.

[0111] 6B and 6C , a close operation section 163a is displayed at the bottom of the character detail screen 160. When the close operation section 163a of the character detail screen 160 is tapped, the display of the character detail screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.

[0112] Furthermore, when the return operation unit 153 is tapped on the character to be trained selection screen 150 shown in Fig. 6A, the home screen 100 shown in Fig. 3A is displayed on the display 26. Furthermore, the character to be trained selection screen 150 is provided with a training information display button 155. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can check information about the character selected on the character to be trained selection screen 150 on the training information display screen.

[0113] The objective of the training game is to create a stronger character by training a character selected as a character to be trained from among the characters owned by the player. As will be described in detail later, the training main game consists of multiple turns, and the player must train the character to be trained and enter it in races in each turn.

[0114] Each character has a plurality of clear goals set for it. On the training information display screen, the clear goals set for the selected character can be confirmed. For each turn, a race in which the character to be trained can run is predetermined. The clear goals include having the character to be trained run in a predetermined race in a predetermined turn and achieving a predetermined ranking.

[0115] Furthermore, when a character to be trained enters a race, the character to be trained can acquire fans. In each race, the number of base fans that can be acquired is determined by the finishing position, and the higher the finishing position, the more fans the character can acquire. In addition, a difficulty level is set for each race, and the more difficult the race, the more fans can be acquired.

[0116] Here, the number of fans that can be acquired by participating in a race is calculated by adding the number of bonuses acquired to the base number acquired, which is determined for each finishing position. Specifically, a correction value is determined based on the race results, and the base number acquired is multiplied by the correction value to calculate the number of bonuses acquired. The sum of the number of bonuses acquired and the base number acquired is the number of fans that the character to be trained will acquire. For example, if the race result is first place, the greater the difference between the character to be trained and the second-place character, the greater the correction value. Also, if the race result is second to fifth place, the smaller the difference between the character to be trained and the first-place character, the greater the correction value.

[0117] Furthermore, the character to be trained will activate a skill (an acquired skill) with a certain probability during the race. At this time, the more skills that are activated, the larger the correction value. In this way, conditions for adding fans are set for each race, and the number of fans acquired increases depending on various race results other than finishing order and the progress of the race. However, the number of fans acquired by the character to be trained will be at least equal to or greater than the base number of fans corresponding to the finishing order.

[0118] Some races stipulate a number of fans as a condition for entry. If the number of fans acquired by the character to be trained is less than the number of fans stipulated as a condition for entry, the player cannot enter the character to be trained in that race. The more difficult the race, the greater the number of fans required to enter the race. Therefore, if a race that stipulates a number of fans as a condition for entry is set as a target race to be cleared (hereinafter referred to as the target race), the character to be trained must have acquired the number of fans stipulated for the target race by the turn in which the target race is held.

[0119] Furthermore, the completion goal includes acquiring a predetermined number of fans or more by a predetermined turn. Furthermore, the completion goal includes, for example, coming in first place a predetermined number of times or more in a high-difficulty race (e.g., a GI race) within a predetermined number of turns. Thus, multiple completion goals are set for each character. By achieving the completion goal, the player can continue the training main game until the final turn. On the other hand, if the completion goal is not achieved, the training main game ends with that turn.

[0120] Therefore, if the character being trained has not acquired the number of fans required for the target race by the turn in which the target race is held, the character cannot participate in the target race. In this case, the clear goal is not achieved, and the training game ends.

[0121] In the training main game, various parameters of the character to be trained increase with each turn, so the more turns you play, the stronger the character you can create. Therefore, when playing the training main game, you need to increase the parameters of the character to be trained so that you can clear all of the clear goals.

[0122] Generally, the goal set for each character is fixed, and the same goal is set as a challenge each time the training game is played. However, some characters may have goals that change depending on the progress of the main training game, or characters may have goals that the player can select.

[0123] Furthermore, when the training game is completed, a training character is generated. At the end of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on the evaluation score. The evaluation score is calculated based on a predetermined formula, such as a score calculated from various parameters of the character to be trained at the time training is completed, or a score calculated from acquired skills. The training information display screen displays information indicating the rank, evaluation score, name, and registration date of the top three training characters with the highest evaluation scores among the training characters trained based on the selected character.

[0124] Although detailed explanations are omitted, the training game has multiple scenarios. The basic game specifications are the same for each scenario, but some functions differ from scenario to scenario. The training information display screen displays the scenario selected when each training character was trained.

[0125] As described above, the player can select a character to be trained while checking various information about each character on the character to be trained selection screen 150 shown in Fig. 6A. When the next operation unit 154 is tapped on the character to be trained selection screen 150, the selected character is set as the character to be trained, and the inherited character selection screen 170 is displayed on the display 26.

[0126] <Registering an Inheritance Character> Fig. 9A is a first diagram illustrating an inheritance character selection screen 170. Fig. 9B is a first diagram illustrating a development character list screen 180. Fig. 9C is a second diagram illustrating the inheritance character selection screen 170. Fig. 9D is a third diagram illustrating the inheritance character selection screen 170. The inheritance character selection screen 170 is a screen for the player to register an inheritance character.

[0127] A succession character is a character that inherits ability values, skills, etc. from the character to be trained. A player can select two succession characters from the training character he or she owns and representative characters of other players extracted according to predetermined extraction conditions, such as representative characters of friends such as followers, and organize and register them in a deck. Note that only one representative character of another player can be organized in a deck as a succession character in one training game.

[0128] An ability parameter display section 152a, an aptitude parameter display section 152b, a first inheriting character selection area 171a, and a second inheriting character selection area 171b are provided on inheriting character selection screen 170. When the screen transitions from development target character selection screen 150 to inheriting character selection screen 170, first inheriting character selection area 171a and second inheriting character selection area 171b are displayed as blanks, as shown in FIG.

[0129] When the first inherited character selection area 171a or the second inherited character selection area 171b is tapped, a development character list screen 180 shown in FIG. 9B is displayed. The development character list screen 180 has a My Character tab 181a and a Rental tab 181b. In addition, below the My Character tab 181a and the Rental tab 181b, a development character list display area is provided. A development character icon 182 is displayed in the development character list display area.

[0130] When the My Character tab 181a is selected, a development character icon 182 corresponding to a development character owned by the player is displayed, as shown in Fig. 9B. Furthermore, although not shown, when the Rental tab 181b is selected, a development character icon 182 corresponding to a friend's representative character, i.e., a development character developed by a friend, is displayed.

[0131] Furthermore, when training character icon 182 is tapped, the training character corresponding to training character icon 182 is placed in a provisionally selected state. Furthermore, when training character icon 182 is tapped, inheritance character selection screen 170 is displayed, as shown in Fig. 9C. At this time, for example, when first inheritance character selection area 171a is tapped to display training character list screen 180, if training character icon 182 is tapped on training character list screen 180, an image showing the training character that is in a provisionally selected state is displayed in first inheritance character selection area 171a.

[0132] In this state, for example, when the second inheritance character selection area 171b is tapped to display the development character list screen 180, and when the development character icon 182 is tapped on the development character list screen 180, an image showing the development character that is in a provisionally selected state is displayed in the second inheritance character selection area 171b, as shown in Figure 9D.

[0133] Furthermore, information relating to the inherited characters used when raising the development character is linked to and stored in the development character. Information relating to the inherited characters used when raising the development character is displayed in the first inherited character selection area 171 a.

[0134] FIG. 10 is a diagram illustrating the inheritance system. In a training game, various benefits are provided, such as increasing the values ​​of the ability parameters and aptitude parameters of the character to be trained, based on the factor information possessed by the inheriting character. Here, two inheriting characters are set for one character to be trained, and these inheriting characters are training characters that were previously generated. Therefore, when a training character to be set as an inheriting character is generated, two inheriting characters are also set for that training character.

[0135] As shown in Figure 10, the character to be trained in the training main game that is about to begin is referred to as the current generation. Furthermore, the two characters set as inherited characters for this character to be trained are referred to as the first generation of inheritance. Furthermore, for the first generation of inherited characters, two characters are set as inherited characters when the character is first trained. The two characters that were set as inherited characters when the first generation of inherited characters were generated are referred to as the second generation of inheritance.

[0136] In this case, the characters that have a utility for the current character to be trained are the characters of the first and second succession generations, as shown in Figure 10. As described above, two succession characters (first succession generation) are set for one character to be trained, so a total of six characters to be trained provide utility to one character to be trained.

[0137] For example, a first inheritance group is made up of one of two first-generation inheritance characters and two second-generation inheritance characters that are inheritance characters of the first inheritance character. Similarly, a second inheritance group is made up of the other of the two first-generation inheritance characters and two second-generation inheritance characters that are inheritance characters of the first inheritance character.

[0138] 9D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance training character and two second-generation inheritance training characters that make up the second inheritance group.

[0139] FIG. 11 is a diagram illustrating factor information. As will be described in detail later, when the training game is completed, the character to be trained is registered as a training character, and at this time, factor information is linked to and stored with the training character. Specifically, when the training of the training character is completed, the factor that the training character will acquire is determined by lottery or the like. Then, factor information indicating the determined factor is linked to the training character. In other words, when the training game is completed, the training character can acquire the factor that was won by lottery.

[0140] However, the factors acquired by a training character do not affect the ability of the training character itself. For example, a training character can be entered in a racing game such as a team competition game. In this case, a simulation, i.e., a calculation process, is performed in the race to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the training characters participating. Since the factors possessed by a training character are not used in the calculation process, even if the character has a large number of factors, it will not be able to advance in the race at an advantage.

[0141] The factors possessed by a character being trained only affect the character being trained when that character is set as the successor character. The factors that a character being trained can acquire are classified into multiple types. In FIG. 11, the factor types are shown as basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor is set to one of multiple stages. Here, three factor levels are set as factor stages: level 1, level 2, and level 3.

[0142] The factor level is determined by lottery. In this case, after the factors to be acquired by the development character are determined, the factor level for each of the acquired factors may be determined by lottery. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the factor to be acquired and the factor level are determined at the same time.

[0143] The factor level has the highest effect at level 3 and the lowest effect at level 1. In the lottery to determine the factor level, the probability of winning is set to be lowest for level 3 and highest for level 1. However, the probability of winning an acquired factor or a factor level may vary depending on the results of the training game. In this case, for example, the higher the ability parameters or evaluation points of a training character, the higher the factor level may be determined to be.

[0144] The basic ability factors increase the ability parameter values ​​and upper limit values ​​of the character being trained. There are five basic ability factors: speed factor, stamina factor, power factor, tenacity factor, and intelligence factor. A character being trained will always acquire one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters: speed, stamina, power, tenacity, and intelligence, respectively. For example, if a character being trained in the first or second generation of inheritance has a speed factor, the value and upper limit value of the speed ability parameter of the character being trained will increase.

[0145] 12A is a diagram illustrating the effects of basic ability factors. The increase in each ability parameter and the increase in the upper limit depend on the factor level of the basic ability factor. For example, if the factor level of the speed factor is level 1, the speed ability parameter of the character being trained will increase by 7; if it is level 2, the ability parameter will increase by 13; and if it is level 3, the ability parameter will increase by 21.

[0146] Therefore, if all six characters being trained, including two characters from the first generation of inheritance and four characters from the second generation of inheritance, have a speed factor of level 3, the speed ability parameter of the character being trained will increase by a maximum of 126 (increase value of 21 x 6 characters).

[0147] However, each factor has its own activation timing and activation conditions, so even if the inherited character has a factor, if the activation condition is not met at the activation timing, the factor will not be of any benefit to the character being trained.

[0148] As described above, the training main game is made up of multiple turns, and certain turns among these are set as factor activation turns. For example, suppose that three turns in the training main game, namely, turn 1, turn 31, and turn 55, are set as factor activation turns. In this case, turn 1 is the first activation timing, turn 31 is the second activation timing, and turn 55 is the third activation timing. In each factor activation turn, it is determined whether or not to activate each factor (inherited character), and if it is determined that a factor is to be activated, the activation condition for that factor is met, and the utility corresponding to the factor is brought about.

[0149] Whether or not a basic ability factor will be activated is determined by lottery. The probability of winning the lottery to determine whether or not a basic ability factor will be activated, i.e., the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ among the three factor activation turns. Here, the activation probability of a basic ability factor is set to 100% in the first turn, regardless of the factor level. Furthermore, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. As an example, in the 31st and 55th turns, the activation probability of a level 3 basic ability factor is set to 100%, the activation probability of a level 2 basic ability factor is set to 90%, and the activation probability of a level 1 basic ability factor is set to 80%.

[0150] The inheritance character selection screen 170 displays the increase value for each ability parameter in the first turn. For example, in FIG. 9C , one inheritance character that constitutes the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase in the first turn for the one provisionally selected inheritance character and the increase value are displayed. Here, "+63" is displayed above the power ability parameter, indicating that the power ability parameter will increase by 63 points in the first turn. Furthermore, the ability parameter display section 152 a displays the value obtained by adding the increase value for the first turn.

[0151] 9D , two inheritance characters constituting the first inheritance group and the second inheritance group are provisionally selected. In this case, the types of ability parameters that will increase in the first turn for the two provisionally selected inheritance characters and the increase values ​​are displayed. Here, "+21," "+63," and "+42" are displayed above the speed, power, and intelligence ability parameters, respectively, indicating that the speed, power, and intelligence ability parameters will increase by 21 points, 63 points, and 42 points, respectively, in the first turn.

[0152] Note that the increase in ability parameters due to the inheritance characters of the first inheritance group and the increase in ability parameters due to the inheritance characters of the second inheritance group are displayed in a distinguishable manner on the inheritance character selection screen 170. For example, in Figure 9D, the notation "+63" displayed above the power ability parameter and the notations "+21" and "+42" displayed above the speed and intelligence ability parameters are color-coded.

[0153] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. At this time, the amount by which the upper limit of the ability parameter increases varies depending on the factor level of the basic ability factor. The amount by which the upper limit of the ability parameter increases also varies depending on the timing of activation. For example, if the factor level of a speed factor is level 1, the upper limit of the speed ability parameter of the character to be trained increases by "4" at the first activation timing, and the upper limit of the speed ability parameter increases within the range of "1" to "4" at the second and third activation timings.

[0154] Furthermore, if the factor level of the speed factor is level 2, the upper limit of the speed ability parameter of the character to be trained will increase by "9" at the first activation timing, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation timings. Furthermore, if the factor level of the speed factor is level 3, the upper limit of the speed ability parameter of the character to be trained will increase by "16" at the first activation timing, and the upper limit of the speed ability parameter will increase by a range of "1" to "4" at the second and third activation timings.

[0155] Here, at the first activation timing, the upper limit value of the ability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second and third activation timings, a lottery is held to determine whether or not to activate. If it is determined that activation will occur, a lottery is held to determine the increase value of the upper limit value. At this time, the probability that activation will be determined may be higher the higher the factor level. Also, the higher the factor level, the higher the increase value of the upper limit value may be set.

[0156] Furthermore, whether or not a basic ability factor is activated may be determined on a factor-by-factor basis, or may be determined separately for each utility. For example, when determining whether or not to activate a basic ability factor on a factor-by-factor basis, assume that it is determined that the basic ability factor is to be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit value of the same ability parameter also increases.

[0157] On the other hand, when determining whether to activate one basic ability factor for each utility, the decision on whether to increase the ability parameter value and the decision on whether to increase the upper limit value are each made by separate lotteries. Therefore, in this case, for example, only one of the ability parameter value and the ability parameter upper limit value may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the training main game, the ability parameter value and upper limit value increase according to the factor level.

[0158] 9C and 9D, the initial upper limit value of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to a value that includes the additional value of the upper limit value that increases due to the basic ability factors. In this way, by displaying the initial upper limit value that takes into account the scenario initial additional value and the additional value due to the basic ability factors, convenience when selecting an inheritance character is improved.

[0159] The aptitude factors shown in FIG. 11 increase the aptitude parameters of the character being trained. There are six aptitude factors: turf factor, dirt factor, short distance factor, mile factor, middle distance factor, and long distance factor. A character being trained always acquires one of the six aptitude factors. The six aptitude factors correspond to turf aptitude, dirt aptitude, short distance aptitude, mile aptitude, middle distance aptitude, and long distance aptitude, respectively. For example, if the first or second generation of characters being trained includes a character having a turf factor, the aptitude parameter for turf aptitude of the character being trained will increase.

[0160] In addition, activation timing and activation conditions are set for aptitude factors, and whether or not to activate each aptitude factor is determined in the same factor activation turn as the basic ability factors. If activation of an aptitude factor is determined, the corresponding aptitude parameter increases by one level. As an example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.

[0161] For example, if the aptitude factors of three characters in the first inheritance group are turf, short distance, and mile, respectively, and the aptitude factors of three characters in the second inheritance group are turf, short distance, and medium distance, respectively, the turf aptitude and short distance aptitude of the characters to be trained will each increase by two levels, and the mile aptitude and medium distance aptitude will each increase by one level.

[0162] For example, suppose the aptitude factors of three characters being trained that belong to the first inheritance group are all turf factors, and the aptitude factors of three characters being trained that belong to the second inheritance group are all short-distance factors. In this case, the turf aptitude and short-distance aptitude of the character being trained will each increase by three levels. As yet another example, suppose the aptitude factors of three characters being trained that belong to the first inheritance group are all turf factors, and the aptitude factors of three characters being trained that belong to the second inheritance group are turf factors, short-distance factors, and mile factors, respectively. In this case, the turf aptitude of the character being trained will increase by four levels, and the short-distance aptitude and mile aptitude will each increase by one level.

[0163] However, in the first turn, there is a limit to the increase in the aptitude parameters. Specifically, in the first turn, the upper limit for all aptitude parameters is set to A. Therefore, if the initial value of the turf aptitude of the character to be trained is A, even if the inherited character has the turf factor, the turf aptitude will not increase in the first turn.

[0164] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated based on the factor level. As an example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. If activation of an aptitude factor is determined by lottery in turns 31 or 55, the aptitude parameter corresponding to the aptitude factor increases. Note that in turns 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in turns 31 and 55, activation of an aptitude factor can increase the value of the aptitude parameter up to S.

[0165] The aptitude parameter display section 152b of the inherited character selection screen 170 displays the aptitude parameter value after it has increased in the first turn.

[0166] The race factors increase the ability parameters of the character to be trained. Race factors are provided for each highly difficult race (hereinafter referred to as a "factor target race"), such as a GI, among the races that can be entered in the main training game. At the end of the training game, a lottery is held to determine whether or not the character to be trained will acquire a race factor for each factor target race in which the character to be trained comes in first. By winning this lottery, the character to be trained can acquire a race factor.

[0167] In addition, a factor level is also set for each race factor that is determined to be acquired, and the factor level is determined by lottery. In addition, here, there is no upper limit to the number of race factors that one training character can acquire, and a training character can acquire multiple race factors.

[0168] Each race factor has a preset ability parameter that is increased when activated and the amount of increase. For example, race factors include those that increase the ability parameter of speed and those that increase the ability parameter of power. In this case, the increase in the ability parameter increases as the factor level increases.

[0169] In addition, activation timing and activation conditions are set for each race factor, and whether or not to activate it is determined for each race factor on the factor activation turn. If it is determined that a race factor will be activated, the ability parameter corresponding to the race factor will increase. Note that the factor activation turns for race factors are limited to the 31st and 55th turns. Furthermore, the activation probability of a race factor on the factor activation turn varies depending on the factor level, with the higher the factor level, the higher the activation probability.

[0170] Character factors are factors unique to a character, and only when a character that has been strengthened to a predetermined level is raised as a character to be raised, will the character factor set for that character be given to the character to be raised at the end of the training game. Note that only one character factor is set per character, so a single character to be raised can only acquire one character factor at most. Furthermore, if a character to be raised is generated based on a character that has not been strengthened to a predetermined level, it will not be able to acquire a character factor.

[0171] Furthermore, character factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. When a character factor is activated, a hint event set for each character factor occurs, and as described above, skill hints can be obtained. Furthermore, when a character factor is activated, the upper limit value of a predetermined ability parameter increases.

[0172] FIG. 12B is a diagram explaining the effects of character factors. The increase in the upper limit of the ability parameter due to a character factor is limited to the second and third activation timing. However, a character factor may also be activated at the first activation timing. If a character factor is activated at the first activation timing, as described above, the character being trained will acquire a skill hint, but the upper limit of the ability parameter will not increase.

[0173] Furthermore, when a character factor is activated for the second or third time, in addition to acquiring a skill hint, the upper limit of the ability parameter increases. Here, regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit may be determined by lottery, for example. In this case, the higher the factor level, the higher the increase may be set.

[0174] In this embodiment, the ability parameters whose upper limit values ​​increase when a character factor is activated are preset for each character factor. For example, character factor A increases the upper limit value of stamina by 3 to 6, and character factor B increases the upper limit value of speed by 1 and the upper limit value of tenacity by 2, or increases the upper limit value of speed by 2 and the upper limit value of tenacity by 2. Whether or not a character factor is activated may be determined on a factor-by-factor basis, as with the basic ability factors, or may be determined separately for each utility.

[0175] The skill factors shown in FIG. 11 are assigned based on the skills acquired by the training character. Specifically, at the completion of the training game, a lottery is held to determine whether or not the training character will acquire a skill factor for each acquired skill. If the lottery is won, the skill factor is assigned to the training character. In other words, the training character can acquire some or all of the skill factors corresponding to the acquired skills. When it is decided to acquire a skill factor, the factor level of that skill factor is determined by lottery.

[0176] Furthermore, skill factors can be activated on a preset factor activation turn, and are activated by winning a lottery held on that factor activation turn. At this time, the higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event set for each skill factor occurs, allowing the player to obtain a hint about the skill. This allows the character to be trained to acquire skills similar to those already acquired by the inherited character, etc.

[0177] In this way, whether or not a skill factor is acquired is determined within the range of skills that the training character has already acquired. Therefore, the more skills a training character has, the higher the chance of acquiring a skill factor. However, because whether or not a skill factor is acquired is determined by lottery, even if a character has many skills, they may not be able to acquire a skill factor.

[0178] Here, it is assumed that the training character acquires skill factors in addition to the skills it has already acquired, but without providing skill factors, the skills that the character to be trained can acquire may be determined based on the skills that the training character as the inheritance character has already acquired.

[0179] As described above, the ability parameters of a character to be trained vary greatly depending on the inherited character organized into the deck. Furthermore, even if the training character itself has high abilities, whether or not it acquires factors is determined by lottery, so a training character with high abilities is not necessarily suitable as a inherited character. On the other hand, even if the training character itself does not have high abilities, it may function effectively as a inherited character by acquiring many factors with high factor levels. In this way, by allowing inherited characters to be organized into the deck, it is possible to not only train a powerful training character, but also to develop a training character that is effective as a inherited character, which is an interesting experience.

[0180] Furthermore, in this embodiment, compatibility is determined between the character to be trained, the first-generation succession character, and the second-generation succession character. If the characters are combined in a compatible manner, the conditions for activating the factor become more favorable.

[0181] 13A is a diagram explaining compatibility determination targets, and FIG. 13B is a diagram explaining compatibility determination items. As shown in FIG. 13A, in this embodiment, seven determination targets, No. 1 to No. 7, are provided. The first determination target (No. 1) is the current character to be trained and the first-generation inheritance character in the first inheritance group. The second determination target (No. 2) is the current character to be trained and the first-generation inheritance character in the second inheritance group.

[0182] The third object of judgment (No. 3) is the first-generation inheritance character in the first inheritance group, and the first-generation inheritance character in the second inheritance group. The fourth object of judgment (No. 4) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and one of the second-generation inheritance characters in the first inheritance group (training character A). The fifth object of judgment (No. 5) is the current character to be trained, the first-generation inheritance character in the first inheritance group, and the other of the second-generation inheritance character in the first inheritance group (training character B).

[0183] The sixth determination target (No. 6) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and one of the second-generation inheritance characters in the second inheritance group (training character A). The seventh determination target (No. 7) is the current character to be trained, the first-generation inheritance character in the second inheritance group, and the other of the second-generation inheritance character in the second inheritance group (training character B).

[0184] For each of the above-described objects to be determined, a determination is made as to whether a condition is met for each of a plurality of determination items. An example of the determination items is shown in FIG. 13B. In this embodiment, the game world view is set such that characters that can be selected as characters to be trained are students, and each character trains at school.

[0185] 13B, each character is preset with settings such as grade, colleague, and friend. The judgment items include, for example, whether the two or three characters to be judged are in the same grade, colleague, or friend. The judgment items also include whether the characters to be judged match in terms of their preferred running style, distance aptitude, and field aptitude.

[0186] Each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are established between the characters to be judged are accumulated. Here, the expected compatibility values ​​differ depending on the judgment item, but the expected compatibility values ​​may be common to all judgment items.

[0187] For example, when determining compatibility, first, whether or not all of the criteria are met is determined between the current character being trained, who is the first target of determination, and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation values ​​associated with the met criteria are accumulated and counted. In this way, the compatibility expectation values ​​are counted in order from the first target of determination to the seventh target of determination, and the activation probability of the factors is corrected based on the finally calculated compatibility expectation value. In other words, the higher the compatibility expectation value, the higher the activation probability of all factors, and the lower the compatibility expectation value, the lower the activation probability of all factors.

[0188] The activation probability may be calculated using the calculated compatibility expectation value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated compatibility expectation value.

[0189] In this way, the probability of a factor being activated varies depending on the compatibility between the character to be trained and the inherited character, or the compatibility between the inherited characters themselves, so the combination of two inherited characters has a significant impact on the development of the character to be trained. In other words, the compatibility between characters is an important factor in selecting an inherited character.

[0190] As shown in Figures 9B, 9C, and 9D, when an inheritance character is selected, a compatibility mark indicating compatibility is displayed in the upper right corner of the inheritance character selection screen 170 and the training character list screen 180. Here, the compatibility level with the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, when an inheritance character is not selected, the compatibility mark is not displayed.

[0191] 9B , the development character list screen 180 is provided with a display switch button 183. When the display switch button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can rearrange or narrow down the development character icons 182 displayed on the development character list screen 180, i.e., the development characters that can be selected as inheritance characters.

[0192] <Support Card Registration> Figure 14A is a first diagram illustrating the support card organization screen 190. When two inheritance characters are registered on the inheritance character selection screen 170, the support card organization screen 190 shown in Figure 14A is displayed. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 and a start operation unit 193 are displayed at the bottom of the support card organization screen 190.

[0193] A plurality of support card display frames 192 (six in this example) are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that can be set by the player are displayed. When the support card organization screen 190 is initially displayed, the support card display frames 192 are displayed blank.

[0194] In this embodiment, a player can set six types of support cards to a deck. Note that some (e.g., five types) of the six types of support cards that a player can set can be selected from support cards that the player owns. Furthermore, another part (e.g., one type) of the six types of support cards that a player can set can be selected from support cards that other players, such as friends, have set as rental cards.

[0195] 14B is a diagram illustrating a support card selection screen 200. When a support card display frame 192 (excluding the support card display frame 192 displayed in the lower right) is tapped on the support card organization screen 190 of FIG. 14A, the support card selection screen 200 shown in FIG. 14B is displayed on the display 26. The support card selection screen 200 displays a list of card icons 201 corresponding to the support cards possessed by the player. By tapping a card icon 201 displayed on the support card selection screen 200, the player can select a support card.

[0196] Although not shown in the figures, when the support card display frame 192 displayed in the lower right of the support card organization screen 190 is tapped, support cards set as rental cards by friends or players selected based on predetermined conditions, such as a lottery, are displayed on the support card selection screen 200. At this time, by tapping a support card displayed on the support card selection screen 200, the player can select one of the friend's support cards. In this way, the player can use support cards owned by other players in the training game.

[0197] As described above, each support card is always associated with one character ID. Furthermore, each character card is always associated with one character ID. Each character card is associated with a unique character card ID. Furthermore, each support card is associated with a unique support card ID. The character card ID and the support card ID are identification information provided separately from the character ID and are used to identify the type of card. In the preparation stage processing, the player must select a character card (character card ID), i.e., a character to be developed, and then select a support card (support card ID). In this embodiment, the character IDs associated with character cards and support cards are not allowed to overlap. Therefore, the player must select six support cards each associated with a different character ID.

[0198] Furthermore, the player must select a support card that is linked to a character ID that is different from the character ID that is linked to the previously selected character card. Therefore, the support card selection screen 200 identifiably displays support cards that are linked to the same character ID as the previously selected character card. Examples of identifiably displaying support cards include graying out the card or displaying an icon superimposed thereon to indicate that the card is unselectable.

[0199] 15A is a diagram illustrating a support card table. As shown in FIG. 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and specialty training for each type of support card (i.e., support card ID) owned by the player. Support characters correspond one-to-one to the type of support card. In other words, one support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.

[0200] In this embodiment, a rarity is set for each support card. There are three levels of rarity: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is set as the lowest rarity, and SSR is set as the highest rarity. In this embodiment, the higher the rarity of a support card, the stronger the support effect, which will be described later. Also, in this embodiment, the higher the rarity of a support card, the greater the number of possessed skills and support events, which will be described later.

[0201] There are 50 levels for support cards, from level 1 to level 50. The level of a support card can be increased by the player, and the level increased by the player is stored for each support card. The level of a support card can be increased by using in-game currency, items, etc. The level of a support card has an upper limit depending on its rarity.

[0202] For example, the maximum level for support cards with a rarity of R is set to 20, the maximum level for support cards with a rarity of SR is set to 25, and the maximum level for support cards with a rarity of SSR is set to 30.

[0203] The upper limit of the level can be increased in stages when a predetermined condition is met. For example, the upper limit of a support card with a rarity of R can be increased up to a maximum of level 40, the upper limit of a support card with a rarity of SR can be increased up to a maximum of level 45, and the upper limit of a support card with a rarity of SSR can be increased up to a maximum of level 50.

[0204] FIG. 15B is a diagram illustrating support effects. As shown in FIG. 15B, each support card stores multiple support effects. The support effects increase various statuses in the main game. Support cards are provided with multiple targets for the support effect. Examples of targets for the support effect include physical strength, speed, stamina, power, tenacity, and intelligence.

[0205] The support effect is set in advance for each support card. For example, at the start of the training game, a support effect may be given that increases a predetermined ability parameter linked to the character being trained. The type and increase value of the ability parameter that increases at this time are set in advance for each support card. Also, as will be described in detail later, in the training main game, the ability parameter increases as a result of successful training. The increase value of the ability parameter that increases at this time is calculated using various arithmetic formulas. Some support cards have a set support effect that increases the calculated increase value of the ability parameter by, for example, 5%. Note that a predetermined condition may be set for this support effect to be brought about. In other words, when a predetermined condition is met, the support effect set on the support card organized into the deck may become effective, and the increase value of the ability parameter may increase.

[0206] FIG. 15C is a diagram illustrating possessed skills. As shown in FIG. 15C, each support card is set with a plurality of possessed skills. In this embodiment, just as each character has a possessed skill, the support card is also linked to a possessed skill. The possessed skill set for each support card can be acquired by the character to be trained selected by the player when a hint event occurs during the training main game.

[0207] FIG. 15D is a diagram illustrating support events. As shown in FIG. 15D, each support card is linked to multiple support events. A support event is an event that may occur during execution of the training main game. When a support event occurs, various status values ​​in the training main game may increase or decrease.

[0208] For example, the support event to be generated may be determined according to the number of turns, or may be determined by a predetermined lottery. Also, multiple support events to be generated may be selected per turn. In any case, the support event to be generated may be determined according to a predetermined determination method that has been set in advance.

[0209] The support events may include hint events and ability events. The hint events may include a first hint event that may occur at the start of a turn in the training game and a second hint event that may occur after training in the training game, which will be described later. The ability events may include a first ability event that may occur at the start of a turn in the training game and a second ability event that may occur after training in the training game.

[0210] The first hint event and the second hint event are events that allow a character to possess or acquire a skill. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameter. Hereinafter, the first hint event and the first ability event will be collectively referred to as the first event, and the second hint event and the second ability event will be collectively referred to as the second event.

[0211] 14C is a second diagram illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, the start operation unit 193 becomes operable, as shown in FIG. 14C. On the other hand, when all six support cards are not selected, the start operation unit 193 becomes inoperable, as shown in FIG. 14A.

[0212] When the return operation unit 153 is operated on the support card organization screen 190, the inherited character selection screen 170 shown in Fig. 9D is displayed on the display 26. When the start operation unit 193 is tapped on the support card organization screen 190, as shown in Fig. 14C, the selected support card is provisionally registered, and the final confirmation screen 205 shown in Fig. 16A is displayed.

[0213] Fig. 16A is a diagram illustrating a final confirmation screen 205. Fig. 16B is a diagram illustrating a preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the training characters that make up the first inheritance group, the training characters that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays a preset display section 205a. The preset display section 205a shows the number of the currently selected preset.

[0214] Here, a preset refers to reservation information for a race in which a character to be trained will compete in the training main game. A player can create a preset by selecting any race from all races. Multiple presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205. Specifically, when the preset display section 205a is tapped, a preset selection screen 205A shown in FIG. 16B is displayed.

[0215] The preset selection screen 205A displays preset read buttons 206a corresponding to the saved presets. The player can set a preset by tapping one of the preset read buttons 206a and then tapping the select operation unit 206c. When the select operation unit 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. When the cancel operation unit 206b on the preset selection screen 205A is tapped, the preset is not changed and the preset selection screen 205A is displayed.

[0216] When the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the top screen 210 (FIG. 18A) is displayed on the display 26.

[0217] <Registering a specific character> After the scenario, character to be trained, successor character, and support card are registered, the specific character is then registered, as shown in Figure 4. The specific character is predetermined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0218] As described above, when the characters to be trained, the successor characters, the support characters (support cards), and the specific characters are stored, the preparation stage processing ends.

[0219] <Development Stage Processing> Once the preparation stage processing is complete, the development stage processing begins. The development stage processing progresses the development main game, which allows development of characters to be developed. To facilitate understanding, the basic flow of the development main game will be described below.

[0220] FIG. 17 is a diagram illustrating the options available in each turn. Note that the options available in each turn differ depending on the type of character being trained. However, the options available in each turn may be the same regardless of the type of character being trained. As shown in FIG. 17, the training main game is made up of turns 1 to 78. Various parameters are updated depending on the options selected by the player in each turn.

[0221] FIG. 18 is a diagram illustrating the top screen 210. When the process moves to the development stage, the top screen 210 shown in FIG. 18 is displayed on the display 26. A stamina display section 211 and a condition display section 212 are displayed at the top of the top screen 210. A "stamina" parameter is provided for the character to be developed. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failure in training, as described below. The stamina display section 211 is displayed so that the remaining "stamina" of the character to be developed can be visually grasped relative to the upper limit of "stamina."

[0222] Furthermore, the character to be trained is provided with a "condition" parameter. The condition display section 212 displays the current "condition" of the character to be trained in multiple stages (five stages: very poor, poor, average, good, and excellent) so that it can be visually grasped. The higher the "condition" parameter, the more advantageous the character to be trained will be in the race, and the greater the increase in ability parameters through training.

[0223] 18 , an image of the character to be trained, a status display section 213, and a skill point display section 214 are displayed in the center of the top screen 210. The status display section 213 displays the current status of the character to be trained as a numerical value and an alphabet representing a rank separated by each numerical value. Specifically, in this embodiment, the numerical values ​​and ranks of the ability parameters of speed, stamina, power, tenacity, and intelligence are displayed. The skill point display section 214 also displays the skill points possessed by the character to be trained as a numerical value.

[0224] 18, a rest operation section 215, a training operation section 216, a skill operation section 217, an outing operation section 218, and a race operation section 219 are displayed at the bottom of the top screen 210. The current number of turns is displayed at the top left of the top screen 210.

[0225] Furthermore, the player can select one of the following items in each turn: a rest operation section 215, a training operation section 216, an outing operation section 218, and a race operation section 219.

[0226] The player can select the option "Rest" by operating the rest operation unit 215. When "Rest" is selected, the stamina of the character to be trained is restored. In addition, the player can select the training to be performed by the character to be trained by operating the training operation unit 216.

[0227] Furthermore, the player can select the option "Going out" by operating the going out operation unit 218. When "Going out" is selected, the condition of the character to be trained improves. Furthermore, the player can select the type of race in which the character to be trained will run by operating the race operation unit 219.

[0228] When the character to be trained takes a rest, trains, goes out, or enters a race, the current turn ends and the next turn begins.

[0229] In this embodiment, a race-limited turn is set for each character, during which the rest operation unit 215, training operation unit 216, and outing operation unit 218 cannot be selected. During the race-limited turn, the rest operation unit 215, training operation unit 216, and outing operation unit 218 are displayed in gray, and operations by the player cannot be accepted.

[0230] Therefore, in the race-limited turn, the player must operate the race operation unit 219 to enter the character to be trained in a race. Specifically, race-limited turns set for each character are provided between the thirteenth turn and the seventy-second turn. FIG. 17 shows a case in which the twentieth and thirtyth turns are race-limited turns. Although a detailed explanation will be omitted, as shown in FIG. 17, the seventy-fourth, seventy-sixth, and seventy-eighth turns are set as race-limited turns common to all characters. In these three turns, the player must enter the character to be trained in a special race.

[0231] Furthermore, the skill operation section 217 is set to be always selectable in all turns. Note that, as will be described in detail later, even if a skill is acquired, the turn does not end.

[0232] Fig. 19A is a first diagram illustrating the training screen 220. Fig. 19B is a second diagram illustrating the training screen 220. When the training operation section 216 on the top screen 210 is operated, the training screen 220 is displayed on the display 26.

[0233] 19A, training items are displayed at the bottom of the training screen 220. Here, a speed operation section 221, a stamina operation section 222, a power operation section 223, a willpower operation section 224, and a wisdom operation section 225 are displayed.

[0234] When the player operates one of the operation units 221 to 225, the training item corresponding to the operation unit 221 to 225 through which the operation input was made becomes provisionally selected. At this time, the operation unit 221 to 225 corresponding to the provisionally selected training item is highlighted. Figure 19A shows the power operation unit 223 in a provisionally selected state. Figure 19B shows the stamina operation unit 222 in a provisionally selected state.

[0235] When an operation input is again made to the temporarily selected speed operation unit 221, speed training is executed. Similarly, when an operation input is again made to the temporarily selected stamina operation unit 222, power operation unit 223, guts operation unit 224, or intelligence operation unit 225, stamina, power, guts, and intelligence training are executed, respectively.

[0236] Additionally, the training level for each training item is also displayed on each operation unit 221 to 225. The training level is a parameter that increases based on the number of training sessions, and the higher the training level, the greater the increase in ability parameters when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0237] Furthermore, the operation units 221 to 225 in the provisionally selected state display a failure rate display unit 226. The failure rate displayed as a numerical value in the failure rate display unit 226 is set to increase in inverse proportion to the remaining stamina displayed in the stamina display unit 211.

[0238] The status display unit 213 also displays the increase in ability parameters when the training corresponding to the provisionally selected operation units 221 to 225 is successful. In the example shown in Fig. 19A, the power operation unit 223 is provisionally selected, and "+8" is displayed in the stamina column and "+10" in the power column of the status display unit 213. In the example shown in Fig. 19B, the stamina operation unit 222 is provisionally selected, and "+15" is displayed in the stamina column and "+5" in the tenacity column of the status display unit 213.

[0239] Furthermore, when a training session is successfully completed, a specific event may occur. In this case, an event notification display 227 is displayed on the operation units 221 to 225 corresponding to the training session in which the specific event occurs. The event notification display 227 may be displayed in different ways depending on the type of event.

[0240] Furthermore, in a turn in which training can be performed, a character can be placed in each training item. The characters placed in the training items are the support characters, specific characters, and story characters set separately from these. In a turn in which training can be performed, for each character that can be placed in training, whether or not to place the character in a training item and the training item to be placed are determined by lottery.

[0241] 19B , in the upper right portion of the training screen 220, for each of the temporarily selected operation units 221 to 225, a character icon 228 corresponding to the character placed in the training (hereinafter referred to as the "placed character") is displayed. If the training is successful, a predetermined event linked to the placed character may occur. In this case, an event notification display 227 is displayed on the corresponding character icon 228.

[0242] Furthermore, if the training linked to the placed character is successful, the parameter increase value of the character to be trained will be higher than if the training not linked to any placed character is successful. Note that, hereinafter, training in which characters are placed will be referred to as joint training.

[0243] In addition, a bond gauge 228a is displayed below the placed character icon 228. The bond gauge 228a visually displays the bond parameter linked to the placed character. When the placed character is successful in the training linked to the placed character, the bond parameter of the placed character increases. The higher the value of the bond parameter, the greater the increase in the ability parameter of the character to be trained when the training is successful.

[0244] Furthermore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a predetermined training item, a friendship training event is set for that training item. When a training item for which a friendship training event is set is selected and training is successful, friendship training occurs. In other words, when training in a friendship training event is successful, regular joint training is promoted to friendship training. In friendship training, the increase in the ability parameters of the character being trained is greater than in regular joint training.

[0245] Each support card (support character) is associated with one of five training categories—speed, stamina, power, tenacity, and intelligence—as a specialty training. The conditions for setting a friendship training status are that the support character is placed in the specialty training category and that the support character's bond parameter is equal to or greater than a predetermined value.

[0246] Therefore, when a support character with a bond parameter equal to or greater than a predetermined value is placed in a special training for that support character, a friendship training event is set for that training item. Then, when a training item for which a friendship training event is set is selected and the training is successful, the ability parameter of the character to be trained increases significantly compared to normal joint training.

[0247] Note that the support cards (support characters) may include support cards (support characters) that are not linked to specialty training. For support cards (support characters) that are not linked to specialty training, a friendship training enabling state may be set on the condition that the support character's bond parameter is equal to or greater than a predetermined value, regardless of the training item to be placed on the support card. Alternatively, a friendship training enabling state may not be set on a support card (support character) that is not linked to specialty training.

[0248] As described above, in this embodiment, the conditions for setting a friendship training state in which the support character's bond parameter is greater than or equal to a predetermined value and the support character is placed in a pre-set training item are set as conditions for setting a friendship training state in which friendship training can occur.

[0249] 19C is a diagram illustrating the training result notification screen 220a. As described above, when another operation input is made to one of the operation units 221 to 225 in the provisionally selected state, the training corresponding to the operation unit 221 to 225 to which the operation input was made is executed. Once the training is executed, the training result notification screen 220a is displayed on the display 26. An image notifying the success or failure of the training is displayed on the training result notification screen 220a.

[0250] Although not shown in the figures, when normal joint training is carried out, an image of the character to be trained performing training is displayed on the training result notification screen 220a. The displayed image is provided for each training item. Furthermore, the image corresponding to each training item has a success pattern that is displayed when the training is successful and a failure pattern that is displayed when the training is unsuccessful.

[0251] In addition, if a training session in which a friendship training status is set to occur is successful, a special friendship training effect is executed. The special friendship training effect includes an effect in which a support character is displayed on the training result notification screen 220a. The support character displayed at this time is a character that meets the setting conditions for the friendship training status to occur.

[0252] For example, suppose that character A, a support character, is placed in the speed training item. At this time, suppose that character A's bond parameter is equal to or greater than a predetermined value, and that character A's (support card) specialty training is speed. In this case, the speed training item is in a state where friendship training can occur. In this state, suppose that the speed training item is selected and speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0253] In addition, in one turn, multiple support characters placed in the same training item may satisfy the setting conditions for the friendship training event to occur. For example, suppose four support characters, characters A, B, C, and D, are placed in the stamina training item. At this time, suppose characters A, B, C, and D all satisfy the setting conditions for the friendship training event to occur. In this case, a friendship training-specific effect is executed on the training result notification screen 220a, in which characters A, B, C, and D are displayed simultaneously or sequentially.

[0254] In the friendship training-only effects, a character who meets the conditions for the friendship training event and the character being trained train together. Therefore, the friendship training event can be set for the support character in addition to the training item.

[0255] Although not shown in the figure, an effect is superimposed on the placed character icon 228 corresponding to a placed character for which a friendship training event can occur. This allows the player to identify which placed character a friendship training event will occur for. Furthermore, when a friendship training event can be set for any training item, an effect is also superimposed on the training operation section 216 on the top screen 210. Therefore, the player can understand on the top screen 210 that a friendship training event can be set for that item.

[0256] Furthermore, on the training result notification screen 220a, the ability parameters displayed in the status display section 213 are updated. That is, the ability parameters of the character to be trained corresponding to the training item selected by the player are updated.

[0257] Here, the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 19A or 19B is successful is added. In addition, the display in the stamina display section 211 is updated according to the training item that was performed. When training for speed, stamina, power, or tenacity is successful, stamina decreases. On the other hand, when training for intelligence is successful, stamina is restored. In addition, when training is successful, a predetermined number of skill points are acquired.

[0258] Furthermore, if training fails, a predetermined penalty is imposed. Specific examples of the penalty include a decrease in stamina, a decrease in the numerical value of an ability parameter, a decrease in condition, etc. For example, the penalty imposed when the failure rate is high can be more disadvantageous (e.g., a greater decrease in stamina, a greater decrease in the numerical value of an ability parameter, or a greater decrease in condition) than the penalty imposed when the failure rate is low.

[0259] The content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may be decreased, and if power training fails, the value of the power ability parameter may be decreased. Furthermore, for some training items (e.g., intelligence), no penalty may be applied even if training fails.

[0260] 19D is a diagram illustrating the event screen 220b. When the display of the training result report screen 220a ends, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur during one turn.

[0261] For example, when the first hint event or the second hint event occurs, a hint about a skill is obtained. When a hint about a skill is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may activate a predetermined ability. Each skill has a predetermined activation condition and effect, and when each activation condition is met, the predetermined effect is activated. Skills may be activated during the execution of a race, which will be described later.

[0262] The events include a first hint event and a second hint event that provide skill hints, as well as an event that restores stamina, an event that decreases stamina, a first ability event and a second ability event that increase or decrease ability parameters, an event that increases condition, an event that decreases condition, etc. Furthermore, as will be described in detail later, some events occur in a predetermined turn, and some occur when a predetermined lottery is won. Furthermore, some events occur at the start of a turn, and some occur before the end of a turn. When all of the events that have occurred have ended, the top screen 210 for the next turn is displayed.

[0263] FIG. 20 is a diagram illustrating an example of an event. As described above, various events occur during the training main game. As described above, the events include dedicated events provided for each character to be trained, support events provided for support cards, and scenario events provided for each scenario. In addition to dedicated events, various events are provided for characters to be trained, such as events linked to selection items that can be selected in each turn and events linked to specific turns. FIG. 20 illustrates some of the events set for characters to be trained.

[0264] Each event set for a character to be trained has an event occurrence condition set, and the event occurs when the event occurrence condition is met. When an event occurs, an event screen provided for each event is displayed. As shown in Figure 20, events include, for example, a target event, a race event, a selection event, a branching event, a special event, and a mini-game event.

[0265] A target event is an event set for each target race. The event occurrence condition for a target event is achieving a target in the target race. The target set for a target race can be, for example, finishing in a predetermined position or higher, or participating in the target race.

[0266] When a character to be trained participates in a target race and achieves the target, a target event always occurs after the race ends. In the target event, an effect image in which the character to be trained appears is displayed. In addition, a parameter update condition is set for the target event. The parameter update condition is a condition for updating ability parameters, such as ability parameters, linked to the character to be trained.

[0267] The parameter update conditions for the target event differ depending on the finishing order of the character being trained. For example, if the character being trained wins a prize (2nd to 5th place), each of the five ability parameters will increase by 2 points. On the other hand, if the character being trained wins (1st place), each of the five ability parameters will increase by 5 points. In this way, the target event is associated with an event occurrence condition, a presentation image, and a parameter update condition.

[0268] Note that the target event differs for each character to be trained. Furthermore, multiple target races are set for one character to be trained. Therefore, multiple target events are set for one character to be trained. Different parameter update conditions are set for each of the multiple target events. However, the same parameter update condition may be set for some or all of the target events. Also, for example, only one parameter update condition may be set for a target event. In this case, if the goal is achieved, the parameters are commonly updated regardless of the finishing order.

[0269] Although not shown in the figures, a goal non-achievement event is provided in which the event occurrence condition is set to be the non-achievement of a goal. For example, if a horse enters a target race and does not secure the target finishing position, the goal non-achievement event will always occur. A predetermined effect image is also displayed in this goal non-achievement event. When the goal non-achievement event occurs, the training game ends.

[0270] A race event is an event that is set for each character to be trained. There are multiple patterns (three in this case) of race events, and an event occurrence condition is set for each pattern. Here, three event occurrence conditions are set: winning (1st place), placing (2nd to 5th place), and losing (6th place or lower) in a race other than the target race. Specifically, there are three patterns of race events: a win pattern, a place pattern, and a loss pattern. Then, when the event occurrence condition is met, that is, a race event of a pattern that corresponds to the finishing order in the race, occurs.

[0271] When a race event occurs, an effect image set for each pattern is displayed. Furthermore, a race event with a defeat pattern has a parameter update condition set to decrease the ability parameters of the character being trained. Furthermore, a race event with a winning pattern has a parameter update condition set to increase the ability parameters of the character being trained. Furthermore, a race event with a winning pattern has a parameter update condition set to increase the ability parameters of the character being trained to a greater extent than the winning pattern. Therefore, when a race event occurs and an effect image is displayed, the ability parameters are updated according to the pattern of the race event that has occurred.

[0272] A selection event is an event in which a player is presented with options. There are many selection events. The event occurrence condition for each selection event is set to be winning a lottery or a specific turn. A selection event that is set to occur on a specific turn will always occur on that specific turn. When a selection event occurs, an effect image is displayed. This effect image includes an image that presents the player with multiple options.

[0273] For example, in a selection event, three options, A, B, and C, are presented. The player can select one of the options in a presentation image. The selection event further includes a presentation image and a parameter update condition set for each option. When the player selects an option, a presentation image corresponding to the selected option is displayed. Furthermore, the parameters of the character to be trained are updated according to the parameter update condition corresponding to the option selected by the player.

[0274] For example, when option A is selected, a skill hint for skill A is acquired. When options B and C are selected, skill hints for skills B and C are acquired, respectively. Note that, although the case where acquisition of a skill hint is set as the parameter update condition has been described here, the parameter update condition set for the options of a selected event is not limited to this. For example, in one selected event, an option that increases a skill parameter and an option that decreases a skill parameter may be provided.

[0275] Furthermore, for example, a single selection event may include multiple options that increase different ability parameters. Alternatively, a single selection event may include an option that provides a skill hint and an option that increases or decreases an ability parameter. In either case, the selection event may include a different effect image displayed for each option, and the parameter may be updated depending on the selected option.

[0276] In this embodiment, a selection event is provided in which a plurality of options are ranked in order of merit. For example, in this embodiment, a selection event is provided in which an option that increases an ability parameter and an option that decreases an ability parameter are set. Also, for example, a selection event is provided in which an option that provides a hint for a powerful skill and an option that provides a hint for a weak skill are set.

[0277] Furthermore, there is also a selection event in which options that increase ability parameters and options that do not change any ability parameters are set. In this way, in this embodiment, a selection event occurs that includes a first pattern associated with a first parameter update condition and a second pattern associated with a second parameter update condition that is more disadvantageous to the player than the first parameter update condition.

[0278] In this way, when a selection event occurs, a different effect image is displayed for each option selected by the player. Therefore, it can be said that a selection event is provided for each option.

[0279] A branching event is an event where the presentation branches off midway through. There are many branching events. The conditions for a branching event to occur are winning a lottery or a specific turn. When a branching event occurs, a presentation image is displayed. This presentation image is divided into a first half and a second half. Only one pattern of presentation image is provided for the first half, while multiple patterns of presentation image are provided for the second half. Therefore, it can be said that a branching event is provided for each branching pattern.

[0280] When a branching event occurs, the latter half of the pattern is determined. The latter half of the pattern may be determined by lottery, or may be determined based on the parameters of the character being trained at that time. In other words, a branching event has a branching point in the presentation, and the presentation changes at the branching point. Unlike a selection event, in a branching event, the player cannot select the branch destination.

[0281] Each of the patterns in the latter half of a branching event has a parameter update condition set. For example, as shown in FIG. 20, if branch A is selected, the power ability parameter increases. Also, if branches B and C are selected, the tenacity ability parameter and stamina parameter increase, respectively. In this way, when a branching event occurs, a randomly selected effect image is displayed from among a plurality of effect images. The parameters to be updated and the parameter update contents vary depending on the effect image displayed.

[0282] A special event is an event that occurs, for example, when a lottery is won in a specific turn. In other words, a special event has a condition for occurrence set to be winning a lottery in a specific turn. A parameter update condition for a special event is also set to greatly increase a predetermined parameter. For example, when a special event occurs, the mood parameter, stamina parameter, and five ability parameters each greatly increase.

[0283] The conditions for the special event to occur may be set to winning a lottery and achieving all goals.

[0284] A mini-game event is an event that occurs with a predetermined probability when "Going Out" is selected in each turn. When a mini-game event occurs, a mini-game begins. The content of the mini-game is not particularly limited, but it is desirable that the game outcome differs depending on the player's operation. Here, the outcome of the mini-game is classified as great success, success, or failure.

[0285] Furthermore, the mini-game event has a pattern corresponding to the outcome of the mini-game. Here, the mini-game event patterns are a great success pattern, a success pattern, and a failure pattern. The mini-game result being a great success is set as the event occurrence condition for the mini-game event of the great success pattern. Similarly, the mini-game result being a success or a failure is set as the event occurrence condition for the mini-game event of the success pattern and the failure pattern, respectively.

[0286] As mentioned above, the mini-game event occurs when "Going Out" is selected and the lottery is won. Therefore, it can be said that the conditions for the mini-game event to occur include selecting "Going Out" and winning the lottery.

[0287] When the mini-game ends, an effect image corresponding to the result of the mini-game is displayed. Furthermore, for a mini-game event with a success pattern, the parameter update condition is set to be an increase in the condition parameter. Furthermore, for a mini-game event with a great success pattern, the parameter update condition is set to be an increase in the condition and stamina parameters to a greater extent than in the success pattern. Note that, here, no parameter update condition is set for a mini-game event with a failure pattern. Therefore, if the result of the mini-game is a failure, the parameters of the character to be trained will not be updated.

[0288] As described above, events that occur during the training main game include events in which a presentation pattern to be generated is determined from a plurality of presentation patterns each associated with a different presentation image and parameter update condition. When these events occur, a presentation image corresponding to the determined presentation pattern is displayed. Furthermore, parameters are updated according to the parameter update condition corresponding to the determined presentation pattern.

[0289] Note that the events described here are those for which parameter update conditions are set. However, the events also include many events for which parameter update conditions are not set. The events also include inherited events.

[0290] FIG. 21A is a first diagram explaining an inheritance event. FIG. 21B is a second diagram explaining an inheritance event. FIG. 21C is a third diagram explaining an inheritance event. FIG. 21D is a fourth diagram explaining an inheritance event. In the factor activation turn described above, an inheritance event occurs at the start of the turn. Note that this inheritance event is a scenario-common event, which will be described later, and always occurs on the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the thirty-first turn, and the fifty-fifth turn are set as factor activation turns, but here we will explain the case where an inheritance event occurs on the thirty-first turn.

[0291] When the 31st turn begins, first, as shown in Fig. 21A, the character to be trained and an operation section marked "Touch" are displayed on the event screen 220b. When the operation section displayed on the event screen 220b is tapped, an animated image including the character to be trained and two inherited characters is displayed, as shown in Fig. 21B. Furthermore, when the operation section is tapped, a lottery is held to determine whether or not to activate all factors possessed by a total of six characters to be trained, including the first and second inherited generations.

[0292] Then, as shown in Figure 21C, the factors that have been selected by lottery and determined to be activated are displayed, and then, as shown in Figure 21D, the type of ability parameter or aptitude parameter that will increase as a result of the activation of the factor and the increase value are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 18A is displayed, allowing the player to select one of the items. At this time, the increase value of the ability parameter or aptitude parameter displayed in the inheritance event is added to the status display section 213.

[0293] FIG. 22A is a first diagram illustrating the skill screen 230. FIG. 22B is a second diagram illustrating the skill screen 230. When the skill operation unit 217 on the top screen 210 is operated, the skill screen 230 shown in FIG. 22A is displayed on the display 26. The skill screen 230 displays a skill point display unit 214. As described above, the skill point display unit 214 displays the current skill points possessed by the character to be trained (player). Note that the character to be trained can acquire skill points through successful training or the occurrence of various events.

[0294] A skill display area 231 is provided below the skill point display section 214. The skill display area 231 has a plurality of skill display columns 232. The skill display columns 232 display acquired skills, skills preset for the character to be trained, and skills acquired as a result of various events occurring, etc. Note that while three skill display columns 232 are displayed in the skill display area 231 in FIG. 22A , when a slide operation is input in the skill display area 231, further skill display columns 232 are displayed in the skill display area 231.

[0295] The skill display area 231 displays the name of the skill, the conditions for activating the skill, the effect when the skill is activated, and so on. In addition, a required points display section 233 is displayed to the right of the skill display area 231. The required points display section 233 displays the skill points required to acquire the skill. In addition, the required points display section 233 is provided with an operation section marked "+" or "-". By operating the operation section marked "+", the player can select the skill displayed in the skill display field 232. In addition, by operating the operation section marked "-", the player can cancel the selection state of the skill displayed in the skill display field 232.

[0296] If a first or second hint event occurs for a possessed skill, the skill points consumed to acquire that possessed skill are discounted. Furthermore, if the character's hint level has been strengthened before the start of the training game, the skill points consumed to acquire the possessed skill are also discounted. Here, for possessed skills for which a hint has been acquired, the discounted skill points are displayed in the required points display area 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display field 232.

[0297] Furthermore, the skill screen 230 distinguishably displays skill display fields 232 corresponding to acquireable skills from skill display fields 232 corresponding to unacquirable skills. For example, skill display fields 232 corresponding to acquired skills and skill display fields 232 corresponding to possessed skills that cannot be acquired due to a lack of skill points are displayed grayed out (indicated by cross-hatching in the figure). Note that in place of the required points display section 233, an icon labeled "Acquired" is displayed in the skill display fields 232 corresponding to acquired skills.

[0298] In addition, below the skill display area 231, there are provided a decision operation section 235a, a reset operation section 235b, and a return operation section 235c. When the decision operation section 235a is operated with any skill selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is linked to the selected skill. In other words, the possessed skill is updated to the acquired skill.

[0299] For example, assume that in the state shown in Fig. 22A , a skill corresponding to the skill display field 232 displayed in the top row of the skill display area 231 is acquired. In this case, as the skill is acquired, the skill screen 230 is updated as shown in Fig. 22B . Here, the skill display field 232 displayed in the top row of the skill display area 231 is displayed grayed out. Furthermore, the skill point display section 214 displays the remaining skill points after the skill is acquired.

[0300] When the reset operation section 235b is operated, the selection state of all skills is cancelled. When the return operation section 235c is operated, the skill screen 230 is closed and the top screen 210 is displayed.

[0301] 23A is a first diagram illustrating the race selection screen 240. When the race operation unit 219 on the top screen 210 is operated, the race selection screen 240 shown in Fig. 23A is displayed. The race has a game aspect in which the character to be trained races against so-called non-player characters (hereinafter referred to as NPCs).

[0302] A stamina display section 211 and a condition display section 212 are displayed at the top of the race selection screen 240. A race selection operation section 241 for selecting a race event in which the character to be trained will compete is displayed at the center of the race selection screen 240. A start operation section 242 is displayed at the bottom of the race selection screen 240. The races that can be selected using the race selection operation section 241 on the race selection screen 240 are set in advance for each turn.

[0303] Furthermore, entry conditions are set in advance for each race, and the player can enter the character to be trained only in races that meet the entry conditions. As described above, some races have a specified number of fans as a condition for entry. For races in which the specified number of fans is not met, the entry conditions are displayed on the race selection operation unit 241, as shown in FIG. 23A, and a notice is displayed that the race cannot be selected. Furthermore, in a turn in which a target race is set, only the target race is displayed as selectable on the race selection screen 240.

[0304] FIG. 23B is a diagram illustrating a race start screen 250. When the start operation unit 242 is operated after the race event in which the player will participate has been selected using the race selection operation unit 241, the race start screen 250 shown in FIG. 23B is displayed. A strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (chasing, overtaking, leading, or breaking away). The strategy display unit 251 also displays a change operation unit 252. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy for the race to any strategy by operating the strategy change screen.

[0305] Also, a result operation section 253 and a race operation section 254 are displayed at the bottom of the race start screen 250. When the race operation section 254 is operated, a race screen (not shown) is displayed on the display 26. On the race screen, a video of the development of the race (hereinafter also referred to as race video) is displayed.

[0306] Figure 23C is a first diagram illustrating the race result screen 260. Figure 23D is a second diagram illustrating the race result screen 260. When playback of the race video has finished, or when the result operation unit 253 is operated, the race result screen 260 is displayed on the display 26. As shown in Figure 23C, the race result screen 260 displays the finishing order of the characters to be trained in the race. Furthermore, as shown in Figure 23D, the race result screen 260 displays the current class of the character to be trained.

[0307] In this embodiment, characters to be trained are classified into classes according to the number of fans they have acquired. A range of the number of fans is set for each class. Here, characters to be trained are classified into one of eight classes according to the number of fans they have acquired. The race result screen 260 displays the cumulative number of fans, which is the number of fans acquired in the current race plus the number of fans they had acquired previously. In addition, the current class corresponding to the cumulative number of fans is displayed in an identifiable manner.

[0308] 24 is a diagram illustrating the general flow of the turn start processing. The training stage processing includes a turn start processing that is executed at the start of each turn of the training game. The turn start processing will be described in detail later, but here, the general flow of the turn start processing will be described.

[0309] During the training main game, a process is performed each turn to determine whether or not various events will occur. Events are broadly divided into three types: scenario events, the above-mentioned dedicated events provided for each character to be trained, and support events. Note that for each scenario, the scenario events, dedicated events, and support events that can occur during the training main game are predetermined.

[0310] A scenario event is an event set for each scenario in the training main game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. A scenario event appears for each scenario selected by the player. In other words, the scenario events that appear in the training main game are determined based on the scenario selected by the player.

[0311] Note that scenario events may include scenario-specific events and scenario-common events. A scenario-specific event is an event that is linked to only one scenario. For example, a scenario-specific event that is linked to a first scenario will only appear when the first scenario is selected, and will not appear when another scenario is selected.

[0312] A common scenario event is an event that appears in multiple scenarios, and therefore appears when both the first scenario and the second scenario are selected.

[0313] Here, it is assumed that scenario events include scenario-specific events and common scenario events, although only one of the scenario-specific events and the common scenario events may be provided.

[0314] As described above, the dedicated events are events that are set in advance for each character. In the training main game, dedicated events appear for characters that the player has registered as characters to be trained in the setting game, i.e., in the preparation stage processing.

[0315] As described above, support events are events that are set in advance for each support card. In the training main game, support events that are linked to the support cards that the player registered in the setting game appear. Support events include a first event that can occur at the start of a turn and a second event that can occur after training is performed. Whether or not the first event will occur is determined at the start of a turn based on a randomly obtained random number and a first event table.

[0316] After the process of determining each support character to be placed in the training is performed, the occurrence or non-occurrence of the second event is determined based on a randomly obtained random number and the second event table. Note that only when a support character is placed in the training, the occurrence or non-occurrence of the second event is determined for the placed support character.

[0317] In this embodiment, the first event is not limited to the support card registered in the deck by the player in the preparation stage processing, but may be a support event linked to a support card selected by lottery from all support cards implemented in the game. However, the selection probability of a support event linked to a support card registered in the deck is higher than the selection probability of a support card event linked to a support card not registered in the deck.

[0318] In this way, whether a scenario event will occur is determined based on the scenario. Also, whether a special event or support event will occur is determined based on the character being trained and the support card, respectively. These event types are classified according to the information referenced when determining whether an event will occur.

[0319] In contrast, in this embodiment, each event is classified into one of six event categories depending on the content brought about by the appearance of the event: first hint event, second hint event, first ability event, second ability event, aptitude event, or story event.

[0320] As described above, the first hint event and the second hint event are events that allow a skill to be possessed or acquired. Furthermore, the first ability event and the second ability event are events that increase or decrease the ability parameters of the character being trained. The aptitude event is an event that increases or decreases the aptitude parameters of the character being trained. The story event is an event that displays a story related to the characters that appear in the training game. Note that some story events, in addition to displaying a story, cause changes in ability parameters or aptitude parameters.

[0321] Here, the scenario events include a first hint event, a second hint event, a first ability event, a second ability event, an aptitude event, and a story event. Also, the dedicated events and support events include a first hint event, a second hint event, a first ability event, and a second ability event. Note that the dedicated events may include story events.

[0322] In this embodiment, the turn start processing includes a process for determining a scenario event and a process for determining a dedicated event. Here, illustrations and descriptions of the process for determining a scenario event and the process for determining a dedicated event are omitted. The turn start processing includes the following processes shown in FIG. 24: "a process for determining whether a first event will occur," "a process for determining whether a character will be deployed and the training items to be deployed," "a process for setting a status where friendship training can occur," "a process for determining an increase in ability parameters," and "a process for setting a status where a second event can occur." While various other processes are also executed during the turn start processing, the processes shown in FIG. 24 will be described below in order.

[0323] <Process for Determining Whether a First Event Will Occur> In the process for determining whether a first event will occur, a first event to be generated is determined by lottery from among the support events linked to all support cards provided by the administrator. At this time, the probability of winning a support event linked to a support card registered in the deck by the player in the preparation stage process is set to be high.

[0324] <Process for determining whether or not to place a character and the training items to be placed> Figure 25 is a diagram illustrating the placement ratio for training items. A placement determination table is stored in the player terminal 1 and the server 1000, and the training items into which characters are placed are determined based on the placement determination table. In this embodiment, training items are determined for all support characters and story characters based on character identification information.

[0325] Here, a placement determination table is provided for each character identification information, and the placement ratio for each training item differs for each placement determination table. Specifically, according to the placement determination table for support characters and specific characters, the decision to not place the character in any training ("none" in the figure) is set to 10%, and the decisions to place the character in the training items of speed, stamina, power, tenacity, and intelligence ("speed," "stamina," "power," "tenacity," and "intelligence" in the figure) are all set to 18%. This placement determination table for support characters and specific characters is used when the character whose placement is to be determined is set as both a support character and a specific character.

[0326] According to the placement determination table for specific characters, the probability of not placing the character in any training is 20%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and wisdom is 16%. This placement determination table for specific characters is used when the target character is not set as a support character but as a specific character.

[0327] According to the placement determination table for support characters, the probability of not placing the character in any training is 30%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and wisdom is 14%. This placement determination table for support characters is used when the target character is set as a support character and not as a specific character.

[0328] According to the placement determination table for other characters, the probability of not placing the character in any training is 50%, and the probability of placing the character in the training items of speed, stamina, power, tenacity, and intelligence is 10%. The placement determination table for other characters is used when the target character is not set as either a support character or a specific character. Note that the placement determination table for other characters may also be used, for example, when the target character is a story character.

[0329] As described above, a special training is set for a support card (support character). If the target character is a support character, a change may be made based on the placement determination table shown in FIG. 25 to increase the selection probability of the special training set for the support card. Also, for example, an effect may be associated with some or all of the support cards (support characters) that increases the placement probability for a predetermined training item. A support character associated with such an effect is changed to increase the placement probability for a predetermined training item.

[0330] Each training item has a maximum number of characters that can be placed. Here, the maximum number of characters that can be placed is set to "5" for all training items. Therefore, the maximum number of characters that can be placed in one training item is "5."

[0331] As described above, the training items to which a character is linked are determined for each character. At this time, the order in which the characters' training items are determined is arbitrary. For example, if the upper limit number of characters has already been determined to be placed in a training item in which a character is to be placed, it may be determined that the character will not be placed in any training item. Alternatively, training items that have already reached the upper limit may be excluded from the lottery, and the placement probabilities of other training items may be changed.

[0332] However, the upper limit on the number of characters to be placed is not essential, and characters may be placed in training items according to the results of a lottery. Furthermore, the method for determining the training items in which characters are to be placed is not particularly limited.

[0333] Once the characters to be placed are determined as described above, the characters to be placed are linked to each training item. Then, the placement information in which the training items and the characters to be placed are linked is stored in the player terminal 1 and the server 1000.

[0334] <Process for Setting a State in Which Friendship Training Can Occur> Returning to FIG. 24 , once the placement information is determined as described above, the friendship training can occur state is set. Specifically, a support character is extracted from among the characters placed in the training item. Then, it is determined whether the setting conditions for the friendship training can occur state are met for the extracted support character. As described above, here, the setting conditions for the friendship training can occur are that the training item in which the support character is placed is a specialty training, and that the bond parameter linked to the support character is equal to or greater than a predetermined value.

[0335] The friendship training occurrence possibility information is then linked to support characters that meet the friendship training occurrence possibility state setting conditions. The friendship training occurrence possibility information is also linked to training items in which support characters that meet the friendship training occurrence possibility state setting conditions are placed. This sets the friendship training occurrence possibility state.

[0336] <Process for Determining Increase in Ability Parameter> In a turn in which training can be performed, the increase in ability parameter when training is successful is determined for each training item.

[0337] 26A is a diagram illustrating a training level table. As shown in FIG. 26A , the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected three or less times, the training levels for speed, stamina, power, tenacity, and intelligence are set to "Level 1." If each training is selected four or more times but seven or fewer times, the training levels are set to "Level 2." If each training is selected eight or more times but eleven or fewer times, the training levels are set to "Level 3." If each training is selected twelve or more times but fifteen or fewer times, the training levels are set to "Level 4." If each training is selected sixteen or more times, the training levels are set to "Level 5."

[0338] Here, the case where the training level increases according to the number of times the training is selected has been described. However, the conditions for increasing the training level are not limited to this. For example, the training level may be increased or decreased by lottery. Alternatively, the training level may be changed according to the number of turns. The training level is not required.

[0339] In this embodiment, when the training selected by the player is executed and successful, the value of a predetermined ability parameter increases due to the executed training item.

[0340] Specifically, in this embodiment, speed training is performed, and if successful, the values ​​of the ability parameters of speed and power increase.

[0341] Furthermore, stamina training is performed, and if successful, the values ​​of the stamina and tenacity ability parameters increase.

[0342] Furthermore, power training is performed, and if successful, the values ​​of the stamina and power ability parameters increase.

[0343] Furthermore, if guts training is performed and is successful, the values ​​of the ability parameters of speed, power, and guts increase.

[0344] Additionally, wisdom training is performed, and if successful, the values ​​of the speed and wisdom ability parameters increase.

[0345] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a value obtained by adding a bonus addition value, which will be described later, to a fixed increase value that is determined in accordance with the training item and training level performed.

[0346] Fig. 26B is a diagram illustrating a fixed increase value (speed) table. Fig. 26C is a diagram illustrating a fixed increase value table (power). That is, Fig. 26B shows fixed increase values ​​when the training item is speed. Fig. 26C shows fixed increase values ​​when the training item is power.

[0347] 26B and 26C, the fixed increase value table stores fixed increase values ​​determined in accordance with the training item and training level performed. In this embodiment, as shown in FIGS. 26B and 26C, the ability parameter is set to increase more significantly as the training level increases.

[0348] Although not described here, fixed increase value tables are also provided for stamina, perseverance, and wisdom when selected as training items.

[0349] In addition, in this embodiment, many conditions for adding ability parameters are set. Examples of the conditions for adding ability parameters include a specific character or a support character being placed in a training item. In this case, a predetermined addition value is added to the fixed increase value. Also, for example, the fixed increase value is multiplied by a predetermined value due to the support effect described above. Also, for example, a growth rate may be set in advance for each training item for each character to be trained. In this case, the fixed increase value is multiplied by the growth rate for each training item.

[0350] In this way, when the addition condition is met, the addition value is added to the fixed increase value or multiplied by a predetermined addition rate. Finally, the calculated value is multiplied by the friendship bonus addition rate. The friendship bonus addition rate is used when a friendship bonus occurrence state is set for the training item. Furthermore, the friendship bonus addition rate is calculated for each character placed in the training item.

[0351] Specifically, a friendship training addition rate is preset for support cards as a support effect. For example, suppose that the friendship bonus addition rate is 20% and three characters (support cards) with a friendship bonus generation state are placed in the same training item. In this case, the friendship bonus addition rate is 60%. In this way, the friendship bonus addition rate is multiplied, thereby increasing the increase in ability parameters. In this way, friendship bonuses are provided by support cards. Therefore, the increase in ability parameters due to friendship bonuses can be said to be an update of ability parameters based on the support cards organized in the deck.

[0352] 24, a second event occurrence state is set for a support character placed in one of the training items. The second event is selected by lottery from support events (second events) linked to the support characters (support cards) placed in each training item.

[0353] In this embodiment, a process is performed to determine whether or not a second event can be set for all support characters placed in a training item. If a player selects a training item in which a support character is placed for which a second event can be set, the second event will occur after the training is completed.

[0354] Note that a second event may be set to occur in each of a plurality of support characters arranged in one training item. In this case, when the training is performed, only one of the second events for which a possible event state has been set may be executed. Alternatively, all of the second events for which a possible event state has been set may be executed.

[0355] As described above, in the training main game, the player can increase the ability parameters of the character being trained as the turns progress. The ability parameters increase as a result of successful training or the occurrence of various events. When all turns in the training main game are completed, the training game ends. Furthermore, if the goal set for each character is not achieved during the training main game, the training game ends at that point.

[0356] Here, when the training game ends, the character to be trained that has been trained in the training game is stored as the training character. More precisely, information about the character trained in the training game (hereinafter referred to as training character information) is stored in association with the player ID. The training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, etc.

[0357] When the training game ends, an evaluation point for the trained character is calculated. Here, the evaluation point is calculated based on the ability parameters, aptitude parameters, acquired skills, race results, team race results, etc. at the time the training game ends. Note that a method for calculating the evaluation point, in other words, a calculation formula for calculating the evaluation point, is prepared in advance, and the evaluation point is calculated based on a predetermined calculation formula. Note that the calculation method and calculation formula for the evaluation point are not particularly limited. For example, the evaluation point may be calculated based only on parameters that affect the race result when the trained character participates in a race in a team competition game or another game, such as the ability parameters, aptitude parameters, acquired skills, etc. at the time the training game ends.

[0358] Furthermore, a development rank is set for each development character based on its evaluation points. The development rank is an index that indicates the strength of the development character, and each development rank is associated with a range of evaluation points. For example, a development rank of "A+" is assigned to a development character with an evaluation point between 13,000 and 14,499, and a development rank of "S" is assigned to a development character with an evaluation point between 14,500 and 15,499. In this way, by assigning a development rank based on the evaluation points, the approximate strength of the development character can be easily understood. The development character information also includes the evaluation points and the development rank.

[0359] Fig. 27A is a first diagram illustrating the training completion screen 330. Fig. 27B is a second diagram illustrating the training completion screen 330. Fig. 27C is a third diagram illustrating the training completion screen 330. When the training game ends, the training completion screen 330 is displayed on the display 26 as shown in Fig. 27A. The training completion screen 330 first displays the training rank of the trained character, and then displays the evaluation points as shown in Fig. 27B.

[0360] 27C , the ability parameters, aptitude parameters, and acquired skills of the trained character are displayed on a training completion screen 330. At this time, a close operation unit 331 is provided on the training completion screen 330. When the close operation unit 331 is tapped, the training completion screen 330 is hidden and the home screen 100 is displayed on the display 26.

[0361] When the training game ends, a lottery is held to determine the factors that the training character will acquire, and the factor information is linked to and stored with the training character. Although not shown, the player can display the factor information acquired by the training character on a training completion screen 330. The lottery for factors is held for each factor type according to pre-set conditions. The probability of acquiring a factor, etc. is set based on the results of the training game.

[0362] Furthermore, although a detailed explanation will be omitted, a player can retire from the training game that is being played, i.e., end the training game midway, by performing a predetermined operation. In this way, when a player retires from the training game, the training game ends without generating a training character.

[0363] As described above, in the training game, various parameters associated with the character to be trained are updated. Then, when the training game is completed, the player can possess a training character associated with the parameters at the time of completion of the training game. The training character generated in this manner can compete in the above-mentioned racing game. Therefore, the player will repeatedly play the training game with the aim of generating a training character associated with higher parameters.

[0364] As described above, the training game is made up of many turns, and the player must select a command such as a training item each turn. This means that it takes a long time to complete one training game, which creates a barrier to playing the training game multiple times. Therefore, in this embodiment, training points are awarded to the player by playing the training game. Then, the player is awarded a reward outside the training game according to the training points earned by the player.

[0365] However, if the condition for awarding training points were to be the completion of the training game, there is a risk that the training points would weaken the motivation for starting the training game. In other words, during the training game, the player may not be able to increase the parameters of the character to be trained as desired. Even in such a case, the player would have to complete the training game solely for the purpose of earning training points, which would reduce the player's motivation to play. In this embodiment, in order to increase the player's motivation to play, training points are awarded to the player under the following conditions.

[0366] FIG. 28 is a diagram illustrating an example of the conditions for adding training points. As shown in FIG. 28, training points are added by increasing ability parameters, acquiring skill points, and completing training. As described above, ability parameters increase during the training game due to the success of various trainings such as speed and stamina, and the occurrence of various events such as support events and inheritance events. Note that when an ability parameter increases due to the occurrence of a support event, the type of ability parameter that increases and the increase amount are preset for each support card. When an ability parameter increases during the training game, training points are added at the time the ability parameter increases. The training points added at this time are the increase amount of the ability parameter multiplied by 100%, i.e., the same value as the increase amount of the ability parameter.

[0367] More specifically, when an ability parameter increases during a training game, the total increase in all increased ability parameters is added to the player's current training points. For example, suppose that successful training increases the speed ability parameter by 10 and the power ability parameter by 5. In this case, the total training points added is 15. Training points are managed in association with a player ID that identifies the player. Therefore, when an ability parameter increases during a training game, the total increase in the ability parameters is added to the current training points associated with the player ID.

[0368] In this embodiment, multiple scenarios are provided, each with different events and storylines that occur during the training main game. The multiple scenarios include scenarios with unique gameplay. For example, in scenario A, items can be purchased within the training main game. The commands selectable by the player include specific commands that can be selected and executed by consuming purchased items. When these specific commands are executed, ability parameters increase. For example, when a specific command that consumes item A is executed, the speed ability parameter increases by 10. Furthermore, when a specific command that consumes item B is executed, the power and stamina ability parameters increase by 10 each. In this way, even when ability parameters increase by consuming items, it is preferable that training points be updated.

[0369] Furthermore, for example, in scenario B, original points that are set specifically for scenario B are earned in accordance with the execution of training. For example, when the training starts, the value of original points to be earned when each training is executed is determined. For example, original points are determined for each training item, such as "10" points for speed training and "20" points for stamina training.

[0370] A training item is then selected, and if the training is successful, the original points determined at the start of the training are awarded. When the acquired original points reach a threshold (e.g., 50 points), the "Special Training" command becomes selectable. When the special training command is executed, the original points equivalent to the threshold are consumed to perform the special training. If the special training is successful, all of the ability parameters increase. For example, if the original points reach 50 points, it is determined that speed, stamina, power, tenacity, and intelligence will increase by 20, 10, 25, 30, and 20, respectively. If the special training is successful, the determined increase values ​​are added to the ability parameters. It is preferable that the training points be updated based on the increase in ability parameters resulting from the execution of the special training. This increases the interest in events that increase scenario-specific ability parameters.

[0371] During the training game, the character to be trained earns skill points by successfully completing various training sessions, by the occurrence of various events, and by participating in or winning races. When the character to be trained earns skill points during the training game, training points are added at the time the skill points are earned. The training points added at this time are the acquired skill points multiplied by 20%.

[0372] The training points added by acquiring skill points may be set for each skill. For example, the training point addition value is set for each skill, such as "10" for skill A, "15" for skill B, and "20" for skill C. Then, when the training game is completed, the number of points corresponding to the acquired skills may be added as training points. This encourages the player to spend skill points to acquire skills.

[0373] Furthermore, the conditions for adding training points include the completion of the training game. When the training game is completed, training points are added at the time the training game is completed. The training points added at this time are the total value of all ability parameters linked to the character to be trained at the time of completion of training multiplied by 5%. For example, suppose all five types of ability parameters at the time of completion of training are "1200". In this case, the total value of all ability parameters is "6000", so the added value of training points is "300".

[0374] Training points are accumulated over a predetermined calculation period, such as one month. Training points are reset at the end of the calculation period, but do not decrease during the calculation period. Therefore, if training points are added while playing the training game, such as when ability parameters increase or skill points are acquired, even if the player retires from the training game, the training points added during the game will not be invalidated. This reduces the sense of loss when retiring from the training game and increases the player's motivation to start a new training game.

[0375] Furthermore, even if the player is unable to progress through the training game as intended, the player can continue playing the training game by focusing on increasing ability parameters in order to earn training points. Moreover, in this embodiment, training points are also added by completing the training game. This allows the player to maintain their motivation to play even if the progress of the training game is not satisfactory.

[0376] Furthermore, as described above, outside the training game, the player can strengthen the initial values ​​of the ability parameters associated with each character that can be set as a character to be trained. The higher the initial values ​​of the ability parameters, the higher the training points that will be acquired upon completion of training. This can encourage game play, such as consuming items, outside the training game. Note that the items may be linked to a player ID upon logging in to the game, or may be items acquired by a lottery known as gacha.

[0377] 29 is a diagram illustrating the relationship between free passes, paid passes, and rewards. As shown in FIG. 29, a plurality of thresholds (hereinafter referred to as reward thresholds) are set for the accumulated training points during the calculation period, at which rewards can be acquired. When the accumulated training points during the calculation period reach a reward threshold, the player can acquire an item corresponding to the reached reward threshold.

[0378] In this embodiment, free passes and paid passes are provided. All players can subscribe to a free pass unconditionally. In other words, all players are considered to have subscribed to a free pass when they are assigned a player ID. On the other hand, each player can subscribe to a paid pass by paying a predetermined in-game currency. Rewards are set for each reward threshold for the free pass and the paid pass. For example, suppose that the accumulated training points during the counting period reach the reward threshold of 10,000 points. In this case, if the player has not subscribed to a paid pass, the player can acquire one item A set in the free pass. On the other hand, if the player has subscribed to a paid pass, the player can acquire item A set in the paid pass in addition to item A set in the free pass. Therefore, in this case, the player can acquire two items A.

[0379] Note that the same reward threshold is set for free passes and paid passes here. However, different reward thresholds may be set for free passes and paid passes. Also, as shown in FIG. 29 , the rewards here include support cards, gacha tickets that are the right to acquire support cards, and exchange tickets that can be exchanged for support cards. As described above, in the training game, support cards to be used in the training game are set based on the player's operational input, and ability parameters, etc. are updated based on the set support cards.

[0380] In this way, by playing the training game, the player can earn training points and use them to acquire support cards. The player can then use the acquired support cards to play more training games, which increases the player's motivation to play the training game repeatedly.

[0381] As described above, by acquiring five of the same support cards, a player can increase the upper limit release stage of the support card to its maximum. Therefore, the reward threshold may be set to a support card or exchange ticket so that each player can acquire five of the same support cards in one counting period. In this case, motivation to repeatedly play the training game during one counting period is further increased. Alternatively, the reward threshold may be set to a support card or exchange ticket so that each player can acquire five of the same support cards across multiple counting periods. In this case, motivation to play the training game can be sustained over a long period of time.

[0382] Note that the above rewards are merely examples. Furthermore, the reward set for the reward threshold varies for each aggregation period. However, a common reward may be set for all aggregation periods. Furthermore, although free passes and paid passes are provided here, only one of free passes and paid passes may be provided. Furthermore, the reward set for paid passes may be exactly the same as the reward set for free passes. In this case, if a user subscribes to a paid pass, the number of rewards earned will be doubled compared to if the user does not subscribe to a paid pass.

[0383] As described above, training points are added during the training game, but the current training points and the added training points are not notified to the player during the training game. Furthermore, the added training points are not notified when the training game is completed. In other words, training points are accumulated without the player's knowledge. However, the added training points or the current training points may be notified to the player during the training game.

[0384] Furthermore, in this embodiment, when the training points reach the reward threshold, the player is not immediately granted a reward. In other words, when the training points reach the reward threshold, the reward set at the reached reward threshold simply becomes available for the player to acquire. The player can acquire the available reward by performing a predetermined operation outside of the training game. However, when the training points reach the reward threshold, the reward set at the reached reward threshold may also be immediately granted to the player.

[0385] Figure 30 is a diagram illustrating an example of a reward acquisition screen 400. For example, suppose that training points are acquired during the training game, and that the accumulated training points reach 60,000 pts at the time the training game is completed. In this state, suppose that the player displays the option setting screen 110 (see Figure 3B), which is outside the training game, and taps the pass operation section 110b on the option setting screen 110. At this time, if there is a reward that can be acquired because the training points have reached the reward threshold, the reward acquisition screen 400 of Figure 30 is displayed.

[0386] The reward acquisition screen 400 displays the training points accumulated during the current calculation period. The reward acquisition screen 400 also displays one or more reward icons 401. A reward icon 401 is provided for each reward, and reward icons 401 corresponding to all rewards that can be acquired with training points are displayed. For example, suppose a player has accumulated 60,000 training points and has subscribed to a paid pass. In this case, as is clear from FIG. 29 , the player can acquire four items A.

[0387] When the player taps the pass operation section 110b of the option setting screen 110 for the first time during the current tallying period, the reward acquisition screen 400 shown in FIG. 30 is displayed. Two items A that can be acquired when the training points reach 10,000 pts and two items A that can be acquired when the training points reach 50,000 pts are given to the player as the reward acquisition screen 400 is displayed. In other words, the player can acquire the available rewards by tapping the pass operation section 110b of the option setting screen 110.

[0388] For example, suppose the player taps the pass operation section 110b on the option setting screen 110 once when the training points reach 20,000 pts. In this case, the player is granted two items A that can be acquired when the training points reach 10,000 pts. In other words, in this case, two reward icons 401 corresponding to items A are displayed on the reward acquisition screen 400.

[0389] Then, as described above, suppose that the pass operation section 110b on the option setting screen 110 is tapped again after the training points reach 60,000 pts. In this case, the player has already acquired two items A that can be acquired when the training points reach 10,000 pts. Therefore, in this case, the player is granted two items A that can be acquired when the training points reach 50,000 pts. Therefore, in this case, two reward icons 401 corresponding to items A are displayed on the reward acquisition screen 400.

[0390] As described above, by tapping the pass operation section 110b on the option setting screen 110, the player can acquire any unearned rewards that are set to the reward threshold that the accumulated training points have reached.

[0391] FIG. 31A is a diagram illustrating an example of a pass screen 410 when a paid pass is subscribed to. FIG. 31B is a diagram illustrating an example of a pass screen 410 when a paid pass is not subscribed to. When the display 26 is tapped while the reward acquisition screen 400 is displayed, the reward acquisition screen 400 is hidden and the pass screen 410 is displayed. Also, when the pass operation section 110b of the option setting screen 110 is tapped, if there is no reward that can be acquired with training points and has not yet been acquired, the reward acquisition screen 400 is not displayed and the pass screen 410 is displayed. The pass screen 410 is provided with an information display field 411 and a progress stage display section 412. The information display field 411 displays the tally period and the accumulated training points for the current tally period.

[0392] As shown in Figures 31A and 31B, the achievement stage display section 412 clearly displays the currently achieved reward threshold and the reward threshold that has not yet been achieved. Also, a reward icon 401 corresponding to the reward set at the reward threshold is displayed on the right side of the achievement stage display section 412. At this time, the reward icon 401 corresponding to the reward that has already been acquired is displayed grayed out, and a mark marked "Done" is displayed superimposed on the reward icon 401.

[0393] Furthermore, a player who has not subscribed to a paid pass cannot acquire the reward for the paid pass out of the two rewards set for each reward threshold. Therefore, if a player has not subscribed to a paid pass, the reward icon 401 is displayed grayed out and a lock mark is displayed superimposed on the reward icon 401, as shown in FIG. 31B .

[0394] In this way, the player can easily grasp the rewards earned during the current tallying period and the rewards that can be earned in the future, using the pass screen 410. The pass screen 410 is provided with a pass purchase operation unit 413. When the pass purchase operation unit 413 is tapped, a pass purchase screen (not shown) is displayed. On the pass purchase screen, the player can subscribe to a paid pass by consuming in-game currency.

[0395] If a player subscribes to a paid pass during the calculation period, the rewards corresponding to the reward thresholds that have already been reached will be awarded to the player all at once. For example, if a player subscribes to a paid pass in the state shown in FIG. 31B, the player will be awarded a reward for the paid pass set at 10,000 training points and a reward for the paid pass set at 50,000 training points at the same time.

[0396] Next, the functional configuration of the player terminal 1 and the server 1000 will be described.

[0397] (Functional Configuration of Player Terminal 1) Figure 32 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0398] The terminal-side game control program includes an information setting processing program 700, a training game execution program 701, a training completion processing program 702, and a pass screen display program 703. Note that the programs listed in Fig. 32 are just examples, and the terminal-side game control program includes many other programs.

[0399] The data memory area 12b is provided with a player information memory area 750 and a game information memory area 751 as memory areas for storing data. The data memory area 12b is also provided with many other memory areas. Information directly related to the game, such as the training game (hereinafter referred to as game information), is stored in the game information memory area 751. The game information memory area 751 also temporarily stores various pieces of information during the progress of each game, such as the training game. Therefore, all information related to the characters trained in the training game is stored in the game information memory area 751.

[0400] Furthermore, all information other than game information, such as information about the player or other players, setting information for the player terminal 1, items possessed by the player, support cards, accumulated training points, etc., is considered player information. Player information is information linked to a player ID, and is stored in the player information storage unit 750.

[0401] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes an information setting processing unit 700a, a training game execution unit 701a, a training completion processing unit 702a, and a pass screen display unit 703a.

[0402] Specifically, the CPU 10 runs an information setting processing program 700, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs a training game execution program 701, a training completion processing program 702, and a pass screen display program 703, causing them to function as a training game execution unit 701a, a training completion processing unit 702a, and a pass screen display unit 703a, respectively.

[0403] When various pieces of information are set in the player terminal 1, the information setting processing unit 700a stores information related to the settings as player information in the player information storage unit 750. Furthermore, when the information setting processing unit 700a updates the information in the player information storage unit 750, it transmits the updated information to the server 1000.

[0404] The training game execution unit 701a executes all processing related to the training game. Specifically, the training game execution unit 701a executes preparation stage processing and training stage processing.

[0405] The training completion processing unit 702a stores training character information including the training character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training when the training game is completed.

[0406] The pass screen display unit 703a displays the reward acquisition screen 400 or the pass screen 410 based on the player's operation input.

[0407] (Functional Configuration of Server 1000) Figure 33 is a diagram illustrating the configuration of memory 1012 in server 1000 and its functions as a computer. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0408] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, a training game termination processing program 1102, a point management program 1103, and a reward setting program 1104. Note that the programs listed in Fig. 33 are just examples, and the server-side game control program includes many other programs.

[0409] The data storage area 1012b is provided with a player information storage area 1150 and a game information storage area 1151 as storage areas for storing data. Note that the data storage area 1012b is also provided with many other storage areas. Here, the game information of all players is linked to their player IDs and stored in the game information storage area 1151. Furthermore, the player information of all players is linked to their player IDs and stored in the player information storage area 1150.

[0410] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, a training game termination processing unit 1102a, a point management unit 1103a, and a reward setting unit 1104a.

[0411] Specifically, the CPU 1010 runs an information setting processing program 1100, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs a training game execution program 1101, a training game termination processing program 1102, a point management program 1103, and a reward setting program 1104, causing them to function as a training game execution unit 1101a, a training game termination processing unit 1102a, a point management unit 1103a, and a reward setting unit 1104a, respectively.

[0412] When various pieces of information are set in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also keeps track of time and updates the game points of each player.

[0413] The training game execution unit 1101a executes all processing related to the training game.

[0414] When the training game ends, the training game end processing unit 1102a derives evaluation points, training ranks, and the like for the trained characters. The training game end processing unit 1102a also determines by lottery the factors that the trained characters will acquire. Then, the training character information, including the trained character's ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, the type of character used for training, and the like, is stored in the game information storage unit 1151 in association with the player ID.

[0415] The point management unit 1103a manages training points.

[0416] The reward setting unit 1104a performs processing to award a reward to the player based on the training points.

[0417] The information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they both store player information, but they differ in the specific processing content and the range of player information they store. Also, the training game executing unit 701a in the player terminal 1 and the training game executing unit 1101a in the server 1000 are common in that they both execute processing related to the training game, but their roles, i.e., the scope of their responsibilities, are different.

[0418] The processes performed by the functional units in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0419] (Processing of Player Terminal 1 and Server 1000) <Processing Related to the Training Game> Fig. 34 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 related to the training game. In the following description, the processing in the player terminal 1 will be referred to as Pn (n is any integer). Furthermore, the processing in the server 1000 will be referred to as Sn (n is any integer).

[0420] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs an information setting process (P1) for updating the player information storage unit 750 based on the player's operation input. In this information setting process, update information is transmitted to the server 1000. When the server 1000 receives the update information, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 (S1).

[0421] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. Furthermore, for example, when a setting change operation is input, such as an operation to add another player as a friend or an operation to remove a friend, friend information, which is information about friends, is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage game points consumed to play the training game. If the game points are below the upper limit, the information setting processing unit 700a and 1100a count time and grant the player a predetermined number of game points at predetermined intervals.

[0422] When a training game start operation to start the training game is input in the player terminal 1, the training game executing unit 701a executes a preparation stage process (P6). During this preparation stage process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the preparation stage process (S6) based on information received from the player terminal 1.

[0423] 35 is a flowchart illustrating the preparatory stage processing (P6) in the player terminal 1. The training game executing unit 701a of the player terminal 1 executes a training target character selection screen display process (P6-1). Here, the training game executing unit 701a displays the training target character selection screen 150 and provisionally registers the training target character based on the player's operation input.

[0424] Specifically, when a display switching operation for switching the screen display is input by the player, the training game executing unit 701a switches the display screen of the display 26. For example, when a long press operation on a character icon 151 is input on the training target character selection screen 150, the training game executing unit 701a displays a character detail screen 160. Furthermore, when a strengthening operation unit 163b is operated on the character detail screen 160, the training game executing unit 701a displays a character strengthening screen 165. Furthermore, when a selection operation (operation on a character icon 151) is input on the training target character selection screen 150, the training game executing unit 701a temporarily stores the character corresponding to the character icon 151 for which the selection operation was input, and switches the display screen.

[0425] Furthermore, when a confirm operation (operation of the next operation unit 154) is input on the character to be trained selection screen 150, the training game execution unit 701a provisionally registers the temporarily stored character as a character to be trained. Furthermore, the training game execution unit 701a acquires information on representative characters extracted according to predetermined extraction conditions, such as the representative character of a friend, from the server 1000, and displays the inherited character selection screen 170.

[0426] Next, the training game executing unit 701a executes an inheritance character selection screen display process (P6-2). Here, when a display switching operation is input, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation of a training character icon 182) is input on the training character list screen 180, the training game executing unit 701a temporarily stores the character corresponding to the training character icon 182 for which the selection operation input was performed as an inheritance character, and switches the display screen.

[0427] Furthermore, when a confirmation operation (operation of the next operation unit 154) is input on the inheritance character selection screen 170, the training game execution unit 701a displays a support card organization screen 190 on the display 26.

[0428] Next, the training game executing unit 701a executes a support card selection screen display process (P6-3). Here, when a selection operation (operation on the card icon 201 of a support card) is input, the training game executing unit 701a temporarily stores the support card corresponding to the card icon 201 selected, and switches the display screen.

[0429] Furthermore, when a display switching operation to switch the display of the screen is input while the support card organization screen 190 is being displayed, the training game executing unit 701a switches the display screen of the display 26. Furthermore, when a determination operation (operation of the start operating unit 193) is input, the training game executing unit 701a displays a final confirmation screen 205 on the display 26.

[0430] Next, the training game executing unit 701a executes a final confirmation screen display process (P6-4). Here, the training game executing unit 701a switches the display screen of the display 26 when a display switching operation for switching the screen display is input.

[0431] In addition, when a selection operation (operation of the select operation unit 206c) is input on the preset selection screen 205A, the training game execution unit 701a temporarily stores reservation selection information corresponding to the preset for which the selection operation input was made, and switches the display screen.

[0432] Furthermore, when a confirmation operation (operation of the start operation unit 205b) is input on the final confirmation screen 205, the training game execution unit 701a executes a preparation stage completion process (P6-5). Here, the training game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30), and if the game points are equal to or greater than the predetermined value, transmits confirmation information to the server 1000.

[0433] The confirmation information includes information identifying the provisionally registered character to be trained, inherited character, and support card. Upon receiving the confirmation information, the server 1000 executes a preparation stage process (S6). As will be described in detail later, the server 1000 determines whether or not to permit execution of the training main game using the provisionally registered character to be trained, inherited character, and support card.

[0434] After transmitting the confirmation information, when permission information is received from the server 1000, the training game executing unit 701a registers the provisionally registered character to be trained. The training game executing unit 701a also registers the training character provisionally stored as an inherited character and the provisionally stored support card in the deck.

[0435] The training game executing unit 701a also registers the character ID of the character set as the specific character based on the specific character information. The training game executing unit 701a also sets initial character identification information. The training game executing unit 701a also registers the temporarily stored preset reservation selection information. This ends the preparation stage completion process and starts the training main game.

[0436] 36 is a flowchart illustrating the preparatory stage processing (S6) in the server 1000. When the training game executing unit 1101a receives the confirmation information, it checks the characters owned by the player stored in the player information storage unit 1150 (S6-1). If the character to be trained selected by the player is included in the owned characters, the training game executing unit 1101a determines that there is no abnormality (S6-2).

[0437] If there is no abnormality in the character to be trained selected by the player (YES in S6-2), the training game executing unit 1101a checks whether there is an abnormality in the support card selected by the player (S6-3). Note that in S6-3, if a support card that the player does not own is selected, if the rental card selected by the player is not linked to the player ID of the player, if the support character overlaps with the character to be trained, etc., it is determined that there is an abnormality.

[0438] If there is no abnormality in the support card selected by the player (YES in S6-4), the training game executing unit 1101a checks the training character information stored in the game information storage unit 1151 (S6-5). Then, if the training character selected by the player as the inherited character is linked to the player ID of that player, that is, if the training character that the player himself / herself has trained is selected as the inherited character, the training game executing unit 1101a determines that there is no abnormality in the inherited character (YES in S6-6).

[0439] If it is determined that there is no abnormality with the inherited character, the training game executing unit 1101a determines whether the training characters selected by the player as the inherited character include a representative character of another player (S6-7). If a representative character of another player is included (YES in S6-7), the training game executing unit 1101a determines whether the number of times of use on that day is less than three (S6-8).

[0440] If the number of uses on that day is less than three (YES in S6-8), the training game executing unit 1101a determines whether the player possesses 2,000 or more of the predetermined in-game currency (S6-9). That is, in S6-8 and S6-9, it is determined whether the organization condition is met. If the player possesses 2,000 or more of the in-game currency (YES in S6-9), the training game executing unit 1101a adds "1" to the number of uses on that day (S6-10). In addition, the training game executing unit 1101a subtracts 2,000 from the number of possessed predetermined in-game currency stored in the player information storage unit 1150 (S6-11).

[0441] Furthermore, the training game executing unit 1101a subtracts a predetermined value (e.g., 30) from the player's game points (S6-12). If the training target character, inherited character, and support card are normal and the organizational conditions for using another player's representative character are met, the training game executing unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive it. On the other hand, if any of the training target character, inherited character, and support card is abnormal, or if the organizational conditions for using another player's representative character are not met, the training game executing unit 1101a sets denial information (S6-14) and causes the player terminal 1 to receive it. If denial information is received, a final confirmation screen 205 is displayed on the player terminal 1, and a predetermined error is notified.

[0442] 34 , when the preparation stage processing (P6, S6) is completed, the training game executing unit 701a executes the training stage processing (P7) in the player terminal 1. During this training stage processing, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, the training game executing unit 1101a executes the training stage processing (S7) based on information received from the player terminal 1.

[0443] The following describes the development stage processing (P7) executed in the player terminal 1 and the development stage processing (S7) executed in the server 1000. However, to facilitate understanding, the processing in the player terminal 1 and the processing in the server 1000 will be explained in the order appropriate.

[0444] 37 is a flowchart illustrating the training stage processing in the server 1000. The training game executing unit 1101a of the server 1000 waits to receive a start command from the player terminal 1 (S7-1). Then, upon receiving the start command (YES in S7-1), the training game executing unit 1101a executes turn start processing (S10). Note that the start command is transmitted from the player terminal 1 to the server 1000, for example, when the processing and presentation related to the current turn are completed.

[0445] 38 is a flowchart illustrating the process at the start of a turn in the server 1000. The training game execution unit 1101a of the server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn (YES in S10-2), the training game execution unit 1101a executes an activation factor determination process (S10-3). Here, it is determined for each registered inherited character whether or not to activate a factor.

[0446] The training game execution unit 1101a also executes a process to determine whether or not an event will occur (S10-4). Here, the training game execution unit 1101a determines which events, such as scenario events, dedicated events, and first events, should occur in the current turn. The events determined here include the branching events described above. If it is determined that a branching event whose branching destination is determined by lottery will be executed, the branching destination, i.e., the pattern of the branching event, is also determined.

[0447] If the current turn is not a race-limited turn (NO in S10-5), the training game executing unit 1101a executes a character placement determination process (S10-6). Here, the training game executing unit 1101a determines by lottery whether or not to place specific characters such as support characters and story characters, and the training items to be placed, for each of these characters, based on the placement presence / absence table (FIG. 25). At this time, when the training items to be placed are determined, the training game executing unit 1101a associates the characters with the determined training items and stores them.

[0448] Next, the training game execution unit 1101a executes friendship training setting processing (S10-7). Here, the "process for setting a friendship training occurrence possible state" described with reference to FIG. 24 is executed. That is, the training game execution unit 1101a extracts support characters placed in any of the training items. Then, it is determined whether each of the extracted support characters meets the setting conditions for the friendship training occurrence possible state. The training game execution unit 1101a links friendship training occurrence information to support characters that meet the setting conditions for the friendship training occurrence possible state. In addition, friendship training occurrence possible information is also linked to training items in which support characters that meet the setting conditions for the friendship training occurrence possible state are placed.

[0449] Next, the training game executing unit 1101a executes an ability parameter determination process (S10-8). Here, the "process for determining an ability parameter increase value" described with reference to FIG. 24 is executed. That is, the training game executing unit 1101a selects one of the five training items as the processing target. The training game executing unit 1101a obtains the training level of the ability parameter to be processed and determines a fixed increase value.

[0450] The training game executing unit 1101a also acquires the placement information of the placed characters and determines the addition value. The training game executing unit 1101a also determines whether other addition conditions are met and determines the final increase value of the training item being processed based on the met addition conditions. The final increase value of the ability parameter is determined for each training item.

[0451] Although detailed explanations are omitted, the ability parameter determination process determines the amount of stamina lost or recovered when each training item is performed. The training game execution unit 1101a also calculates the failure rate of training for each training item based on the stamina of the character to be trained. The training game execution unit 1101a also determines the skill points to be awarded when training is successful for each training item. Although detailed explanations are omitted, the skill points to be awarded when training is successful are determined based on the training level, the characters placed in the training, etc.

[0452] Next, the training game executing unit 1101a executes a process for determining whether or not a second event will occur (S10-9). Here, the "process for setting the occurrence state of a second event" described with reference to FIG. 24 is executed. That is, the training game executing unit 1101a determines by lottery whether or not a support event that is preset on a support card linked to a training item will be executed. Note that the support event also includes the branching event described above. Therefore, similar to S10-4, when it is determined that a branching event whose branch destination is determined by lottery will be executed, the pattern of the branching event is also determined.

[0453] Then, the training game executing unit 1101a stores the information determined in each of the above processes as game information received by the player terminal 1 (S10-10).

[0454] Returning to FIG. 37 , when the training game executing unit 1101a receives a skill acquisition command from the player terminal 1 indicating the acquisition of one of the possessed skills (YES in S7-2), it updates the skill information, such as skill acquisition information (S7-3). Here, the acquisition information is linked to the acquired skill. Furthermore, here, the training game executing unit 1101a subtracts the skill points required to acquire the skill from the currently possessed skill points. Furthermore, here, the updated skill information is received by the player terminal 1. Furthermore, the server 1000 waits until it receives a selection command from the player terminal 1 (S7-4).

[0455] 39 is a flowchart illustrating the training stage processing in the player terminal 1. The training game executing unit 701a of the player terminal 1 waits to receive game information from the server 1000 (P7-1). Then, upon receiving the game information (YES in P7-1), the training game executing unit 701a executes a command setting process (P7-2). Here, a process is performed to set commands that the player can select based on the current number of turns.

[0456] The training game executing unit 701a also executes a display control process to display a game screen based on the received game information (P7-3). Here, the training game executing unit 701a displays the top screen 210, the training screen 220, etc. based on the received game information. Specifically, the training game executing unit 701a displays a placed character icon 228 for each training item on the training screen 220. The training game executing unit 701a also controls the display of the status display unit 213. Furthermore, the training game executing unit 701a displays effects on the operation units corresponding to the training items set to a friendship training occurrence possible state, and on the training operation unit 216 on the top screen 210.

[0457] Furthermore, when the skill operation unit 217 is operated (YES in P7-4), the training game executing unit 701a executes a skill screen display process (P7-5). Here, the training game executing unit 701a acquires possessed skill information, hint information, and acquired skill information. Then, the training game executing unit 701a generates the skill screen 230 based on the acquired information. Furthermore, when a skill acquisition operation (tap on the decision operation unit 235a) is input to acquire one of the possessed skills, the training game executing unit 701a transmits a skill acquisition command to the server 1000. Thereafter, when skill information is received from the server 1000, the training game executing unit 701a updates the skill-related information related to the skill.

[0458] Furthermore, the training game executing unit 701a switches the display screen of the display 26 based on the player's operation input until a turn end operation is input (NO at P7-6). Here, the turn end operation is an operation to end the current turn, and includes operations of the rest operation unit 215, outing operation unit 218, speed operation unit 221, stamina operation unit 222, power operation unit 223, tenacity operation unit 224, intelligence operation unit 225, an operation to determine the race event, etc.

[0459] When the turn end operation is input (YES in P7-6), the training game executing unit 701a transmits a selection command corresponding to the turn end operation input by the player to the server 1000 (P7-7). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 (NO in P7-8).

[0460] Returning to FIG. 37, when a selection command is received from the player terminal 1 (YES in S7-4), the training game executing unit 1101a executes a selection command receiving process (S20).

[0461] 40 is a flowchart illustrating the selection command reception process in the server 1000. When a selection command indicating an operation input from the outing operation unit 218 is received (YES in S20-1), the training game execution unit 1101a performs outing execution processing (S20-2). Here, an outing event that will increase the stamina and condition parameters is determined. Furthermore, the stamina and condition parameters are updated based on the determined outing event.

[0462] When a selection command indicating an operation input from the rest operation unit 215 is received (YES in S20-3), the training game execution unit 1101a performs a rest execution process (S20-4). Here, a rest event that increases the physical strength parameter is determined. Furthermore, the physical strength parameter is updated based on the determined rest event.

[0463] When a selection command indicating an operation input to start a race is received (YES in S20-5), the training game executing unit 1101a performs a race execution process (S20-6). Here, a race simulation is executed based on the parameters of the characters to be trained and the NPCs participating in the race. The training game executing unit 1101a also executes a reward granting process to grant a reward to the player (S20-7). Here, a reward is determined based on the results of the simulation, i.e., the finishing order of the characters to be trained, the race development, etc., and the determined reward is granted to the player. Note that the reward determined here may include skill points.

[0464] When a selection command indicating execution of one of the trainings is received (YES in S20-8), the training game execution unit 1101a performs a success determination process (S20-9). Here, the success or failure of the training is determined based on a pre-calculated failure rate. Then, the training game execution unit 1101a updates various parameters based on the determination result of S20-9 (S20-10).

[0465] Here, the ability parameters, skill points, etc. are updated as determined in S10-8 at the start of training. The bond parameter value of the placed character is also updated. The training game execution unit 1101a then sets result information including the results of the above-mentioned outing execution process, rest execution process, race execution process, reward granting process, and success determination process, as well as various updated information, and causes the player terminal 1 to receive this information (S20-11).

[0466] The point management unit 1103a also calculates the increase in training points based on the ability parameters and skill points increased in S20-2, S20-4, S20-7, and S20-10 (S20-12). Specifically, if an ability parameter increases, the increase in training points is calculated as the difference between all ability parameters before and after the increase multiplied by 100%. If the character to be trained acquires skill points, the increase in training points is calculated as the difference between the skill points before and after the acquisition multiplied by 20%. If both ability parameters and skill points increase, the increase is calculated as the sum of the increase calculated based on the ability parameters and the increase calculated based on the skill points.

[0467] The point management unit 1103 a then adds the calculated increase to the current training points stored in the player information storage unit 1150 .

[0468] Returning to FIG. 39, when the player terminal 1 receives the result information from the server 1000 (YES in P7-8), the training game executing unit 701a executes a result information receiving process (P20).

[0469] 41 is a flowchart illustrating the result information reception process in the player terminal 1. The training game execution unit 701a determines an execution pattern for the effects based on the received result information (P20-1). The training game execution unit 701a then executes the effects using the execution pattern determined in P20-1 (P20-2). Here, if the training for which a friendship training occurrence status has been set is successful, a friendship training-specific effect is executed.

[0470] Specifically, at P20-1, the training game execution unit 701a identifies a character that is linked to the successful training item and to which friendship training occurrence information is linked. Then, the training game execution unit 701a determines an execution pattern for a friendship training-specific effect that corresponds to the identified character and the executed training item. In the friendship training-specific effect determined at this time, the character that is linked to the friendship training occurrence information is displayed.

[0471] Furthermore, if an event, such as the second event, occurs after the selection of a selection item (YES in P20-3), the training game executing unit 701a executes a presentation for the event that occurs (P20-4). Note that, if a selection event occurs, the training game executing unit 701a executes a presentation that allows the player to select an option.

[0472] The events that occur here include the selection events, branching events, and mini-game events described above. These events have in common that the pattern that is executed changes depending on the player's operation, parameters at the time the event occurs, etc. In this way, when a predetermined event that changes the pattern occurs (YES in P20-5), the training game executing unit 701a transmits predetermined information to the server 1000 (P20-6).

[0473] Here, for example, when a selection event occurs, information indicating the option selected by the player is transmitted as the predetermined information. Also, for example, when a branching event occurs in which a pattern is determined based on parameters, information corresponding to the pattern to be executed is transmitted as the predetermined information. Also, when a mini-game event occurs, a process is executed in which the player plays a mini-game. Then, information indicating the result of the mini-game is transmitted as the predetermined information.

[0474] 37 , when a predetermined event occurs (YES in S7-5), the server 1000 waits to receive predetermined information from the player terminal 1 (S7-6). Then, upon receiving the predetermined information, the training game executing unit 1101a determines an effect pattern based on the received predetermined information (S7-7). The training game executing unit 1101a also sets effect information indicating the effect pattern determined in S7-7 and causes the player terminal 1 to receive the effect information (S7-8). The training game executing unit 1101a also updates the parameters in accordance with the parameter update conditions of the determined effect pattern (S7-9).

[0475] The point management unit 1103a also calculates the increase in training points based on the ability parameters and skill points increased in S7-9 (S7-10). Here, the point management unit 1103a adds the calculated increase in training points to the current training points stored in the player information storage unit 1150.

[0476] 41, when the training game executing unit 701a receives the effect information from the server 1000 (YES in P20-7), it performs an effect execution process (P20-8). Here, an effect image is displayed based on the received effect information.

[0477] The training game executing unit 701a also updates the parameters based on the received result information and effect information (P20-9). Then, when all effects to be executed in the current turn have been completed, the training game executing unit 701a transmits a start command to the server 1000 (P20-10). This ends the current turn in the player terminal 1. Then, when the server 1000 receives the start command, the processing for the next turn is executed in the same manner as described above.

[0478] Returning to FIG. 34, when the above-mentioned training stage processing (S7) is completed in the server 1000, the training game termination processing unit 1102a executes training game termination processing (S8).

[0479] 42 is a flowchart illustrating the training game ending process in the server 1000. The training game ending process unit 1102a derives an evaluation score based on various parameters of the character to be trained (S8-1). The training game ending process unit 1102a also derives a training rank based on the derived evaluation score (S8-2).

[0480] The training game end processing unit 1102a also determines the factors that the training character will acquire (S8-3). The training game end processing unit 1102a also determines the class based on the number of fans acquired (S8-4). The training game end processing unit 1102a also determines intimacy points based on predetermined parameters such as the training rank or the number of fans (S8-5). Although a detailed explanation will be omitted, the intimacy points are not awarded to the training character itself, but to the character that is the basis for the training character.

[0481] A plurality of the above-mentioned story screens are provided for each character, and some of the story screens have release conditions set for them. Some story screens have an intimacy point set as the release condition, and when the intimacy point reaches a threshold value or more, the player can view the story screen.

[0482] The training game termination processing unit 1102a also determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname that the training character will acquire is determined. The training game termination processing unit 1102a also determines a reward to be given to the player (S8-7). The training game termination processing unit 1102a also associates training character information, including evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, class, nickname, etc., with the player ID of the player, and stores the information in the game information storage unit 1151 (S8-8). The training game termination processing unit 1102a also sets training result information and causes the player terminal 1 to receive the information (S8-9).

[0483] The point management unit 1103a also calculates the increase in training points based on the final ability parameters of the development character (S8-10). Specifically, the point management unit 1103a calculates an additional value by multiplying the total value of the development character's final ability parameters by 5%. The point management unit 1103a then adds the calculated increase to the current training points stored in the player information storage unit 1150.

[0484] Furthermore, the reward setting unit 1104a stores the reward that can be newly acquired with the training points updated in S8-10 in the player information storage unit 1150 as an expected reward (S8-11).

[0485] 34, when the player terminal 1 receives the training result information, the training completion processing unit 702a executes training game termination processing (P8). Here, the training completion processing unit 702a stores the received training result information in the game information storage unit 751. In addition, the training completion processing unit 702a displays a training completion screen 330 (see FIGS. 27A, 27B, and 27C) on the display 26 based on the training result information.

[0486] The above-described training game is realized by the above-described processing. Furthermore, training character information relating to a training character trained (created) in the training game is stored in association with a player ID. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0487] Next, among the processes outside the training game, a process of providing a reward based on training points will be described.

[0488] 43 is a sequence diagram illustrating processing of the player terminal 1 and the server 1000 related to a non-training game. When a login operation is input at the player terminal 1, login processing is executed at the player terminal 1 (P100). Here, the terminal-side game control unit 1A transmits login information to the server 1000. When the server 1000 receives the login information, the server-side game control unit 1000A executes login information reception processing (S100).

[0489] 44 is a flowchart illustrating login information reception processing in the server 1000. Upon receiving login information, the server-side game control unit 1000A determines whether this is the first login within the current counting period (S100-1). If it is the first login (YES in S100-1), the server-side game control unit 1000A resets the training points associated with the player ID of the player, i.e., the training points stored in the player information storage unit 1150 (S100-2).

[0490] The server-side game control unit 1000A also sets predetermined information from the information stored in the player information storage unit 1150 or the game information storage unit 1151 and causes the player terminal 1 to receive it (S100-3).

[0491] 43 , upon receiving various pieces of information from the server 1000, the terminal-side game control unit 1A executes a home screen display process (P101). Here, the terminal-side game control unit 1A displays the home screen 100 on the display 26, and stores the various pieces of information received from the server 1000 in the player terminal 1.

[0492] Furthermore, when the pass operation section 110b on the option setting screen 110 is tapped on the player terminal 1, the terminal game control section 1A executes a reward confirmation process (P110). Here, the terminal game control section 1A transmits confirmation information to inquire of the server 1000 whether the expected reward has been stored. Upon receiving the confirmation information, the server 1000 executes a reward granting process (S110).

[0493] 45 is a flowchart illustrating the reward granting process in the server 1000. The reward setting unit 1104a checks the expected reward stored in the player information storage unit 1150 (S110-1). If an expected reward is stored, the reward setting unit 1104a grants the stored expected reward to the player (S110-2). Specifically, the reward setting unit 1104a updates the number of items, etc., owned that correspond to the expected reward. Note that if an expected reward is not stored, the process of S110-2 is not executed.

[0494] The reward setting unit 1104a also sets reward information indicating the reward granted to the player in S110-2 and causes the player terminal 1 to receive it (S110-3). If no reward was granted to the player in S110-2, information indicating that no reward has been granted is set. The reward setting unit 1104a also deletes the expected reward stored in the player information storage unit 1150 (S110-4).

[0495] Returning to FIG. 43, the pass screen display unit 703a displays the reward acquisition screen 400 or the pass screen 410 on the display 26 based on the received reward information (P111).

[0496] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0497] The game characteristics and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. For example, in the above embodiment, the values ​​of the ability parameters of speed, stamina, power, tenacity, and intelligence are increased by performing training. However, the game may be designed so that points are earned in accordance with the performance of training, and the values ​​of the ability parameters of speed, stamina, power, tenacity, intelligence, etc. are increased by spending the earned points.

[0498] For example, five training items are provided: training A, B, C, D, and E. When training A is performed, Apt is acquired, and when training B is performed, Bpt is acquired. By consuming 10 pt of Apt, the player can increase the speed ability parameter by "1." Furthermore, by consuming 10 pt of Bpt, the player can increase the stamina ability parameter by "1." In this specification, training points may be added when Apt or Bpt is acquired, or when Apt is consumed to increase speed, or when Bpt is consumed to increase stamina.

[0499] Furthermore, in the above specifications, if any points such as Apt and Bpt acquired through training remain unused at the end of training, training points may be added in proportion to the remaining points. For example, if 9 Apt and 8 Bpt remain at the end of training, a total of 17 training points may be added. Furthermore, the total value of the remaining points may be multiplied by a predetermined value to add training points. This prevents any unused points from going to waste, thereby eliminating any sense of dissatisfaction felt by the player.

[0500] In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to perform the following processes.

[0501] (Processing to be performed by a computer) A process for starting a training game based on a player's operation input (in the embodiment, an operation to start the training game is taken as an example) (in the embodiment, preparation stage processes P6 and S6 are taken as an example). A process for updating at least one parameter (in the embodiment, an ability parameter is taken as an example) linked to a character to be trained based on a player's operation input during the training game (in the embodiment, S20-10 is taken as an example). A process for updating points (in the embodiment, training points are taken as an example) linked to a player ID based on the difference between before and after updating the parameters during the training game (in the embodiment, S7-10, S8-10, S20-12 are taken as examples). A process for ending the training game when a predetermined ending condition (in the embodiment, an example is achieving all goals, completing all turns, retiring, or not achieving a goal) is met (in the embodiment, S8 is taken as an example). A process for linking a reward to a player ID outside the training game when points reach a threshold (in the embodiment, an example is a reward threshold is taken as an example) (in the embodiment, S110 is taken as an example).

[0502] It should be noted that the content of the training game described above is merely an example. In the above embodiment, five ability parameters and acquired skills are linked to a character to be trained. However, the number and content of parameters linked to a character to be trained are not particularly limited. It is sufficient that at least one parameter is linked to a character to be trained.

[0503] A process (P6-3 in the embodiment) of setting game media (support cards in the embodiment as an example) to be used in the training game may further be performed based on the player's operational input. In this case, parameters may be updated based on the set game media. The reward may also include game media or a right to acquire game media (exchange ticket or gacha ticket).

[0504] In the above embodiment, the rewards that can be acquired based on training points include support cards, gacha tickets, and exchange tickets. However, support cards, gacha tickets, and exchange tickets are not required as rewards. The rewards that can be acquired based on training points are not particularly limited. For example, the rewards may include in-game currency, items that restore game points, and strengthening items that increase the initial values ​​of character ability parameters that can be set for characters to be trained, as well as game points.

[0505] Furthermore, the points may be updated in conjunction with the update of parameters during the training game. In the above embodiment, the training points are updated each time the ability parameters are updated during the training game. However, at the end of the training game, the difference between the final value and the initial value of each ability parameter may be calculated, and the training points may be updated based on the calculated difference. In other words, the timing for calculating the difference between the ability parameters before and after the update is not limited to during the training game.

[0506] Furthermore, the points may be updated based on the parameters at the end of the training game, although updating the points based on the parameters at the end of the training game is not essential.

[0507] In the above embodiment, training points that have been added once are not invalidated or subtracted during the calculation period. However, for example, in a training game, if training fails, ability parameters may decrease. In this case, training points may be subtracted in accordance with the decrease in ability parameters.

[0508] Note that some of the functions of the training game described in the above embodiment may not be provided. Furthermore, some or all of the processing in the player terminal 1 described above may be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential, and, for example, all of the programs for executing the above game may be stored in the player terminal 1.

[0509] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart.

[0510] 1 Player terminal 1000 Server S Information processing system

Claims

1. An information processing program that causes a computer to perform the following processes: a process of starting a training game based on a player's operational input; a process of updating at least one parameter linked to a character to be trained based on a player's operational input during the training game; a process of updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; a process of terminating the training game when a predetermined termination condition is met; and a process of linking a reward to the player ID outside the training game when the points reach a threshold value.

2. The information processing program of claim 1, further causing the computer to perform a process of setting game media to be used in the training game based on a player's operational input, wherein the process of updating the parameters updates the parameters based on the set game media, and the reward includes the game media or the right to acquire the game media.

3. An information processing program as described in claim 1 or 2, wherein the process of updating the points is executed in conjunction with updating the parameters during the training game.

4. The information processing program according to claim 1 or 2, further causing the computer to perform the process of updating the points based on the parameters at the end of the training game.

5. An information processing method executed by one or more computers, comprising: a process of starting a training game based on a player's operational input; a process of updating at least one parameter linked to a character to be trained based on a player's operational input during the training game; a process of updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; a process of ending the training game when a predetermined termination condition is met; and a process of linking a reward to the player ID outside the training game when the points reach a threshold value.

6. An information processing system comprising one or more computers, the computers performing the following processes: starting a training game based on a player's operational input; updating at least one parameter linked to a character to be trained based on the player's operational input during the training game; updating points linked to a player ID based on the difference between before and after updating the parameters during the training game; terminating the training game when a predetermined termination condition is met; and linking a reward to the player ID outside the training game when the points reach a threshold value.

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