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

WO2026177211A1PCT designated stage Publication Date: 2026-08-27CYGAMES INC
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Patent Information

Application Number
PCT/JP2026/006336
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-02-21
Filing Date
2026-02-20
Publication Date
2026-08-27

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Patent Text Reader

Abstract

This information processing program causes a computer to execute: enabling selection of a plurality of commands; updating, on the basis of a command selected by a player, one or more parameters among a plurality of parameters associated with a character to be nurtured; updating the value of a specific parameter associated with the command selected by the player among a plurality of types of specific parameters; enabling selection of one or more privileges among a plurality of privileges on the basis of the values of the plurality of types of specific parameters when a preset specific condition is satisfied; and associating the privilege selected by the player with the character to be nurtured as an acquired privilege.
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Description

Information Processing Program, Information Processing Method, Information Processing System, and Game Device

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

[0002] Conventionally, a genre of game called a cultivation game for cultivating game media such as characters is known.

[0003] Patent No. 7035123

[0004] In a cultivation game as described above, if the strategic nature required of the player is lacking, the interest of the game may decrease.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the interest of a game by enhancing the strategic nature required of the player.

[0006] To solve the above problems, the information processing program causes a computer to: make a plurality of commands selectable; update one or more of the plurality of parameters associated with the cultivation target character based on the command selected by the player; update the value of the specific parameter associated with the command selected by the player among the plurality of types of specific parameters; make one or more of the plurality of benefits selectable based on the values of the plurality of types of specific parameters when a preset specific condition is satisfied; and associate the benefit selected by the player with the cultivation target character as an acquired benefit.

[0007] Making the benefit selectable may include, in a state where the number of acquired benefits associated with the cultivation target character has reached a preset upper limit number, releasing the association between any of the acquired benefits and the cultivation target character and making it possible to associate the benefit selected by the player with the cultivation target character as the acquired benefit.

[0008] Multiple turns in which the player can select the command may be executed repeatedly, and the information processing program may cause the computer to determine the type of specific parameter to associate with each of the multiple commands in a predetermined turn.

[0009] The aforementioned multiple benefits correspond to any of the aforementioned multiple types of specific parameters, and the ability to select the benefits may be to determine one of the benefits corresponding to each type of specific parameter based on the value of that specific parameter, and then make the determined benefit selectable.

[0010] Making the aforementioned benefits selectable may involve determining the number of benefits to be offered for each type of specific parameter based on the value of that specific parameter, and then selecting the determined number of benefits from among the benefits associated with that specific parameter for each type of specific parameter.

[0011] Each of the aforementioned multiple benefits is ranked, and the ability to select the benefits means that if the value of the aforementioned specific parameter reaches a predetermined value, one or more of the high-ranking benefits associated with the said specific parameter may be determined.

[0012] Making the aforementioned benefits selectable may involve determining the benefits based on the aforementioned acquired benefits associated with the character being trained, and then making the determined benefits selectable.

[0013] Each of the aforementioned multiple benefits is ranked, and the selection of the benefits may be determined according to the first condition when the number of benefits associated with the character to be trained is less than a predetermined number, and when the number of benefits associated with the character to be trained is equal to or greater than a predetermined number, the benefits may be determined according to the second condition, which is more likely to result in a higher-ranked benefit than the first condition.

[0014] The information processing program may cause the computer to perform the following actions: determine one or more game media from among several types of game media to be associated with the command; associate the determined game media with the command; update the parameters in a more favorable manner when the game media is associated with the command selected by the player than when the game media is not associated with the command; and update the value of the specific parameter in a more favorable manner when the game media is associated with the command selected by the player than when the game media is not associated with the command.

[0015] To solve the above problems, the information processing method is an information processing method performed by one or more computers, wherein the computers perform the following: make multiple commands selectable; update one or more of the multiple parameters associated with the character to be trained based on the command selected by the player; update the value of a specific parameter associated with the command selected by the player from among multiple types of specific parameters; when a predetermined specific condition is met, make one or more of the benefits selectable based on the value of the multiple types of specific parameters; and associate the benefit selected by the player with the character to be trained as an acquired benefit.

[0016] To solve the above problems, the information processing system is an information processing system comprising one or more computers, wherein the computers perform the following: enable the selection of multiple commands; update one or more of the multiple parameters associated with the character to be trained based on the command selected by the player; update the value of a specific parameter associated with the command selected by the player from among multiple types of specific parameters; enable the selection of one or more of the benefits based on the values ​​of the multiple types of specific parameters when certain pre-set conditions are met; and associate the benefit selected by the player with the character to be trained as an acquired benefit.

[0017] To solve the above problems, the game device is a game device equipped with one or more computers, the computers perform the following: enable the selection of multiple commands; update one or more of the multiple parameters associated with the character to be trained based on the command selected by the player; update the value of a specific parameter associated with the command selected by the player from among multiple types of specific parameters; enable the selection of one or more of the benefits based on the values ​​of the multiple types of specific parameters when a predetermined specific condition is met; and associate the benefit selected by the player with the character to be trained as an acquired benefit.

[0018] According to the present invention, it is possible to enhance the enjoyment of the game by increasing the strategic thinking required of the player.

[0019] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. Figure 3A is a diagram illustrating an example of the home screen. Figure 3B is a diagram illustrating an example of the options settings screen. Figure 3C is a diagram illustrating an example of the profile settings screen. Figure 4 is a diagram illustrating the general flow of the training game. Figure 5A is a diagram illustrating an example of the initial scenario addition value data. Figure 5B is a diagram illustrating an example of the initial scenario upper limit value data. Figure 5C is a diagram illustrating an example of the scenario event addition value data. Figure 6A is a diagram illustrating the character selection screen for training. Figure 6B is the first diagram illustrating the character details screen. Figure 6C is the second diagram illustrating the character details screen. Figure 7A is a diagram illustrating the ability parameter (initial value) table. Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. Figure 7C is a diagram illustrating skills. Figure 7D is a diagram illustrating special events. Figure 8 is a diagram illustrating the character enhancement screen. Figure 9A is the first diagram illustrating the inheritance character selection screen. Figure 9B is the first diagram illustrating the training character list screen. Figure 9C is the second diagram illustrating the inheritance character selection screen. Figure 9D is the third diagram illustrating the inheritance character selection screen. Figure 10 is a diagram illustrating the inheritance system. Figure 11 is a diagram illustrating factor information. Figure 12A is a diagram illustrating the effects of basic ability factors. Figure 12B is a diagram illustrating the effects of character factors. Figure 13A is a diagram illustrating the targets for compatibility determination, and Figure 13B is a diagram illustrating the compatibility determination items. Figure 14A is the first diagram illustrating the support card formation screen. Figure 14B is the second diagram illustrating the support card formation screen. Figure 15A is a diagram illustrating the support card table. Figure 15B is a diagram illustrating support effects. Figure 15C is a diagram illustrating possessed skills. Figure 15D is a diagram illustrating support events. Figure 16A is the first diagram illustrating the support card selection screen. Figure 16B is the second diagram illustrating the support card selection screen. Figure 17 is the third diagram illustrating the support card configuration screen.Figure 18 is a third diagram illustrating the support card selection screen. Figure 19 is a diagram illustrating the change confirmation dialog. Figure 20A is a diagram illustrating the final confirmation screen. Figure 20B is a diagram illustrating the preset selection screen. Figure 21 is a diagram illustrating the selection items in each turn. Figure 22 is a diagram illustrating the top screen. Figure 23A is a first diagram illustrating the training screen. Figure 23B is a second diagram illustrating the training screen. Figure 23C is a diagram illustrating the training result notification screen. Figure 23D is a diagram illustrating the event screen. Figure 24 is a first diagram illustrating the gameplay specific to the scenario. Figure 25 is a diagram illustrating buffs. Figure 26 is a second diagram illustrating the gameplay specific to the scenario. Figure 27A is a diagram illustrating the buff lottery. Figure 27B is a diagram illustrating the relationship between the number of buffs possessed and the rank of the lottery target. Figure 28 is a diagram illustrating special effects. Figure 29 is a diagram illustrating the super-good condition state. Figure 30A is a first diagram illustrating the top screen in the state where the first special effect can be activated. Figure 30B is the second diagram illustrating the top screen in the state where the first special effect can be activated. Figure 31A is the first diagram illustrating the top screen in the state of being in super good condition. Figure 31B is the second diagram illustrating the top screen in the state of being in super good condition. Figure 32 is the third diagram illustrating the top screen in the state of being in super good condition. Figure 33 is a diagram illustrating the challenge zone state. Figure 34 is a diagram illustrating the completion rate. Figure 35 is a diagram illustrating the rewards given when the challenge zone state ends. Figure 36A is the first diagram illustrating the top screen in the state where the second special effect can be activated. Figure 36B is the second diagram illustrating the top screen in the state where the second special effect can be activated. Figure 37 is the first diagram illustrating the top screen in the challenge zone state. Figure 38A is the second diagram illustrating the top screen in the challenge zone state. Figure 38B is the third diagram illustrating the top screen in the challenge zone state. Figure 39 is a diagram illustrating the training screen in the challenge zone state. Figure 40 is a diagram illustrating the training cooperation state. Figure 41A is the first diagram illustrating the top screen in the training cooperation state. Figure 41B is the second diagram illustrating the top screen in the training cooperation state.Figure 42 is a diagram illustrating the general flow of processing at the start of a turn. Figure 43 is a diagram illustrating the allocation ratio for training items. Figure 44A is a diagram illustrating the training level. Figure 44B is a diagram illustrating the fixed increase value (speed). Figure 44C is a diagram illustrating the fixed increase value table (power). Figure 45 is a diagram illustrating the number of gauge points. Figure 46A is the first diagram illustrating the inheritance event. Figure 46B is the second diagram illustrating the inheritance event. Figure 46C is the third diagram illustrating the inheritance event. Figure 46D is the fourth diagram illustrating the inheritance event. Figure 47A is the first diagram illustrating the skill screen. Figure 47B is the second diagram illustrating the skill screen. Figure 48A is the first diagram illustrating the race selection screen. Figure 48B is a diagram illustrating the race start screen. Figure 48C is the first diagram illustrating the race results screen. Figure 48D is the second diagram illustrating the race results screen. Figure 49 is a diagram illustrating an example of the relationship between the evaluation score and the training rank. Figure 50A is a diagram illustrating the training rank notification screen. Figure 51 is a diagram illustrating the factor acquisition confirmation dialog. Figure 52A is a diagram illustrating an example of a lottery table for determining the factor level of basic ability factors. Figure 52B is a diagram illustrating an example of a lottery table for determining the factor level of aptitude factors. Figure 53A is a diagram illustrating the factor acquisition screen. Figure 53B is a diagram illustrating the training completion screen. Figure 54A is the first diagram illustrating the designated factor dialog of the first embodiment. Figure 54B is the second diagram illustrating the designated factor dialog of the second embodiment. Figure 54C is the third diagram illustrating the designated factor dialog of the third embodiment. Figure 55 is the fourth diagram illustrating the designated factor dialog of the fourth embodiment. Figure 56 is a diagram illustrating the designated factor change dialog. Figure 57 is a diagram illustrating the memory configuration and computer functions of the player terminal. Figure 58 is a diagram illustrating the memory configuration and computer functions of the server. Figure 59 is a sequence diagram illustrating the processing of the player terminal and server related to the training game. Figure 60 is a flowchart illustrating the preparation process at the player terminal.Figure 61 is a flowchart illustrating the process of displaying the support card selection screen on the player terminal. Figure 62 is a flowchart illustrating the preparation phase process on the server. Figure 63 is a flowchart illustrating the training phase process on the server. Figure 64 is a flowchart illustrating the turn start process on the server. Figure 65 is a flowchart illustrating the first event determination process on the server. Figure 66 is a flowchart illustrating the parameter determination process on the server. Figure 67 is a flowchart illustrating the training phase process on the player terminal. Figure 68 is a flowchart illustrating the selection command reception process on the server. Figure 69 is a flowchart illustrating the scenario-specific processing on the server. Figure 70 is a flowchart illustrating the result information reception process on the player terminal.

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

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

[0022] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.

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

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

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

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

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

[0028] 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, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

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

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

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

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

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

[0034] The output unit 24 includes a display device and a speaker. The output unit 24 may also be a device connected to (externally attached to) the player terminal 1. In this embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.

[0035] (Game Content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess game media obtained through a lottery known as gacha, or game media distributed by the operator. In this embodiment, players can possess character cards and support cards as game media. Each character card and support card is always associated with one character. The character associated with the character card is the target of training in the training game.

[0036] As will be described in more detail later, the game according to this embodiment provides a character development game. In the development game, the player can develop characters and generate developed characters with various parameters linked to them. Furthermore, the development game in this embodiment has the gameplay of developing characters linked to character cards by having them participate in races modeled after horse racing.

[0037] Figure 3A is a diagram illustrating an example of the home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with multiple control buttons that the player can operate (tap).

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

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

[0040] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance the character cards and support cards they possess. By enhancing character cards and support cards, the player can increase the level set on the character cards and support cards. Character cards and support cards have various parameters set, and these parameters increase as the level increases. By increasing the parameters of character cards and support cards, the player can cultivate characters with stronger stats in the training game.

[0041] As will be explained in more detail later, the training game uses decks composed of multiple support cards. Players can create a deck (a support card deck) in advance on the enhancement screen for use in the training game.

[0042] 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. The player can select and view a character and a story image on the story screen.

[0043] When the race game selection operation unit 102d is tapped, a race game selection screen (not shown) is displayed. In the present embodiment, various race games in which the trained characters trained in the training game described later can participate are provided. The player can select a race game in which the trained character participates on the race game selection screen. As the race game, there is a team competition game in which a team composed of a plurality of trained characters competes against a team of other players selected by the computer. The team competition game has a game property of competing for rankings with other players.

[0044] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can perform a so-called gacha lottery by consuming in-game currency and tickets. In the gacha lottery, character cards and support cards can be obtained.

[0045] Also, on the home screen 100, above the menu bar 102, a training game operation unit 104 is provided. When the training game operation unit 104 is tapped, a training game screen is displayed, and the training game described later is started. The training game is roughly divided into a preparation stage and a training stage. First, in the preparation stage, the player can select one character card from the characters the player possesses. The character associated with the character card selected by the player is set as the character to be trained in the training game (hereinafter referred to as the training target character).

[0046] Also, in the preparation stage, the player sets up a deck to be used when cultivating the character to be cultivated. The deck is composed of a plurality of inherited characters and a plurality of support cards, which will be described in detail later. Therefore, in the cultivation game, the inherited characters and support cards compiled in the deck are used.

[0047] When the settings of the character to be cultivated and the deck (inherited characters and support cards) are completed, the game transitions from the preparation stage to the cultivation stage, and a game for cultivating the character to be cultivated starts. In the cultivation game, the parameters of the character to be cultivated can be changed. The player can possess the character cultivated in the cultivation game as a cultivated character. As described above, the player can compile the possessed cultivated characters into a team and use them in a team competition game or the like.

[0048] Thus, the main objectives of the game of this embodiment are to generate cultivated characters through the cultivation game and to improve the ranking of the team competition game using the cultivated characters.

[0049] Further, in this embodiment, it has a function for sharing cultivated characters or support cards among players and a function for sharing information among a plurality of players. The player can set the cultivated characters and support cards that can be used by other players in the cultivation game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right part of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.

[0050] FIG. 3B is a diagram for explaining 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. A plurality of operation units are provided on the option setting screen 110, and when an operation unit is tapped, it is possible to confirm and set the information corresponding to the operation unit.

[0051] The options settings screen 110 includes a profile settings operation section 110a and a close operation section 110b. When the close operation section 110b is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings operation section 110a is tapped, the profile settings screen 120 is displayed.

[0052] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their own profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.

[0053] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.

[0054] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0055] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters they have trained as their representative character. The representative character setting operation unit 126a displays an icon image indicating the currently set representative character. As will be explained in more detail later, the representative character can be included in the deck as an inherited character in the training game played by other players.

[0056] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be added to other players' decks and used in the training game played by those other players.

[0057] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.

[0058] In addition, in this embodiment, various limited-time events are held irregularly. During the period of a limited-time event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, the event screen is displayed. On the event screen, the player can exchange event points, which are offered exclusively for the event, for various rewards.

[0059] When the training game control unit 104 is tapped on the home screen 100, the training game screen is displayed and the training game begins. Players can play the training game by consuming game points. Game points are awarded to the player at predetermined intervals (e.g., every 10 minutes) by a predetermined amount (e.g., +1). There is an upper limit (e.g., 100) on the number of game points a player can hold, and players can hold game points within this limit. A game point display bar 136 is provided at the top of the home screen 100, which visually displays the ratio of the currently held game points to the upper limit.

[0060] Note that when a training game is started, a predetermined amount of game points (for example, -30) is deducted. Therefore, if a player does not possess the required number of game points, they cannot start the training game. However, players can possess items that restore game points and can use these items to restore them. These items can be obtained, for example, as rewards in training games or team competition games, or by spending in-game currency. The training game is described in detail below.

[0061] (Raising Game) Figure 4 is a diagram illustrating the general flow of a raising game. Raising games are broadly divided into setting games and main raising games. As will be explained in more detail later, the main raising game is a game in which the player raises a character associated with a character card selected from among the character cards they possess, as the character to be raised.

[0062] Furthermore, the setting game is where players register the character to be trained and their deck (inherited character and support cards), and it corresponds to the preparation stage of the training game. Below, the processes performed in the setting game will be called the preparation stage processes, and the processes performed in the main training game will be called the training stage processes. To facilitate understanding, we will first explain the general flow of the preparation stage processes and training stage processes.

[0063] As shown in Figure 4, the preparation stage involves the following steps in order: scenario registration, registration of the character to be trained, registration of the inherited character, registration of the support card, and registration of the specific character. 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.

[0064] <Preparation Phase> The preparation phase mainly involves registering the scenario, registering the character to be trained, and registering the deck (inherited character and support card). Support cards are used to assist in the training of the character to be trained. Each support card is always associated with one character, and the character associated with the support card registered in the preparation phase will assist in the training of the character to be trained. Hereafter, the character associated with the support card will be referred to as the support character.

[0065] <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 scenarios for the training main game are provided. Each scenario of the training main game has a final goal, goals along the way, etc. The player must sequentially clear the goals set for each scenario. Each goal, the time required to achieve it, the difficulty of the game, etc., differ from scenario to scenario.

[0066] Furthermore, the main training game has a storyline, and the game progresses according to that story. Events occur at various times during the training game. Scenario-specific events are included in the events that occur during the training game. Therefore, at least some of the events that occur in multiple scenarios will differ from each other. The player can select one of several scenarios on the scenario selection screen.

[0067] Figure 5A illustrates an example of initial scenario addition value data. Figure 5B illustrates an example of initial scenario upper limit value data. Figure 5C illustrates an example of scenario event addition value data. As shown in Figure 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.

[0068] As will be explained in more detail later, the objective of this training game includes increasing the ability parameters of the character being trained. Here, there are five ability parameters: speed, stamina, power, tenacity, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the race will be for the character being trained.

[0069] However, each ability parameter has an upper limit, and in the main training game, the value of each ability parameter is only updated within the range of the upper limit, and updates of 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 depending on the scenario. Note that the upper limit of each ability parameter may increase from the initial upper limit during the game.

[0070] The player terminal 1 and server 1000 store scenario initial value data. This scenario initial value data is data where the initial value of each of the five ability parameters is linked to the scenario ID. In this embodiment, at the start of the main training game, the initial upper limit of each ability parameter is set based on the scenario initial value data.

[0071] Specifically, each ability parameter has a common base value pre-set. In this embodiment, the common base value is set to "1200". This common base value is common to all scenarios and all ability parameters. However, the common base value may differ for each scenario or for each ability parameter. At the start of the main training game, the initial scenario bonus value corresponding to the scenario selected by the player is added to the common base value, and the initial upper limit value for each ability parameter is set.

[0072] For example, as shown in Figure 5A, according to the scenario initial addition value data, the initial addition value for all five ability parameters associated with scenario ID "0001" is set to "200". Therefore, if scenario ID "0001" is selected and the main training game is started, the initial upper limit for all five ability parameters will be "1400".

[0073] Furthermore, for example, if scenario ID "0002" is selected and the main training game is started, the initial upper limit of the Speed ​​and Guts ability parameters will be the common base value of "1200", the initial upper limit of the Stamina and Intelligence ability parameters will be "1600", and the initial upper limit of the Power ability parameter will be "1400".

[0074] In this case, the initial upper limit is derived by adding the initial added value of the ability parameter to the common base value. However, as shown in Figure 5B, scenario initial upper limit data may be provided, and the initial upper limit of each ability parameter may be derived based on the scenario initial upper limit data. According to the scenario initial upper limit data, the initial upper limit of each of the five ability parameters is linked to the scenario ID. In the scenario initial upper limit data, the value of the initial upper limit linked to each scenario ID is the common base value plus the initial added value from the scenario initial added value data.

[0075] Thus, the initial upper limit of a scenario associated with a scenario ID may be set as the initial upper limit of each ability parameter. Alternatively, the value obtained by adding the initial scenario addition value to the common base value may be set as the initial upper limit of each ability parameter.

[0076] Furthermore, in the main training game, scenario events may occur at predetermined times that increase the upper limit of each ability parameter. When a scenario event occurs, the scenario event bonus value associated with that scenario event is added to the upper limit at that time. For example, in the main training game with scenario ID "0001", when a predetermined scenario event occurs, the upper limits of the five ability parameters will each increase by "20".

[0077] As shown in Figure 5C, the upper limit of ability parameters that increase due to scenario events differs for each scenario. Note that there may be multiple scenario events that increase the upper limit of ability parameters for a single scenario, or there may be none. Furthermore, the timing of the occurrence of scenario events may be the same for all scenarios or may differ.

[0078] Thus, the upper limits of ability parameters differ 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 through a variety of scenarios.

[0079] <Registration of Characters to be Trained> Figure 6A is a diagram illustrating the character selection screen 150. When the player selects a scenario on the scenario selection screen, the character selection screen 150 shown in Figure 6A is displayed. Multiple character icons 151 are displayed in the center of the character selection screen 150, showing a list of characters owned by the player.

[0080] Furthermore, the ability parameter display section 152a and the aptitude parameter display section 152b are displayed at the top of the character selection screen 150. In addition, the return operation section 153 and the next operation section 154 are displayed at the bottom of the character selection screen 150.

[0081] In this embodiment, initial values ​​for ability parameters are set for each character. The ability parameter display unit 152a displays the initial values ​​of the ability parameters of the character corresponding to the character icon 151 selected by the player as numerical values. In this embodiment, a larger numerical value for the ability parameter indicates a higher ability.

[0082] Furthermore, the ability parameter display unit 152a displays the initial upper limit value for each ability parameter. In other words, the upper limit value for each ability parameter that is set at the start of the main training game when the player can select a scenario, or after the player has selected a scenario, is displayed on the ability parameter display unit 152a. In the ability parameter display unit 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.

[0083] In this case, the ability parameter display unit 152a identifies and displays initial upper limits that exceed the common base value. For example, in the example shown in Figure 6A, the initial upper limits for speed, power, and tenacity exceed the common base value of "1200". Therefore, in the ability parameter display unit 152a, the initial upper limits for speed, power, and tenacity are identified and displayed relative to the initial upper limits for stamina and intelligence. In this case, as an identification display, initial upper limits that exceed the common base value are displayed by flashing or in a different color.

[0084] Figure 7A is a diagram illustrating the ability parameter (initial value) table. In this embodiment, as shown in Figure 7A, the ability parameter (initial value) table stores the initial values ​​of the ability parameters for each character associated with the character card. Based on the initial values ​​of the ability parameters stored in the ability parameter (initial value) table, the ability parameter display unit 152a displays the initial values ​​of the ability parameters.

[0085] In this embodiment, initial values ​​for ability parameters are set for each of the multiple types of abilities associated with each character linked to a character card. Specifically, the ability parameters include a speed ability parameter labeled "Speed" in the ability parameter display unit 152a, a stamina ability parameter labeled "Stamina" in the ability parameter display unit 152a, a power ability parameter labeled "Power" in the ability parameter display unit 152a, a tenacity ability parameter labeled "Spirit" in the ability parameter display unit 152a, and a wisdom ability parameter labeled "Wisdom" in the ability parameter display unit 152a.

[0086] The initial values ​​of each character's ability parameters increase by strengthening the character card. For example, each character card has five status levels (rarity). In this embodiment, level 1 is the lowest rarity, and level 5 is the highest rarity. Players can increase the status level of a character card by consuming in-game currency or designated items. As the status level of a character card increases, the initial values ​​of the ability parameters of the character associated with that character card also increase.

[0087] Figure 7A shows the initial values ​​for a character at a predetermined level. The player can increase the values ​​of the ability parameters in the main training game. In other words, the goal of the main training game is to train a character with higher ability parameter values.

[0088] In this embodiment, each character has a set set of aptitude parameters (initial values). As shown in Figure 6A, the aptitude parameter display unit 152b displays the initial values ​​of the aptitude parameters for the character corresponding to the character icon 151 selected by the player, using letters of the alphabet.

[0089] Figure 7B is a diagram illustrating the aptitude parameter (initial value) table. In this embodiment, as shown in Figure 7B, the aptitude parameter (initial value) table stores the initial values ​​of the aptitude parameters for each character. The initial values ​​of the aptitude parameters are set to one of seven levels using the alphabet from A to G. Note that A indicates the highest aptitude and G indicates the lowest aptitude. Based on the initial values ​​of the aptitude parameters stored in the aptitude parameter (initial value) table, the aptitude parameter display unit 152b displays the initial values ​​of the aptitude parameters.

[0090] In this embodiment, initial values ​​for aptitude parameters are set for each of the multiple types of aptitudes for each character. Specifically, the aptitude parameters include aptitude parameters related to track aptitude for turf and dirt, aptitude parameters related to distance aptitude for short distance, mile, middle distance, and long distance, and aptitude parameters related to running style aptitude for front-runner, pace-setter, stalker, and closer.

[0091] In training games, players can enter their training character into various races. The higher the training character's suitability for the race, the more advantageous the race will be.

[0092] Furthermore, the initial values ​​of each character's aptitude parameters may be increased by spending in-game currency. Also, the values ​​of the aptitude parameters may change during the main training game. Additionally, during the main training game, an aptitude parameter may be set to S, which is higher than A.

[0093] Figure 6B is the first diagram illustrating the character details screen 160. Figure 6C is the second diagram illustrating the character details screen 160. When you long-press the character icon 151 on the character selection screen 150, the character details screen 160 is displayed on the display 26. The character details screen 160 displays the detailed abilities of the character corresponding to the character icon 151 that was long-pressed on the character selection screen 150.

[0094] In the center of the character details screen 160, the skill operation section 161 and the event operation section 162 are displayed. As shown in Figure 6B, when the character details screen 160 is first displayed, the skill operation section 161 is highlighted, and the skills provided for each character are displayed. Skills are abilities that may be activated when certain conditions are met during the execution of races and team races, which will be described later. The race development of each character will be advantageous when skills are activated.

[0095] Figure 7C is a diagram illustrating skills. As shown in Figure 7C, each character possesses multiple skills. As shown in Figure 6B, the character details screen 160 displays the skills that a character possesses (hereinafter referred to as possessed skills). In the training main game, you can acquire the possessed skills of the character you are training by fulfilling certain conditions. Note that skills will not activate during races just by possessing them; they can only be activated after acquiring them. Below, skills that a character can activate, that is, skills that a character has acquired, will be referred to as acquired skills.

[0096] Each character is assigned one pre-acquired skill from the start of the main training game. In addition to the pre-acquired skill, each character also has multiple possessed skills. Possessed skills can be acquired after the start of the main training game by spending skill points, which will be explained later. In other words, possessed skills can become pre-acquired skills in exchange for skill points.

[0097] In this embodiment, skills indicated by "◎" in Figure 7C are displayed as acquired skills in the character details screen 160 in Figure 6B. Also, skills indicated by "〇" in Figure 7C are displayed as possessed skills in the character details screen 160 in Figure 6B. In this embodiment, as shown in the character details screen 160 in Figure 6B, acquired skills are highlighted to make it easier to distinguish between acquired skills and possessed skills.

[0098] Specifically, in the character details screen 160 shown in Figure 6B, one acquired skill is displayed in the acquired skills display section 161a, and seven possessed skills are displayed in the possessed skills display section 161b. The number of acquired skills and possessed skills may differ for each character. In addition, the number of acquired skills or possessed skills for each character may increase, for example, due to an increase in the character's level, or the consumption of in-game currency or items.

[0099] Here, possessed skills include awakened skills. Awakened skills are skills that, once their unlock conditions are met, are linked to the character as possessed skills from the start of the training game. In other words, awakened skills for which the unlock conditions have not been met are not possessed skills at the start of the training game. However, even awakened skills for which the unlock conditions have not been met may become possessed skills during the main training game.

[0100] In Figure 7C, awakening skills are indicated by star marks. Here, each character is assigned four awakening skills. However, the number of awakening skills may differ from character card to character to character. Furthermore, awakening skills differ for each character associated with a character card. 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. Thus, skills can be set differently depending on the character, including acquired skills, possessed skills, and awakening skills.

[0101] In this embodiment, the character's awakening level is set as the unlocking condition for awakening skills. Each character (character card) is linked to the status level and awakening level described above. The player can increase the status level and awakening level individually. As shown in Figure 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, the character enhancement screen 165 is displayed on the display 26.

[0102] Figure 8 is a diagram illustrating the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation section 163b of the character details screen 160 is tapped, or when the enhancement screen selection operation section 102b is tapped. Character icons 151 corresponding to owned characters are displayed in the lower center of the character enhancement screen 165. When a player taps a character icon 151, the character corresponding to the tapped character icon 151 is selected.

[0103] Furthermore, if the enhancement operation section 163b of the character details screen 160 is tapped and the character enhancement screen 165 is displayed, the character that was selected on the character details screen 160 will remain selected when the character enhancement screen 165 starts to be displayed. Information about the selected character is displayed at the top of the character enhancement screen 165.

[0104] Specifically, the character enhancement screen 165 includes an Awakening tab 167a, a Hint tab 167b, and a Status tab 167c. When the Awakening tab 167a is tapped, the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. When the character enhancement screen 165 is first displayed, the Awakening tab 167a is selected, and the Awakening Skill display areas 168a, 168b, 168c, and 168d are displayed. The names of the Awakening Skills corresponding to the Awakening Level are displayed in each of the Awakening Skill display areas 168a, 168b, 168c, and 168d.

[0105] Below the character enhancement screen 165, there is an Awakening Level Enhancement button 169a. 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 that consuming these items will increase the Awakening Level. When the specified operation is entered on the confirmation screen, the Awakening Level of the selected character increases.

[0106] In this embodiment, each character's initial state has an awakening level set to level 1. Players can increase a character's awakening level up to a maximum of level 5 by consuming items. Each awakening level is associated with one awakening skill. Increasing the awakening level unlocks the awakening skill corresponding to the increased awakening level. 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.

[0107] Each character has four awakening skills. By increasing their awakening level, players can unlock the same number of awakening skills as the awakening level increases. Once unlocked, awakening skills function as acquired skills.

[0108] The Awakening Skill display areas 168a, 168b, 168c, and 168d display the Awakening Skills unlocked at Awakening Levels 2, 3, 4, and 5, respectively. At this time, unlocked Awakening Skills are marked "Unlocked" in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Conversely, ununlocked Awakening Skills are grayed out in the Awakening Skill display areas 168a, 168b, 168c, and 168d. Figure 8 shows a state where the Awakening Level is Level 4 and three Awakening Skills have been unlocked.

[0109] While a detailed explanation is omitted here, pressing and holding the Awakening Skill display areas 168a, 168b, 168c, and 168d will display detailed information, such as the content of each Awakening Skill. Additionally, tapping the Hint tab 167b will display the Hint Level Enhancement screen (not shown). On the Hint Level Enhancement screen, you can increase the Hint Level of your owned skills (described later) by consuming items.

[0110] 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 button 169b. When the return operation button 169b is tapped, the character enhancement screen 165 is closed and the character details screen 160 is displayed.

[0111] Furthermore, when the player taps the event operation section 162 on the character details screen 160, the content of the character details screen 160 changes, as shown in Figure 6C, and a dedicated event display section 162a, which shows the dedicated events provided for each character, is displayed. Dedicated events occur when predetermined conditions are met in the main training game. When a dedicated event occurs, story images related to the character appearing in the training game are displayed, or the values ​​of ability parameters change.

[0112] Figure 7D is a diagram illustrating special events. As shown in Figure 7D, each character associated with a character card has multiple special events associated with it. As shown in Figure 6C, the character details screen 160 displays the special events associated with the character. These special events include hint events that allow a character to possess or acquire skills, and ability events that increase or decrease the numerical values ​​of a character's ability parameters.

[0113] Also, the dedicated events displayed on the character details screen 160 shown in FIG. 6C may all be executed during the execution of the main breeding game, or at least a part of them may be executed during the execution of the main breeding game, or if a predetermined condition is not satisfied, all of them may not be executed during the execution of the main breeding game. Also, for example, the number of dedicated events provided for each character may increase due to an increase in the level of the character, consumption of in-game currency or items, etc. Also, when a predetermined condition is satisfied, a dedicated event that is not displayed as a dedicated event may be executed during the main breeding game.

[0114] Also, as shown in FIGS. 6B and 6C, a close operation part 163a is displayed at the lower part of the character details screen 160. When the close operation part 163a of the character details screen 160 is tapped, the display of the character details screen 160 ends, and the breeding target character selection screen 150 is displayed on the display 26.

[0115] Also, when the return operation part 153 is tapped on the breeding target character selection screen 150 shown in FIG. 6A, the home screen 100 shown in FIG. 3A is displayed on the display 26. Also, a breeding information display button 155 is provided on the breeding target character selection screen 150. When the breeding information display button 155 is tapped, a breeding information display screen (not shown) is displayed. The player can confirm information regarding the character selected on the breeding target character selection screen 150 on the breeding information display screen.

[0116] The purpose of the breeding game is to generate a stronger bred character by breeding the character selected as the breeding target character from the characters associated with the character cards possessed by the player. Although it will be described in detail later, the main breeding game is composed of a plurality of turns, and the player needs to train the breeding target character or have it participate in a race for each turn.

[0117] Each character has multiple clear objectives set for them. The clear objectives set for the selected character can be viewed on the training information display screen. Each turn has a predetermined race in which the character being trained can participate. The clear objectives include having the character being trained participate in a designated race in a designated turn and achieving a designated rank.

[0118] Furthermore, by having the character you are training participate in a race, that character can gain fans. Each race has a set number of fans that can be gained based on the finishing position, with higher finishing positions yielding more fans. Races also have difficulty levels, and higher difficulty races allow you to gain more fans.

[0119] Here, the number of fans that can be gained by participating in a race is calculated by adding a bonus to the base number of fans determined for each finishing position. Specifically, a correction value is determined based on the race result, and the bonus number of fans is calculated by multiplying the base number of fans by this correction value. The sum of this bonus number and the base number of fans is the number of fans that the character being trained will gain. For example, if the race result is 1st place, the larger the difference between the character being trained and the character in 2nd place, the larger the correction value will be. Also, if the race result is between 2nd and 5th place, the smaller the difference between the character being trained and the character in 1st place, the larger the correction value will be.

[0120] Furthermore, the character being trained will activate skills (acquired skills) with a predetermined probability during the race. The more skills activated, the greater the bonus value. In this way, each race has defined conditions for adding fans, and the number of fans gained increases depending on various race results other than finishing position, as well as the progress during the race. However, the number of fans gained by the character being trained will be at least equal to the base number of fans corresponding to the finishing position.

[0121] Note that some races have a minimum number of fans required to participate. If the number of fans a character being trained has acquired is less than the number required to participate in that race, the player cannot enter that character in that race. The more difficult the race, the more fans are required to enter. Therefore, if a race with a minimum number of fans required to participate is set as one of the races targeted for completion (hereinafter referred to as the "target race"), the character being trained must acquire the number of fans specified for that target race by the turn in which the target race takes place.

[0122] Furthermore, the clear objectives include gaining a predetermined number of fans by a predetermined number of turns. Other clear objectives include, for example, winning a predetermined number of times in high-difficulty races (e.g., GI races) within a predetermined number of turns. Thus, each character has multiple clear objectives set for them. By achieving the clear objectives, the player can continue the training main game until the final turn. On the other hand, if the clear objectives are not achieved, the training main game ends in that turn.

[0123] Therefore, if the target character has not acquired the required number of fans for a given race by the turn in which the race takes place, the character being trained will not be able to participate in the race. In this case, the clear objective will not be achieved, and the training game will end.

[0124] In training-focused games, various parameters of the character being trained increase with each turn, meaning that the more turns you play, the stronger the character you can create. Therefore, when playing training-focused games, you need to raise the parameters of the character you are training in order to clear all the objectives.

[0125] Generally, the clear objectives set for each character are fixed, and the same clear objectives are set as challenges each time the training game is played. However, some characters may have clear objectives that change depending on the progress of the main training game, or characters whose clear objectives can be selected by the player.

[0126] Furthermore, upon completion of the training game, a training character is generated. Upon completion of the training game, an evaluation score is calculated for the training character, and a training rank is derived based on this score. The evaluation score is calculated based on a pre-set formula, including points calculated from various parameters of the training target character at the time of training completion, points calculated from acquired skills, etc. The training information display screen shows 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.

[0127] While a detailed explanation will be omitted, the training game features multiple scenarios. The basic game mechanics are common across all scenarios, but some features differ from scenario to scenario. The training information screen displays the scenario selected when each character was trained.

[0128] As described above, the player can select a character to train on the character selection screen 150 shown in Figure 6A while checking various information about each character. When the Next operation unit 154 is tapped on the character selection screen 150, the selected character is set as the character to train, and the inheritance character selection screen 170 is displayed on the display 26.

[0129] <Registering Inherited Characters> Figure 9A is the first diagram illustrating the inherited character selection screen 170. Figure 9B is the first diagram illustrating the training character list screen 180. Figure 9C is the second diagram illustrating the inherited character selection screen 170. Figure 9D is the third diagram illustrating the inherited character selection screen 170. The inherited character selection screen 170 is the screen for the player to register inherited characters.

[0130] An inheritance character is a character that inherits abilities, skills, etc., from the character being trained. Players can select two inheritance characters from their own training character and representative characters of other players, such as followers or friends, that are selected according to predetermined selection conditions, and add them to their deck and register them. Note that only one representative character from another player can be added to the deck as an inheritance character in a single training game.

[0131] The inheritance character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inheritance character selection area 171a, and a second inheritance character selection area 171b. When the screen transitions from the training target character selection screen 150 to the inheritance character selection screen 170, the first inheritance character selection area 171a and the second inheritance character selection area 171b are displayed as blank, as shown in Figure 9A.

[0132] When the first inheritance character selection area 171a or the second inheritance character selection area 171b is tapped, the training character list screen 180, as shown in Figure 9B, is displayed. The training character list screen 180 has a My Character tab 181a and a Rental tab 181b. Below the My Character tab 181a and Rental tab 181b, there is a training character list display area. The training character list display area displays training character icons 182.

[0133] When the My Character tab 181a is selected, the training character icon 182 corresponding to the training character owned by the player is displayed, as shown in Figure 9B. Although not shown in the illustration, when the Rental tab 181b is selected, the training character icon 182 corresponding to the friend's representative character, that is, the training character trained by the friend, is displayed.

[0134] Furthermore, when the training character icon 182 is tapped, the training character corresponding to the training character icon 182 is temporarily selected. Also, when the training character icon 182 is tapped, the inheritance character selection screen 170 is displayed, as shown in Figure 9C. At this time, for example, if the first inheritance character selection area 171a is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image of the training character that has been temporarily selected will be displayed in the first inheritance character selection area 171a.

[0135] In this state, for example, when the second inheritance character selection area 171b is tapped and the training character list screen 180 is displayed, and the training character icon 182 is tapped on the training character list screen 180, an image representing the training character that has been tentatively selected is displayed in the second inheritance character selection area 171b, as shown in Figure 9D.

[0136] Furthermore, information about the inherited character used during training is linked and stored for each character being trained. The first inherited character selection area 171a displays information about the inherited character used when training the character being trained.

[0137] Figure 10 is a diagram for explaining the inheritance lineage. In the breeding game, various effects are brought about, such as the increase in the values of the ability parameters and suitability parameters of the breeding target character based on the factor information possessed by the inherited characters. Here, two inherited characters are set for one breeding target character, and these inherited characters are the previously generated breeding characters. Therefore, even when a breeding character set as an inherited character is generated, two inherited characters are set for the breeding character.

[0138] As shown in Figure 10, the breeding target character, which is the target of the main breeding game starting from now, is regarded as the current generation. Also, for this breeding target character, the two breeding characters set as inherited characters are regarded as the first inheritance generation. Furthermore, at the start of the breeding of the breeding characters in the first inheritance generation, two breeding characters are set as inherited characters. When the breeding characters in the first inheritance generation are generated, the two breeding characters that were set as inherited characters are regarded as the second inheritance generation.

[0139] In this case, as shown in Figure 10, the breeding characters in the first inheritance generation and the second inheritance generation exert effects on the breeding target character in the current generation. As described above, two inherited characters (first inheritance generation) are set for one breeding target character, so a total of six breeding characters bring effects to one breeding target character.

[0140] For example, a first inheritance group is composed of one of the two breeding characters in the first inheritance generation and the two breeding characters in the second inheritance generation that are the inherited characters of this breeding character. Similarly, a second inheritance group is composed of the other of the two breeding characters in the first inheritance generation and the two breeding characters in the second inheritance generation that are the inherited characters of this breeding character.

[0141] As shown in Figure 9D, the first inheritance character selection area 171a contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the first inheritance group. Similarly, the second inheritance character selection area 171b contains icons corresponding to one first-generation inheritance character and two second-generation inheritance characters that make up the second inheritance group.

[0142] Figure 11 is a diagram illustrating factor information. As will be explained in more detail later, when the training game is completed, the character being trained is registered as a training character, and at this time, factor information is linked to and stored for the training character. Specifically, when the training of a training character is completed, the factors that the training character will acquire are determined by lottery or other means. Then, factor information indicating the determined factors is linked to the training character. In other words, when the training game is completed, the training character can acquire the factors that were won by lottery.

[0143] However, the factors acquired by a character being trained do not affect the character's abilities themselves. For example, a character being trained can be entered into racing games such as team racing games. In this case, the race simulation, or calculation process, is performed to determine the finishing order and race development based on the ability parameters, aptitude parameters, and acquired skills of all the trained characters participating. Since the factors that a character being trained possesses are not used in this calculation process, even if a character has many factors, it will not give them an advantage in the race.

[0144] The factors possessed by a character being trained only affect the character being trained if that character is set as a successor character. The factors that a character being trained can acquire are classified into several types. Figure 11 shows the factor types as follows: basic ability factors, aptitude factors, race factors, character factors, and skill factors. Each factor has one of several stages. Here, there are three factor levels: Level 1, Level 2, and Level 3. However, the number of factor levels is not limited to these; there may be fewer than three stages or four or more stages.

[0145] As will be explained in more detail later, the factor level is determined by lottery. In this case, after the factors that the character being trained will acquire are determined, the factor level for each acquired factor 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 acquired factors and factor levels will be determined simultaneously.

[0146] Factor levels range from level 3 (highest effect) to level 1 (lowest effect). In the lottery that determines the factor level, the probability of winning level 3 is the lowest, and the probability of winning level 1 is the highest. In other words, factor level 3 is the rarest, and level 1 is the rarest. However, the probability of winning a factor or a factor level may change depending on the results of the training game. In this case, for example, a training character with high ability parameters and evaluation points may be assigned a higher factor level.

[0147] Basic ability factors increase the value and upper limit of the ability parameters of the character being trained. There are five basic ability factors: Speed, Stamina, Power, Tenacity, and Intelligence. The character being trained will always acquire one of the five basic ability factors. Each of the five basic ability factors corresponds to one of the five ability parameters: Speed, Stamina, Power, Tenacity, and Intelligence. For example, if a first-generation or second-generation inherited character being trained has the Speed ​​factor, the value and upper limit of the character's Speed ​​ability parameter will increase.

[0148] Figure 12A illustrates the effects of basic ability factors. The increase in each ability parameter, as well as the increase in its upper limit, varies depending on the factor level of the basic ability factor. For example, if the speed factor is at level 1, the speed ability parameter of the character being trained increases by "7". At level 2, the ability parameter increases by "13". At level 3, the ability parameter increases by "21".

[0149] Therefore, if all six training characters—two from the first generation of inheritance and four from the second generation of inheritance—have a level 3 speed factor, the speed ability parameter of the training character can increase by a maximum of 126 (increase of 21 x 6 characters).

[0150] However, each factor has a set activation timing and activation conditions. Therefore, even if an inherited character possesses a factor, if the activation conditions are not met at the activation timing, it will not have any effect on the character being trained.

[0151] As described above, the main training game consists of multiple turns, of which certain turns are designated as factor activation turns. For example, let's say that the 1st, 31st, and 55th turns of the main training game are designated as factor activation turns. In this case, the 1st turn is the first activation timing, the 31st turn is the second activation timing, and the 55th turn is the third activation timing. In each factor activation turn, it is decided whether or not to activate each factor (inherited character), and if it is decided to activate the factor, the activation conditions for that factor are met, and the effect corresponding to the factor is brought about.

[0152] Whether or not a basic ability factor is activated is determined by a lottery. At this time, the probability of winning the lottery to determine whether or not a basic ability factor is activated, that is, the probability of a basic ability factor being activated (hereinafter referred to as the activation probability), may differ in the three factor activation turns. Here, in the first turn, the activation probability of a basic ability factor is set to 100%, regardless of the factor level. Also, in the 31st and 55th turns, the activation probability of a basic ability factor differs depending on the factor level. For 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%.

[0153] On the inheritance character selection screen 170, the increase in ability parameters during the first turn is displayed. For example, in Figure 9C, one inheritance character constituting the first inheritance group is provisionally selected. In this case, the type of ability parameter that will increase during the first turn due to the provisionally selected inheritance character, and the amount of that increase, are displayed. Here, "+63" is displayed above the Power ability parameter, indicating that the Power ability parameter will increase by 63 points during the first turn. In addition, the ability parameter display section 152a displays the value that is the sum of the increase in the first turn.

[0154] Furthermore, in Figure 9D, two inheritance characters constituting the first and second inheritance groups are provisionally selected. In this case, the types of ability parameters that will increase in the first turn, and the amount of increase, are displayed for the two provisionally selected inheritance characters. Here, "+21", "+63", and "+42" are displayed above the ability parameters for speed, power, and intelligence, respectively, indicating that in the first turn, the ability parameters for speed, power, and intelligence will increase by 21 points, 63 points, and 42 points, respectively.

[0155] Furthermore, on the inheritance character selection screen 170, the increase in ability parameters due to inheritance characters constituting the first inheritance group and the increase in ability parameters due to inheritance characters constituting the second inheritance group are displayed in a distinguishable manner. For example, in Figure 9D, the "+63" displayed above the power ability parameter and the "+21" and "+42" displayed above the speed and intelligence ability parameters are color-coded.

[0156] Furthermore, when a basic ability factor is activated, the upper limit of the corresponding ability parameter increases. 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 the speed factor is level 1, the upper limit of the speed ability parameter of the character being trained will increase by "4" at the first activation timing, and at the second and third activation timings, the upper limit of the speed ability parameter will increase within the range of "1" to "4".

[0157] Furthermore, if the Speed ​​Factor's factor level is level 2, the first time it is activated, the upper limit of the Speed ​​ability parameter of the character being trained will increase by "9", and the second and third times it is activated, the upper limit of the Speed ​​ability parameter will increase within a range of "1" to "4". Furthermore, if the Speed ​​Factor's factor level is level 3, the first time it is activated, the upper limit of the Speed ​​ability parameter of the character being trained will increase by "16", and the second and third times it is activated, the upper limit of the Speed ​​ability parameter will increase within a range of "1" to "4".

[0158] In this system, during the first activation, the upper limit of the ability parameter is always increased by an amount corresponding to the factor level. On the other hand, during the second and third activations, a lottery is held to determine whether or not the system will activate. If it is determined that the system will activate, a lottery is held to determine the amount by which the upper limit will increase. At this time, the probability of activation being determined may be set higher for higher factor levels. Also, the amount of increase in the upper limit may be set higher for higher factor levels.

[0159] Furthermore, the activation of basic ability factors may be determined on a factor-by-factor basis, or it may be determined separately for each utility. For example, when determining the activation of one basic ability factor on a factor-by-factor basis, suppose it is decided that the basic ability factor will be activated. In this case, the value of the corresponding ability parameter increases according to the factor level, and the upper limit of the same ability parameter also increases.

[0160] On the other hand, when the activation of a single basic ability factor is determined for each utility, the decision of whether or not to increase the value of the ability parameter and the decision of whether or not to increase the upper limit are made by separate draws. Therefore, in this case, for example, only one of either the value of the ability parameter or the upper limit of the ability parameter may increase. In any case, in this embodiment, the basic ability factor is always activated at the first activation timing. As a result, with the start of the main training game, the value of the ability parameter and the upper limit increase according to the factor level.

[0161] As shown in Figures 9C and 9D, the initial upper limit of the ability parameters displayed in the ability parameter display section 152a of the inherited character selection screen 170 is updated to a value that includes the added value of the upper limit that increases due to the basic ability factors. In this way, the convenience of selecting an inherited character is improved by displaying an initial upper limit that takes into account both the initial added value for the scenario and the added value from the basic ability factors.

[0162] The aptitude factors shown in Figure 11 increase the aptitude parameters of the character being trained. There are 10 aptitude factors: turf factor, dirt factor, sprint factor, mile factor, middle-distance factor, long-distance factor, front-running factor, leading factor, sprinting factor, and closing factor. The character being trained will always acquire one of the 10 aptitude factors. The 10 aptitude factors correspond to turf aptitude, dirt aptitude, sprint aptitude, mile aptitude, middle-distance aptitude, long-distance aptitude, front-running aptitude, leading aptitude, sprinting aptitude, and closing aptitude, respectively. For example, if the first or second generation of inherited training characters includes a character that possesses the turf factor, the turf aptitude parameter of the character being trained will increase.

[0163] Furthermore, aptitude factors also have activation timings and conditions, and whether or not they activate is determined for each aptitude factor during the same factor activation turn as basic ability factors. If an aptitude factor is determined to activate, the corresponding aptitude parameter increases by one level. For example, in the first turn, the activation probability of an aptitude factor is set to 100%, regardless of the factor level.

[0164] For example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are turf factor, sprint factor, and mile factor, respectively, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and sprint factor, respectively. In this case, the training character's turf aptitude and sprint aptitude will each increase by two levels, and its mile aptitude and sprint aptitude will each increase by one level.

[0165] Furthermore, for example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are all sprint factors. In this case, the training character's turf aptitude and sprint aptitude will each increase by three levels. As yet another example, suppose the aptitude factors of the three training characters belonging to the first inheritance group are all turf factors, and the aptitude factors of the three training characters belonging to the second inheritance group are turf factor, sprint factor, and mile factor, respectively. In this case, the training character's turf aptitude will increase by four levels, and its sprint aptitude and mile aptitude will each increase by one level.

[0166] However, in the first turn, there is a limit to the increase in 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 grass aptitude of the character being trained is A, even if the inheriting character possesses the grass factor, the grass aptitude will not increase in the first turn.

[0167] In contrast, in turns 31 and 55, a lottery is held to determine whether or not each aptitude factor will be activated, based on its level. For example, in turns 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, a level 2 aptitude factor to 3%, and a level 1 aptitude factor to 1%. If the activation of an aptitude factor is determined by the lottery in turn 31 or 55, the aptitude parameter corresponding to that aptitude factor will increase. Note that in turns 31 and 55, the upper limit for each aptitude is raised from A to S. Therefore, in turns 31 and 55, the activation of an aptitude factor can raise the value of the aptitude parameter up to S.

[0168] Furthermore, the aptitude parameter display section 152b of the inheritance character selection screen 170 displays the aptitude parameter values ​​after they have increased in the first turn.

[0169] Race Factors increase the ability parameters of the character being trained. Race Factors are assigned to each of the high-difficulty races (such as GI races) that can be entered in the main training game (hereinafter referred to as "factor-targeted races"). At the end of the training game, a lottery is held to determine whether or not the character being trained acquires a race factor for each factor-targeted race in which they finished first. If the character wins this lottery, they acquire a race factor.

[0170] Furthermore, each race factor has a factor level, and the factor level is determined by lottery for each race factor that is acquired. Also, there is no upper limit to the number of race factors that a single training character can acquire; a training character can acquire multiple race factors.

[0171] Each race factor has a predetermined ability parameter that it increases upon activation, along with the value of that increase. For example, some race factors increase the speed ability parameter, while others increase the power ability parameter. In this case, the value of the ability parameter increase increases with higher factor levels.

[0172] Furthermore, each race factor has its own activation timing and conditions, and it is decided whether or not to activate each race factor during its activation turn. If a race factor is activated, the ability parameter corresponding to that race factor will increase. Note that race factors can only be activated during turns 31 and 55. Also, the probability of a race factor activating during its activation turn varies depending on the factor level, with higher factor levels resulting in a higher activation probability.

[0173] Character factors are unique to each character. For example, if a character that has been strengthened to a certain status level is used as the target character for training, the character factors set for that character will be automatically assigned to the training character upon completion of the training game. Since only one character factor is set per character, a training character can acquire a maximum of one character factor. Furthermore, if a training character is created based on a character that has not been strengthened to a certain status level, it will not acquire any character factors.

[0174] Furthermore, character factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. When a character factor is activated, a hint event set for each character factor occurs, and as mentioned above, hints for skills can be obtained. In addition, when a character factor is activated, the upper limit of a predetermined ability parameter increases.

[0175] Figure 12B illustrates the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation timings. However, character factors can also be activated during the first activation timing. If a character factor is activated during the first activation timing, as described above, the character being trained will gain skill hints, but the upper limit of ability parameters will not increase.

[0176] Furthermore, when a character factor is activated for the second or third time, in addition to gaining 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 the range of "3" to "6". The amount of the increase in the upper limit is determined, for example, by a lottery. In this case, it may be set so that the higher the factor level, the greater the increase.

[0177] Furthermore, in this embodiment, the ability parameters whose upper limits increase upon activation of a character factor are predetermined for each character factor. For example, character factor A increases the upper limit of stamina by 3 to 6, while character factor B increases the upper limit of speed by 1 and the upper limit of tenacity by 2, or increases the upper limit of speed by 2 and the upper limit of tenacity by 2. The activation of a character factor may be determined on a factor-by-factor basis, similar to the basic ability factors described above, or it may be determined separately for each effect.

[0178] The skill factors shown in Figure 11 are awarded based on the skills acquired by the character being trained. Specifically, at the end of the training game, a lottery is held to determine whether or not the character acquires a skill factor for each skill they have acquired. If the character wins this lottery, the character is awarded a skill factor. In other words, the character being trained can acquire some or all of the skill factors corresponding to the skills they have acquired. If the acquisition of a skill factor is decided, the factor level of that skill factor is determined by a lottery.

[0179] Furthermore, skill factors can be activated during pre-set factor activation turns, and are activated by winning a lottery conducted during those turns. The higher the factor level, the higher the probability of winning. When a skill factor is activated, a hint event, specific to that skill factor, occurs, allowing the character to acquire hints about the skill. This enables the character being trained to acquire skills similar to those already acquired by inherited characters, etc.

[0180] Thus, whether or not a character acquires a skill factor depends on the range of skills already acquired by the character being trained. Therefore, the more skills a character has already acquired, the higher the probability of acquiring a skill factor. However, since the acquisition of skill factors is determined by a lottery, even if a character has acquired many skills, they may not acquire any skill factors.

[0181] In this example, the character being trained acquires skill factors in addition to the skills they have already acquired. However, it is also possible to determine the skills that the character being trained can acquire based on the skills already acquired by the character being trained as an inheritance character, without introducing skill factors.

[0182] As described above, the ability parameters of the character being trained change significantly depending on the inheritance character included in the deck. Furthermore, even if the character being trained has high abilities, whether or not factors are acquired is determined by chance, so a character with high abilities is not necessarily suitable as an inheritance character. On the other hand, even if the character being trained does not have high abilities, it may still function effectively as an inheritance character by acquiring many factors with high factor levels. Thus, by making it possible to include inheritance characters in the deck, the game offers the added interest of not only training powerful characters, but also training characters that are effective as inheritance characters.

[0183] Furthermore, in this embodiment, compatibility is determined between the character being trained, the first-generation inherited character being trained, and the second-generation inherited character being trained. When the characters are a compatible combination, the conditions for activating the factor become more favorable.

[0184] Figure 13A is a diagram illustrating the targets for compatibility determination, and Figure 13B is a diagram illustrating the compatibility determination items. As shown in Figure 13A, in this embodiment, seven targets for determination, numbered from No. 1 to No. 7, are provided. The first target for determination (No. 1) is the current target character for development, and the first generation character for development in the first inheritance group. The second target for determination (No. 2) is the current target character for development, and the first generation character for development in the second inheritance group.

[0185] The third set of characters to be evaluated (No. 3) are the first generation inheritance characters in the first inheritance group and the first generation inheritance characters in the second inheritance group. The fourth set of characters to be evaluated (No. 4) are the current character to be evaluated, the first generation inheritance characters in the first inheritance group, and the character of one of the second generation inheritance characters in the first inheritance group (character A). The fifth set of characters to be evaluated (No. 5) are the current character to be evaluated, the first generation inheritance characters in the first inheritance group, and the character of the other of the second generation inheritance characters in the first inheritance group (character B).

[0186] The sixth set of characters to be evaluated (No. 6) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and one of the second generation of inheritance characters in the second inheritance group (character A). The seventh set of characters to be evaluated (No. 7) are the current character to be trained, the first generation of inheritance characters in the second inheritance group, and the other of the second generation of inheritance characters in the second inheritance group (character B).

[0187] For each of the above-mentioned targets for evaluation, the presence or absence of conditions is determined for each of the multiple evaluation items. Figure 13B shows an example of evaluation items. In this embodiment, the game world is set up so that the selectable characters to be trained are students, and each character undergoes training at school.

[0188] Furthermore, each character has pre-defined settings such as grade level, colleague status, and friendship status, as shown in Figure 13B. The evaluation criteria include, for example, whether the two or three characters being evaluated are in the same grade, colleagues, or friends. The evaluation criteria also include whether the characters being evaluated have a suitable running style, distance suitability, and track suitability.

[0189] Each evaluation criterion is associated with an expected compatibility value, and the expected compatibility values ​​of the evaluation criteria that are met between the characters being evaluated are accumulated. Here, the expected compatibility value differs depending on the evaluation criterion, but the expected compatibility value may be the same for all evaluation criteria.

[0190] For example, when determining compatibility, first, all compatibility criteria are checked between the current character being trained (the first target of the check) and the first-generation character being trained in the first inheritance group. At this time, the compatibility expectation value associated with the successful criteria is accumulated and counted. In this way, the compatibility expectation value is counted sequentially from the first to the seventh target of the check, and finally, the activation probability of the factors is corrected based on the 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.

[0191] Furthermore, the calculated compatibility expectation value may be used as a correction value to calculate the activation probability. 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.

[0192] Thus, since the probability of factor activation differs depending on the compatibility between the character being trained and the inheriting character, or between the inheriting characters themselves, the combination of two inheriting characters will have a significant impact on the training of the character being trained. In other words, character compatibility is an important factor when selecting inheriting characters.

[0193] 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 of the selected character is indicated by three compatibility marks: ◎, ○, and △. Note that, as shown in Figure 9A, the compatibility mark is not displayed when no inheritance character is selected.

[0194] Furthermore, as shown in Figure 9B, the training character list screen 180 is provided with a display switching button 183. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set the sorting order and filter of the training character icons 182 displayed on the training character list screen 180, that is, the training characters that can be selected as inherited characters.

[0195] <Registering Support Cards> Figure 14A is the first diagram illustrating the support card formation screen 190. Figure 14B is the second diagram illustrating the support card formation screen 190. When two inherited characters are registered on the inherited character selection screen 170, the support card formation screen 190 shown in Figure 14A is displayed. A deck display area 191 is provided in the center of the support card formation screen 190. The deck display area 191 contains multiple (in this case, six) support card display frames 192. In addition, a return operation section 153 and a start operation section 193 are displayed at the bottom of the support card formation screen 190.

[0196] The number of support card display frames 192 is the same as the number of support cards that the player can set. The support card display frames 192 also function as an operation unit that accepts player input. For example, ten deck information entries, from the first deck information to the tenth deck information, are stored here. Each deck information entry stores frame information indicating each of the six support card display frames 192, and a support card ID unique to each support card. For example, the frame information includes six pieces of information, from the first frame information to the sixth frame information. These first to sixth frame information entries correspond to one of the support card display frames 192 in the deck display area 191.

[0197] As will be explained later, players can include support cards that other players have set as rental cards in their six types of support cards. In this case, for other players' rental cards, the deck information will include not only the frame information and support card ID, but also the experience points used to calculate the rental card's level.

[0198] Each deck has a deck ID. The deck ID is linked to the player ID. When the support card formation screen 190 is displayed, one of the multiple deck information (deck IDs) will be temporarily selected. For example, the deck information of the deck used in the previous training game, or one pre-set deck information will be temporarily selected.

[0199] Then, based on the support card ID associated with the provisionally selected deck information, an image is displayed in the support card display frame 192. Figure 14A shows the provisionally selected state of the first deck information. Here, it shows the case where no support card ID is associated with any of the six support card display frames 192 in the first deck information. A "+" mark is displayed in the support card display frame 192 that does not have a support card ID associated with it, as shown in Figure 14A.

[0200] Furthermore, the support card formation screen 190 displays a deck switching operation unit 190a that accepts player input. By operating the deck switching operation unit 190a, the player can switch between the temporarily selected deck information. For example, in the temporarily selected state of the first deck information shown in Figure 14A, if the deck switching operation unit 190a on the right is operated, the temporarily selected deck information switches from the first deck information to the second deck information. In this case, as shown in Figure 14B, the deck display area 191 is displayed based on the second deck information.

[0201] This section shows a case where, in the second deck information, six support card IDs are linked to six frame information, which is the position information of the support card display frame 192. Each support card ID is linked to a support card image 192a. As shown in Figure 14B, the support card display frame 192 displays the support card image 192a linked to the support card ID included in the second deck information.

[0202] In this embodiment, the six types of support cards that a player can set for one deck of information can include support cards that other players who meet predetermined conditions have set as rental cards. Here, the predetermined conditions are that the player is registered as a friend, or that the player is selected by lottery or according to pre-set conditions. That is, a player can include support cards that other players who are friends or selected by lottery, etc., have set as rental cards in their deck information. In the following description, "other players" includes friends and players selected by lottery, etc. Note that the player ID of the other player who possesses the rental card is linked to the rental card.

[0203] However, the specified conditions are not limited to these. For example, the rental cards that can be included in the deck information may be limited to rental cards of other players that the player has registered as friends. Alternatively, the rental cards that can be included in the deck information may be limited to rental cards of other players selected by lottery. Furthermore, the rental cards that can be included in the deck information may be limited to, for example, rental cards of a predetermined number of players who have logged in most recently. In any case, the specified conditions can be any pre-set conditions, and their content can be set as appropriate.

[0204] Here, the maximum number of rental cards that can be included in one deck is set to "1". Therefore, a player can compose one deck using five types of support cards that they themselves possess and one type of rental card from another player. Note that the maximum number of rental cards that can be included in one deck is not limited to "1" and may be multiple.

[0205] Furthermore, in this embodiment, a player can also construct one deck using six types of support cards that they themselves possess. In other words, a player can construct one deck using only support cards whose ownership information is linked to their own player ID. That is, all six types of support cards used in the main training game may be support cards that the player themselves possesses. In other words, a player does not necessarily have to use rental cards from other players. However, it may be required that at least one rental card be used in the main training game.

[0206] Figure 14B shows the case where the second deck information includes one rental card. The support card display frame 192 where the support card image 192a corresponding to the rental card is displayed, or the support card image 192a corresponding to the rental card has a special indication 192b. The special indication 192b makes it possible to identify that the support card is a rental card of another player. In addition, the special indication 192b makes it possible to distinguish between another player's rental card and a support card owned by the player.

[0207] Here, the special indication 192b is a display mode that highlights the support card display frame 192 and the support card image 192a. In addition, the word "Friend" is displayed above the support card image 192a as the special indication 192b. Note that the display mode of the special indication 192b shown in Figure 14B is just one example. The display mode of the special indication 192b can be modified as appropriate, as long as it is possible to identify that it is a rental card.

[0208] Figure 15A is a diagram illustrating the support card table. As shown in Figure 15A, the support card table stores the type of support character (i.e., character ID), rarity, level, and preferred training (proficiency rate) for each type of support card (i.e., support card ID) held by the player. Each support character corresponds one-to-one with each type of support card. In other words, each support card is always associated with one character ID. To put it another way, each support card is always associated with one support character.

[0209] In this embodiment, each support card is assigned a rarity level. There are three rarity levels: R (Rare), SR (Super Rare), and SSR (Super Special Rare). R is the lowest rarity, and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have stronger support effects, as described later. Also, in this embodiment, support cards with higher rarity tend to have more skills and support events, as described later.

[0210] Support cards have 50 levels, from level 1 to level 50. While a detailed explanation is omitted, each support card has an experience point parameter. When the experience points reach a threshold, the support card's level increases. Players can increase the level of a support card by increasing its experience points. The experience points and level increased by the player are stored for each support card. The experience points, or level, of a support card can also be increased using in-game currency or items. There is an upper limit to the level of a support card, depending on its rarity.

[0211] For example, support cards with a rarity of R have a maximum level of 20, support cards with a rarity of SR have a maximum level of 25, and support cards with a rarity of SSR have a maximum level of 30.

[0212] Furthermore, the level cap can be increased in stages when certain conditions are met. For example, a support card with rarity R may have its level cap increased up to a maximum of level 40, a support card with rarity SR may have its level cap increased up to a maximum of level 45, and a support card with rarity SSR may have its level cap increased up to a maximum of level 50.

[0213] Figure 15B is a diagram illustrating the support effects. As shown in Figure 15B, each support card has multiple support effects stored within it. Support effects increase various stats in the main training game. Each support card has multiple targets for its support effects. Examples of targets for support effects include physical strength, speed, stamina, power, tenacity, and intelligence.

[0214] Figure 15C is a diagram illustrating the skills possessed. As shown in Figure 15C, each support card has multiple skills assigned to it. In this embodiment, just as each character possesses skills, support cards are also associated with skills. The skills assigned to each support card can be acquired by the player's chosen training target character, or by other characters who have been promoted to team members (as described later), when a hint event occurs during the main training game.

[0215] Figure 15D is a diagram illustrating support events. As shown in Figure 15D, each support card is associated with multiple support events. Support events are events that may occur during the main training game. When a support event occurs, the values ​​of various stats in the main training game may increase or decrease.

[0216] For example, the support events that occur may be determined based on the number of turns, or they may be determined by a predetermined lottery. Furthermore, multiple support events may be selected in a single turn. In any case, the support events that occur should be determined according to a predetermined determination method set in advance.

[0217] Support events may include hint events and ability events. 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 is performed as described later in the training game. 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 is performed in the training game.

[0218] The first hint event and the second hint event are events that allow you to possess or acquire skills. The first ability event and the second ability event are events that increase or decrease the numerical value of a character's ability parameters. Hereafter, 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.

[0219] Figure 16A is a first diagram illustrating the support card selection screen 200. Figure 16B is a second diagram illustrating the support card selection screen 200. When an operation input is made to the support card display frame 192 on the support card arrangement screen 190, the support card selection screen 200 shown in Figure 16A is displayed on the display 26. The support card selection screen 200 is provided with a owned card selection tab 200a and a rental card selection tab 200b. The owned card selection tab 200a and the rental card selection tab 200b function as operation units that accept player input.

[0220] In the deck display area 191 of the support card formation screen 190, if an operation is performed on a support card display frame 192 where the support card image 192a is not displayed, the support card selection screen 200 will be displayed with the owned card selection tab 200a selected, as shown in Figure 16A. In other words, if a support card display frame 192 that is not associated with a support card ID is selected in the provisionally selected deck information, the support card selection screen 200 will be displayed with the owned card selection tab 200a selected. Therefore, in Figure 14A, regardless of which support card display frame 192 is selected, the support card selection screen 200 will be displayed as shown in Figure 16A.

[0221] Furthermore, in the deck display area 191 of the support card formation screen 190, if an operation is performed on a support card display frame 192 that displays a support card image 192a corresponding to a support card owned by the player, the support card selection screen 200 will be displayed with the owned card selection tab 200a selected. In other words, in the provisionally selected deck information, if a support card display frame 192 associated with the support card ID of a support card owned by the player is selected, the support card selection screen 200 will be displayed with the owned card selection tab 200a selected. Therefore, in Figure 14B, if an operation is performed on a support card display frame 192 other than the lower left support card display frame 192, the support card selection screen 200 will be displayed as shown in Figure 16A.

[0222] In contrast, if an operation is performed on the support card display frame 192 in the deck display area 191 of the support card formation screen 190, where a support card image 192a corresponding to another player's rental card is displayed, the support card selection screen 200 will be displayed with the rental card selection tab 200b selected. In other words, if a support card display frame 192 associated with another player's rental card is selected in the provisionally selected deck information, the support card selection screen 200 will be displayed with the rental card selection tab 200b selected. Therefore, in Figure 14B, if an operation is performed on the support card display frame 192 in the lower left, the support card selection screen 200 will be displayed as shown in Figure 16B.

[0223] However, in the support card formation screen 190, the support card selection screen 200 may be displayed with the owned card selection tab 200a selected, regardless of the support card display frame 192 for which an operation input has been made. Also, in the support card formation screen 190, the support card selection screen 200 may be displayed with the rental card selection tab 200b selected, regardless of the support card display frame 192 for which an operation input has been made.

[0224] As shown in Figure 16A, when the "Owned Cards Selection" tab 200a is selected, the "Support Card Selection" screen 200 displays a list of support card images 192a corresponding to the support cards owned by the player. In other words, when the "Owned Cards Selection" tab 200a is selected, the "Support Card Selection" screen 200 displays a list of support card images 192a corresponding to the support cards associated with the player ID (in terms of ownership information).

[0225] Players can select a support card by tapping the support card image 192a displayed on the support card selection screen 200. When a support card is selected on the support card selection screen 200, the support card ID of the selected support card is linked to the deck information. At this time, the deck information stores the support card ID and the frame information corresponding to the support card display frame 192 selected by the player on the support card formation screen 190.

[0226] For example, suppose that in the support card formation screen 190, a support card display frame 192 corresponding to the first frame information, which is not associated with a support card ID, is selected. In this case, the support card ID and its position information (first frame information) are stored in the provisionally selected deck information.

[0227] Furthermore, for example, suppose that in the support card arrangement screen 190, a support card display frame 192 corresponding to the frame information to which the support card ID is linked is selected. In this case, the support card ID of the support card selected in the support card selection screen 200 is newly linked to the frame information corresponding to the selected support card display frame 192. This cancels the link between the original support card ID and the frame information. In other words, the support card selected in the support card arrangement screen 190 and the support card selected in the support card selection screen 200 are swapped.

[0228] Furthermore, if an operation is performed on the rental card selection tab 200b while the owned card selection tab 200a is selected, the rental card selection tab 200b will be selected. When the rental card selection tab 200b is selected, multiple rental card display units 201 are displayed on the support card selection screen 200, as shown in Figure 16B. Although a detailed explanation is omitted, players can register other players as friends. Here, multiple rental card display units 201 corresponding to other players extracted according to predetermined conditions, such as friends, are displayed.

[0229] The rental card display unit 201 displays a support card image 192a corresponding to a rental card set by another player. The rental card display unit 201 also displays the other player's player name and information about their rental card. The rental card display unit 201 functions as an operation unit that accepts player input. A player can select a rental card by tapping the rental card display unit 201. When a rental card is selected on the support card selection screen 200, the support card ID and frame information of the selected rental card are stored in the deck information, just as when the player's own support card is selected. In this case, the rental card's experience points are also stored in the deck information.

[0230] When a rental card is linked to deck information, various information, such as the player information of other players who possess the rental card, is linked to the deck information in player terminal 1 and server 1000. For example, in the deck information of server 1000, the player ID of another player is stored in association with the rental card as part of the player information of that other player. The information stored in the deck information in association with the rental card may also include information indicating whether or not the other player is registered as a friend. Furthermore, the player information of other players included in the deck information stored in player terminal 1 and server 1000 can be designed as appropriate.

[0231] As described above, when a player selects a support card they own or a rental card on the support card selection screen 200, the support card selection screen 200 is hidden and the support card formation screen 190 is displayed. At this time, on the support card formation screen 190, the support card image 192a corresponding to the support card selected on the support card selection screen 200 is displayed in the support card display frame 192. If a rental card is selected, the special display 192b described above is displayed in addition to the support card display frame 192.

[0232] On the other hand, for example, in the state shown in Figure 14B, after the rental card in the lower left of the figure is selected, suppose a support card owned by the player is selected on the support card selection screen 200. In this case, when the screen switches from the support card selection screen 200 to the support card formation screen 190, the support card image 192a corresponding to the newly selected support card is displayed in the support card display frame 192. At this time, the special display 192b is removed from the support card display frame 192 and the support card image 192a.

[0233] Furthermore, as shown in Figure 16B, when the rental card selection tab 200b is selected, a release operation unit 202 is provided between the rental card selection tab 200b and the rental card display unit 201. The release operation unit 202 functions as an operation unit that receives player input. When the release operation unit 202 is operated, the link between the frame information corresponding to the support card display frame 192 selected on the support card arrangement screen 190 and the support card is released. When the release operation unit 202 is operated, the support card selection screen 200 is hidden and the support card arrangement screen 190 is displayed. In the support card arrangement screen 190 displayed at this time, the support card image 192a is hidden in the support card display frame 192 selected by the player.

[0234] Figure 17 is a third diagram illustrating the support card configuration screen 190. For example, when a rental card is selected in the lower left of the diagram in the state shown in Figure 14B, the support card selection screen 200 is displayed as shown in Figure 16B. At this time, when the release operation unit 202 is operated on the support card selection screen 200, the link between the deck information and the rental card is released. Then, when the screen switches from the support card selection screen 200 to the support card configuration screen 190, the support card image 192a and special display 192b are removed from the support card display frame 192 in the lower left, as shown in Figure 17.

[0235] Here, as shown in Figure 16A or Figure 16B, when the support card selection screen 200 is displayed, if the player can select a rental card, an permission icon 203 will be displayed near the rental card selection tab 200b. The permission icon 203 indicates that the player can select a rental card.

[0236] As mentioned above, there is a limit to the number of rental cards that can be included in deck information 1. Therefore, even if a rental card is selected on the support card selection screen 200, the player will be able to select a rental card as long as the number of rental cards included in deck information 1 does not exceed the limit.

[0237] One example of a situation in which a player can select a rental card is when the rental card is not included in the provisionally selected deck information. Another example is when the rental card is included in the provisionally selected deck information, and the support card display frame 192 corresponding to the frame information associated with the rental card is selected on the support card formation screen 190. In other words, if a rental card is selected as the support card to be exchanged, the player can select the rental card on the support card selection screen 200. When a player can select a rental card in this way, a permission icon 203 is displayed on the support card selection screen 200. The display position of the permission icon 203 is not particularly limited. The permission icon 203 can be displayed at any position on the support card formation screen 190 or the support card selection screen 200.

[0238] On the other hand, if the provisionally selected deck information includes a rental card, and the support card display frame 192 corresponding to the frame information associated with a support card owned by the player is selected on the support card formation screen 190, the player cannot select a rental card. In other words, if the deck information already includes one rental card and a support card owned by the player is selected as the support card to be exchanged, the player will not be able to select a rental card on the support card selection screen 200.

[0239] Figure 18 is a third diagram illustrating the support card selection screen 200. For example, in the state shown in Figure 14B, if a support card other than the rental card in the lower left of the figure (support card display frame 192) is selected, the support card selection screen 200 will be displayed as shown in Figure 18. At this time, the rental card display section 201 will be displayed grayed out on the support card selection screen 200. In this state, input to the rental card display section 201 is disabled. By disabling input to the rental card display section 201 in this way, the rental card becomes unselectable. Also, if the player is unable to select a rental card, the permission icon 203 will be hidden.

[0240] In this system, if a player is unable to select a rental card, the rental card display section 201 on the support card selection screen 200 will be grayed out. However, the display method for identifying that a rental card is unavailable is not limited to this. For example, an icon indicating that selection or operation input is unavailable may be displayed on the rental card display section 201. Note that an identification display indicating that a rental card is unavailable is not mandatory.

[0241] Furthermore, if the player is unable to select a rental card, a dialog box may be displayed to ask whether they wish to change the rental card included in their deck. If the player gives the option to allow the change in this dialog box, the rental card display unit 201 may be enabled on the support card selection screen 200, allowing the player to select a rental card.

[0242] Furthermore, for example, if a player can select a rental card, a permission icon 203 may be displayed on the support card formation screen 190. Specifically, if the provisionally selected deck information does not include a rental card, a permission icon 203 may be displayed on the support card formation screen 190.

[0243] As described above, each player can freely change the rental cards available to other players at any time. For example, suppose a friend who possesses a rental card included in the deck information changes the rental card on the rental card settings screen described above. The player terminal 1 or server 1000 will perform a validity check process to verify the validity of the rental card at a predetermined timing. The predetermined timing may be, for example, when logging in, when the training game ends, or when a predetermined communication occurs between the player terminal 1 and the server 1000. Alternatively, the predetermined timing may be, for example, at a predetermined time, at the start of the training game, or when a predetermined screen such as the support card formation screen 190 is displayed.

[0244] The validity check process determines whether the rental cards included in the deck information are registered as rental cards. If the validity check process determines that the rental cards are invalid, the rental card change process is executed.

[0245] In the rental card change process, a rental card identical to the invalid rental card is searched from among the rental cards set by other players. Here, various parameters are associated with support cards as described above, and players can strengthen the parameters of support cards by using items, etc. In this embodiment, a rental card is searched for that exactly matches the invalid rental card in both card type and the parameter associated with the support card (in this case, level).

[0246] If the search results find a rental card identical to one that has been determined to be invalid, the extracted rental card will be linked to the deck information. Specifically, the player IDs of other players linked to the deck information will be changed. On the other hand, if no rental card identical to one that has been determined to be invalid is found, the link between the invalid rental card and the deck information will be removed. In this case, the slot information (support card display slot 192) to which the rental card was linked will no longer have a support card ID associated with it.

[0247] Figure 19 illustrates the change confirmation dialog 204. When a rental card included in the deck information is changed, in other words, when the friend who owns the rental card included in the deck information is changed, the change confirmation dialog 204 is displayed when the support card formation screen 190 is displayed. The change confirmation dialog 204 indicates that the rental card has been changed, or more precisely, that the owner of the rental card has been changed. If a predetermined operation is input to the display 26 while the change confirmation dialog 204 is displayed, the change confirmation dialog 204 will be hidden, and the deck display area 191 of the support card formation screen 190 will become visible. At this time, the support card image 192a corresponding to the changed rental card is displayed in the deck display area 191 of the support card formation screen 190.

[0248] On the other hand, if the search results do not yield any rental cards identical to the one determined to be invalid, an unillustrated confirmation dialog box will be displayed indicating that the rental card has been removed from the deck information. In this case, the support card image 192a is hidden in the support card display frame 192 to which the removed rental card was associated.

[0249] In this case, the rental card change process searches for rental cards that exactly match the type and parameters of the rental card that has been determined to be invalid. However, if no rental card that exactly matches the type and parameters of the rental card that has been determined to be invalid is found, a rental card that has the same type as the rental card that has been determined to be invalid, but has different parameters, may be searched for and found. Furthermore, searching for rental cards is not mandatory; if a rental card becomes invalid, the link between the deck information and the rental card may simply be removed.

[0250] Furthermore, a permission icon 203 is displayed here as a special indicator suggesting that a rental card can be selected. However, the permission icon 203 is not mandatory. Also, here, the permission icon 203, which is a special indicator, is displayed only on the support card selection screen 200. However, the permission icon 203, which is a special indicator, may be displayed only on the support card configuration screen 190, or it may be displayed on both the support card configuration screen 190 and the support card selection screen 200. In this case, the display method of the special indicator may differ between the support card configuration screen 190 and the support card selection screen 200. For example, on the support card configuration screen 190, a message indicating that a rental card can be selected may be displayed as a special indicator, and on the support card selection screen 200, the permission icon 203 may be displayed.

[0251] Furthermore, while players are allowed to select rental cards from other players besides their friends, it may be possible to restrict selection to only rental cards from friends. Alternatively, players may be able to select rental cards from other players selected according to pre-set conditions, regardless of whether they are registered as friends. In this case, the friend registration function is not required.

[0252] Furthermore, in this case, the rental card change process searches for rental cards identical to the rental card that was determined to be invalid. However, the rental card change process may also search for rental cards belonging to other players that meet the specified conditions.

[0253] As described above, according to this embodiment, a selection screen (support card selection screen 200) is displayed in which the user can select one of several game media, including a first game media (support card) associated with a first player ID indicating a first player, and a second game media (rental card) associated with a second player ID indicating a second player different from the first player (another player extracted according to predetermined conditions such as a friend).

[0254] Then, the game medium selected on the selection screen is linked to the deck information and stored. Additionally, a formation screen (support card formation screen 190) is displayed, which includes at least one display area (support card display frame 192) on which any one of the multiple game medium images (support card images 192a) corresponding to each of the multiple game mediums can be displayed.

[0255] The game media image corresponding to the game media linked to the deck information is displayed in the display area. In addition, if a second game media is linked to the deck information, special display 192b is displayed on the formation screen. When the link between the deck information and the second game media is broken, or when the second game media linked to the deck information is changed to the first game media, the game media image corresponding to the second game media before the break or change, as well as the special display, will be hidden.

[0256] This makes it easy to determine whether a second game medium is included in the deck information, that is, whether a second game medium can be selected, thereby improving convenience for players.

[0257] Furthermore, there may be an upper limit on the number of secondary game media that can be linked to deck information. If the number of secondary game media linked to deck information is less than the upper limit, a special indicator (permission icon 203) indicating that secondary game media can be selected may be displayed on either the selection screen or the formation screen, or both.

[0258] The special indication makes it easier for players to understand whether or not they can select a second game medium.

[0259] Furthermore, if the number of secondary game media linked to the deck information has reached the maximum limit, it may be possible to identify on the selection screen that the secondary game media cannot be selected.

[0260] This makes it easy for players to understand that selecting a second game medium is not possible.

[0261] Furthermore, a second game medium that meets the predetermined conditions (that another player has set it as a rental card) will become selectable on the selection screen. Also, if the second game medium linked to the deck information subsequently ceases to meet the predetermined conditions (e.g., unregistering as a friend or unsetting as a rental card), a game medium identical to the second game medium that no longer meets the predetermined conditions, but linked to another second player ID, may be extracted. If a game medium linked to another second player ID is extracted, the extracted game medium may be linked to the deck information in place of the second game medium that no longer meets the predetermined conditions. Also, if no game medium linked to another second player ID is extracted, the link between the second game medium that no longer meets the predetermined conditions and the deck information may remain disconnected.

[0262] As a result, the necessity for the player to perform complicated operations such as searching for the same game medium is reduced, and convenience is improved. Also, in well-known breeding games, it is common for deck formation to be required using two types of game media: the game medium the player himself / herself owns and the game medium rented from another player. In comparison, according to this embodiment, deck formation can be achieved using only the game medium the player himself / herself owns, and the degree of freedom in formation is increased.

[0263] Also, according to this embodiment, compared to the case where rental cards have to be arranged in the fixed support card display frame 192, rental cards can be arranged at arbitrary positions. Thereby, the degree of freedom in the arrangement position is improved. Also, when common rental cards are stored among different decks, the player has to select rental cards for each deck to be used. In contrast, in this embodiment, it is possible to arrange different rental cards for each deck, the number of operations during deck formation is reduced, and operability is improved.

[0264] Note that a rental deck function may be provided that allows the player to rent a rental deck provided by the operator. Six support cards are arranged in the rental deck that the player can rent. That is, according to the rental deck function, the player can rent six support cards. Note that the rental deck is not limited to being provided by the operator. For example, a deck created by another player may be used as a rental deck.

[0265] Also, multiple patterns of rental decks may be provided so that various types of breeding characters can be generated. In this case, the pattern most suitable for the breeding target character during temporary selection may be recommended.

[0266] Also, according to the scenario selected by the player, a part of the support cards arranged in the rental deck may change. At this time, support cards suitable for the gameplay of the scenario and the like may be arranged in the rental deck.

[0267] Furthermore, if the character being trained during the provisional selection process overlaps with the character associated with a support card included in the rental deck, that support card may be changed to a support card associated with a different character.

[0268] As shown in Figure 14B, if six support card IDs are associated with the provisionally selected deck information, the start operation unit 193 becomes operable. On the other hand, as shown in Figure 14A, if six support card IDs are not associated with the provisionally selected deck information, the start operation unit 193 becomes inoperable.

[0269] When the return operation unit 153 is operated on the support card formation screen 190, the inherited character selection screen 170 shown in Figure 9D is displayed on the display 26. Also, as shown in Figure 14B, when the start operation unit 193 is tapped on the support card formation screen 190, the support card ID included in the temporarily selected deck information is temporarily registered, and the final confirmation screen 205 shown in Figure 20A is displayed.

[0270] Figure 20A is a diagram illustrating the final confirmation screen 205. Figure 20B is a diagram illustrating the preset selection screen 205A. The final confirmation screen 205 displays the character to be trained selected by the player, the characters to be trained that make up the first inheritance group, the characters to be trained that make up the second inheritance group, and support cards. The final confirmation screen 205 also displays the preset display section 205a. The preset display section 205a shows the number of the currently selected preset.

[0271] Here, a preset is reservation information for a race in which the character being trained will participate in the main training game. The player can create a preset by selecting any race from all available races. Multiple presets can be saved, and on the final confirmation screen 205, one of the saved presets can be selected. Specifically, when the preset display unit 205a is tapped, the preset selection screen 205A shown in Figure 20B is displayed.

[0272] 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 section 206c. When the select operation section 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Also, if the cancel operation section 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.

[0273] Furthermore, if the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card configuration screen 190 will be displayed. On the other hand, if the start operation unit 205b is tapped, the top screen 210 (Figure 22A) will be displayed on the display 26.

[0274] <Registration of Specific Characters> As shown in Figure 4, once the scenario, target character for training, inheritance character, and support card are registered, the next step is to register the specific character. 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.

[0275] As described above, the preparation phase is completed once the target character for training, inheritance character, support character (support card), and specific character have been memorized.

[0276] <Training Stage Processing> Once the preparation stage processing is complete, the training stage processing begins. During the training stage processing, the main training game progresses, allowing you to train the character you are training. Below, for ease of understanding, we will first explain the basic flow of the main training game.

[0277] Figure 21 is a diagram for explaining selectable items in each turn. Here, the selectable items in each turn differ depending on the type of the character to be trained. However, the selectable items in each turn may be common regardless of the type of the character to be trained. As shown in Figure 21, the main training game is composed of the 1st turn to the 78th turn. And various parameters are updated according to the selectable item selected by the player in each turn.

[0278] The main training game has a story element such that the date progresses as the turn advances. Here, the setting is that one month progresses in 2 turns, and the date of half a month is set for each turn. Specifically, the first half of January is assigned to the 1st turn, and the second half of January is assigned to the 2nd turn. Also, the first half of February is assigned to the 3rd turn, and the second half of February is assigned to the 4th turn. Thus, the first half or the second half of each month in the first year is assigned to the 1st turn to the 24th turn.

[0279] Similarly, the first half or the second half of each month in the second year is assigned to the 25th turn to the 48th turn, and the first half or the second half of each month in the third year is assigned to the 49th turn to the 72nd turn. The period from the 1st turn to the 24th turn is called the junior class, the period from the 25th turn to the 48th turn is called the classic class, and the period from the 49th turn to the 72nd turn is called the senior class. Note that no date is assigned to the 73rd turn to the 78th turn, and this period is called the final class. Also, the 37th turn to the 40th turn and the 61st turn to the 64th turn are called the training camp periods, and the periods other than the training camp periods are called the normal periods. The training camp period is a period in which the ability parameters of the character to be trained are more likely to increase than in the normal period.

[0280] The player can select a command in each turn. A plurality of commands that the player can select are provided. Each command specifies the action of the character to be trained. That is, by selecting a command, the player can select the action to be executed by the character to be trained.

[0281] The commands that the player can select are broadly divided into main commands and subcommands. Main commands are commands that end the current turn. Subcommands are commands that do not end the current turn. In the following, the term "command" may also refer to the controls that the player can operate or to the instructions given to the computer. Figure 17 shows the main commands. As will be explained in more detail later, the main commands here are "Rest Command," "Infirmary Command," "Go Out Command," "Training Command," and "Race Command."

[0282] The training commands are provided for each type of training. Since there are five types of training, there are five training commands. The race command is used to enter the character being trained into a race. The races that the character being trained can participate in are set for each turn. Therefore, there are multiple types of races, and the race command is provided for each type of race.

[0283] In Figure 21, ○ indicates that the corresponding command is selectable in each turn. △ indicates that the corresponding command is selectable in each turn under certain conditions. × indicates that the corresponding command is not selectable in each turn.

[0284] For example, from turn 1 to turn 12, all main commands except the race command are selectable. Also, from turn 13 to turn 72, all main commands are selectable. However, each character being trained has a turn with a set objective (hereinafter referred to as the objective turn). The objective turn includes a race-only turn in which the character being trained will participate in a specific race (hereinafter referred to as the target race). The player must enter the character being trained in the target race during the objective turn (race-only turn) in which the target race is set. Therefore, during the race-only turn, all main commands other than the target race are unavailable.

[0285] Here, the target turn and target race will differ for each character being trained. However, a common target turn and target race may be set for all characters being trained. In addition, each target race has a clear condition. The player can continue the main training game by fulfilling the clear condition. On the other hand, if the clear condition is not met, the main training game ends at that turn, meaning the player retires.

[0286] Note that target turns and target races are not mandatory. It is acceptable for no target turns and target races to be set for any character being trained. Alternatively, it is acceptable for some characters to have target turns and target races set, while others do not.

[0287] In addition, objectives other than the target race, i.e., clear conditions, may be set for the target turn. For example, objectives (clear conditions) may be set to win at least one race by the target turn, or to raise a certain parameter to a certain value or higher. In this case as well, if the clear conditions are met by the end of the target turn, the main training game can be continued; if the clear conditions are not met, the player will retire.

[0288] Turns 74, 76, and 78 are set as target turns for all training characters. However, different target races are set for each training character during these target turns.

[0289] Furthermore, in this embodiment, a special event is executed after the end of turn 36. Details of this special event will be described later.

[0290] Figure 22 is a diagram illustrating the top screen 210. When the training stage process begins, the top screen 210 shown in Figure 22 is displayed on the display 26. The top screen 210 is the screen that is displayed at the start of each turn. At the top of the top screen 210, the stamina display unit 211 and the motivation display unit 212 are displayed. The character being trained has a "stamina" parameter. The "stamina" parameter is mainly used to calculate the failure rate, which is the probability of failing in training, as will be described later. The stamina display unit 211 displays the remaining amount of the character being trained's "stamina" relative to the upper limit of "stamina," so that it can be visually understood.

[0291] Furthermore, the character being trained has a "motivation" parameter. In this embodiment, the "motivation" parameter fluctuates within a range of six levels: extremely poor, poor, normal, good, excellent, and super excellent. However, under normal circumstances, the "motivation" parameter fluctuates within a range of five levels: extremely poor, poor, normal, good, and excellent. Then, if certain conditions are met in a special event, the "motivation" parameter will fluctuate within a range of six levels, adding a "super excellent" parameter to the five levels mentioned above. As described above, since the special event is executed after the end of turn 36, the earliest a character can reach "super excellent" motivation is turn 37 or later.

[0292] The higher the "motivation" parameter, the more advantageous the race development for the character being trained, and the greater the increase in ability parameters through training. In other words, "motivation" is a parameter that affects the correction of ability parameters. Here, among the "motivation" parameters, "very poor" is the lowest parameter, and the parameters increase in the order of poor, normal, good, excellent, and super excellent. The motivation display unit 212 displays the current "motivation" of the character being trained so that it can be visually understood. Here, as shown in the figure, the direction of the arrow indicates the current level of "motivation".

[0293] Here, we will assume that "Superb Performance" is one of the parameters for "Motivation," but "Superb Performance" may be a separate parameter from the "Motivation" parameters.

[0294] Furthermore, as shown in Figure 22, the top screen 210 displays an image of the character being trained, a status display section 213, and a skill point display section 214 in the center. The status display section 213 shows the current status of the character being trained, with numerical values ​​and letters indicating ranks separated by numerical values. Specifically, in this embodiment, the numerical values ​​and ranks of each ability parameter—speed, stamina, power, tenacity, and intelligence—are displayed.

[0295] Furthermore, as shown in Figure 22, the skill point display unit 214 shows the skill points possessed by the character being trained as a numerical value. As will be explained in more detail later, the player can use the skill points possessed by the character being trained to acquire skills.

[0296] Furthermore, as shown in Figure 22, the bottom of the top screen 210 displays the rest operation section 215a, the training operation section 215b, the outing operation section 215c, the infirmary operation section 215d, the race operation section 215e, and the skill operation section 216. In each turn, the player can select one of the following items: rest operation section 215a, training operation section 215b, outing operation section 215c, infirmary operation section 215d, or race operation section 215e.

[0297] The player can select the "Rest" option by operating the rest control unit 215a. When "Rest" is selected, the character being trained recovers their stamina. The player can also select the training to be performed by operating the training control unit 215b.

[0298] Additionally, the player can select the "Go Out" option by operating the Outing Control Unit 215c. When "Go Out" is selected, the motivation of the character being trained increases.

[0299] Furthermore, the player can select "Infirmary" by operating the infirmary control unit 215d. In the main training game, there are several debuffs that can occur to the character being trained. Debuffs are applied to the character being trained when certain events occur during the main training game. Although the debuffs differ in content from one another, all of them hinder the training of the character being trained.

[0300] If the character being trained has a debuff applied and "Infirmary" is selected, the debuff applied to the character may be removed. However, selecting "Infirmary" does not guarantee that the debuff will be removed; there is a certain probability that the debuff will not be removed. However, if "Infirmary" is selected, the debuff may always be removed. Thus, since "Infirmary" is a command intended to remove debuffs, it cannot be selected if the character being trained does not have a debuff. In other words, "Infirmary" can only be selected if the character being trained has a debuff applied.

[0301] Furthermore, the player can select the type of race in which the character being trained will participate by operating the race control unit 215e.

[0302] When the character being trained takes any of the following actions: rest, train, go out, visit the infirmary, or participate in a race, the current turn ends and the game moves on to the next turn.

[0303] In this embodiment, a race-only turn is set for each character in which the rest operation unit 215a, training operation unit 215b, outing operation unit 215c, and infirmary operation unit 215d become unselectable. During a race-only turn, the rest operation unit 215a, training operation unit 215b, outing operation unit 215c, and infirmary operation unit 215d are displayed grayed out, and the player's input is disabled.

[0304] Therefore, during race-only turns, the player must operate the race control unit 215e to enter the character being trained into the race. While a detailed explanation is omitted here, as shown in Figure 21, turns 74, 76, and 78 are set as race-only turns for all characters. During these three turns, the player must enter the character being trained into the race.

[0305] Furthermore, the skill operation unit 216 is set to be selectable at all times during every turn. As will be explained in more detail later, even if a skill is acquired, the turn does not end.

[0306] Figure 23A is a first diagram illustrating the training screen 220. Figure 23B is a second diagram illustrating the training screen 220. When the training operation unit 215b of the top screen 210 is operated, the training screen 220 is displayed on the display 26.

[0307] As shown in Figure 23A, the lower part of the training screen 220 displays the control units for each training item. Here, the speed control unit 221a, stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e are displayed. In the following, if the speed control unit 221a, stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e are not distinguished, they may simply be referred to as control unit 221.

[0308] When the player operates any of the control units 221, the training item corresponding to the control unit 221 that was operated on is temporarily selected. At this time, the control unit 221 corresponding to the temporarily selected training item is highlighted. Figure 23A shows the power control unit 221c in a temporarily selected state. Figure 23B shows the stamina control unit 221b in a temporarily selected state.

[0309] For example, if the speed control unit 221a is in a provisional selection state and another input is made to the speed control unit 221a, speed training will be executed. Similarly, if another input is made to the stamina control unit 221b, power control unit 221c, tenacity control unit 221d, and intelligence control unit 221e, which are in a provisional selection state, training for stamina, power, tenacity, and intelligence will be executed, respectively.

[0310] The control unit 221 also displays the training level for each training item. The training level is a parameter that increases based on the number of training sessions; the higher the training level, the greater the increase in the ability parameter when training is performed. The training level is initially set to level 1 and can increase up to a maximum of level 5.

[0311] Furthermore, the failure rate display unit 222 is displayed on the operation unit 221 in the provisional selection state. At the start of a turn, the failure rate is calculated for each training item. For example, the failure rate is calculated based on a formula that uses variables pre-set for each of the five training items and the physical strength value at the time of training execution. Here, the higher the physical strength value, the lower the failure rate, and the lower the physical strength value, the higher the failure rate. The maximum failure rate is 99%, and the minimum failure rate is 1%. Therefore, if the calculated failure rate exceeds the range between the maximum and minimum values, the failure rate is corrected to the maximum or minimum value.

[0312] Furthermore, the status display unit 213 displays the increase in ability parameters when training corresponding to the temporarily selected operation unit 221 is successful. In the example shown in Figure 23A, the power operation unit 221c is temporarily 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 Figure 23B, the stamina operation unit 221b is temporarily selected, and "+15" is displayed in the stamina column and "+5" in the tenacity column of the status display unit 213.

[0313] Furthermore, if the training is successful, the character being trained may gain skill points. The skill point display unit 214 displays the skill points that the character will gain if the training is successful, i.e., the increase in skill points. In the examples shown in Figures 23A and 23B, "+5" is displayed on the skill point display unit 214.

[0314] Furthermore, a predetermined event may occur if the training is successfully performed. In this case, an event notification display 223 is displayed on the operation unit 221 corresponding to the training item in which the predetermined event occurs. The event notification display 223 can be displayed in different ways depending on the type of event.

[0315] Furthermore, during turns in which training can be performed, characters may be assigned to each training item. During turns in which training can be performed, whether or not a character can be assigned to a training item, and which training item they are assigned to, is determined by lottery for each character that can be assigned to training. Characters assigned to training items include the support characters, specific characters, and predetermined story characters mentioned above. Also, as will be described in more detail later, in this embodiment, if predetermined conditions are met in a special event, a cooperating character is added to the characters that appear in the main training game. The cooperating character added at this time is also included in the characters that can be assigned to training items. Therefore, from turn 37 onwards after a special event, the number of characters assigned to training items may increase.

[0316] As shown in Figure 23B, in the upper right corner of the training screen 220, a placement character icon 224 corresponding to the character placed in training (hereinafter referred to as the placement character) is displayed for each provisionally selected operation unit 221. If the training is successful, a predetermined event associated with the placement character may occur. In this case, an event notification display 223 is displayed on the corresponding placement character icon 224.

[0317] Furthermore, if a training session linked to a specific character is successful, the parameter increase of the character being trained will be higher than if a training session without any linked characters were successful. In the following, training sessions with characters assigned will be referred to as joint training.

[0318] Furthermore, if the deployed character is a support character, a bond gauge 224a will be displayed below the deployed character icon 224. The bond gauge 224a visually displays the bond parameters associated with the deployed character. Note that bond parameters are parameters that are associated only with support characters; certain characters, story characters, and cooperative characters (described later) do not have bond parameters set.

[0319] When a placed character successfully completes a training session, that character's bond parameter increases. The higher the bond parameter value, the greater the increase in the target character's ability parameters upon successful training. Furthermore, as mentioned above, when a support character with a bond parameter above a certain value is placed in a designated training item, the training item is set to a state where friendship training can occur. If a training item with the friendship training possible state is selected and the training is successful, friendship training will occur. In other words, if training in the friendship training possible state is successful, a normal joint training session is upgraded to friendship training. In friendship training, the increase in the target character's ability parameters is greater than in normal joint training.

[0320] Each support card (support character) is associated with one of five training items: speed, stamina, power, tenacity, or intelligence, as its specialty training. The conditions for enabling friendship training are that the support character is assigned to its specialty training, and that the support character's bond parameter is above a certain value.

[0321] Therefore, if a support character with a bond parameter above a predetermined value is placed in the training of that support character, the "Friendship Training Available" state is set for that training item. When a training item with the "Friendship Training Available" state is selected and this training is successful, the ability parameters of the character being trained will increase significantly compared to normal joint training.

[0322] Furthermore, support cards (support characters) may include support cards (support characters) that do not have a preferred training associated with them. For support cards (support characters) that do not have a preferred training associated with them, regardless of the training item they are assigned to, the condition that the support character's bond parameter is above a predetermined value may be set to enable friendship training. Alternatively, support cards (support characters) that do not have a preferred training associated with them may not have the friendship training enablement state set.

[0323] As described above, in this embodiment, the conditions for setting the state in which friendship training can occur are that the bond parameter of the support character is equal to or greater than a predetermined value, and that the support character is placed in a pre-set training item.

[0324] Figure 23C is a diagram illustrating the training result notification screen 220a. As described above, when an operation input is made again to the operation unit 221 in the provisional selection state, training corresponding to the operation unit 221 to which the operation input was made is executed. When the training is executed, the training result notification screen 220a is displayed on the display 26. The training result notification screen 220a displays an image indicating whether the training was successful or unsuccessful.

[0325] Although not shown in the diagram, when a normal joint training session is performed, the training result notification screen 220a displays an image of the character being trained performing the training. A separate image is provided for each training item. Furthermore, each training item has both a success pattern displayed when the training is successful and a failure pattern displayed when the training fails.

[0326] Furthermore, if a training session is successfully completed and the "Friendship Training Activation Possible" state is set, a special animation for Friendship Training will be performed. This special animation for Friendship Training includes an animation 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 satisfies the conditions for setting the "Friendship Training Activation Possible" state.

[0327] 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 above a predetermined value, and character A (support card)'s specialty training is speed. In this case, the speed training item becomes available for friendship training. In this state, suppose that the speed training item is selected and the speed training is successful. In this case, an image including character A is displayed on the training result notification screen 220a.

[0328] Furthermore, in a single turn, multiple support characters placed in the same training item may also meet the conditions for triggering friendship training. For example, suppose four support characters, A, B, C, and D, are placed in the stamina training item. In this case, suppose all four characters, A, B, C, and D, meet the conditions for triggering friendship training. In this case, a special friendship training animation will be executed on the training result notification screen 220a, in which characters A, B, C, and D will be displayed simultaneously or in sequence.

[0329] Furthermore, the special animation for friendship training involves a character who has met the conditions for triggering friendship training training training together with the character being trained. Therefore, it can be said that the conditions for triggering friendship training training are set not only for training items but also for support characters.

[0330] Although not shown in the diagram, the character icons 224 corresponding to characters whose Friendship Training is enabled are displayed with an effect superimposed. This allows the player to identify which characters are eligible for Friendship Training. Furthermore, when any training item is set to Friendship Training, an effect is also superimposed on the training operation section 215b of the top screen 210. Therefore, the player can also see on the top screen 210 that a character has been set to Friendship Training.

[0331] Furthermore, on the training result notification screen 220a, the ability parameters in the status display unit 213 are updated and displayed. That is, the ability parameters of the character being trained corresponding to the training item selected by the player are updated. Here, the value of the ability parameter that increases when training is successful, which was displayed in the status display unit 213 in Figure 23A or Figure 23B, is added.

[0332] Furthermore, on the training results notification screen 220a, the skill points displayed on the skill point display unit 214 are updated. Here, the increase in skill points that was displayed on the skill point display unit 214 in Figure 23A or Figure 23B is added.

[0333] Furthermore, the display on the physical strength indicator 211 is updated according to the training item performed. If any of the speed, stamina, power, or willpower training is successful, physical strength decreases. On the other hand, if the intelligence training is successful, physical strength recovers.

[0334] Furthermore, if training fails, a predetermined penalty will be imposed. Specifically, the penalties may include a decrease in physical strength, a decrease in ability parameters, a decrease in motivation, and the application of debuffs. For example, the penalty imposed when the failure rate is high may be more unfavorable than the penalty imposed when the failure rate is low (for example, a larger decrease in physical strength, a larger decrease in ability parameters, or a larger decrease in motivation).

[0335] Furthermore, the nature of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. In addition, for some training items (for example, intelligence), no penalty may be imposed even if the training fails.

[0336] Figure 23D is a diagram illustrating the event screen 220b. After the training result notification screen 220a finishes displaying, the event screen 220b may be displayed on the display 26. Various events are executed on the event screen 220b. Note that multiple events may occur in a single turn.

[0337] For example, when the first hint event or the second hint event occurs, a hint for a skill can be obtained. When a hint for a skill is obtained, the player can consume skill points to acquire the skill. A plurality of types of skills are provided, and a predetermined ability may be activated for each skill. For each skill, activation conditions and effects are defined, and when each activation condition is satisfied, a predetermined effect is activated. The skill may be activated during the execution of a race described later.

[0338] In addition to the first hint event and the second hint event from which a hint for a skill can be obtained, the events include an event in which physical strength is restored, an event in which physical strength is decreased, a first ability event and a second ability event in which ability parameters increase or decrease, an event in which motivation increases, an event in which motivation decreases, and the like. Also, although details will be described later, the events include an event in which the turn in which it occurs is predetermined, and an event that occurs when winning in a predetermined lottery. There are also events that occur at the start of a turn and events that occur before the end of a turn. When all the events that have occurred end, the top screen 210 related to the next turn is displayed.

[0339] The above is the basic gameplay of the training main game, and the above gameplay is common to a plurality of scenarios. On the other hand, in the training main game, in addition to the above basic gameplay, gameplay unique to the scenario is provided. Hereinafter, the gameplay unique to the scenario when a predetermined scenario is selected will be described.

[0340] Figure 24 is the first diagram illustrating the gameplay specific to the scenario. In this embodiment, special characters appear in the main training game. Three types of special characters appear here: a first special character, a second special character, and a third special character, but the number of special characters is not particularly limited. The three types of special characters are characters that are set up separately from the characters that can be trained and the characters that can be support characters. In other words, the three types of special characters are not linked to any character cards or support cards. Furthermore, the three types of special characters are also different from the story characters mentioned above. However, the special characters may be the same as the characters that can be trained and the characters that can be support characters, or as story characters.

[0341] Special characters are associated with identification icons, gauges, buffs, and special effects. The identification icons differ for each special character, as shown in Figure 24. These icons are displayed in various scenes throughout the main game. The identification icons allow players to understand the type of special character. In other words, the identification icons make it possible to identify the type of special character.

[0342] A gauge is one of the parameters associated with the character being trained. Here, there are three types of gauges associated with the character being trained: the first gauge, the second gauge, and the third gauge. The first gauge corresponds to the first special character, the second gauge to the second special character, and the third gauge to the third special character.

[0343] In this training game, one of three special characters is assigned to every main command each turn. When a main command is executed, the character being trained gains points on the gauge corresponding to the special character assigned to that main command (hereinafter referred to as gauge points). For the sake of clarity, we will explain here as if a special character is assigned to the main command, but in reality, a gauge or gauge points are assigned to the main command.

[0344] The character being trained can acquire one of three types of gauge points each turn. Here, the gauge points corresponding to the first gauge and the first special character are referred to as the first gauge points, the gauge points corresponding to the second gauge and the second special character are referred to as the second gauge points, and the gauge points corresponding to the third gauge and the third special character are referred to as the third gauge points.

[0345] As shown in Figure 22, the top screen 210 displays the first gauge display unit 225a, the second gauge display unit 225b, and the third gauge display unit 225c. Hereafter, when the first gauge display unit 225a, the second gauge display unit 225b, and the third gauge display unit 225c are not distinguished, these display units will be referred to as the gauge display unit 225. Each gauge display unit 225 displays an identification icon, allowing the player to easily understand which special character each gauge display unit 225 corresponds to.

[0346] Each of the three special characters has a different theme color. The identification icons and gauge display units 225 are colored with the theme colors assigned to the corresponding special characters, making it easy to understand the correspondence between the special characters and the gauge display units 225 by color.

[0347] Furthermore, the gauge display unit 225 includes eight divided display areas. The display areas of the gauge display unit 225 allow identification of the gauge points currently held by the character being trained. Specifically, the gauge in the first gauge display unit 225a shows the first gauge points held by the character being trained, the gauge in the second gauge display unit 225b shows the second gauge points held by the character being trained, and the gauge in the third gauge display unit 225c shows the third gauge points held by the character being trained. In the gauge display unit 225, the same number of display areas as the number of gauge points held by the character being trained are illuminated.

[0348] Furthermore, as mentioned above, in each turn, one of three special characters is assigned to all main commands. On the top screen 210, identification icons corresponding to the special characters assigned to the main commands "Rest," "Go Out," "Infirmary," and "Race" are superimposed on the rest operation section 215a, the outing operation section 215c, the infirmary operation section 215d, and the race operation section 215e, respectively.

[0349] As will be explained in more detail later, at the start of each turn, the type of special character assigned to the main command and the gauge points awarded when each main command is executed are determined. Here, the number of gauge points that the character being trained can acquire with each execution of a main command is 1 to 3. The gauge points awarded when a main command is executed are displayed near the rest operation unit 215a, the outing operation unit 215c, the infirmary operation unit 215d, and the race operation unit 215e.

[0350] Furthermore, as shown in Figures 23A and 23B, the gauge display unit 225 is also displayed on the training screen 220. At the start of each turn, the type of special character to be placed and the gauge points awarded when each training is performed are determined for each training item. On the training screen 220, an identification icon and the gauge points awarded when the training is performed are displayed near the operation unit 221.

[0351] In this game, a special character is always assigned to every main command, but there may be main commands that do not have a special character. Also, for example, two or more special characters may be assigned to one main command. Furthermore, the number of gauge points that can be obtained by executing a main command is not limited to 1 to 3, but may be 4 or more.

[0352] As described above, the character being trained gains gauge points each turn. A buff lottery is then performed based on the gauge points the character possesses. The buff lottery determines which buffs the player can choose. The player can select one buff from those determined by the buff lottery. The character being trained can possess the buff selected by the player. Buffs are beneficial for progressing through the training game. When the character being trained possesses a buff, the effect of that buff is activated.

[0353] As shown in Figure 24, each buff is associated with one of the special characters. Here, the buff corresponding to the first special character is called the first buff, the buff corresponding to the second special character is called the second buff, and the buff corresponding to the third special character is called the third buff.

[0354] Figure 25 is a diagram illustrating buffs. As shown in Figure 25, there are 15 first buffs, 15 second buffs, and 15 third buffs. However, the number of first, second, and third buffs may differ from each other. In addition, each buff is associated with a parameter called a buff rank. Here, buff ranks are divided into low rank, medium rank, and high rank. The buff rank is an indicator of the rarity of the buff, with low-rank buffs being the least rare and high-rank buffs being the rarest. The rarity of a buff can also be said to be the difficulty of possessing that buff.

[0355] Each buff has a corresponding buff effect, and the buff effect of the buffs possessed by the character being trained will be active. As mentioned above, all buff effects are advantageous for training the character being trained. In other words, buff effects make it easier to update the parameters of the character being trained. For example, buff effects may include making it easier for support characters to be placed in their preferred training, increasing the probability of hint events occurring, increasing the increase in ability parameters upon successful training, making it easier to update parameters based on motivation, and making it easier to update parameters upon successful friendship training. However, the specific content of buff effects is not particularly limited and can be changed as needed.

[0356] Generally, higher-ranked buffs tend to be more powerful than lower-ranked ones, but the strength of the buff is not always directly proportional to its rank. Furthermore, buffs related to motivation are most frequently assigned to the first buff slot. Buffs that increase the value of ability parameters upon successful training are most frequently assigned to the second buff slot. Additionally, buffs related to joint training, including friendship training, are most frequently assigned to the third buff slot.

[0357] Thus, the buff effect tends to differ depending on the type of buff. Specifically, the first special character corresponding to the first buff has "motivation" as its theme, the second special character corresponding to the second buff has "ability improvement through training" as its theme, and the third special character corresponding to the third buff has "joint training" as its theme.

[0358] In other words, in this embodiment, there is a relationship between the effect of each buff and the conditions for its activation. For example, many buffs of the same type share common activation conditions. If a character being trained possesses multiple buffs of the same type, they can activate multiple buff effects simultaneously by fulfilling only one activation condition. Therefore, players can adopt strategies such as progressing through the game with the goal of acquiring buffs of the same type.

[0359] Furthermore, even if the buff types are different, some buffs have related effects or activation conditions. In this way, players need to consider combinations of buffs that maximize the buff effects they can acquire as they progress through the training game, which enhances the strategic aspect of the game.

[0360] Furthermore, possible strategies for players include prioritizing the acquisition of powerful, individual buffs, or prioritizing the synergy between buffs by acquiring buffs of the same type. Thus, players are required to develop various strategies as they progress through the game. In addition, players must decide, depending on the situation, whether to prioritize acquiring buff gauges to increase the probability of acquiring desired buffs, or to prioritize performing training that significantly increases ability parameters. In this way, players need to make decisions based on their strategy and the situation, resulting in a gameplay experience unlike anything seen before.

[0361] As shown in Figure 22, the top screen 210 is provided with a buff display section 226. The buff display section 226 has 10 buff display areas 226a. In the training main game, the character being trained can possess a maximum of 10 buffs. Therefore, it can be said that the buff display section 226 has the same number of buff display areas 226a as the maximum number of buffs that the character being trained can possess. The buff display areas 226a display buff icons 226b corresponding to the buffs that the character being trained has acquired and possesses.

[0362] An information icon 226c is provided on the buff display section 226. When the information icon 226c is tapped, a dialog box (not shown) containing a detailed explanation of the buff is displayed. Additionally, an effect display icon 227 is displayed at the bottom of the buff display section 226. When the effect display icon 227 is tapped, a dialog box (not shown) containing a detailed explanation of the special effect is displayed. The buff display section 226 and the effect display icon 227 are also displayed on the training screen 220, as shown in Figures 23A and 23B.

[0363] Here, as shown in Figure 24, special effects are broadly divided into three types: the first special effect, the second special effect, and the third special effect. The first special effect corresponds to the first special character, the second special effect corresponds to the second special character, and the third special effect corresponds to the third special character. Therefore, it can also be said that the first special effect corresponds to the first buff, the second special effect corresponds to the second buff, and the third special effect corresponds to the third buff. As described above, a special event occurs when turn 36 ends. In the special event, the character being trained acquires a special effect that corresponds to the special character associated with the buff type that the character possesses the most of at that time. After the special event, the special effect acquired in the special event becomes available to use. The gameplay of this embodiment will be explained below in accordance with a series of processing steps.

[0364] Figure 26 is a second diagram illustrating the gameplay specific to each scenario. At the start of a turn, the turn start processing is executed. As will be explained in more detail later, the turn start processing determines the special characters and gauge points to be placed in the main command, the characters to be placed in the training items, the increase in ability parameters upon successful training, the failure rate, and the events that occur.

[0365] Then, when the player selects a main command, the selected main command is executed. When a main command is executed, parameters associated with the character being trained, such as ability parameters, motivation, and stamina, are updated. In addition, the character being trained gains gauge points corresponding to the special character placed in the main command.

[0366] In this embodiment, the game progresses in sets of six turns, from the first turn to the seventieth turn. Once a set, i.e., six turns, is completed, a buff draw is performed to determine which buffs the player can choose.

[0367] Figure 27A is a diagram illustrating the buff lottery. The buff lottery includes a quantity lottery to determine the number of buffs to be drawn, and a content lottery to determine the content (type) of the buffs. In the quantity lottery, the number of buffs to be drawn is determined for each gauge type of the first gauge, second gauge, and third gauge. The number of buffs to be drawn is determined based on the gauge points of the corresponding gauge type. Here, if the gauge points are 0 to 1, the number of buffs to be drawn is determined to be 0; if the gauge points are 2 to 3, the number of buffs to be drawn is determined to be 1; if the gauge points are 4 to 7, the number of buffs to be drawn is determined to be 2; and if the gauge points are at the upper limit of 8, the number of buffs to be drawn is determined to be 3.

[0368] For example, suppose the first, second, and third gauge points are "0," "2," and "8," respectively. In this case, the number of first buffs drawn will be 0, the number of second buffs drawn will be 1, and the number of third buffs drawn will be 3. Therefore, in this case, the player can choose one buff from the four available buffs.

[0369] Furthermore, once the number of buffs to be drawn is determined by the quantity lottery, the content lottery is performed for that number of times. The content lottery is performed for each type of buff. In the example above, the content lottery to determine the second buff is performed once, and the content lottery to determine the third buff is performed three times. Here, in the content lottery, the rank of the buff to be drawn is determined based on the number of buffs currently possessed by the character being trained.

[0370] Figure 27B illustrates the relationship between the number of buffs possessed and the rank of the target of the lottery. When the number of buffs possessed is 0 to 1, the target rank of the lottery is only low rank; when the number of buffs possessed is 2 to 3, the target rank of the lottery is low rank or medium rank; and when the number of buffs possessed is 4 to 10, the target rank of the lottery is low rank, medium rank, and high rank. For example, similar to the example above, suppose the first gauge points, second gauge points, and third gauge points are "0", "2", and "8" respectively, and the number of buffs possessed at this point is 0.

[0371] In this case, the number of second buffs drawn is 1, and the content draw to determine the second buff is performed once. At this time, since the number of buffs possessed is 0, the rank of the target of the draw is determined to be low rank. Therefore, in the content draw to determine the second buff, the five low-rank second buffs from second buff 1-1 to second buff 1-5 shown in Figure 25 are determined to be the targets of the draw. Here, the probability of winning each target of the draw is set to be equal, so in the content draw, the five low-rank second buffs from second buff 1-1 to second buff 1-5 are each determined with a probability of 20%.

[0372] Furthermore, in the example above, the number of third buffs drawn is three, and the content draw to determine the third buff is performed three times. In this case, as shown in Figure 27A, if the gauge points at the time of the buff draw are at the upper limit of "8", one high-rank buff will always be determined, regardless of the number of buffs already possessed. Therefore, in the content draw of one of the three times the third buff is determined, the rank of the buff to be drawn will be determined to be high rank. Thus, in the content draw when a high rank is confirmed, the buffs to be drawn are limited to high-rank buffs.

[0373] In other words, in one of the three content draws that determine the third buff, the five high-ranking third buffs, from third buff 3-1 to third buff 3-5 shown in Figure 25, are selected as the target of the draw. Even in this case, the probability of winning each target is set equally, so in the content draw, the five high-ranking third buffs, from third buff 3-1 to third buff 3-5, are each selected with a 20% probability.

[0374] Furthermore, the remaining two draws to determine the third buff are determined by the rank of the draw targets based on the number of buffs possessed at that time. Therefore, in this example, the rank of the draw targets for the remaining two draws will be determined to be low rank. Thus, in these two draws, the five low-rank third buffs from third buff 1-1 to third buff 1-5, as shown in Figure 25, will be selected as the draw targets. In this case as well, the probability of winning each draw target is set equally, so in the draw, the five low-rank third buffs from third buff 1-1 to third buff 1-5 will each be selected with a 20% probability.

[0375] In the example above, this means that one low-rank second buff, two low-rank third buffs, and one high-rank third buff will be determined by the buff lottery. The player can choose one of these four buffs. The player can choose one of the buffs determined by the buff lottery. The character being trained acquires one buff selected by the player. The character being trained will retain the acquired buff until the main training game ends. While the character being trained possesses the buff, the buff effect of that buff is active. In other words, when the character being trained acquires a buff, the buff effect of that buff becomes active.

[0376] As mentioned above, if multiple buffs are determined by the buff lottery, the same buff will not be included more than once among the buffs that the player can select. Therefore, if multiple buffs of the same type are determined, the buff determined first will be excluded from the lottery. Also, buffs that the character being trained already possesses will be excluded from the lottery. Furthermore, the character being trained cannot possess the same buff more than once.

[0377] However, the character being trained may be able to acquire or possess multiple copies of the same buff. For example, in this case, if a character possesses multiple copies of the same buff, the strength of the buff effect may be increased.

[0378] Furthermore, if you possess two or more buffs, buffs of different ranks will be included in the selection process. In this case, for example, the probability of winning a buff with a relatively higher rank may be set higher than the probability of winning a buff with a relatively lower rank. Alternatively, the probability of winning a buff with a relatively higher rank may be set lower than the probability of winning a buff with a relatively lower rank.

[0379] As described above, the character being trained gains one buff every six turns. Therefore, the active buff effect increases by one every six turns. Here, the character being trained becomes eligible to gain a buff every six turns, that is, after a predetermined number of turns have passed. However, for example, the buff may be granted as a reward for successful training. Alternatively, the buff may be gained through the occurrence of a predetermined event or by consuming points associated with the character being trained.

[0380] Furthermore, for example, if multiple buffs acquired by the character being trained meet certain conditions, a special buff may become available. Alternatively, if multiple buffs acquired by the character being trained meet certain conditions, the strength of the buff effects of the already acquired buffs may be increased.

[0381] As shown in Figure 26, when a special event occurs, one of the three special effects becomes available for activation. Since the special event occurs after the end of turn 36, six sets have already been completed by the time the special event occurs. Therefore, when the special event occurs, the character being trained will possess six buffs.

[0382] In special events, the special effect corresponding to the buff type with the highest number of buffs possessed by the character being trained at that time will be determined. If there are multiple characters with the highest number of buff types, one special effect will be randomly selected from among the special effects corresponding to the character with the highest number of buff types. However, if there are multiple characters with the highest number of buff types, a pre-set special effect may be determined. Alternatively, the player may be able to select one special effect from among the multiple special effects corresponding to the character with the highest number of buff types.

[0383] From turn 37 onwards, the special effect remains active, but as with the first 36 turns, the character being trained gains one buff every six turns. However, the maximum number of buffs a character can possess is 10. Therefore, at the end of turn 60, the character being trained will possess the maximum number of 10 buffs. In this embodiment, even when the character being trained possesses the maximum number of buffs, a buff draw is performed every six turns.

[0384] If the number of buffs a player possesses has not reached the maximum limit, the buff selected by the player will be automatically linked to the character being trained. On the other hand, if the number of buffs a player possesses has reached the maximum limit, the player can exchange one of the buffs determined by the buff lottery for one of the buffs already possessed by the character being trained.

[0385] As described above, in this embodiment, a buff effect is added every six turns, and furthermore, in the latter half of the main training game, a special effect can be activated in addition to the buff effect. Therefore, the gameplay becomes such that the ability parameters of the character being trained increase more easily as the game progresses.

[0386] In the latter half of the main training game, the game's progression differs significantly depending on the special effects determined by special events—in other words, the special effects acquired by the character being trained. The following details the special effects.

[0387] (First Special Effect) Figure 28 is a diagram illustrating the special effects. When a character being trained acquires the first special effect during a special event, they will subsequently enter a state where the first special effect can be activated. The state where the first special effect can be activated means that the character is in a state where the first special effect can be activated. The first special effect also has a first activation condition, and when the first activation condition is met while the character is in the state where the first special effect can be activated, the first special effect will be activated. Therefore, simply acquiring the first special effect during a special event does not provide any benefit from the first special effect.

[0388] Here, the first activation condition is set as obtaining the "Motivation Boost" effect three times. The "Motivation Boost" effect is an effect that increases the "Motivation" parameter. Specifically, the "Motivation" parameter increases when the "Go Out" command is executed. Therefore, when the "Go Out" command is executed, the character being trained will gain the "Motivation Boost" effect. In addition, various events occur at the start or end of turns during the main training game.

[0389] The events that occur at this time include events that increase the "Motivation" parameter. Therefore, when an event that increases the "Motivation" parameter occurs, the character being trained will gain a motivation boost effect. In this way, when the motivation boost effect is gained three times through the execution of the "Go Out" command or the occurrence of events, the first activation condition is met, and the first special effect is activated. When the first special effect is activated, the character will be in an extremely good condition for three turns. In other words, the first special effect allows the game to proceed in an extremely good condition. Note that there are no particular restrictions on the timing of the activation of the special effect. For example, if the fulfillment of the activation condition for the special effect is determined at the start of the turn, the special effect may be activated from the turn in which the condition is met. Alternatively, if the fulfillment of the activation condition for the special effect is determined at the end of the turn, the special effect may be activated from the turn following the fulfillment of the condition.

[0390] Here, the first activation condition is set as obtaining the motivation-boosting effect three times, but the first activation condition is not limited to this. For example, obtaining the motivation-boosting effect once may raise the motivation parameter by two or more levels. Therefore, for example, the first activation condition may be set as the motivation parameter rising by a predetermined level. Also, for example, the first activation condition may be set as the "go out" command being executed a predetermined number of times. Furthermore, the first activation condition may be set as the event that increases the "motivation" parameter occurring a predetermined number of times. Also, for example, the first activation condition may be set as obtaining the motivation-boosting effect when the "motivation" parameter is at its peak.

[0391] In this case, the first activation condition is set to acquire the motivation-boosting effect three times, regardless of whether the "motivation" parameter actually increased or not. Therefore, even if the motivation parameter is at its peak and the motivation-boosting effect is acquired, the number of times the motivation-boosting effect has been acquired will be increased by one. However, the first activation condition may also be set to reach a predetermined number of increases in the "motivation" parameter.

[0392] As mentioned above, since the theme of the first special character is "motivation," it is preferable that the first activation condition be related to "motivation." However, the first activation condition may also be something unrelated to "motivation," such as reaching a certain turn or executing a certain command a certain number of times.

[0393] Figure 29 illustrates the state of being in peak condition. In the state of being in peak condition, the effects shown in Figure 29 occur. Specifically, in the state of being in peak condition, the "motivation" parameter is maintained at peak condition, and predetermined debuffs do not occur. Also, in the state of being in peak condition, the "motivation" parameter does not decrease. Furthermore, as will be described later, the increase in ability parameters upon successful training is calculated based on a predetermined formula. In this formula, the motivation correction rate is multiplied based on the "motivation" parameter. The higher the motivation correction rate, the greater the increase in ability parameters. In the state of being in peak condition, the motivation correction rate is at its highest. Therefore, in the state of being in peak condition, the increase in ability parameters is greater than when not in peak condition.

[0394] Furthermore, if the above-mentioned motivation-boosting effect is obtained while in the "Superb Performance" state, the "Superb Performance" state will be extended by one turn. However, the "Superb Performance" state can only be extended up to two times during a single "Superb Performance" state. Also, regardless of the "Motivation" parameter before the start of the "Superb Performance" state, the "Motivation" parameter at the end of the "Superb Performance" state will always be "Excellent".

[0395] Figure 30A is the first diagram illustrating the top screen 210 in the state where the first special effect can be activated. Figure 30B is the second diagram illustrating the top screen 210 in the state where the first special effect can be activated. As shown in Figure 30A, even in the state where the first special effect can be activated, the gauge display unit 225 and the possessed buff display unit 226 are displayed on the top screen 210, just as before the special event occurs.

[0396] On the other hand, before a special event occurs, an effect display icon 227 is displayed near the possessed buff display unit 226, as shown in Figure 22. When the first special effect is ready to occur, the first special effect activation icon 228 is displayed in the same position as the effect display icon 227. In other words, when the first special effect is ready to occur, the first special effect activation icon 228 is displayed instead of the effect display icon 227. The first special effect activation icon 228 includes three first lamps 228a and one status lamp 228b.

[0397] The first lamp 228a indicates the number of motivation-boosting effects needed to be acquired before the first special effect is activated, in other words, the current number of motivation-boosting effects acquired. When no motivation-boosting effects have been acquired, all three first lamps 228a are displayed in an unlit state. Then, in the first special effect activation icon 228, each time a motivation-boosting effect is acquired, one of the first lamps 228a changes from unlit to lit, as shown in Figure 30B. Figure 30B shows the state after two motivation-boosting effects have been acquired. In this way, the first special effect activation icon 228 indicates the remaining number of motivation-boosting effects needed to be acquired before the player is set to the "Super Great" state, indicated by the first lamps 228a.

[0398] Furthermore, the status indicator lamp 228b indicates whether the first special effect is active, that is, whether or not the device is in the "super-perfect" state. If the device is not in the "super-perfect" state, the status indicator lamp 228b is displayed in an unlit state, as shown in Figures 30A and 30B. On the other hand, if the device is in the "super-perfect" state, the status indicator lamp 228b is displayed in an illuminated state.

[0399] Figure 31A is the first diagram illustrating the top screen 210 in the super-optimal state. Figure 31B is the second diagram illustrating the top screen 210 in the super-optimal state. Figure 32 is the third diagram illustrating the top screen 210 in the super-optimal state. As shown in Figure 31A, in the super-optimal state, a number and two second lamps 228c are displayed on the first special effect activation icon 228 instead of the first lamp 228a. The number displayed on the first special effect activation icon 228 indicates the number of turns remaining until the super-optimal state ends. The second lamps 228c indicate the number of times the current super-optimal state can be extended. In the super-optimal state, as shown in Figure 31A, the state lamp 228b is displayed lit.

[0400] For example, as shown in Figure 31A, suppose the remaining number of turns in the "Superb Performance" state is "3". If training is performed in this state, the number displayed on the first special effect activation icon 228 will be decreased by "1", as shown in Figure 31B. At this time, suppose an event occurs after training and the character being trained gains a motivation boost effect. In this case, as shown in Figure 32, the number displayed on the first special effect activation icon 228 will be increased by "1". In this way, the first special effect activation icon 228 indicates that the remaining number of turns has increased, that is, that the period of the "Superb Performance" state has been extended.

[0401] Furthermore, as the duration of the super-powerful state is extended by one turn, one of the second lamps 228c changes from lit to unlit. In this way, the number of lit second lamps 228c in the first special effect activation icon 228 indicates the number of times the super-powerful state can be extended.

[0402] As described above, ability parameters are updated based on the main command selected by the player and the motivation parameter. When the motivation-boosting effect is obtained three times, the first special effect is activated, and the character being trained enters an extremely favorable state for training. Thus, since the extremely favorable state is started based on the "motivation" parameter, which is originally used to calculate the increase in ability parameters, a high level of strategy is required from the player, such as the timing and number of times the "Go Out" command is executed.

[0403] Furthermore, the "motivation" parameter can fluctuate probabilistically, making it difficult for the player to intervene. However, the condition for ending the "super-good" state is the passage of turns, and the number of turns can be extended through the player's strategy, thus requiring a high level of strategic thinking.

[0404] Furthermore, normally, even if the "motivation" parameter reaches its maximum value and a motivation-boosting effect is acquired, the "motivation" parameter will not increase any further, making the acquisition of the motivation-boosting effect pointless. However, when the "super-good" state begins, acquiring the motivation-boosting effect extends the number of turns required to end the state, thus providing a new gameplay element.

[0405] Furthermore, the first special effect activation icon 228 makes it easier for players to understand the activation and termination conditions of the "Superb Performance" state, improving player convenience.

[0406] The benefits provided by the "Superb Performance" state described above are merely examples. The "Superb Performance" state should provide advantages that make training the target character more favorable than when the character is not in this state; the specific benefits can be set as appropriate.

[0407] Furthermore, here, if a motivation boost effect is acquired while in a state of super-good performance, the state of super-good performance will be extended. However, extending the state of super-good performance is not mandatory. Also, here, the state of super-good performance ends after a predetermined number of turns (in this case, 3) have passed since its start, but the conditions for ending the state of super-good performance are not limited to this. For example, the state of super-good performance may end if a predetermined event occurs while in this state. Alternatively, for example, during the state of super-good performance, a lottery may be held each turn or after a predetermined number of turns to determine whether or not to end the state of super-good performance, and the state of super-good performance may end if the lottery is won.

[0408] Furthermore, in situations where the user is not in an exceptionally good state, the remaining number of times until the motivation-boosting effect is achieved reaches a predetermined number (3 times) is displayed identifiable by the first lamp 228a. However, the display method for the remaining number of times until the motivation-boosting effect is achieved is not limited to this. For example, the remaining number may be displayed identifiable by numbers or a gauge, and the display method can be designed as appropriate.

[0409] Furthermore, the number of turns remaining until the Superb Performance state ends is identifiable by the number on the first special effect activation icon 228, but the manner in which the remaining number of turns is identified is not limited to this. For example, the number of turns remaining until the Superb Performance state ends may be identifiable by whether a lamp is lit or not.

[0410] (Second Special Effect) Returning to Figure 28, if the character being trained acquires the second special effect during a special event, they will then be in a state where the second special effect can be activated. Being in a state where the second special effect can be activated means that the second special effect is in a state where it can be activated. In addition, the second special effect has a second activation condition, and if the second activation condition is met while the second special effect is in a state where it can be activated, the second special effect will be activated. Therefore, simply acquiring the second special effect during a special event does not bring the benefits of the second special effect.

[0411] Here, the second activation condition is set as successfully completing training four times. When you successfully complete training four times while in a state where the second special effect can be activated, the second activation condition is met and the second special effect is activated. When the second special effect is activated, you enter the challenge zone state from the next turn. In other words, the second special effect allows you to proceed with the game in the challenge zone state.

[0412] Here, the second activation condition is set as successfully completing training four times, but the second activation condition is not limited to this. For example, the second activation condition may be set as the training being performed a predetermined number of times, regardless of success or failure. Alternatively, the second activation condition may be set as the update of a predetermined ability parameter a predetermined number of times. Furthermore, for example, an activation lottery may be performed every turn or every predetermined number of turns, and the player may be set to the Challenge Zone state if they win the activation lottery. In any case, the second activation condition can be set as appropriate.

[0413] Figure 33 illustrates the Challenge Zone state. The effects shown in Figure 33 occur when in the Challenge Zone state. Specifically, certain debuffs do not occur, and training does not fail. In addition, as will be described later, the training effect when training is successful is increased when in the Challenge Zone state. That is, the increase in ability parameters is greater when in the Challenge Zone state compared to when not in the Challenge Zone state. Also, the amount of stamina consumed when performing training is reduced when in the Challenge Zone state.

[0414] Furthermore, the Challenge Zone state ends when the termination conditions are met. Here, a termination lottery is performed when training is executed, and if the termination lottery is won, the termination conditions are considered to have been met, and the Challenge Zone state ends. The termination conditions include the execution of the "Rest" or "Go Out" command. Therefore, the Challenge Zone state ends when any one of the termination conditions is met: winning the termination lottery, executing the "Rest" command, or executing the "Go Out" command.

[0415] When the Challenge Zone state ends, the character being trained will receive rewards based on the number of turns that passed in the Challenge Zone state and the conditions that were met to end it.

[0416] Figure 34 illustrates the completion rate. During the Challenge Zone state, the completion rate is calculated at the start of each turn. The completion rate is the probability of winning the completion lottery. When training is performed in the Challenge Zone state, the completion lottery is performed based on the completion rate calculated at the start of each turn. As described above, normally the failure rate of training is calculated at the start of each turn, but during the Challenge Zone state, the completion rate is calculated instead of the failure rate. In this case, the same formula as the failure rate described above is used to calculate the completion rate.

[0417] In other words, during the Challenge Zone state, the failure rate is first calculated based on the current stamina value of the character being trained. Then, the completion rate is calculated by adding an additional rate to the calculated failure rate. Here, as shown in Figure 34, the additional rate is determined based on the number of turns that have passed in the Challenge Zone state. Here, if the number of turns that have passed is 1 to 4, the additional rate is set to "0", if the number of turns that have passed is 5, the additional rate is set to "30", if the number of turns that have passed is 60, and if the number of turns that have passed is 7 or more, the additional rate is set to "100".

[0418] Thus, the longer the challenge zone state continues, the higher the bonus rate becomes, and therefore the higher the completion rate. Here, when the number of turns elapsed is 1 to 4, the completion rate is equal to the failure rate. Also, when the number of turns elapsed is 7 or more, the bonus rate becomes "100", so the completion rate will always be 100% or higher. However, the lower limit of the completion rate is 0%, and the upper limit is 99%. Therefore, if the calculated completion rate exceeds the upper limit, the final completion rate will be determined to be the upper limit of 99%.

[0419] Furthermore, as mentioned above, the failure rate increases as the current stamina value decreases. Therefore, the fewer turns that have passed and the greater the current stamina value, the lower the completion rate, and the more turns that have passed and the smaller the current stamina value, the higher the completion rate.

[0420] Figure 35 illustrates the rewards given when the Challenge Zone state ends. As shown in Figure 35, the rewards given when the Challenge Zone state ends are determined based on the number of turns elapsed and the completion conditions. In this case, if the Challenge Zone state ends due to winning the completion lottery, if the number of elapsed turns is between 1 and 6, all five ability parameters will be increased by "5", and if the number of elapsed turns is 7 or more, all five ability parameters will be increased by "35", and in addition, skill points will be increased by "50".

[0421] On the other hand, if the Challenge Zone state ends by executing the "Go Out" or "Rest" command, if 1 to 4 turns have passed, all five ability parameters will be increased by "5". If 5 turns have passed, all five ability parameters will be increased by "15", and skill points will be increased by "30". If 6 turns have passed, all five ability parameters will be increased by "25", and skill points will be increased by "40". If 7 turns or more have passed, all five ability parameters will be increased by "35", and skill points will be increased by "50".

[0422] Thus, depending on the number of turns that have passed, ending the Challenge Zone state by executing the "Go Out" or "Rest" command may yield more favorable rewards than winning the end-of-the-zone lottery. Furthermore, the rewards are more favorable when the number of turns has passed than when it has been fewer. Therefore, in the Challenge Zone state, the player must choose whether to perform training or execute the "Go Out" or "Rest" command based on the rewards for executing the "Go Out" or "Rest" command, the increase in ability parameters during training, and the end-of-the-zone rate, requiring a high level of strategy.

[0423] Figure 36A is the first diagram illustrating the top screen 210 when the second special effect is ready to be activated. Figure 36B is the second diagram illustrating the top screen 210 when the second special effect is ready to be activated. As shown in Figure 36A, even when the second special effect is ready to be activated, the gauge display unit 225 and the possessed buff display unit 226 are displayed on the top screen 210, just as before the special event occurred.

[0424] On the other hand, before a special event occurs, an effect display icon 227 is displayed near the possessed buff display unit 226, as shown in Figure 22. When the second special effect is ready to occur, the second special effect activation icon 229 is displayed in the same position as the effect display icon 227. In other words, when the second special effect is ready to occur, the second special effect activation icon 229 is displayed instead of the effect display icon 227. The second special effect activation icon 229 includes four lamps 229a.

[0425] Lamp 229a indicates the number of successful training sessions required before the second special effect is activated. When no training has been successfully completed, all four lamps 229a are displayed as unlit. Then, with the second special effect activation icon 229, each time training is successfully completed, one lamp 229a changes from unlit to lit, as shown in Figure 36B. Figure 36B shows the state after two successful training sessions. In this way, the lamps 229a of the second special effect activation icon 229 indicate the number of successful training sessions required before the challenge zone state is set.

[0426] Figure 37 is the first diagram illustrating the top screen 210 in the Challenge Zone state. As shown in Figure 37, in the Challenge Zone state, the number of turns elapsed in the Challenge Zone state is displayed on the second special effect activation icon 229. In addition, the end icon 230 is displayed on the rest operation unit 215a and the outing operation unit 215c. The end icon 230 indicates the end of the Challenge Zone state. The display of the end icon 230 on the rest operation unit 215a and the outing operation unit 215c indicates to the player that the Challenge Zone state will end by executing the "Rest" and "Outing" commands.

[0427] Figure 38A is a second diagram illustrating the top screen 210 in the Challenge Zone state. Figure 38B is a third diagram illustrating the top screen 210 in the Challenge Zone state. As shown in Figure 38A, the number displayed on the second special effect activation icon 229 indicates the number of turns that have passed in the Challenge Zone state. For example, as shown in Figure 38A, suppose the number of turns that have passed in the Challenge Zone state is "1". In this state, if training is performed, the number displayed on the second special effect activation icon 229 will be increased by "1". Figure 38B shows the state after training has been successfully performed twice from the state shown in Figure 38A. As described above, the number of turns that have passed greatly affects the rewards at the end of the Challenge Zone state. By checking the number of turns that have passed displayed on the second special effect activation icon 229, the player can choose whether to perform training or to perform the "Rest" or "Go Out" command. In this way, displaying the number of turns that have passed on the second special effect activation icon 229 improves the convenience for the player.

[0428] Figure 39 illustrates the training screen 220 in the challenge zone state. As described above, normally, the training screen 220 displays the failure rate display unit 222 on the operation unit 221 in the provisional selection state. However, in the challenge zone state, the completion rate display unit 231 is displayed instead of the failure rate display unit 222. The completion rate display unit 231 displays the completion rate in the completion lottery when the operation unit 221 in the provisional selection state is operated and training is executed. The display of the completion rate display unit 231 makes it easier for the player to choose whether to execute training or execute the "rest" or "go out" command, improving convenience.

[0429] As described above, in the Challenge Zone state, training effectiveness increases, and training cannot be failed. Therefore, it is desirable to perform more training in the Challenge Zone state. On the other hand, when the "Rest" or "Go Out" command is executed, the Challenge Zone state ends, but in this case, the rewards granted based on the end of the Challenge Zone state may be advantageous. This means that the player must consider whether to perform training or execute the "Rest" or "Go Out" command. Thus, a high level of strategy is required during the Challenge Zone state, which enhances the enjoyment of the game.

[0430] It should be noted that while in the Challenge Zone state, various benefits are granted, such as increased training effectiveness. However, these benefits are not mandatory. For example, even in the Challenge Zone state, no particularly advantageous benefits may be granted, and instead, only rewards based on the number of turns elapsed may be given.

[0431] Furthermore, here, the rewards are more favorable when the Challenge Zone state ends due to the execution of the "Rest" or "Go Out" command than when the Challenge Zone state ends due to winning the end-of-the-state lottery. However, the trigger for ending the Challenge Zone state may not affect the rewards, and the rewards may simply change according to the number of turns that have passed.

[0432] Furthermore, while the number of turns elapsed is used as the duration here, the duration is not limited to the number of turns; for example, it may be managed by time. Also, while the completion rate is calculated by adding an additive rate to the failure rate here, the method of calculating the completion rate is not limited to this. For example, a formula specifically for calculating the completion rate may be established. Moreover, the completion rate does not necessarily have to increase as the number of turns elapsed increases. For example, the completion rate may always be constant during the challenge zone state, or there may be a set number of turns at which the game can end and a set number of turns at which it cannot. Also, while the completion rate is calculated here based on the current stamina value, it may also be calculated based on the stamina value after the training has been completed.

[0433] Furthermore, while multiple termination conditions are set here, there may be only one termination condition. For example, the challenge zone state may only end if the player wins the termination lottery.

[0434] Furthermore, in this system, the more turns that have passed, the more advantageous the rewards at the end of the challenge zone state. However, conversely, the fewer turns that have passed, the more advantageous the rewards at the end of the challenge zone state may be set. Also, for example, if rewards are predetermined according to the number of turns that have passed, and the challenge zone state ends by executing the "Rest" or "Go Out" command, the predetermined rewards may be added to the rewards according to the number of turns that have passed.

[0435] Furthermore, in situations where the Challenge Zone state is not active, the remaining number of training attempts until the number of successful training attempts reaches a predetermined number is identifiable by the lamp 229a of the second special effect activation icon 229. However, the display method for indicating the remaining number of attempts is not limited to this, and the remaining number may simply be displayed as a number. Note that displaying the number of successful training attempts, or the number of training attempts remaining until the number of successful training attempts reaches a predetermined number, is not mandatory.

[0436] Furthermore, during the Challenge Zone state, the number of turns elapsed in the Challenge Zone state is displayed on the second special effect activation icon 229, and the probability of the Challenge Zone state ending is displayed on the ending rate display unit 231. However, displaying the number of turns elapsed and the ending rate is not mandatory. In particular, if the ending rate display unit 231 is hidden, the player needs to imagine the ending rate, which enhances the enjoyment of the game.

[0437] (Third Special Effect) Returning to Figure 28, if the character being trained acquires the third special effect during a special event, the third special effect will activate immediately. In other words, the condition for activating the third special effect is acquiring the third special effect during a special event. When the third special effect is activated, a training collaborator (hereinafter referred to as a cooperating character) is added, resulting in a training cooperation state. Therefore, the third special effect allows the game to proceed in a training cooperation state.

[0438] Figure 40 illustrates the training cooperation state. The training cooperation state brings about the effects shown in Figure 40. Specifically, in the training cooperation state, nine cooperating characters are added to the main training game. The cooperating characters are placed in the training items, just like the support characters, and joint training can be performed with the character being trained. Therefore, in the training cooperation state, the probability of performing joint training increases.

[0439] The co-op character is randomly selected from among the characters associated with any support card not included in the deck. Therefore, co-op characters, like support characters, have a preferred training type. In addition to their preferred training type, support cards also have a proficiency rate parameter. The proficiency rate is used to determine which training item a support character will be assigned to. The higher the proficiency rate, the higher the probability that the support character will be assigned to their preferred training type. Co-op characters, like support characters, also have a proficiency rate parameter associated with them. On the other hand, co-op characters do not have a bond parameter. However, a bond parameter may be assigned to co-op characters.

[0440] Furthermore, if there is a bias in the training areas that the cooperating characters specialize in, it may become difficult to improve each ability parameter in a balanced way. Therefore, it is conceivable to suppress the bias in the training areas to which cooperating characters are assigned, for example, by setting a limit on the number of cooperating characters that can be assigned to each training item.

[0441] Furthermore, in training cooperation mode, the cooperating character and support character are given a friendship parameter. Here, the friendship parameter consists of a friendship gauge and a friendship level. The friendship gauge increases when joint training is performed with the character being trained. In addition, events that occur in the main training game include events that increase the bond parameter. In training cooperation mode, when an event that increases the bond parameter occurs, the friendship gauge of the target cooperating character increases. In other words, the conditions for increasing the friendship gauge are the same as the conditions for increasing the bond parameter.

[0442] Furthermore, cooperative and support characters whose best friend gauge reaches its maximum value are automatically placed in their preferred training. In addition, cooperative characters with a best friend gauge at its maximum value will trigger friendship training. In other words, cooperative characters whose best friend gauge reaches its maximum value are automatically placed in their preferred training, and at this time, the friendship training is enabled. Note that for support characters, having a best friend gauge at its maximum value is not a condition for enabling friendship training. In other words, when a support character's best friend gauge reaches its maximum value, that support character is automatically placed in their preferred training. However, at this time, if the bond parameter value is not above a certain value, the friendship training is not enabled for the support character.

[0443] When joint training is performed with a cooperating character or support character whose best friend gauge is at its maximum, the best friend gauge is reset to its initial value, and the best friend level increases by "1". The training effect of the joint training increases according to the best friend level of the cooperating character and support character who performed the joint training. In this case, the higher the best friend level, the greater the training effect.

[0444] Thus, while friendship training normally only occurs when a support character is assigned to a preferred training session, in the training cooperation state, friendship training can also occur when a cooperating character is assigned. Therefore, the training cooperation state is a state in which joint training and friendship training are more likely to occur. Note that the training cooperation state continues until the main training game ends.

[0445] A new gameplay mechanic is introduced where players can increase their friendship level and enhance the effectiveness of training by repeatedly training together with the same support and co-op characters.

[0446] Furthermore, similar to the first and second special effects, if the third special effect is acquired, the training cooperation state may be set for a certain period of time if the predetermined activation conditions are met.

[0447] Furthermore, for example, a co-op character may be registered from the start of the main training game. In this case, the co-op character may be placed as a character in the training items regardless of whether or not the third special effect is acquired. However, even in this case, it is desirable that the co-op character have a best friend parameter set when the third special effect is acquired.

[0448] Figure 41A is a first diagram illustrating the top screen 210 in the training cooperation state. Figure 41B is a second diagram illustrating the top screen 210 in the training cooperation state. As shown in Figure 41A, in the training cooperation state, the best friend parameter display 232 is displayed to the left of the placed character icon 224. The best friend parameter display 232 includes a meter that visually shows the value of the best friend gauge and an icon that displays the best friend level.

[0449] Among the three placement character icons 224 shown in FIG. 41A, the placement character icon 224 displayed at the bottom corresponds to the cooperative character, and the other two placement character icons 224 correspond to the support characters. Therefore, a bond gauge 224a is provided for the placement character icon 224 corresponding to the support character, but no bond gauge 224a is provided for the placement character icon 224 corresponding to the cooperative character.

[0450] For example, assume that training is executed in the state shown in FIG. 41A. At this time, if the training is successful, as shown in FIG. 41B, the friendship gauges of the support characters and cooperative characters participating in the joint training increase. When the friendship gauge increases in this way and reaches the maximum value, as described above, the cooperative character and the support character are forcibly placed in their favorite training, and friendship training becomes possible.

[0451] In addition, assume that a cooperative character or a support character whose friendship gauge has reached the maximum value is placed in a speed training, which is their favorite training. In this case, a friendship training available state is set for the speed training item. However, in this state, assume that the player selects a main command other than speed training. As described above, since the condition for resetting the friendship gauge includes executing joint training, the friendship gauge is not reset when a main command other than speed is selected.

[0452] Therefore, in the next turn, the friendship gauge of the cooperative character or the support character is maintained at the maximum value. As a result, in the next turn as well, the cooperative character or the support character is forcibly placed in speed training, and a friendship training available state is set for the speed training item.

[0453] As described above, in the training cooperation state, for the cooperation characters associated with their favorite training and favorite rates, the training items for placing the cooperation characters are determined. At this time, the training items for associating the cooperation characters whose best friend gauge value has not reached the specific value (maximum value) are determined based on the favorite training and favorite rates. On the other hand, the training items for associating the cooperation characters whose best friend gauge value has reached the specific value (maximum value) are determined as the favorite training.

[0454] Therefore, in the training cooperation state, in order to increase the best friend gauge of the cooperation characters, the player needs to consider whether to select the training in which the cooperation characters are placed or the training with a large increase value of the ability parameter. As a result, a high level of strategic thinking and decision-making ability is required from the player, improving the interest of the game.

[0455] Also, usually, in order to satisfy the activation conditions of the friendship training, it is necessary to win the lottery for placement in the favorite training based on the favorite rate set for the support character. When the training cooperation state starts, since the character will always be placed in the favorite training when the best friend gauge reaches the maximum value, the friendship training can be generated without being affected by probability.

[0456] Also, unless the favorite training in which the support character with the maximum best friend gauge is placed is executed, the support character continues to be placed in the favorite training. Therefore, it is also possible for the player to adopt a strategy of not executing the training until the best friend gauges of all the support characters in the common favorite training reach the maximum value. By executing the favorite training at the timing when the best friend gauges of all the support characters with the same favorite training reach the maximum value, a powerful friendship training can be activated.

[0457] Here, support characters are given a "best friend" parameter, but this parameter does not have to be added to them. Also, while cooperating characters are associated with preferred training and proficiency parameters, only one of these parameters may be associated. Furthermore, here, the probability of a cooperating character being assigned to a preferred training is higher than the probability of a cooperating character being assigned to a training other than a preferred training. However, the probability of a cooperating character being assigned may be constant regardless of whether it is a preferred training or not.

[0458] Furthermore, the conditions for updating the bond parameter are used here to update the best friend gauge. However, the conditions for updating the best friend gauge may be set separately from the conditions for updating the bond parameter. For example, the best friend gauge may increase only when a training session with a cooperating character is performed. Alternatively, the best friend gauge may increase only when a specific event occurs.

[0459] Furthermore, the conditions for updating the friendship level are set as follows: the friendship gauge of a co-op character reaches its maximum value, and the training session in which that co-op character is placed is performed. However, the conditions for updating the friendship level are not limited to these. For example, the friendship level may be updated when the friendship gauge of a co-op character reaches its maximum value.

[0460] Next, we will explain the turn start processing described above. Figure 42 is a diagram illustrating the general flow of turn start processing. As mentioned above, the training stage processing includes turn start processing, which is executed at the start of each turn in the training game. Details of turn start processing will be described later, but here we will explain the general flow of turn start processing. Turn start processing includes the following, as shown in Figure 42: "processing to determine special characters to be placed in all main commands", "processing to determine whether or not to place characters and the training items to place", "processing to determine whether or not the first event will occur", "processing to set the state in which friendship training can occur", "processing to determine the update values ​​for each parameter", "processing to determine the number of gauge points", and "processing to set the state in which the second event can occur". In addition to these, various other processes are executed in turn start processing, but here we will explain the processes shown in Figure 42 in order.

[0461] <Process to determine special characters to be placed in all main commands> During the main training game, a process is performed each turn to determine the special characters to be placed in all main commands. Here, a special character is determined for each of the nine commands: "Rest," "Go Out," "Infirmary," "Race," and five types of training commands. Here, three types of special characters are randomly selected for all main commands with a probability of 1 / 3. However, the probability of the special character to be associated with the main command may be weighted depending on the type of main command. Note that although it is stated here that a special character is placed in each main command, as mentioned above, in reality, the gauge type corresponding to the special character is determined.

[0462] As described above, once a special character is determined, it is associated with each main command. The arrangement information, which links the main command to the special character, is then stored in the player terminal 1 and the server 1000.

[0463] <Process to determine whether to place characters and the training items to place them> As described above, once the special character to be linked to the main command is determined, the presence or absence of support characters and the training items to which the support characters will be placed are determined. Here, if a cooperating character has been added, the presence or absence of the cooperating character and the training items to which they will be placed are determined in the same way as the support characters.

[0464] Figure 43 illustrates the allocation ratio for training items. The player terminal 1 and server 1000 store an allocation determination table, and based on the allocation determination table, the training items to which characters are allocated are determined. In this embodiment, training items are determined for all support characters, cooperating characters, and story characters based on character identification information.

[0465] Here, a placement decision table is provided for each character identification information, and the placement ratio for each training item differs for each placement decision table. Specifically, according to the placement decision table for support characters and specific characters, the decision to not place them in any training ("None" in the diagram) is set at 10%, and the decision to place them in the speed, stamina, power, tenacity, and intelligence training items ("Speed", "Stamina", "Power", "Tenacity", "Intelligence" in the diagram) is set at 18% each. This placement decision table for support characters and specific characters is used when the character whose placement is to be determined is set as a support character and is also set as a specific character.

[0466] Furthermore, according to the placement determination table for specific characters, there is a 20% chance of not placing the character in any training, and a 16% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for specific characters is used when the character in question is not set as a support character but is set as a specific character.

[0467] Furthermore, according to the placement determination table for support characters, there is a 30% chance of not placing the character in any training, and a 14% chance of placing the character in any of the speed, stamina, power, tenacity, or intelligence training items. This placement determination table for support characters is used when the target character is set as a support character but not as a specific character.

[0468] Furthermore, according to the placement determination table for other characters, there is a 50% chance of not placing the character in any training, and a 10% chance of placing them in any of the speed, stamina, power, tenacity, or intelligence training items. The placement determination table for other characters is used when the character in question is not set as a support character or a specific character. Note that the placement determination table for other characters may also be used, for example, when the character in question is a story character.

[0469] Thus, support characters are more likely to be placed in training than characters not registered as support characters. Also, characters registered as specific characters are more likely to be placed in training than characters not registered as specific characters.

[0470] As mentioned above, support cards have a designated specialty training. When the target character is a support character or a co-op character, the lottery ratio set in the placement determination table shown in Figure 43 is changed based on the specialty training and specialty rate set on the support card. For example, for a support character with a specialty rate set to 10%, the probability of placing the specialty training is increased by 10% from the lottery ratio of the selected placement determination table, and the lottery ratio for "none" in the figure is decreased by 10%. Alternatively, the probability of placing other training may be decreased evenly by the amount that the probability of placing the specialty training increases.

[0471] Furthermore, for example, some or all support cards (support characters) may be associated with an effect that increases the probability of them being placed in a specific training item. Support characters to which such effects are associated will be modified so that they have a higher probability of being placed in the specific training item.

[0472] Each training item has a maximum number of characters that can be placed. In this case, the maximum number of characters that can be placed in all training items is set to "5". Therefore, the maximum number of characters that can be placed in training item 1 is "5".

[0473] As mentioned above, the training items to which a character is associated are determined for each character. The order in which the training items are determined for each character is arbitrary. Here, as an example, the training items are determined for the support character first, then for the cooperating character, and then for the other characters. Furthermore, if, for example, the maximum number of characters that can be assigned to a training item have already been assigned to that item, it may be decided that the character will not be assigned to any training item. Alternatively, training items that have already reached their maximum number of assigned characters may be excluded from the lottery, and the probability of assignment to other training items may be changed.

[0474] However, there is no mandatory limit on the number of characters that can be placed; the characters may be assigned to training items according to the lottery results. Furthermore, there are no specific restrictions on how to determine which training items a character will be assigned to.

[0475] Here, support and co-op characters whose best friend gauge has reached its maximum value are automatically placed in their preferred training without any placement lottery being performed. Therefore, support and co-op characters whose best friend gauge has reached its maximum value are given the highest priority for placement in their preferred training.

[0476] As described above, once the assigned characters are determined, they are linked to each training item. This linked information between training items and assigned characters is then stored in the player terminal 1 and the server 1000.

[0477] <Process to determine whether or not the first event will occur> Once the characters to be placed are determined, the next step is to determine whether or not to trigger various events. Events are broadly divided into three types: scenario events, the special events set up for each character being trained, and support events. Each scenario has predetermined scenario events, special events, and support events that may occur during the main training game.

[0478] Scenario events are events set for each scenario in the main training game. In this embodiment, multiple scenarios are provided, and the player can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main training game are determined based on the scenario selected by the player.

[0479] Furthermore, scenario events may include both scenario-specific events and scenario-common events. Scenario-specific events are events that are tied to only one specific scenario. For example, scenario-specific events tied to the first scenario will only appear when the first scenario is selected, and will not appear if any other scenario is selected.

[0480] Furthermore, scenario-common events are events that appear in common across multiple scenarios. Therefore, scenario-common events will appear both when the first scenario is selected and when the second scenario is selected.

[0481] Here, scenario events will consist of scenario-specific events and scenario-common events. However, it is also acceptable to have only one of either scenario-specific or scenario-common events.

[0482] As described above, the dedicated event is an event preset for each character. In the breeding main game, the dedicated event of the character registered as the breeding target character in the setting game, that is, the preparation stage process, appears for the player.

[0483] As described above, the support event is an event preset for each support card. In the breeding main game, the support event associated with the support card registered by the player in the setting game appears. The support event includes a first event that can occur at the start of a turn and a second event that can occur after the execution of training. The occurrence of the first event is determined based on a randomly obtained random number and the first event table at the start of the turn.

[0484] The occurrence of the second event is determined based on a randomly obtained random number and the second event table after the determination process of each support character arranged in the training. Note that only when a support character is arranged in the training, the occurrence of the second event for the arranged support character is determined.

[0485] In this embodiment, the first event is not limited to the support cards registered in the deck by the player in the preparation stage process, and the support event associated with the support card selected by lottery from all the support cards implemented in the game can be selected. However, the selection probability of the support event associated with the support card registered in the deck is higher than the selection probability of the support card event associated with the support card not registered in the deck.

[0486] Thus, the occurrence of the scenario event, etc. is determined based on the scenario. Also, the occurrence of the dedicated event and the support event, etc. is determined based on the breeding target character and the support card, respectively. These event types are classified by the information referred to when determining the occurrence, etc., of the event. <In contrast, in this embodiment, each event is classified into one of six event categories based on the content brought about by its appearance. Here, each event is classified into one of the following event categories: first hint event, second hint event, first ability event, second ability event, aptitude event, or story event.

[0488] As mentioned above, the first hint event and the second hint event are events that allow you to possess or acquire skills. 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 parameter of the character being trained. The story event is an event that displays the story related to the characters appearing in the training game. In addition to displaying the story, some story events also change ability parameters and aptitude parameters.

[0489] Here, scenario events include the first hint event, the second hint event, the first ability event, the second ability event, aptitude events, and story events. Additionally, dedicated events and support events include the first hint event, the second hint event, the first ability event, and the second ability event. Note that dedicated events may also include story events.

[0490] In this embodiment, the turn start processing includes processing to determine a scenario event and processing to determine a dedicated event. Note that the processing to determine a scenario event and processing to determine a dedicated event are not shown or explained here. In the processing to determine whether or not the first event will occur, the first event to occur is determined by lottery from among the support events associated with all support cards provided by the operator. At this time, the probability of winning a support event associated with a support card registered in the deck by the player during the preparation stage processing is set to be high.

[0491] <Process to set the state in which friendship training can occur> Returning to Figure 42, once it is determined whether or not the first event will occur, as described above, the state in which friendship training can occur is set. Specifically, support characters are extracted from among the characters placed in the training items. Then, it is determined whether the conditions for setting the state in which friendship training can occur are met for the extracted support characters. As described above, here, the conditions for setting the state in which friendship training can occur are set as follows: the training item in which the support character is placed is a specialty training, and the bond parameter or best friend gauge associated with the support character is above a predetermined value.

[0492] Furthermore, among the characters placed in the training items, the cooperative characters are extracted. Then, it is determined whether the conditions for setting the state in which friendship training can occur are met for the extracted cooperative characters. As mentioned above, the conditions for setting the state in which friendship training can occur are set as follows: the training item to which the cooperative character is placed is a specialty training, and the friendship gauge associated with the cooperative character is above a predetermined value (maximum value).

[0493] Then, information about the possibility of triggering friendship training is linked to support characters and cooperating characters that meet the conditions for triggering friendship training. In addition, information about the possibility of triggering friendship training is also linked to training items where support characters or cooperating characters that meet the conditions for triggering friendship training are placed. This sets the state in which friendship training can be triggered.

[0494] <Process for determining update values ​​for each parameter> At the start of a turn, the update values ​​for each parameter are determined if the main command is executed. Specifically, in turns where training is possible, the failure rate and the increase in ability parameters upon successful training are determined for each training item. Also, during the Challenge Zone state, the completion rate is determined as described above instead of the failure rate.

[0495] Figure 44A is a diagram illustrating the training level table. As shown in Figure 44A, the training level is set to increase according to the number of times each training is selected. Specifically, if each training is selected 3 times or less, the training levels for speed, stamina, power, tenacity, and intelligence are set to "Level 1". If each training is selected 4 times or more but 7 times or less, each training level is set to "Level 2". If each training is selected 8 times or more but 11 times or less, each training level is set to "Level 3". If each training is selected 12 times or more but 15 times or less, each training level is set to "Level 4". If each training is selected 16 times or more, each training level is set to "Level 5".

[0496] This section describes the case where the training level increases depending on the number of training selections. However, the conditions for the training level to increase are not limited to this. For example, the training level may increase or decrease by lottery. Alternatively, the training level may change depending on the number of turns. Note that the training level is not mandatory.

[0497] In this embodiment, when training selected by the player is successful, the values ​​of predetermined ability parameters increase depending on the training item performed. Specifically, if speed training is successful, the values ​​of the speed and power ability parameters increase. If stamina training is successful, the values ​​of the stamina and tenacity ability parameters increase. If power training is successful, the values ​​of the stamina and power ability parameters increase. If tenacity training is successful, the values ​​of the speed, power, and tenacity ability parameters increase. If intelligence training is successful, the values ​​of the speed and intelligence ability parameters increase.

[0498] In this embodiment, the increase in ability parameters upon successful training is calculated based on a fixed increase value determined in accordance with the training items and training level performed.

[0499] Figure 44B illustrates the table for increasing fixed values ​​(speed). Figure 44C illustrates the table for increasing fixed values ​​(power). Specifically, Figure 44B shows the increasing fixed values ​​when the training item is speed, and Figure 44C shows the increasing fixed values ​​when the training item is power.

[0500] As shown in Figures 44B and 44C, the fixed increase value table stores the fixed increase value determined in accordance with the training item and training level performed. In this embodiment, as shown in Figures 44B and 44C, the ability parameter increases more significantly as the training level increases. Although not described here, separate fixed increase value tables are also provided for when stamina, perseverance, and intelligence are selected as training items.

[0501] Then, once the fixed increase value is determined based on the training level and training items, the bonus increase value is calculated. The bonus increase value is added to the fixed increase value. The bonus increase value includes, for example, a character placement increase value. The character placement increase value is a value determined, for example, based on the number of characters placed in training, and for example, the more characters placed, the larger the character placement increase value. In this case, for example, the character placement increase value may differ depending on whether the placed characters are specific characters or support characters.

[0502] Furthermore, in training cooperation mode, a character placement bonus is added based on the friendship level of the support or cooperating character. Here, the higher the friendship level, the greater the character placement bonus. As mentioned above, in training cooperation mode, nine additional cooperating characters are added, making it easier to increase the character placement bonus. As a result, in training cooperation mode, ability parameters are more likely to increase upon successful training.

[0503] Furthermore, a bonus adjustment is also provided here. The bonus adjustment is calculated by adding a bonus addition value to the fixed increase value mentioned above, and then multiplying the result by a predetermined adjustment rate. The bonus adjustment includes a motivation adjustment, which is multiplied by the motivation adjustment rate mentioned above. In the "Superb Performance" state, the motivation adjustment rate increases, making it easier for ability parameters to increase upon successful training.

[0504] Furthermore, bonus adjustments include friendship training adjustments. These adjustments multiply the bonus by a friendship bonus rate. This rate is used when a training item is set to allow friendship bonuses. Moreover, the friendship bonus rate is calculated for each character placed within the training item.

[0505] For example, suppose the friendship bonus rate is 20%, and three characters with the friendship bonus activation state enabled are placed in the same training item. In this case, the friendship bonus rate becomes 60%. In this way, the increase in ability parameters becomes larger when the friendship bonus rate is multiplied.

[0506] <Process to determine the number of gauge points> Returning to Figure 42, once the updated values ​​for each parameter are determined, the number of gauge points to be acquired corresponding to the special character placed in each main command, i.e., the number of gauge points, is determined.

[0507] Figure 45 is a diagram illustrating the number of gauge points. As mentioned above, the number of gauge points a character being trained can acquire by executing a main command is between 1 and 3. Here, a base value of "1" is set for all main commands. Additionally, training commands have a character placement bonus value. The character placement bonus value is added to the base value if one or more characters are placed in the target training item. Therefore, for example, if one or more characters are placed in speed training, the number of gauge points the character being trained will acquire upon successful speed training will be "2".

[0508] Furthermore, training commands have a friendship training bonus value. This bonus value is added to the base value when the target training item is set to a state where friendship training can occur. Note that training items set to a state where friendship training can occur always have at least one character placed in them. Therefore, when the friendship training bonus value is added, the character placement bonus value is also always added. For example, if the stamina training is set to a state where friendship training can occur, the number of gauge points the target character will gain upon successful stamina training will be "3".

[0509] Note that character placement bonuses and friendship training bonuses are only applied upon successful training. On the other hand, the base value is applied regardless of whether training is successful or not. Therefore, if training fails, character placement bonuses and friendship training bonuses are not applied, and only the base value of "1" increases the gauge points. Also, character placement bonuses and friendship training bonuses are not applied to main commands other than training. Therefore, when a main command other than training is executed, only the base value of "1" will increase the gauge points.

[0510] However, either or both of the character placement bonus value and the friendship training bonus value may be applied regardless of the success or failure of the training. Also, for example, the character placement bonus value may change depending on the number of characters placed. Furthermore, the friendship training bonus value may change depending on the number of characters placed that are set to be in a state where friendship training can occur. The number of gauge points set for each main command may be determined by lottery, and the method of determination is not particularly limited.

[0511] <Process to set the possibility of a second event occurring> For support characters placed in any training item, the possibility of a second event occurring is set. The second event is selected by lottery from the support events (second events) associated with the support character (support card) placed in each training item.

[0512] In this embodiment, a process is performed to determine whether or not the second event can occur for all support characters placed in the training item. If the player selects a training item in which a support character with the second event can occur is placed, the second event will occur after the training is completed.

[0513] Furthermore, each of the multiple support characters placed in training item 1 may have a state set to enable the occurrence of a second event. In this case, when the training is executed, only one of the second events for which the enablement state has been set may be executed. Alternatively, all of the second events for which the enablement state has been set may be executed.

[0514] Figure 46A is the first diagram illustrating the inheritance event. Figure 46B is the second diagram illustrating the inheritance event. Figure 46C is the third diagram illustrating the inheritance event. Figure 46D is the fourth diagram illustrating the inheritance event. In the factor activation turn described above, the inheritance event occurs at the start of the turn. This inheritance event is a scenario-common event, which will be described later, and will always occur in the same turn regardless of the scenario selected by the player. In this embodiment, the first turn, the 31st turn, and the 55th turn are set as factor activation turns, but here we will explain the case in which the inheritance event occurs in the 31st turn.

[0515] When turn 31 begins, the character to be trained and an operation button labeled "Touch" are first displayed on the event screen 220b, as shown in Figure 46A. When the operation button displayed on the event screen 220b is tapped, an animated image including the character to be trained and the two inherited characters is displayed, as shown in Figure 46B. When the operation button is tapped, a lottery is held to determine whether or not to activate all factors possessed by the six training characters, a total of six characters from the first and second generations of inheritance.

[0516] Then, as shown in Figure 46C, the factors that have been selected by lottery to be activated are displayed, and then, as shown in Figure 46D, the type of ability parameter or aptitude parameter that will increase due to the activation of the factor, and the amount of increase are displayed, and the parameters are updated. When the inheritance event ends, the top screen 210 shown in Figure 22A is displayed, and the player can select any item. At this time, the status display unit 213 has the increase values ​​of the ability parameters and aptitude parameters displayed in the inheritance event added to it.

[0517] Figure 47A is the first diagram illustrating the skill screen 235. Figure 47B is the second diagram illustrating the skill screen 235. When the skill operation unit 216 on the top screen 210 is operated, the skill screen 235 shown in Figure 47A is displayed on the display 26. The skill screen 235 displays the skill point display unit 214. The skill point display unit 214 displays the current skill points possessed by the character being trained (player), as described above.

[0518] Below the skill point display unit 214, a skill display area 236 is provided. The skill display area 236 is provided with multiple skill display fields 237. The skill display fields 237 display acquired skills, skills that are pre-set for the character being trained, and skills acquired through various events, etc. In Figure 47A, three skill display fields 237 are displayed in the skill display area 236, but if a slide operation is input to the skill display area 236, additional skill display fields 237 will be displayed in the skill display area 236.

[0519] The skill display area 236 displays the skill name, activation conditions, and effects of the skill when activated. To the right of the skill display area 236, the required points display area 238 is displayed. The required points display area 238 displays the skill points required to acquire the skill. The required points display area 238 also has an operation button marked "+" or "-". By operating the operation button marked "+", the player can select the skill displayed in the skill display area 237. Conversely, by operating the operation button marked "-", the player can deselect the skill displayed in the skill display area 237.

[0520] Furthermore, if a first or second hint event corresponding to a possessed skill occurs, the skill points required to acquire that possessed skill will be discounted. Also, if the character's hint level is enhanced before the start of the training game, the skill points required to acquire the possessed skill will be discounted. Here, for possessed skills for which hints have been acquired, the discounted skill points will be displayed in the required points display section 238. At this time, a discount rate display icon 238a indicating the discount rate will be displayed in the skill display section 237. Furthermore, if a predetermined hint event occurs, the skill points required to acquire two or more possessed skills may be discounted.

[0521] Furthermore, on the skill screen 235, the skill display area 237 corresponding to obtainable skills and the skill display area 237 corresponding to unobtainable skills are clearly distinguished. For example, the skill display area 237 corresponding to acquired skills, and the skill display area 237 corresponding to owned skills that cannot be acquired due to insufficient skill points, are grayed out (shown as cross-hatching in the figure). In addition, the skill display area 237 corresponding to acquired skills displays an icon labeled "Acquired" instead of the required points display area 238.

[0522] Furthermore, below the skill display area 236, there are a selection operation unit 235a, a reset operation unit 235b, and a return operation unit 235c. When the selection operation unit 235a is operated while any skill is selected, a confirmation screen (not shown) is displayed. Then, when a predetermined operation for acquiring a skill is entered on the confirmation screen, the acquisition information is linked to the selected skill. In other words, the possessed skills are updated to acquired skills.

[0523] For example, suppose that in the state shown in Figure 47A, a skill corresponding to the skill display field 237 displayed at the top of the skill display area 236 is acquired. In this case, the skill screen 235 is updated as shown in Figure 47B upon skill acquisition. Here, the skill display field 237 displayed at the top of the skill display area 236 is grayed out. Also, the remaining skill points after skill acquisition are displayed in the skill point display unit 214.

[0524] When the reset operation unit 235b is operated, the selection state of all skills is canceled. Also, when the return operation unit 235c is operated, the skill screen 235 is closed and the top screen 210 is displayed.

[0525] Figure 48A is the first diagram illustrating the race selection screen 245. When the race operation unit 215e on the top screen 210 is operated, the race selection screen 245 shown in Figure 48A is displayed. The races are a game in which the character being trained competes against so-called non-player characters (hereinafter referred to as NPCs).

[0526] At the top of the race selection screen 245, the stamina display section 211 and the motivation display section 212 are displayed. In the center of the race selection screen 245, the race selection operation section 246 is displayed for selecting the race type in which the character to be trained will participate. At the bottom of the race selection screen 245, the start operation section 247 is displayed. The races that can be selected using the race selection operation section 246 on the race selection screen 245 are pre-set for each turn.

[0527] Furthermore, each race has pre-set entry conditions, and players can only enter their training character in races where the entry conditions are met. As mentioned above, some races have a specified number of fans as an entry condition. For races where the specified number of fans is not met, the entry conditions are displayed on the race selection control unit 246, as shown in Figure 48A, and the player is notified that the race cannot be selected. Also, in turns where a target race for the clear objective is set, only the target race is displayed as selectable on the race selection screen 245.

[0528] Figure 48B is a diagram illustrating the race start screen 250. When the race type of the race to be entered is selected in the race selection operation unit 246, and the start operation unit 247 is operated, the race start screen 250 shown in Figure 48B is displayed. The strategy display unit 251 is displayed in the center of the race start screen 250. The strategy display unit 251 also highlights the currently selected strategy (closer, overtake, lead, breakaway). The strategy display unit 251 also displays the 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 in the race to any strategy by operating on the strategy change screen.

[0529] Furthermore, the results control unit 253 and the race control unit 254 are displayed at the bottom of the race start screen 250. When the race control unit 254 is operated, a race screen (not shown) is displayed on the display 26. The race screen displays a video of the race unfolding (hereinafter also referred to as the race video).

[0530] Figure 48C is the first diagram illustrating the race results screen 260. Figure 48D is the second diagram illustrating the race results screen 260. When the playback of the race video ends, and when the results operation unit 253 is operated, the race results screen 260 is displayed on the display 26. On the race results screen 260, as shown in Figure 48C, the finishing order of the training target character in that race is displayed. Also, on the race results screen 260, as shown in Figure 48D, the current class of the training target character is displayed.

[0531] In this embodiment, the characters being trained are categorized into classes based on the number of fans they acquire. Each class has a set range of fan counts. Here, the characters being trained are classified into one of eight classes based on the number of fans they have acquired. On the race results screen 260, the cumulative number of fans acquired in the current race is displayed, which is calculated by adding the number of fans acquired in previous races. The current class corresponding to the cumulative number of fans is also identified and displayed.

[0532] As described above, in the training-focused game, the player can increase the ability parameters of the character being trained as turns progress. Ability parameters increase through successful training or the appearance of various events. The training-focused game ends when all turns are completed. Also, if the objectives set for each character are not achieved during the training-focused game, the training-focused game ends at that point.

[0533] When the training game ends, the character that was trained in the training game is remembered as the trained character. More precisely, information about the trained character (hereinafter referred to as "trained character information") is stored linked to the player ID. Note that the trained character information is stored on both player terminal 1 and server 1000. The trained character information stored linked to the player ID includes the numerical values ​​and rank of the trained character's ability parameters at the completion of the training game, aptitude parameters, acquired skills, inheritance information, factor information, and the type of character used for training.

[0534] Furthermore, upon completion of the training game, a rating score for the trained character is calculated. This rating is based on the character's ability parameters, aptitude parameters, acquired skills, and race results at the time the training game ends. The method for calculating the rating, or in other words, the formula for calculating the rating, is predetermined and the rating is calculated based on this formula. The method and formula for calculating the rating are not particularly limited. For example, the rating could be calculated based only on parameters that affect the race results when the trained character participates in team competition games or other races, such as ability parameters, aptitude parameters, and acquired skills at the time the training game ends. Additionally, a training rank is assigned to the trained character based on their rating.

[0535] Figure 49 illustrates an example of the relationship between evaluation scores and training ranks. Training rank is an indicator of a character's strength, and as shown in Figure 49, each training rank is associated with a range of evaluation scores. For example, a character with an evaluation score of 14,500 to 15,899 is assigned an "S" training rank, and a character with an evaluation score of 15,900 to 17,499 is assigned an "S+" training rank. Assigning training ranks based on evaluation scores in this way makes it easier to understand the approximate strength of a character. Note that the types of training ranks and the ranges of evaluation scores corresponding to each training rank shown in Figure 49 are examples only and are not limited to these.

[0536] Figure 50A is a diagram illustrating the training rank notification screen 330. When the training game ends, the training rank notification screen 330 is displayed on the display 26 for a predetermined period of time, as shown in Figure 50A. The training rank notification screen 330 displays the training rank and evaluation score of the trained character.

[0537] Figure 50B is a diagram illustrating the factor specification confirmation dialog 335. After a predetermined time has elapsed since the training rank notification screen 330 was displayed on the display 26, the factor specification confirmation dialog 335 is displayed on the display 26. As shown in Figure 50B, the factor specification confirmation dialog 335 is provided with a first completion operation section 335a labeled "Complete without specifying a factor" and a second completion operation section 335b labeled "Complete with a specified factor".

[0538] In this embodiment, players can subscribe to a so-called subscription service that allows them to enjoy various services for a certain period (e.g., one month) by paying a predetermined price such as in-game currency or real currency. In this embodiment, when a player is subscribed to the subscription service, they can use a factor designation function free of charge, which allows them to specify some of the factors that their character will acquire.

[0539] Figure 51 is a diagram illustrating the factor acquisition confirmation dialog 340. When a player is subscribed to a subscription service, and the first completion operation unit 335a of the factor specification confirmation dialog 335 is operated, the factor acquisition confirmation dialog 340 shown in Figure 51 is displayed on the display 26. As shown in Figure 51, the factor acquisition confirmation dialog 340 displays the message, "You can specify a factor. Do you want to proceed with factor acquisition?" The factor acquisition confirmation dialog 340 also displays an OK operation unit 340a labeled "OK" and a Cancel operation unit 340b labeled "Cancel". When the Cancel operation unit 340b is tapped, the factor acquisition confirmation dialog 340 disappears and the factor specification confirmation dialog 335 is displayed on the display 26.

[0540] When the OK button 340a of the Factor Acquisition Confirmation dialog 340 is tapped, factor lottery request information is sent from the player terminal 1 to the server 1000. Also, if the player is not subscribed to the subscription service, and the first completion button 335a of the Factor Specification Confirmation dialog 335 is tapped, factor lottery request information is sent from the player terminal 1 to the server 1000.

[0541] When server 1000 receives factor lottery request information, it performs a factor information lottery based on the received factor lottery request information without using the factor specification function. Then, server 1000 sets the factor information generated based on the lottery results so that player terminal 1 can acquire it.

[0542] Specifically, the server 1000 performs a lottery for factor information, which involves determining the target to acquire and a factor level determination process, in a format appropriate to each of the basic ability factor, aptitude factor, race factor, character factor, and skill factor, thereby determining the factor information.

[0543] For example, in the process of determining which basic ability factors to acquire, the server 1000 performs a lottery to select one of five ability parameters: speed, stamina, power, tenacity, and intelligence. In this embodiment, the probability of selecting each ability parameter is equal, at 1 / 5 each.

[0544] Figure 52A is a diagram illustrating an example of a lottery table for determining the factor level of a basic ability factor. Once one type of ability parameter to be acquired is determined, the server 1000, in the factor level determination process, refers to the lottery table shown in Figure 52A to determine the factor level to one of levels 1 to 3. As shown in Figure 52A, the factor level for a basic ability factor is determined by lottery, referring to the rank of the ability parameter determined as the target to be acquired in the acquisition target determination process at the end of the training game. In this embodiment, as shown in Figure 52A, the selection ratio is set such that the higher the rank of the ability parameter targeted for acquisition, the more likely a higher factor level will be selected in the factor level determination process. For example, in order for level 3 to be selected for a basic ability factor, the rank of the ability parameter must reach a predetermined level (for example, rank "C"). The factor level for a basic ability factor may also be determined by lottery, referring to the value of the ability parameter at the end of the training game for the ability parameter targeted for acquisition.

[0545] Furthermore, regarding aptitude factors, in the acquisition target determination process, server 1000 extracts aptitudes with an aptitude rank of A or higher (A or S) at the time the training game ends, and conducts a lottery to select one of the extracted aptitudes as the acquisition target with an equal selection rate. For example, if three types of aptitudes with an aptitude rank of A or higher at the time the training game ends are extracted—course aptitude "grass," distance aptitude "long distance," and running style aptitude "closing"—one of them will be selected with an equal selection rate (1 / 3).

[0546] In this embodiment, a factor inheritance event can influence the aptitude factor information of the inheriting character, potentially increasing the aptitude rank of the character being trained. Therefore, if the number of aptitudes with an aptitude rank of A or higher increases for the character being trained due to a factor inheritance event, the number of aptitudes that can be extracted will increase, and consequently, the number of aptitudes that can be drawn during the acquisition target determination process will also increase.

[0547] Furthermore, in the process of determining which aptitude factors to acquire, the information on aptitude factors linked to the two inherited characters selected prior to the start of training of the target character may be referenced, and the selection rate may be increased according to the type of aptitude factor linked to each inherited character. For example, if the aptitude factors linked to the two inherited characters are related to course aptitude and distance aptitude, the selection rate for course aptitude and distance aptitude may be increased compared to the selection rate for running style aptitude. Also, if the aptitude factors linked to the two inherited characters are both related to distance aptitude, the selection rate for distance aptitude may be increased compared to the selection rates for course aptitude and running style aptitude.

[0548] Figure 52B is a diagram illustrating an example of a lottery table for determining the factor level of an aptitude factor. Once one type of aptitude to be acquired is determined, the server 1000, in the factor level determination process, refers to the lottery table shown in Figure 52B to determine the factor level to one of levels 1 to 3. As shown in Figure 52B, the factor level for an aptitude factor is determined by lottery, referring to the training rank at the end of the training game. In this embodiment, as shown in Figure 52B, the selection ratio is set such that the higher the training rank, the more likely a higher factor level is to be selected in the factor level determination process. For example, in order for level 3 to be selected for an aptitude factor, the training rank must reach a predetermined level (for example, rank "C"). Note that the factor level for an aptitude factor may also be determined by lottery, referring to the evaluation score at the end of the training game. Alternatively, the factor level for an aptitude factor may also be determined by lottery, referring to the aptitude rank at the end of the training game. In this case, the higher the aptitude rank of the aptitude that was acquired in the acquisition target determination process, the more likely a higher factor level is to be selected in the factor level determination process.

[0549] In this embodiment, a separate lottery table (Figure 52A) for determining the factor levels of basic ability factors and a separate lottery table (Figure 52B) for determining the factor levels of aptitude factors are shown. However, the lottery table for determining the factor levels of basic ability factors and the lottery table for determining the factor levels of aptitude factors may be the same.

[0550] Furthermore, in the process of determining who can acquire character factors, server 1000 determines that character factors can be acquired if the status level of the character being trained is level 3 or higher (levels 3 to 5). In other words, if the status level of the character being trained is level 2 or lower (level 1 or level 2), server 1000 determines that character factors cannot be acquired in the process of determining who can acquire character factors.

[0551] Then, if the server 1000 determines in the acquisition target determination process that it is possible to acquire a character factor, it determines the factor level to be one of levels 1 to 3 in the factor level determination process. At this time, the factor level for the character factor is drawn based on a predetermined probability set in advance. However, the factor level for the character factor may also be drawn by referring to the training rank at the time the training game ends. In this case, the selection ratio may be set so that a higher factor level is more likely to be selected in the factor level determination process as the training rank increases.

[0552] Furthermore, regarding race factors and skill factors, server 1000 conducts a lottery to determine which factors to acquire in the acquisition determination process, by referring to the character's possessed skills and training history (training conditions (such as the contents of the deck composed of inherited characters and support cards), and the results of races participated in during training). For example, regarding race factors, server 1000 sets factor information corresponding to races participated in during the character's training that were graded G1 and resulted in a first-place finish as a candidate for acquisition. Similarly, regarding skill factors, server 1000 sets factor information corresponding to skills acquired by the character at the end of the training game as a candidate for acquisition. Then, server 1000 determines whether each of the candidate acquisition targets set for race factors and skill factors is correct or incorrect by lottery, and the winning candidate is determined to be acquired.

[0553] Furthermore, the higher the training rank of the trained character, the more favorable the probability of winning the lottery that determines whether or not a character will acquire a particular race factor or skill factor. In other words, if a character is trained to a high rank, there may be a tendency for more race factors and skill factors to be acquired. Also, if any of the race factors and skill factors that are candidates for acquisition are linked to the inheriting character, the probability of winning the lottery that determines whether or not a character will acquire that factor may be more favorable. In other words, the system may be designed to make it easier to acquire the same factor information as the inheriting character for race factors and skill factors.

[0554] Then, once the race factors and skill factors to be acquired are determined by the acquisition target determination process, the server 1000 determines the factor level for each of the acquired race factors and skill factors to be one of levels 1 to 3 in the factor level determination process. The factor levels for race factors and skill factors are determined by lottery based on the training rank, and the higher the training rank, the more likely it is that a higher factor level will be selected in the factor level determination process.

[0555] Figure 53A is a diagram illustrating the factor acquisition screen 350. When the player terminal 1 acquires factor information from the server 1000, it displays the factor acquisition screen 350 shown in Figure 53A on the display 26 and notifies the player of the factor information determined by the acquisition target determination process and factor level determination process described above.

[0556] As shown in Figure 53A, the factor acquisition screen 350 displays a list of factor information acquired from the server 1000. Also, as shown in Figure 53A, the factor acquisition screen 350 is provided with a factor confirmation operation unit 350a and a factor re-selection operation unit 350b. When the factor confirmation operation unit 350a is tapped (a factor confirmation operation is input), factor confirmation information is sent from the player terminal 1 to the server 1000. However, when the factor confirmation operation unit 350a is tapped, a confirmation dialog (not shown) may be displayed. In this case, when a cancellation operation unit (not shown) provided in the confirmation dialog is tapped, the input of the confirmation operation is canceled, the confirmation dialog is hidden, and the factor acquisition screen 350 is displayed. When a confirmation operation unit (not shown) provided in the confirmation dialog is tapped (a confirmation operation is input), factor confirmation information is sent from the player terminal 1 to the server 1000. Based on the received factor confirmation information, the server 1000 confirms the factor information to be linked to the character that was trained this time. Server 1000 then generates and sets the training result information and receives it on player terminal 1. The training result information includes confirmed factor information, evaluation points, training rank, ability parameters, aptitude parameters, acquired skills, inheritance information, class, title, etc.

[0557] In this embodiment, a re-draw function is provided to perform a factor information draw again. When the factor re-draw operation unit 350b on the factor acquisition screen 350 is tapped (a re-draw operation is input), re-draw request information requesting a re-draw of factor information is sent from the player terminal 1 to the server 1000. However, when the factor re-draw operation unit 350b is tapped, a confirmation dialog (not shown) may be displayed. In this case, when a cancellation operation unit (not shown) provided on the confirmation dialog is tapped, the input of the re-draw operation is canceled, the confirmation dialog is hidden, and the factor acquisition screen 350 is displayed. Then, when the re-draw operation unit (not shown) provided on the confirmation dialog is tapped (a re-draw operation is input), re-draw request information may be sent from the player terminal 1 to the server 1000.

[0558] On server 1000, a draw for factor information is performed again based on the received re-draw request information. The re-draw of factor information based on the re-draw request information is performed under the same conditions as the previous draw for factor information based on the factor acquisition request, for each of the basic ability factors, aptitude factors, race factors, character factors, and skill factors, by performing the acquisition target determination process and factor level determination process to determine the factors to be acquired and their factor levels. However, the more times the draw for re-acquisition of factor information is performed, the more the probability of the draw for re-acquisition may become favorable to the player. This makes it possible to strengthen the motivation for the player to perform the draw for re-acquisition. For example, when performing a re-draw of factor information, the draw for determining factor information may be performed by referring to the status of the character to which an internal correction has been applied.

[0559] Here, the re-rolling of factor information may require the consumption of game points necessary for character development. If a player does not have enough game points, they may use recovery items to restore game points and then re-roll the factor information. The amount of game points required for re-rolling factor information may be the same as the amount of game points required to start the development game. However, the amount of game points required for re-rolling factor information may be less or more than the amount of game points required to start the development game. Furthermore, if a player is subscribed to a specified subscription service, they may be able to perform a re-roll of factor information without consuming game points. The re-rolling may be performed within a specified number of times.

[0560] Server 1000 sets up the factor information (re-draw) generated based on the re-draw results so that it can be acquired by player terminal 1. When player terminal 1 acquires the factor information (re-draw) from server 1000, it displays a factor re-acquisition screen (not shown) on display 26 and notifies the player of the factor information determined by the re-draw. The screen configuration of the factor re-acquisition screen is the same as that of the factor acquisition screen 350, and is provided with a factor confirmation operation unit and a factor re-draw operation unit. The factor acquisition screen 350 and the factor re-acquisition screen can be switched between. The player can then perform a further re-draw of factor information by operating the factor re-draw operation unit on the factor re-acquisition screen (inputting a re-draw operation). Furthermore, the player can confirm factor information based on the results of the first draw by operating the factor confirmation operation unit 350a on the factor acquisition screen 350 (inputting a factor confirmation operation), and can confirm factor information based on the results of the second and subsequent draws by operating the factor confirmation operation unit (inputting a factor confirmation operation) on the factor reacquisition screen.

[0561] Figure 53B is a diagram illustrating the training completion screen 360. Once the confirmation operation is entered as described above and the factor information associated with the character that has been trained is confirmed, the player terminal 1 displays the training completion screen 360 on the display 26 based on the received training result information. As shown in Figure 53B, the training completion screen 360 displays the training character's ability parameters, aptitude parameters, and acquired skills. At this time, the training completion screen 360 is provided with a close operation section 331. When the close operation section 331 is tapped, the training completion screen 360 is hidden and the home screen 100 is displayed on the display 26. In addition, although not shown in the diagram, the player may also display the factor information acquired by the training character on the training completion screen 360.

[0562] Next, the factor designation function according to this embodiment will be described in detail. In this embodiment, the factor designation function can be used when the player is subscribed to a predetermined subscription service. In addition, in this embodiment, a factor designation ticket is provided that allows the player to use the factor designation function. The player can use the factor designation function by consuming the factor designation ticket they possess. Alternatively, the player can use the factor designation function by consuming the in-game currency they possess.

[0563] However, it may be possible to use the factor designation function by consuming game points required to start the training game. Alternatively, it may be possible to use the factor designation function free of charge within a predetermined limit during a specified campaign period.

[0564] Figure 54A is the first diagram illustrating the designated factor dialog 370 in the first embodiment. Figure 54B is the second diagram illustrating the designated factor dialog 370 in the second embodiment. Figure 54C is the third diagram illustrating the designated factor dialog 370 in the third embodiment. Figure 55 is the fourth diagram illustrating the designated factor dialog 370 in the fourth embodiment. When the second completion operation unit 335b of the factor designation confirmation dialog 335 is tapped, the designated factor dialog 370 is displayed on the display 26 in one of the first to fourth embodiments.

[0565] Specifically, if the player is subscribed to a subscription service, the first embodiment of the designated factor dialog 370 shown in Figure 54A is displayed on the display 26. As shown in Figure 54A, the top of the first embodiment ...

Claims

To allow selection of multiple commands, Updating one or more of the multiple parameters associated with the character being trained, based on the command selected by the player, Updating the value of a specific parameter associated with the command selected by the player from among several types of specific parameters, When pre-set specific conditions are met, one or more of the aforementioned benefits can be selected from among several benefits based on the values ​​of the aforementioned multiple types of specific parameters. The aforementioned benefits selected by the player are linked to the aforementioned training target character as acquired benefits, To have the computer perform the task. Information processing program.   Making the aforementioned benefits selectable means When the number of acquired rewards linked to the character being trained has reached a predetermined upper limit, the player may unlink any of the acquired rewards from the character being trained and make it possible to link the reward selected by the player to the character being trained as an acquired reward. The information processing program according to claim 1.   The player has the option to select the aforementioned command, and this process is repeated multiple times. In a predetermined turn, determine the type of specific parameter associated with each of the multiple commands. To have the computer perform the task. The information processing program according to claim 1 or 2.   The aforementioned multiple benefits correspond to any of the aforementioned multiple types of specific parameters, Making the aforementioned benefits selectable means For each type of specific parameter, based on the value of the specific parameter, one of the benefits corresponding to that specific parameter is determined, and the determined benefit is made selectable. The information processing program according to claim 1 or 2.   Making the aforementioned benefits selectable means For each type of specific parameter, the number of benefits to be offered is determined based on the value of that specific parameter. For each type of the specified parameter, the number of benefits to be offered determined from among the benefits associated with that specified parameter. The information processing program according to claim 4.   The aforementioned benefits are each ranked, Making the aforementioned benefits selectable means If the value of the aforementioned specific parameter reaches a predetermined value, one or more high-ranking benefits associated with that specific parameter are determined. The information processing program according to claim 4.   Making the aforementioned benefits selectable means Based on the acquired rewards associated with the character to be trained, the reward is determined, and the determined reward is made selectable. The information processing program according to claim 1 or 2.   The aforementioned benefits are each ranked, Making the aforementioned benefits selectable means If the number of rewards associated with the character to be trained is less than a predetermined number, the rewards are determined according to the first condition. If the number of acquired benefits associated with the character to be trained is greater than or equal to a predetermined number, the benefits are determined according to a second condition which makes it more likely to determine benefits of a higher rank than the first condition. The information processing program according to claim 7.   From among several types of game media, determine one or more game media to associate with the aforementioned command, The determined game medium is associated with the command, Have the computer perform this task. Updating the aforementioned parameters means If the game medium is associated with the command selected by the player, the parameters are updated more favorably than when the game medium is not associated with the command. Updating the value of the aforementioned specific parameter means When the game medium is associated with the command selected by the player, the value of the specific parameter can be updated more favorably than when the game medium is not associated with the command. The information processing program according to claim 1 or 2.   An information processing method performed by one or more computers, The aforementioned computer, To allow selection of multiple commands, Updating one or more of the multiple parameters associated with the character being trained, based on the command selected by the player, Updating the value of a specific parameter associated with the command selected by the player from among several types of specific parameters, When pre-set specific conditions are met, one or more of the aforementioned benefits can be selected from among several benefits based on the values ​​of the aforementioned multiple types of specific parameters. The aforementioned benefits selected by the player are linked to the aforementioned training target character as acquired benefits, To carry out, Information processing methods.   An information processing system comprising one or more computers, The aforementioned computer, To allow selection of multiple commands, Updating one or more of the multiple parameters associated with the character being trained, based on the command selected by the player, Updating the value of a specific parameter associated with the command selected by the player from among several types of specific parameters, When pre-set specific conditions are met, one or more of the aforementioned benefits can be selected from among several benefits based on the values ​​of the aforementioned multiple types of specific parameters. The aforementioned benefits selected by the player are linked to the aforementioned training target character as acquired benefits, To carry out, Information processing system.   A game device comprising one or more computers, The aforementioned computer, To allow selection of multiple commands, Updating one or more of the multiple parameters associated with the character being trained, based on the command selected by the player, Updating the value of a specific parameter associated with the command selected by the player from among several types of specific parameters, When pre-set specific conditions are met, one or more of the aforementioned benefits can be selected from among several benefits based on the values ​​of the aforementioned multiple types of specific parameters. The aforementioned benefits selected by the player are linked to the aforementioned training target character as acquired benefits, To carry out, Game device.