WO2023162855A1 - 情報処理プログラム、情報処理方法および情報処理システム - Google Patents

情報処理プログラム、情報処理方法および情報処理システム Download PDF

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Publication number
WO2023162855A1
WO2023162855A1 PCT/JP2023/005482 JP2023005482W WO2023162855A1 WO 2023162855 A1 WO2023162855 A1 WO 2023162855A1 JP 2023005482 W JP2023005482 W JP 2023005482W WO 2023162855 A1 WO2023162855 A1 WO 2023162855A1
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WIPO (PCT)
Prior art keywords
character
player
breeding
training
information
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Ceased
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PCT/JP2023/005482
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English (en)
French (fr)
Japanese (ja)
Inventor
祐貴 西
正人 西
主 高橋
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Cygames Inc
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Cygames Inc
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Priority to CN202380022202.3A priority Critical patent/CN118946392A/zh
Priority to KR1020247027193A priority patent/KR102931528B1/ko
Publication of WO2023162855A1 publication Critical patent/WO2023162855A1/ja
Priority to US18/809,953 priority patent/US20240408494A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • a process of executing a breeding game including a process of consuming the points to acquire the ability information linked to the trained character; Outside the breeding game, when a preset specific condition is satisfied, the character is tied to the character so that the consumption value of the points necessary for obtaining the ability information is smaller than before the specific condition is satisfied.
  • a process of updating the initial consumption point information received; is performed by a computer.
  • a process of increasing the ability information associated with the character and obtainable by consuming the points when a predetermined condition different from the specific condition is established outside the breeding game; may be further performed by a computer.
  • the information processing method is an information processing method performed by one or more computers, the computer
  • the character selected by the player from among one or a plurality of characters associated with ability information that can be obtained by spending points and initial consumption point information indicating the consumption value of the points for obtaining the ability information.
  • a process of setting the character as a character to be trained A process of changing the parameters of the character to be trained based on the player's operation, a process of giving the points during the breeding game, and the points given based on the initial consumption point information linked to the character to be raised.
  • a process of executing a breeding game including a process of consuming the points to acquire the ability information linked to the trained character; Outside the breeding game, when a preset specific condition is satisfied, the character is tied to the character so that the consumption value of the points necessary for obtaining the ability information is smaller than before the specific condition is satisfied. a process of updating the initial consumption point information received; carry out
  • FIG. 39A is a diagram explaining character information.
  • FIG. 39B is a diagram illustrating character skill information.
  • FIG. 40 is a diagram for explaining the configuration of a memory in a player terminal and functions as a computer.
  • FIG. 41 is a diagram for explaining the configuration of a memory in a server and functions as a computer.
  • FIG. 42 is a sequence diagram illustrating processing of the player terminal and the server relating to the breeding game.
  • FIG. 43 is a flowchart for explaining the training stage processing in the server.
  • FIG. 44 is a flowchart for explaining turn start processing in the server.
  • FIG. 45 is a flow chart for explaining training stage processing in the player terminal.
  • FIG. 46 is a flowchart for explaining turn start processing in the player terminal.
  • FIG. 47 is a flowchart for explaining display control processing.
  • FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system S.
  • the information processing system S is a so-called client-server system including a player terminal 1 functioning as a client, that is, a game terminal, a server 1000, and a communication network N having communication base stations Na.
  • the player terminal 1 can establish communication with the server 1000 via the communication network N.
  • the player terminal 1 includes a wide range of electronic devices that can be connected to the server 1000 for wireless or wired communication. Examples of the player terminal 1 include smart phones, mobile phones, tablet devices, personal computers, game machines, and the like. In this embodiment, a case where a smart phone is used as the player terminal 1 will be described.
  • 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 .
  • the communication unit 20 is wirelessly connected to the communication base station Na, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N.
  • the program or the like received from the server 1000 is stored in the memory 12 or the storage section 18 .
  • the input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc., through which player's operations are input (accepts operations). Also, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1 . Furthermore, the input unit 22 may be configured with an acceleration sensor that detects the tilt or movement of the player terminal 1, or a microphone that detects the voice of the player. That is, the input unit 22 broadly includes a device capable of inputting the player's intention in an identifiable manner.
  • the output unit 24 includes a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1 .
  • the player terminal 1 includes a display 26 as the output unit 24 and a touch panel provided as an input unit 22 so as to overlap the display 26 .
  • a player can own a character obtained by a lottery called gacha, or a character distributed by the management side. Also, the player can possess a support card obtained by lottery or a support card distributed by the management side.
  • a training game is provided in the game according to the present embodiment.
  • a player can train a character possessed by the player in the training game.
  • the breeding game in the present embodiment has a game property in which a character is trained while participating in a race simulating a horse race.
  • FIG. 3A is a diagram illustrating an example of the home screen 100.
  • FIG. When the game application is started on the player terminal 1, the home screen 100 is displayed on the display 26.
  • FIG. A menu bar 102 is displayed at the bottom of the home screen 100 .
  • the menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
  • a story screen (not shown) is displayed.
  • a story image is provided for each character appearing in the game. The player can select and view characters and story images on the story screen.
  • the operation section of the option setting screen 110 includes a profile setting operation section 110a and a close operation section 110b.
  • the close operation portion 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed.
  • the profile setting operation section 110a is tapped, a profile setting screen 120 is displayed.
  • a representative character setting screen (not shown) is displayed.
  • the player can set one of the breeding characters trained by the player as the representative character.
  • An icon image representing the currently set representative character is displayed in the representative character setting operation section 126a.
  • the representative character can be organized in a deck as a successor character in a breeding game played by another player.
  • character images corresponding to each of the currently set four home screen setting characters 132 and corresponding operating units are displayed in a identifiable manner.
  • a character selection screen (not shown) is displayed. The player can select the home screen setting character 132 on the character selection screen. Also, the player can set the costume of the home screen setting character 132 on the home setting screen 130 .
  • the specific race is at least one race set in advance according to the type of race among the races that can be played during the holding period of the specific event.
  • the additional reward may be given when a specific race is entered regardless of whether the specific race is won or not.
  • the number of acquisitions of additional rewards (that is, special items) in one specific race (one type of specific race) is limited to a predetermined number of times in a predetermined period. For example, the number of acquisitions of a special item in one specific race in one day is three. However, the number of acquisitions of special items may be changed according to the type of specific race (race event).
  • the game points are subtracted by a predetermined value (eg -30) when the breeding game is started. Therefore, if the player does not have the required game points, the player cannot start the breeding game. However, the player can possess items that restore game points, and can use the items to restore game points. This item can be given as a reward for a training game or a team competition game, or can be acquired by consuming in-game currency, for example.
  • a predetermined value eg -30
  • FIG. 4 is a diagram for explaining the rough flow of the breeding game.
  • the breeding game is roughly divided into a setting game and a breeding main game.
  • the breeding main game is a game in which one main character selected from the characters possessed by the player is trained as a character to be trained.
  • the player registers the main character and deck (inherited characters and support cards), and corresponds to the preparatory stage of the breeding game.
  • the processing performed in the setting game will be referred to as preparatory stage processing
  • the processing performed in the training main game will be referred to as training stage processing.
  • the general flow of the preparatory stage processing and the growing stage processing will be described first.
  • a scenario selection screen (not shown) is displayed.
  • a plurality of training main game scenarios are provided.
  • Each scenario of the breeding main game is set with a final goal, a goal during the game, etc., and the player needs to clear the set goals in order.
  • Each target and the period until the target is achieved are different for each scenario.
  • the player can select one of a plurality of scenarios on the scenario selection screen.
  • a predetermined scenario is selected will be described.
  • the initial values of the ability parameters are set for each character, and the initial values of the ability parameters of the character corresponding to the character icon 151 selected by the player are displayed in the ability parameter display section 152a. .
  • the higher the numerical value of the ability parameter the higher the ability.
  • initial values of ability parameters are set for each of a plurality of types of abilities for each character.
  • the ability parameters the speed ability parameter indicated as “Speed” in the ability parameter display section 152a, the stamina ability parameter indicated as “Stamina” in the ability parameter display section 152a, and the ability parameter display section 152a.
  • the ability parameter of power written as "Power” the ability parameter of guts written as "Spirit” in the ability parameter display section 152a
  • the ability parameter of wisdom written as "Wisdom” in the ability parameter display section 152a is provided.
  • the initial value of the ability parameter for each character is increased by the player's operation.
  • each character is provided with five status levels, and the player can raise the status level of the character by consuming in-game currency or predetermined items.
  • the initial value of the ability parameter of the character increases.
  • FIG. 6A shows initial values when the character is at a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. In other words, the purpose of the training main game is to train characters with higher ability parameter values.
  • an aptitude parameter (initial value) is set for each character, and as shown in FIG.
  • the initial value of the parameter is displayed in alphabet.
  • the player can run the main character in various races. At this time, the higher the aptitude of the main character that matches the content of the race, the more advantageous the development of the race.
  • the initial value of the aptitude parameter for each character may be raised by consuming in-game currency.
  • the value of the aptitude parameter may change in the training main game.
  • the aptitude parameter may be set to S, which is higher in aptitude than A.
  • FIG. 5B is the first diagram for explaining the character detail screen 160.
  • FIG. FIG. 5C is a second diagram for explaining the character detail screen 160.
  • a character detail screen 160 is displayed on the display 26 .
  • the character detail screen 160 displays details of the ability of the character corresponding to the character icon 151 long-pressed on the main character selection screen 150 .
  • a skill operation section 161 and an event operation section 162 are displayed. As shown in FIG. 5B, when the character detail screen 160 is first displayed, the skill operation section 161 is highlighted and the skills provided for each character are displayed.
  • a skill is an ability that may be activated when a predetermined condition is met during the execution of an individual race, which will be described later. Each character's race development becomes advantageous by activating skills.
  • Each character has one acquired skill from the beginning of the training main game.
  • the character has a plurality of possessed skills.
  • Possessed skills are skills that can be acquired by consuming skill points, which will be described later, after starting the training main game. In other words, possessed skills can become acquired skills in exchange for skill points.
  • the skills corresponding to " ⁇ " in the skill table shown in FIG. 6C are displayed as acquired skills on the character detail screen 160 in FIG. 5B. Also, the skills corresponding to "o” in the skill table shown in FIG. 6C are displayed as possessed skills on the character detail screen 160 in FIG. 5B. In this embodiment, as shown in the character detail screen 160 of FIG. 5B, the acquired skills are highlighted so that the acquired skills can be easily distinguished from the possessed skills.
  • a dedicated event occurs when a predetermined condition is satisfied in the breeding main game, and displays a story related to a character appearing in the breeding game, or changes the value of an ability parameter.
  • the training information display screen has a clear target tab.
  • the purpose of the breeding game is to generate a stronger breeding character by breeding a character selected as a main character to be trained from among the characters possessed by the player.
  • the breeding main game consists of a plurality of turns, and the player needs to have the main character train or participate in a race for each turn.
  • FIG. 7A is a first diagram for explaining the succession character selection screen 170.
  • FIG. FIG. 7B is a first diagram for explaining the breeding character list screen 180.
  • FIG. 7C is a second diagram for explaining the succession character selection screen 170.
  • FIG. 7D is a third diagram for explaining the succession character selection screen 170.
  • the succession character selection screen 170 is a screen for the player to register a succession character.
  • the inherited character selection screen 170 is provided with an ability parameter display section 152a, an aptitude parameter display section 152b, a first inherited character selection area 171a and a second inherited character selection area 171b.
  • a breeding character icon 182 corresponding to the breeding character possessed by the player is displayed.
  • a breeding character icon 182 corresponding to the friend's representative character that is, the breeding character trained by the friend is displayed.
  • the breeding character icon 182 when the breeding character icon 182 is tapped, the breeding character corresponding to the breeding character icon 182 is provisionally selected. Also, when the breeding character icon 182 is tapped, a succession character selection screen 170 is displayed as shown in FIG. 7C. At this time, for example, when the first succession character selection area 171a is tapped to display the breeding character list screen 180, and the breeding character icon 182 is tapped on the breeding character list screen 180, the breeding character in the provisionally selected state is displayed. An image representing the character is displayed in the first inherited character selection area 171a.
  • information related to inherited characters used during training is associated with and stored in the breeding character.
  • information related to the inheritance character used when training the breeding character is displayed.
  • the first succession character selection area 171a corresponds to one succession first generation breeding character and two succession second generation breeding characters that constitute the first succession group. There is an icon for Similarly, in the second succession character selection area 171b, icons corresponding to one succession first generation training character and two succession second generation training characters constituting the second succession group are respectively recorded. It is
  • the factors acquired by the breeding character do not affect the ability of the breeding character itself.
  • a breeding character can be run in a racing game such as a team competition game.
  • a simulation for determining the order of arrival and the development of the race that is, computational processing, is performed based on the ability parameters, aptitude parameters, acquired skills, etc., of all training characters to run. Since the factors possessed by the breeding character are not used for arithmetic processing, the race will not be favorably advanced even if the character has a large number of factors.
  • the factor level is determined by lottery. At this time, after the factors to be acquired by the breeding character are determined, the factor level may be determined by lottery for each of the acquired factors. Alternatively, a winning ratio may be set for each combination pattern of factors and factor levels, and one of the combination patterns may be determined based on the set winning ratio. In this case, the factor to be acquired and the factor level are determined at the same time.
  • level 3 is the most effective and level 1 is the least effective. In the lottery for determining factor levels, level 3 has the lowest winning probability and level 1 has the highest winning probability. However, the winning probability of the factor to be acquired and the winning probability of the factor level may change depending on the result of the breeding game. In this case, for example, a higher factor level may be determined for a breeding character with a higher ability parameter or evaluation score.
  • the basic ability factor increases the main character's ability parameters.
  • a trained character always acquires one basic ability factor out of five basic ability factors.
  • the five basic ability factors correspond to the five ability parameters of speed, stamina, power, guts, and wisdom, respectively. For example, if a trained character of the first generation or second generation of succession has a speed factor, the speed ability parameter of the main character increases.
  • the increase value of the speed ability parameter differs depending on the factor level of the speed factor. For example, if the factor level of the speed factor is level 1, the main character's speed ability parameter increases by "7", if it is level 2, the ability parameter increases by "13", and if it is level 3, the ability parameter increases by " 21” rises. Therefore, if a total of 6 training characters, 2 of the 1st generation of succession and 4 of the 2nd generation of succession, all have a speed factor of level 3, the main character's speed ability The parameter will increase by 126 (increase value 21 x 6 bodies) at maximum.
  • each factor has its activation timing and activation conditions set. Therefore, even if the succeeding character has the factor, if the activation condition is not met at the timing of activation, the effect is not brought to the main character.
  • the training main game consists of multiple turns, of which predetermined turns are set as factor activation turns. For example, it is assumed that the first, 30th, and 54th turns of the breeding main game are set as factor activation turns. In these factor activation turns, it is determined whether or not to activate each factor, and when it is determined to activate the factor, the activation condition of the factor is satisfied and the effect corresponding to the factor is brought about.
  • FIG. 7D two succession characters constituting the first succession group and the second succession group are provisionally selected.
  • the types of ability parameters to be increased in the first turn and their increased values are displayed for the two provisionally selected succession characters.
  • “+21”, “+63”, and “+42” are displayed under the ability parameters of speed, power, and wisdom, respectively. It shows an increase of 21, 63 and 42 points respectively.
  • the succession character selection screen 170 it is possible to identify the increase value of the ability parameter that is increased by the inheritance character that constitutes the first succession group and the increase value of the ability parameter that is increased by the inheritance character that constitutes the second succession group. to be displayed.
  • the "+63" notation displayed under the Power ability parameter and the "+21" and “+42” notation displayed under the Speed and Cleverness ability parameters are color coded.
  • the activation timing and activation conditions are set for the aptitude factor, and whether or not to activate it is determined for each aptitude factor in the same factor activation turn as the basic ability factor. If the activation of an aptitude factor is determined, the corresponding aptitude parameter is increased by one step. As an example, in the first turn, the activation probability of the aptitude factor is set to 100% regardless of the factor level.
  • the aptitude factors of the three trained characters belonging to the first inheritance group are grass factor, short-distance factor, and mileage factor, respectively
  • the aptitude factors of the three trained characters belonging to the second succession group are, respectively, It is assumed that there are a lawn factor, a short distance factor, and a medium distance factor.
  • the main character's turf aptitude and short-distance aptitude are each raised by two stages, and mile aptitude and middle-distance aptitude are each raised by one stage.
  • the aptitude factors of the three trained characters belonging to the first inheritance group are all grass factors
  • the aptitude factors of the three trained characters belonging to the second succession group are all short distance factors.
  • the main character's turf aptitude and short-distance aptitude are each raised by three levels.
  • the aptitude factors of the three trained characters belonging to the first inheritance group are all grass factors
  • the aptitude factors of the three trained characters belonging to the second succession group are grass factors. , a short distance factor, and a mile factor.
  • the main character's turf aptitude is raised by four stages, and short-distance aptitude and mileage aptitude are each raised by one stage.
  • the activation probability of level 3 aptitude factors is set to 5%
  • the activation probability of level 2 aptitude factors is set to 3%
  • the activation probability of level 1 aptitude factors is set to 1%. ing.
  • the aptitude parameter corresponding to the aptitude factor increases.
  • the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating the aptitude factor.
  • the aptitude parameter display portion 152b of the succession character selection screen 170 displays the value of the aptitude parameter after increasing in the first turn.
  • the race factor also has a factor level, and the factor level is determined by lottery for each race factor that has been determined to be acquired. Also, here, there is no upper limit to the number of race factors that a single breeding character can acquire, and the breeding character can acquire a plurality of race factors.
  • race factors For each race factor, the ability parameter to be raised by activation and the increase value are set in advance.
  • race factors include those that increase speed ability parameters and those that increase power ability parameters.
  • the increased value of the ability parameter increases as the factor level increases.
  • the activation timing and activation conditions are set for race factors, and whether or not to activate each race factor is determined on the factor activation turn. If the activation of the race factor is determined, the ability parameter corresponding to the race factor is increased. Note that the turn for activating the race factor is limited to the 30th turn and the 54th turn. Also, the activation probability of the race factor in the factor activation turn differs depending on the factor level, and the higher the factor level, the higher the activation probability.
  • character factors can be activated in the preset factor activation turn, and are activated by winning the lottery that is executed in the factor activation turn.
  • a character factor is activated, a hint event set for each character factor occurs, and a skill hint can be obtained as described above.
  • skill factors can be activated in preset factor activation turns, and are activated by winning the lottery that is executed in the factor activation turn. At this time, the higher the factor level, the higher the winning probability.
  • a skill factor is activated, a hint event set for each skill factor will occur, and you can get a hint for the skill. As a result, the main character can acquire the same skill as the acquired skill acquired by the succeeding character or the like.
  • compatibility is determined among the main character, the first-generation succession breeding character, and the second-generation succession breeding character.
  • the conditions for activating the factors are advantageous.
  • the third determination target (No. 3) is the first succession generation breeding character in the first succession group and the first succession generation breeding character in the second succession group.
  • the fourth determination target (No. 4) is the current main character, the character trained in the first generation of succession in the first succession group, and one of the second generation in succession (character A) trained in the first succession group. is a character.
  • the fifth determination target (No. 5) is the current main character, the character trained in the first generation of succession in the first succession group, and the other character in the second generation of succession (character B) trained in the first succession group. is a character.
  • each character is preconfigured with school year, co-workers, and friends.
  • the determination item includes, for example, whether the two or three characters to be determined are in the same grade, are colleagues, or are friends. Also, the determination items include whether or not the character to be determined is good at leg strength, distance aptitude, and place aptitude.
  • the probability of factor activation differs depending on the compatibility between the main character and the successor character, or the compatibility between the succession characters. Become. In other words, compatibility between characters is an important criterion for selecting a successor character.
  • a compatibility mark indicating good compatibility is displayed in the upper right of the inherited character selection screen 170 and the breeding character list screen 180.
  • the compatibility level of the selected character is indicated by three compatibility marks ⁇ , ⁇ , and ⁇ . It should be noted that, as shown in FIG. 7A, the compatibility mark is not displayed when the successor character is not selected.
  • FIG. 11A is a diagram explaining sort conditions.
  • FIG. 11B is a diagram for explaining narrowing-down conditions.
  • the player can select and set the sorting conditions shown in FIG. 11A on the display condition setting screen.
  • the sorting conditions any one of evaluation score, factor, number of skills, name, place aptitude, registration date, leg quality aptitude, compatibility level, distance aptitude, and memo can be selected and set.
  • a breeding character list screen 180 is displayed. At this time, on the breeding character list screen 180, the display order of the breeding character icons 182 is changed according to the sorting conditions.
  • the player can select and set the narrowing-down conditions shown in FIG. 11B on the display condition setting screen.
  • basic ability factors, aptitude factors, and compatibility levels are provided as narrowing down conditions. Note that when the basic ability factor or the aptitude factor is set as the narrowing-down condition, only the trained characters having the factor selected by the player are displayed on the trained character list screen 180 .
  • FIG. 12 is the first diagram for explaining the character details dialog 185A.
  • FIG. 13 is a second diagram for explaining the character details dialog 185A.
  • FIG. 14 is a third diagram for explaining the character details dialog 185A.
  • Detailed information of the breeding character is displayed in the character detail dialog 185A.
  • an ability parameter display field 186 showing ability parameters of the breeding character is displayed.
  • an icon indicating the character that is the basis of the breeding character, the evaluation score of the breeding character, and the breeding rank are displayed.
  • a second name change button 186a and a memo input button 186b are provided.
  • a nickname list screen (not shown) is displayed.
  • the nickname list screen displays a list of nicknames acquired by the breeding character. In the breeding main game, a large number of nicknames are provided, and acquisition conditions are set for all nicknames.
  • nicknames that meet the acquisition conditions are given to the training characters.
  • the player can select one of the nicknames acquired by the breeding character and set it as the breeding character.
  • the player can change the nickname set for the breeding character on the nickname list screen.
  • the currently set nickname (here, Legend) is displayed on the left side of the nickname change button 186a.
  • a character input screen (not shown) is displayed.
  • hiragana, katakana, numerals, romaji, etc. can be input within nine characters.
  • Characters input on the character input screen are stored as a memo in association with the breeding character.
  • a memo here, abcdefg
  • abcdefg is displayed on the left side of the memo input button 186b.
  • an aptitude information display column 187 is displayed below the ability parameter display column 186.
  • the aptitude information display column 187 there are aptitude parameters for grass and dirt field aptitudes, distance aptitude parameters for short, mile, middle and long distances, escape, leading, trailing, and trailing. Aptitude parameters related to leg quality aptitude are displayed.
  • the various information display column 188 is provided with a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation section 188d.
  • a skill display tab 188a is tapped, acquired skills of the breeding character are displayed in the various information display fields 188, as shown in FIG.
  • the inheritance information display tab 188b is tapped, the inheritance information of the breeding character is displayed as shown in FIG.
  • the various information display column 188 displays inheritance information based on the breeding character that can be set as the inheriting character and the inheriting character used for training the breeding character.
  • the inheritance information includes information on the succession character used for training the breeding character, factor information possessed by the breeding character, and factor information possessed by the succession character.
  • a list of inheritance information is displayed for each breeding character.
  • the factor information linked to the breeding character and the factor information linked to the succeeding character of the breeding character are displayed for each character. Therefore, by vertically scrolling the various information display fields 188, the player can check the factor information possessed by each of the three characters.
  • basic ability factors, aptitude factors, and character factors are displayed in different colors. For example, basic ability factors are displayed in blue, aptitude factors are displayed in red, and character factors are displayed in green. Note that the race factor and the skill factor are each displayed in white in the various information display column 188 . A star indicating the factor level is superimposed on each factor information.
  • the player can confirm various information regarding the breeding character in the character details dialog 185A. Therefore, it is easy for the player to grasp the information linked to the succeeding characters organized in the deck, and the player's convenience can be improved.
  • the character details dialog 185A When the close operation portion 188d is tapped, the character detail dialog 185A is closed and the breeding character list screen 180 is displayed on the display 26.
  • FIG. 7A, 7B, 7C, and 7D a skill display button 172 is provided at the upper right of the succession character selection screen 170 and the breeding character list screen 180.
  • FIG. 7A, 7B, 7C, and 7D When the skill display button 172 is tapped, a list of skills that may be acquired by the training character provisionally selected as the succession character is displayed.
  • FIG. 15 is a diagram explaining the skill display dialog 185B.
  • the skill display dialog 185B displays an icon corresponding to the skill and a skill explanation display field 189 in which the content of the skill is described.
  • the skills displayed in the skill description display field 189 a list of all skills that the main character may acquire when the currently selected breeding character is used as a successor character is displayed.
  • the skill display dialog 185B a list of information related to skills linked to character factors or skill factors possessed by the trained character is displayed. As shown in FIG. 7C, when the skill display button 172 is tapped while one breeding character is selected as an inherited character, the character factor and race factor of this one breeding character (inherited character) are displayed. is displayed in the skill display dialog 185B.
  • the skills that can be acquired by activating factors are displayed in the skill display dialog 185B.
  • factor information from which hints of skills can be obtained may be displayed instead of information on skills.
  • the inheritance information is classified into a plurality of types (factor types), and in the skill display dialog 185B, inheritance information (character factors and race factors) classified into predetermined types, or Information linked to inheritance information (information about skills) should be displayed. In this way, it can be said that the skill display dialog 185B extracts a part of inheritance information and then displays the extracted inheritance information.
  • next operation section 154 provided on the succession character selection screen 170 is activated.
  • the breeding character in the provisionally selected state is provisionally registered in the deck as a successor character, and a support card organization screen 190, which will be described later, is displayed.
  • the player must always select two breeding characters as inherited characters on the inherited character selection screen 170 .
  • the next operation section 154 is grayed out as shown in FIGS. 7A and 7C, and the player's operation cannot be accepted.
  • the succession character selection screen 170 is provided with a return operation section 153, and when the return operation section 153 is tapped, the main character selection screen 150 is displayed.
  • FIG. 16A is the first diagram for explaining the support card organization screen 190.
  • FIG. 16A When two inherited characters are registered on the inherited character selection screen 170, a support card formation screen 190 shown in FIG. 16A is displayed.
  • a support card display area 191 is provided in the center of the support card organization screen 190 .
  • Support card display area 191 includes a plurality of support card display frames 192 .
  • a return operation section 153 marked with "Return” and a start operation section 193 marked with "START” are displayed.
  • a plurality of (here, six) support card display frames 192 are displayed in the support card display area 191 .
  • the support card display frames 192 are displayed in the same number as the support cards that can be set by the player. Incidentally, when the support card formation screen 190 is initially displayed, the support card display frame 192 is displayed as a blank column.
  • the player can set 6 types of support cards in the deck. Of the six types that the player can set, some (for example, five types) can be selected from the support cards possessed by the player. Also, of the six types that can be set by the player, another part (for example, one type) can be selected from support cards set as rental cards by other players, such as friends.
  • the support card display frame 192 displayed in the lower right of the support card formation screen 190 is tapped, a friend or a player extracted based on a predetermined condition such as a lottery is displayed.
  • a support card set as a rental card is displayed on the support card selection screen 200.
  • the player can select one support card of a friend.
  • the player can use the support cards possessed by other players in the breeding game.
  • FIG. 17A is a diagram explaining the support card table.
  • the support card table stores the support character type (that is, character ID), rarity, level, and specialty training for each support card type (that is, support card ID) possessed by the player.
  • It is Support characters correspond one-to-one with support card types. That is, the support card ID is always associated with one character ID. In other words, one support card is always associated with one support character.
  • the rarity is set for each support card. There are three levels of rarity: R (rare), SR (super rare), and SSR (super special rare). Note that R has the lowest rarity and SSR has the highest rarity.
  • R rare
  • SR super rare
  • SSR super special rare
  • support cards with higher rarity tend to have higher support effects, which will be described later.
  • the higher the rarity of the support card the greater the number of possessed skills and the number of support events, which will be described later.
  • level 1 to level 50 There are 50 levels of support cards, from level 1 to level 50.
  • the level of the support card can be raised by the player, and the level raised by the player is stored for each support card.
  • the level of support cards can be raised by using in-game currency or items. Support card levels are capped by rarity.
  • the upper limit of the level can be raised in stages when a predetermined condition is met.
  • a support card with a rarity of R can raise the upper limit to a maximum level of 40
  • a support card of a rarity of SR can raise the upper limit to a maximum level of 45.
  • the SSR support card may be able to raise the upper limit up to level 50.
  • FIG. 17B is a diagram explaining the support effect table. As shown in FIG. 17B, the support effect table stores support effects for each type of support card possessed by the player.
  • the support effect increases various stats in the training main game.
  • a support card has multiple targets for support effects. Examples of targets for the support effect include physical strength, speed, stamina, power, guts, wisdom, and the like.
  • FIG. 17C is a diagram explaining the possessed skill table.
  • the possessed skill is set for each support card possessed by the player.
  • possessed skills are set for each support card so that the character set as the main character by the player possesses possessed skills.
  • Possessed skills set for each support card can be acquired by the main character selected by the player by generating a hint event during the training main game.
  • FIG. 17D is a diagram explaining the support event table.
  • the support event table stores support events that can occur for each support card possessed by the player.
  • a support event is an event that may occur during execution of the training main game. When a support event occurs, the values of various statuses in the training main game may increase or decrease.
  • the support event that occurs may be determined according to the number of turns, or the support event that occurs may be determined by a predetermined lottery. Also, multiple support events may be selected in one turn. In any case, the support event to occur may be determined according to a predetermined determination method that has been set in advance.
  • FIG. 16C is a second diagram for explaining the support card organization screen 190.
  • FIG. 16C when all six support cards are selected, the start operation section 193 becomes operable as shown in FIG. 16C. On the other hand, when all the six support cards are not selected, the start operation section 193 cannot be operated as shown in FIG. 16A.
  • the succession character selection screen 170 shown in FIG. 7D is displayed on the display 26. Further, as shown in FIG. 16C, when the start operation portion 193 is tapped on the support card formation screen 190, the selected support card is provisionally registered, and the final confirmation screen 205 (FIG. 18A) is displayed.
  • FIG. 18A is a diagram explaining the final confirmation screen 205.
  • FIG. FIG. 18B is a diagram illustrating the preset selection screen 205A.
  • the final confirmation screen 205 displays the main character selected by the player, the breeding characters that make up the first succession group, the breeding characters that make up the second succession group, and support cards. Further, the final confirmation screen 205 displays a preset display section 205a.
  • the preset display section 205a shows the number of the currently selected preset.
  • the preset is reservation information for the race in which the main character is to run in the training main game.
  • Players can select any race from all races to create a preset.
  • a plurality of presets can be saved, and one of the saved presets can be selected on the final confirmation screen 205 . Specifically, when preset display portion 205a is tapped, preset selection screen 205A shown in FIG. 18B is displayed.
  • a preset read button 206a corresponding to a saved preset is displayed on the preset selection screen 205A.
  • the player can set a preset by tapping one of the preset read buttons 206a and then tapping the select operation section 206c. Note that when the select operation portion 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. Further, when the cancel operation portion 206b of the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
  • FIG. 19 is a diagram explaining the selection item table.
  • a selection item table is provided for each type of main character.
  • a common selection item table may be provided regardless of the type of main character.
  • the breeding game consists of turns 1 to 78, and has a game feature in which various parameters are updated according to the selection results of the player in each turn. Also, according to the selection item table, items that can be selected by the player are set in advance for each turn.
  • the main character has a "tone" parameter.
  • the condition display section 212 displays the current "condition" of the main character so that it can be visually grasped in a plurality of stages (five levels of bad condition, bad condition, normal, good condition, and excellent condition). The higher the "condition” parameter, the more advantageous the main character's race progresses, and the greater the increase in the ability parameter due to training.
  • an image of the main character, a status display portion 213, and a skill point display portion 214 are displayed.
  • the current status of the main character is indicated by numerical values and multiple ranks (G + , F, F + , E, E + , D, D + , C, C + , B, B + , 16 stages of A, A + , S, SS, SS + ).
  • each ability parameter of "Speed” (speed), "Stamina” (stamina), “Power” (power), “Spirit” (guts), “Wisdom” (wisdom) Numerical values and ranks are displayed.
  • the skill point display section 214 the remaining amount of skill points possessed by the main character in the breeding game is displayed numerically.
  • FIG. 20A at the bottom of the game screen 210, there are a rest operation unit 215 labeled “Rest”, a training operation unit 216 labeled “Training”, and a skill operation labeled “Skill”.
  • a section 217, an outing operation section 218 labeled “Going Out”, an individual race operation section 219 labeled "Race”, and a shop operation section 220 labeled "Shop” are displayed.
  • the current number of turns is displayed at the top of the game screen 210 .
  • an item operation section 221 is displayed in the center of the game screen 210.
  • the player selects "Rest” (rest operation section 215), "Training” (training operation section 216), “Going Out” (outing operation section 218), and “Race” (individual race) in each turn.
  • Operation unit 219) or "Special Race” (special race operation unit 231), which will be described later, can be selected.
  • selectable items are preset for each turn.
  • a special race operation section 231 labeled "Special Race”, a skill operation section 217, a shop operation section 220, and an item operation section 221 are displayed, and the player can select any of them. Become.
  • a special race operation section 231 is selected, a special race different from the individual race that is executed when the individual race operation section 219 is selected is executed.
  • the special race consists of 3 races, 1 each at Turns 74, 76, and 78, and the winner is decided based on the accumulated victory points, which will be described later.
  • the skill operation section 217, the shop operation section 220, and the item operation section 221 are set to be selectable at all times during all turns. Although details will be described later, even if the skill operation unit 217, the shop operation unit 220, and the item operation unit 221 are operated to acquire skills, use the shop, or use items, the turn does not end.
  • the main character can earn victory points and special currency according to the order of finish in the race.
  • the number of victory points and special currency earned is determined by the order of finish. The higher the order of finish, the higher the number of victory points and special currency you will earn.
  • the breeding game consists of the 1st turn to the 78th turn.
  • the initial turn section from the 1st turn to the 24th turn is called the initial turn section, from the 25th turn to the 48th turn is called the middle turn section, from the 49th turn to the 72nd turn is called the late turn section, and the 73rd turn is called the late turn section.
  • the section from the turn to the 78th turn is called the final turn section.
  • Target points are set for each of the early turn section, middle turn section, and late turn section.
  • the target points set for each turn section may be the same or different.
  • the player can advance the breeding game to the final turn section by making the accumulated victory points acquired in each turn section reach the target points in sequence.
  • the target points are set based on the aptitude parameter related to the location aptitude of the main character to be trained and the aptitude parameter related to the distance aptitude. For example, the target points for a main character whose aptitude parameter for grass is higher than that for dirt is set higher than the target points for a main character whose aptitude parameter for dirt is higher than that for turf. Also, for example, different target points may be set according to the type of the highest parameter among short-distance, mile, medium-distance, and long-distance aptitude parameters. Also, different target points may be set according to a combination of aptitude parameters relating to location aptitude and distance aptitude. In this way, the target points set for each main character may differ depending on the aptitude parameters relating to location aptitude and distance aptitude. Note that the target points may be set based on an aptitude parameter related to leg quality aptitude in addition to the main character's location aptitude and distance aptitude.
  • the target points in the current turn section and the remaining victory points which are the remaining victory points required to reach the target points, are displayed.
  • the player can grasp the victory points to be obtained in the current turn section.
  • the victory points earned by the player are reset for each initial turn, middle turn, and late turn period. However, the victory points acquired by the player may be sequentially accumulated without being reset for each turn section.
  • the number of victory points earned by finishing first in the second race is greater than the value of victory points earned by finishing first in the first race.
  • the value of the victory points that can be obtained when finishing first in the third race is greater than the value of the victory points that can be obtained at times.
  • NPCs non-player characters
  • the so-called non-player characters (hereinafter referred to as NPCs) who run to compete with the main character in all three races are NPCs having the same character ID.
  • the NPC parameters are set to increase as the special race progresses. For example, in the order of the first race, the second race, and the third race, the correction value added to the NPC's ability parameter is increased to increase the NPC's ability parameter.
  • the special race can be continued without ending the breeding game.
  • training items are displayed at the bottom of the training screen 240.
  • the wisdom operation section 245 marked with "Wisdom” is displayed.
  • FIG. 21A shows a state in which the power operation section 243 is provisionally selected.
  • FIG. 21B shows a state in which the stamina operation section 242 is provisionally selected.
  • the training level for each training item is also displayed on each of the operation units 241 to 245.
  • the training level is a parameter that increases according to the number of times each training item is selected, and the higher the training level, the greater the increase in the ability parameter when training is performed.
  • the training level is initially set at level 1 and increases up to level 5.
  • a failure rate display section 246 marked "Failure” is displayed in the operation sections 241 to 245 during provisional selection.
  • the failure rate numerically displayed in the failure rate display section 246 is set to increase in inverse proportion to the remaining physical strength displayed in the physical strength display section 211 .
  • the status display section 213 displays the value by which the ability parameter increases when the training corresponding to the temporarily selected operating sections 241 to 245 is executed and is successful.
  • the power operation unit 243 is provisionally selected, and the status display unit 213 displays "+8" for "Stamina” and "+10" for "Power”.
  • the stamina operation section 242 is provisionally selected, and the status display section 213 displays "+15" for "Stamina” and "+5" for "Spirit”.
  • an event notification display 247 is displayed on the operation units 241 to 245 corresponding to the training item in which a predetermined event occurs when the training is executed successfully. It should be noted that the event notification display 247 can have different display modes depending on the type of event.
  • placement character icons 248 of characters placed in training are displayed for each of the items of the operation units 241 to 245 that are temporarily selected. Then, if the training is successful and a predetermined event occurs corresponding to the character displayed on the arranged character icon 248 , an event notification display 247 is displayed on the corresponding arranged character icon 248 .
  • the arranged character icon 248 on which the event notification display 247 is displayed is hereinafter referred to as an event arranged character icon 249 .
  • training in which characters are arranged is referred to as joint training.
  • FIG. 21C is a diagram explaining the training result notification screen 240a.
  • training corresponding to the tapped operation unit 241 to 245 is executed.
  • a training result notification screen 240a is displayed on the display 26 to notify success or failure of the training.
  • the characters "success" are displayed to inform the player of the success of the training.
  • the ability parameters of the status display section 213 are updated and displayed based on the success of the training. That is, the ability parameter (ability information) of the main character corresponding to the training item (training item) selected by the player is updated.
  • the value of the ability parameter that increases when the training displayed in the status display section 213 in FIG. 21A or 21B is successful is added.
  • the display of the physical fitness display section 211 is updated according to the training item that has been executed. Train speed, stamina, power, or guts, and if you succeed, your health will decrease. On the other hand, if you train your wisdom and succeed, your strength will be restored.
  • the content of the penalty includes a decrease in physical strength, a decrease in numerical values of ability parameters, a decrease in condition, and the like. For example, penalties given when the failure rate is high are more disadvantageous than penalties given when the failure rate is low. (large, step of decreasing tone is large).
  • the content of the penalty may be determined according to the training item. For example, if speed training fails, the value of the speed ability parameter may decrease, and if power training fails, the value of the power ability parameter may decrease. Also, for some training items (for example, wisdom), even if the training fails, no penalty may be given.
  • FIG. 21D is a diagram explaining the event screen 240b.
  • the display 26 may display an event screen 240b.
  • Various events are executed on the event screen 240b. Multiple events may occur during one turn.
  • a skill hint can be obtained. Once the skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may trigger a specific ability. Activation conditions and effects are defined for each skill, and the predetermined effects are activated when each activation condition is satisfied. Skills may be activated during individual races, which will be described later.
  • the events include an event for recovering physical strength, an event for decreasing physical strength, a first ability event and a second ability event for increasing or decreasing ability parameters, An event that the condition increases, an event that the condition decreases, and the like are included.
  • the event includes an event whose turn to occur is predetermined and an event that occurs when a predetermined lottery is won. There are also events that occur at the beginning of a turn and events that occur before the end of a turn. When all the events that have occurred are finished, the game screen 210 for the next turn is displayed.
  • FIG. 22A is the first diagram for explaining inherited events.
  • FIG. 22B is a second diagram illustrating inherited events.
  • FIG. 22C is a third diagram illustrating inherited events.
  • FIG. 22D is a fourth diagram illustrating inherited events.
  • a succession event occurs with the start of the turn. Note that this succession event is a scenario-common event, which will be described later, and always occurs in the same turn regardless of the scenario selected by the player.
  • the first turn, the 30th turn, and the 54th turn are set as the factor activation turns, but here, the case where the succession event occurs in the 30th turn will be described.
  • the main character and the operation unit labeled "Touch" are displayed on the event screen 240b.
  • an animation image including the main character and two successor characters is displayed as shown in FIG. 22B.
  • a lottery is performed to determine whether or not to activate all the factors possessed by a total of six training characters of the first generation and the second generation of succession.
  • the factors that are selected by lottery for activation or non-activation and are determined to be activated are displayed.
  • the type and its rise value are displayed and the parameters are updated.
  • a game screen 210 shown in FIG. 20A is displayed, allowing the player to select any item.
  • the status display section 213 is in a state in which the increased values of the ability parameter and the aptitude parameter displayed in the succession event are added.
  • FIG. 23A is the first diagram for explaining the skill screen 250.
  • FIG. FIG. 23B is a second diagram illustrating the skill screen 250.
  • FIG. When the skill operation section 217 of the game screen 210 is operated, the skill screen 250 shown in FIG. 23A is displayed on the display 26.
  • FIG. 23A is the first diagram for explaining the skill screen 250.
  • FIG. 23B is a second diagram illustrating the skill screen 250.
  • FIG. When the skill operation section 217 of the game screen 210 is operated, the skill screen 250 shown in FIG. 23A is displayed on the display 26.
  • scenario events include first hint events, second hint events, first ability events, second ability events, aptitude events, and story events.
  • the dedicated event and support event include a first hint event, a second hint event, a first ability event, and a second ability event.
  • the dedicated event may include a story event.
  • FIG. 29 is a diagram explaining the second event table.
  • the second event is selected by lottery from support events (second events) tied to support cards corresponding to support characters placed in each training item. Specifically, a random number is obtained at random after the "processing for determining the presence or absence of placement of support characters", and whether or not the second event occurs is determined based on the obtained random number and the second event table. In the second event table, a selection ratio of "generate” or "not generate” the second event is set.
  • the second event includes four types of event A, event B, event C, and event D.
  • the probability of "occurring” each event is set to 5%
  • the probability of "not to occur” of the second event is set to 80%.
  • the selection ratio of the second event may be set individually for each support card, that is, for each support character.
  • processing for determining whether the first event occurs is executed and the training operation unit 216 is operated, for example, a training screen 240 shown in FIG. 21B is displayed on the display 26 .
  • the character rearrangement item when used, one random number is re-lotted, and the placement of each support character in each training item is re-determined based on the re-lotted random number and the placement presence/absence table shown in FIG. be done.
  • a re-lottery for placement of each support character in each training item is performed.
  • the arrangement position of the support character in the training item after the re-lottery is the arrangement position of the support character in the training item before the re-lottery (that is, the arrangement determined in the "processing for determining whether or not the support character is arranged"). position), a random number re-draw is performed again.
  • placement of each support character in each training item is re-determined again based on the re-random numbers and the placement presence/absence table shown in FIG.
  • the placement position of the support character in the training item after the re-lottery is determined by the placement position of the support character in the training item before the re-lottery (that is, the "processing for determining the presence or absence of placement of the support character" Placement position) is repeated until different.
  • supporting characters may not be relocated to the same training item by using a dedicated relocation table such that the training items to be relocated have different results.
  • the placement of each support character in each training item after the "processing to determine training items to be rearranged" is the same as the placement of each support character in each training item by the "processing to determine whether or not to place support characters". will be different from
  • whether or not the second event will occur is re-lotted based on the random number selected by lottery and the second event table in the "process for determining whether or not the second event will occur”.
  • the same random number and the same second event table as the random number used in the "process for determining whether or not the second event occurs” is used to re-lottery, so after using the character rearrangement item
  • the second event to be re-lotted has the same result as the second event determined to occur in the "process for determining whether or not to occur the second event".
  • the second event is re-lotted using the same random number. You can use it as it is. Note that the re-lottery for placement of each support character in each training item and the re-lottery for whether or not the second event will occur are executed each time the character rearrangement item is used.
  • One of the two types of placed character icons 248 is an event placed character icon 249 on which an event notification display 247 is displayed.
  • the event-arranged character icon 249 shown in FIG. 30 is the same as the event-arranged character icon 249 shown in FIG. 21B.
  • the event placement character icon 249 shown in FIG. 21B has been rearranged from the stamina training item to the guts training item as shown in FIG. 30 by the "process for determining training items to be rearranged".
  • the second event can be easily generated in the training item desired by the player. It is possible to improve the convenience of the breeding game.
  • the selection ratio of rival characters is changed according to the difficulty level of the compatible race. Specifically, as shown in FIG. 32, when the difficulty level (grade) of the compatible race is GI, the rival character has a 60% probability of being selected as "Placement” and a 40% probability of being selected as “Placement”. "No" is selected.
  • the rival character has a 50% chance of selecting "placement” and a 50% chance of selecting "not placing".
  • the difficulty level of the compatible race is GIII
  • the rival character is selected with a probability of 40% to be placed and not to be placed with a probability of 60%.
  • the selection ratio of rival characters does not have to be changed according to the difficulty level of the compatible race.
  • the selection ratio of rival characters may be uniform regardless of the difficulty level of the matching race.
  • the type (character ID) of the rival character to be placed is randomly selected.
  • the aptitude parameters relating to place aptitude and distance aptitude are equal to or greater than a predetermined value (for example, C or higher), one of the characters is randomly drawn as a rival character.
  • a predetermined value for example, C or higher
  • a random lottery is performed so that the same rival character (character ID) is not duplicated among the plurality of eligible races. Also, the random lottery of rival characters is performed excluding the main character to be trained.
  • the parameters of the rival character may be changed according to the difficulty level of the matching race.
  • the rival character may have higher parameters as the difficulty level of the matching race increases.
  • the parameter of the rival character may be a constant value regardless of the difficulty level of the matching race.
  • the rival character's parameters are set higher as the turn of the breeding game progresses.
  • the parameters of the rival character may be set higher in the order of the initial turn section, the middle turn section, and the late turn section.
  • the ability parameter of the rival character is 1.1 times the ability parameter of the normal NPC with the same character ID in the initial turn period, and the normal NPC with the same character ID in the middle turn period. It is the ability parameter of the NPC multiplied by 1.3, and in the latter turn period, the ability parameter of the normal NPC with the same character ID multiplied by 1.5.
  • the player When the main character participates in a compatible race, the player will receive a basic reward. Further, when the main character wins the rival character in the matching race, the player is given an additional reward in addition to the basic reward. However, the additional reward may be given when the player enters the conforming race regardless of whether the player wins or loses with the rival character.
  • the basic remuneration is a remuneration that the player can obtain regardless of winning or losing with a rival character. Additional rewards are given to the main character to be trained separately from the basic reward. It's a skill tip. Further, the additional reward may be a display of a predetermined event on the display 26 . A rival character, for example, is displayed in the predetermined event.
  • the additional reward includes skill hints and parameters linked to the main character to be trained. The skill hints may be determined based on parameters such as location aptitude, distance aptitude, and running style aptitude of the main character to be trained.
  • the additional reward is not limited to this, and may include a special item capable of increasing the initial value of a specific character's ability parameters or enhancing the unique skill of a specific character.
  • the specific character is, for example, a character having the same character ID as that of the rival character.
  • the specific character may be the main character or any character that participates in the qualifying race.
  • the specific character is not limited to this, and the specific character may be any character that can be obtained by the player, or may be a character that does not participate in the conforming race.
  • one type of special item is given to the player as an additional reward for one matching race.
  • the number of times a special item can be obtained in one compatible race may be limited to a predetermined number of times during a predetermined period.
  • the number of acquisitions of a special item in a qualifying race in a day may be limited to three times.
  • the number of acquisitions of special items may be changed according to the type of compatible race (race category). In this case, the additional reward obtained through the matching race is linked to the player ID and stored in server 1000 .
  • the special item is set so that the number of bonus acquisitions changes based on the win or loss of the matching race (that is, win or lose against the rival character). Specifically, the bonus acquisition number is 0 when the main character is defeated by the rival character. On the other hand, when the main character wins over the rival character, the number of bonuses obtained is "1" with a 50% probability and "2" with a 50% probability.
  • FIG. 34A is a diagram for explaining notification of placement of rival characters on the game screen 320.
  • FIG. 34B is a diagram for explaining notification of placement of rival characters on the individual race selection screen 330.
  • FIG. 34A is a diagram for explaining notification of placement of rival characters on the game screen 320.
  • FIG. 34B is a diagram for explaining notification of placement of rival characters on the individual race selection screen 330.
  • a rival character notification display 321 is superimposed on the individual race operation section 219 of the game screen 320 as shown in FIG. 34A. Is displayed.
  • the individual race selection screen 330 shown in FIG. 34B is displayed on the display 26.
  • FIG. of the race events in the individual race selection operation section 261 of the individual race selection screen 330 the race event (matching race) in which the placement of the rival character has been determined has a rival character notification display 321 marked with "rival character run". It is superimposed.
  • Display 321 may include, for example, text or an image that can identify the character type of the rival character.
  • a bonus event will occur at the end of the final turn of each of the initial turn section, middle turn section, and late turn section.
  • the predetermined conditions are, for example, that the number of victory points exceeds the target points by a certain value or more, that the first place has been won more than a predetermined number of times in races of a predetermined difficulty level (for example, GI), and that a rival character has a predetermined number of points. Winning more than the number of times.
  • the high bonus event that occurs will level up the unique skill set for the main character, and randomly set one parameter among the parameters of the main character to a predetermined value. (eg, +10), and skill points are increased by a predetermined value (eg, +20).
  • a predetermined value eg, +10
  • the high bonus event that occurs will level up the unique skill set for the main character, increase all the parameters of the main character by a predetermined value (for example, +5), Increase skill points by a predetermined value (for example, +30).
  • the turn segment type is the late turn segment
  • the high bonus event that occurs will level up the unique skill set for the main character, increase all the parameters of the main character by a predetermined value (for example, +10), Increase skill points by a predetermined value (for example, +30).
  • a bonus event also occurs when the main character has achieved a special condition.
  • the special condition is, for example, that the main character wins a specific race among the individual races with first place.
  • the special conditions are to win a predetermined number of times in individual races with a specific distance and a specific field, or to win a predetermined number of times in individual races in a specific region. Or to win a specific race among the highly difficult GI races in first place.
  • a bonus event is, for example, an event that increases the parameters of the main character by a predetermined value.
  • the training game when all turns are completed, the training game ends. Also, in the middle of the breeding main game, if the target set for each character or the target points set for each prescribed turn section cannot be achieved, the breeding game ends at that point.
  • breeding character information information about a breeding character trained in a breeding game (hereinafter referred to as breeding character information) is stored in association with a player ID.
  • breeding character information is stored in both the player terminal 1 and the server 1000 .
  • the training character information stored in association with the player ID includes ability parameters, aptitude parameters, acquired skills, inheritance information, and the like.
  • the evaluation points of the trained breeding character are calculated.
  • evaluation points are calculated based on ability parameters, aptitude parameters, acquired skills, individual race results, and the like at the time the breeding game ends.
  • a method of calculating the evaluation points in other words, a calculation formula for calculating the evaluation points is prepared in advance, and the evaluation points are calculated based on the predetermined calculation formulas.
  • the evaluation point calculation method and calculation formula are not particularly limited. For example, when training characters enter a race in a team competition game or other racing game, such as ability parameters, aptitude parameters, and acquired skills at the end of the training game, evaluation points are based only on parameters that affect the results of the race. may be calculated.
  • a training rank is set for the training character based on the evaluation points.
  • the training rank is an index indicating the strength of the training character, and each training rank is associated with a range of evaluation points. For example, a breeding character with evaluation points of 13000-14499 is given a training rank of "A+", and a breeding character with evaluation points of 14500-15499 is given a training rank of "S".
  • the breeding character information also includes an evaluation score and a breeding rank.
  • FIG. 35A is the first diagram for explaining the training completion screen 340.
  • FIG. FIG. 35B is a second diagram for explaining the training completion screen 340.
  • FIG. FIG. 35C is a third diagram illustrating the training completion screen 340.
  • FIG. 35A When the breeding game ends, a breeding completion screen 340 is displayed on the display 26 as shown in FIG. 35A.
  • the training completion screen 340 first displays the training rank of the trained training character, and then displays the evaluation points as shown in FIG. 35B.
  • the player can display the factor information acquired by the trained character on the training completion screen 340 .
  • breeding characters having ability parameters, aptitude parameters, acquired skills, etc. are generated.
  • placement of support characters, occurrence of various events, and the like are determined by lottery, so even if the same character is used as the main character, breeding characters having different parameters are generated.
  • breeding characters having various abilities are generated.
  • FIG. 36A is a diagram explaining the enhancement item selection screen 400.
  • FIG. FIG. 36B is a diagram illustrating the character level enhancement screen 410.
  • FIG. 36C is a diagram illustrating a status level enhancement screen 420.
  • FIG. FIG. 36D is a diagram illustrating a hint level enhancement screen 430.
  • FIG. outside the breeding game when the enhancement screen selection operation portion 102b of the menu bar 102 is tapped, the enhancement item selection screen 400 shown in FIG. 36A is displayed on the display 26.
  • a possessed skill display column 412 is provided on the character level enhancement screen 410 .
  • the possessed skill display column 412 displays the possessed skill of the character in the provisionally selected state.
  • a character level is provided as a parameter of a character that can be the main character. There are five character levels from level 1 to 5, and the player can strengthen (raise) the character level up to level 5 by using a character level strengthening item.
  • each character has a skill that they possess according to their character level. As described above, possessed skills can be acquired skills by consuming skill points during the breeding game.
  • Each character is provided with four possessed skills corresponding to the character level, and each of these four possessed skills is set with a release level. Specifically, one of character levels 2 to 5 is set as the release level for each of the four possessed skills.
  • Each character has multiple unlocked skills from the beginning, and possessed skills that are unlocked according to the character level, regardless of character level.
  • the player can unlock possessed skills linked to the character level by enhancing the character level.
  • events occur only for unlocked possessed skills among the possessed skills linked to the character.
  • the player can set the unlocked possessed skill as an acquired skill by the occurrence of an event.
  • an event does not occur for an unreleased possessed skill, and therefore, in principle, the player cannot acquire an unreleased possessed skill.
  • the skills possessed are also linked to support cards. Some of the possessed skills that are linked to characters and released according to character levels are also linked to support cards. In this way, even if the character level does not reach the release level of the possessed skill, the possessed skill linked to both the character and the support card may be canceled due to the occurrence of the support card event. Skills can be acquired.
  • FIG. 36B shows the temporary selection state of a character whose character level is level 4.
  • the character level is level 4, as shown in FIG. 36B, three possessed skills are released, and the possessed skill whose release level is set to level 5 is not released.
  • the possessed skill display column 412 released possessed skills are marked with check marks, and unreleased possessed skills are displayed grayed out.
  • a return operation section 413 and a determination operation section 414 are provided.
  • the enhancement item selection screen 400 is displayed.
  • a character level enhancement confirmation screen (not shown) is displayed.
  • the character level enhancement confirmation screen displays the type and number of character level enhancement items required to enhance the character level of the character in the provisionally selected state, and the number of items currently possessed. .
  • the player's enhancement operation is accepted, and the character level is enhanced.
  • the status level enhancement screen 420 shown in FIG. 36C is a screen for enhancing the status level of the character possessed by the player. Similar to the character level enhancement screen 410, the status level enhancement screen 420 displays a list of character icons 411 corresponding to the characters possessed by the player. An ability parameter display field 422 is provided on the status level enhancement screen 420 . The ability parameter display field 422 displays the initial values of the ability parameters of the temporarily selected character.
  • each character has one acquired skill.
  • One acquired skill possessed by a character has three skill levels, and as the status level rises, the skill level of the acquired skill also rises. For example, if the status level is 1 to 3, the acquired skill is skill level 1, if the status level is 4, the acquired skill is skill level 2, and if the status level is 5, the acquired skill is has a skill level of 3. The higher the skill level, the greater the effect when the acquired skill is activated.
  • a return operation section 413 and a decision operation section 414 are provided.
  • the enhancement item selection screen 400 is displayed.
  • a status level enhancement confirmation screen (not shown) is displayed.
  • the status level enhancement confirmation screen displays the type and number of status level enhancement items required to enhance the status level of the character in the provisionally selected state, as well as the number of items currently possessed. .
  • the player's enhancement operation is accepted, and the character's status level is enhanced.
  • the hint level enhancement screen 430 shown in FIG. 36D is a screen for enhancing the hint level of the character's possessed skills.
  • the hint level enhancement screen 430 displays a list of character icons 411 corresponding to the characters possessed by the player. When any character icon 411 is tapped, the character corresponding to the tapped character icon 411 is provisionally selected.
  • the skill hint level display field 432 displays possessed skills that have been released from the beginning and possessed skills that have been released by strengthening the character level.
  • unreleased possessed skills may be displayed. In this case, it is preferable that the possessed skills that have been released and the possessed skills that have not been released are displayed so as to be identifiable.
  • hint level for all unlocked possessed skills, but it is also possible to enhance the hint level only for the possessed skills that are released according to the character level. Alternatively, the hint level of only part of the character's possessed skills may be enhanced.
  • Each possessed skill has a set number of skill points that are required to be acquired during the training game.
  • the discount rate for the skill points required to acquire the possessed skill is set, and the higher the hint level, the higher the discount rate. That is, the higher the hint level of the possessed skill, the smaller the skill points required to acquire the possessed skill.
  • the initial value of the hint level is level 0.
  • an icon with which the hint level can be identified is displayed for the possessed skill whose hint level is level 1 or higher.
  • a return operation section 413 and a decision operation section 414 are provided.
  • the enhancement item selection screen 400 is displayed.
  • decision operation section 414 is tapped on hint level enhancement screen 430, hint level enhancement confirmation screen 430A is displayed.
  • FIG. 37 is a diagram explaining the hint level enhancement confirmation screen 430A.
  • a possessed skill icon 434 is displayed instead of the character icon 411 displayed on the hint level enhancement screen 430 .
  • Possessed skill icon 434 is provided for each released possessed skill of the character in the provisionally selected state. The player can check the possessed skill icons 434 corresponding to all released possessed skills by swiping up and down in the area where the possessed skill icons 434 are displayed.
  • the possessed skill icon 434 displays the name of the possessed skill and the skill points required to acquire in the breeding game. Also, at the current stage, the current hint level and the discount rate are displayed together on the possessed skill icon 434 corresponding to the possessed skill whose hint level is level 1 or higher.
  • the player can select the possessed skill for which the skill hint is to be enhanced.
  • the confirmation operation section 436 provided at the bottom of the hint level enhancement confirmation screen 430A is tapped, a final confirmation screen (not shown) is displayed.
  • the final confirmation screen displays the type and number of hint level enhancement items required to enhance the hint level of the currently selected possessed skill, as well as the current possessed number.
  • FIG. 38A is a diagram explaining the relationship between possessed skills and hint levels.
  • FIG. 38B is a diagram explaining a hint level enhancement item.
  • skill points required for acquisition are set for the possessed skills set for the character. For example, if the hint level of possessed skill a is level 0, the skill points required to acquire the possessed skill are 180. Also, as the hint level of possessed skill a increases by one level, the skill points required for acquisition decrease to 162, 144, and 126, respectively.
  • each possessed skill is associated with a skill point required for each hint level and stored.
  • the initial value of each possessed skill (skill points required when the skill hint is level 0) and the discount rate for each hint level may be stored separately.
  • skill points may be calculated by multiplying the initial value of possessed skills by a discount rate.
  • a hint level enhancement item required to enhance the hint level is set for each hint level.
  • the higher the hint level the greater the number of necessary hint level enhancement items.
  • the relationship between the hint level and the number of hint level enhancement items is merely an example, and can be set as appropriate.
  • Character level enhancement items, status level enhancement items, and hint level enhancement items are all given to the player as rewards during play of the breeding game or upon completion of the breeding game. That is, the player can obtain each enhancement item by playing the breeding game. This motivates the player to repeatedly play the breeding game.
  • each enhancement item may be provided to the player free of charge, for example, periodically or during a period event. Alternatively, the player may be able to acquire each enhancement item in exchange for predetermined in-game currency or other items.
  • FIG. 39A is a diagram explaining character information.
  • the player terminal 1 and the server 1000 store player information for each player.
  • the player information includes information related to a breeding character trained by the player and information related to a character that can become a main character.
  • Each character possessable by the player is provided with a character ID.
  • Possession information is information for identifying whether or not a character is possessed.
  • character IDs 0001 and 0003 are associated with information indicating possession
  • character ID 0002 is associated with information indicating non-possession.
  • the character ID is stored in association with the character level and the status level.
  • the player can strengthen the character level and status level only for the character in possession.
  • Each character has an initial value of character level and status level.
  • the initial values of the character level and status level are either 1 or 2.
  • FIG. 39B is a diagram explaining character skill information.
  • the player information includes skill information of each character.
  • FIG. 39B shows, for example, skill information associated with a character ID of 0001.
  • release information and a hint level are stored in association with each type (specifically, skill ID) of skills (acquired skills and possessed skills) possessed by the character.
  • the release information is information indicating whether or not the character's acquired skills and possessed skills are released. Acquired skills are always linked with information indicating their release. In addition, information indicating that the character level has not reached the release level is associated with the skill. On the other hand, when the character level reaches the release level, the release information is updated to information indicating release. In addition, the unlocked possessed skills from the beginning are also associated with the information indicating the unlock.
  • the skill information includes a hint level, and when the player strengthens the hint level, the hint level stored in association with the character ID is updated. It should be noted that the player can enhance the hint level only for the possessed skills that have been released. Therefore, the hint level of the unreleased possessed skill is level 0.
  • the terminal-side game control program includes an information setting processing program 700, a raising game execution program 701, a raising completion processing program 702, and a character strengthening program 703. Note that the programs listed in FIG. 40 are only examples, and many other programs are provided in the terminal-side game control program.
  • a player information storage unit 750 and a game information storage unit 751 are provided in the data storage area 12b as storage units for storing data.
  • the data storage area 12b is provided with a large number of other storage units.
  • game information information directly related to games such as training games (hereinafter referred to as game information) is stored in the game information storage unit 751 .
  • the game information storage unit 751 also temporarily stores various types of information during the progress of each game, such as a breeding game. Therefore, all information related to the breeding character trained in the breeding game is stored in the game information storage section 751 .
  • Player information includes all information other than game information, such as information about the player or other players, setting information of the player terminal 1, information about characters that can be set as main characters, and the like.
  • Player information is stored in the player information storage unit 750 .
  • the CPU 10 operates each program stored in the program storage area 12a and updates data in each storage section in the data storage area 12b. Then, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control section 1A by operating each program stored in the program storage area 12a.
  • the terminal-side game control section 1A includes an information setting processing section 700a, a breeding game execution section 701a, a breeding completion time processing section 702a, and a character strengthening section 703a.
  • the CPU 10 operates the information setting processing program 700 and causes the computer to function as the information setting processing section 700a. Similarly, the CPU 10 operates a breeding game execution program 701, a breeding completion processing program 702, and a character enhancement program 703 to function as a breeding game execution unit 701a, a breeding completion processing unit 702a, and a character enhancement unit 703a, respectively.
  • the information setting processing section 700a stores information about the settings in the player information storage section 750 as player information. Further, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits update information to the server 1000.
  • FIG. 1 illustrates that the information setting processing section 700a stores information about the settings in the player information storage section 750 as player information. Further, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits update information to the server 1000.
  • the breeding game execution unit 701a executes all processing related to the breeding game. Specifically, the breeding game execution unit 701a executes a preparation stage process and a breeding stage process.
  • the training completion time processing unit 702a stores training character information including ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, character type used for training, etc. of the training character when the training game is completed.
  • the breeding game end processing unit 1102a derives the evaluation points, breeding rank, etc. for the breeding character that has been trained. Also, the breeding game end processing unit 1102a determines the factor to be acquired by the breeding character by lottery. Then, the trained character information including ability parameters, aptitude parameters, acquired skills, inheritance information, factor information, character type used for training, etc. of the trained character is stored in the game information storage unit 1151 in association with the player ID.
  • FIG. 43 is a flowchart for explaining the training stage processing in the server 1000.
  • the breeding game execution unit 1101a of the server 1000 executes turn start processing (S10) if it is the turn start time (YES in S7-1), and executes during turn processing (S20) if it is not the turn start time. do.
  • FIG. 50 is a flow chart explaining the reward giving process.
  • the breeding game execution unit 1101a determines whether or not the first predetermined condition is satisfied in the individual race in which the main character is entered (S200-1). If the first predetermined condition is not satisfied (NO in S200-1), the breeding game execution unit 1101a gives the player a basic reward (first reward) (S200-2).
  • the basic remuneration is a remuneration that the player can obtain regardless of winning or losing with a rival character.
  • the character enhancement unit 1103a receives the status level enhancement information (YES in S300-5), it determines whether or not the character possesses a status level enhancement item necessary to enhance the status level (S300-6). If the player possesses the necessary status level enhancement item (YES in S300-6), the character enhancement section 1103a updates the player information stored in the player information storage section 1150 (S300-7). Here, the status level of the character and the number of status level enhancing items possessed by the player are updated. Further, the character enhancing unit 1103a sets update information indicating the player information updated in S300-7 so that the player terminal 1 can receive it (S300-8).
  • ability information is not limited to skills.
  • the ability information may be initial values of ability parameters associated with the character, such as speed and stamina.

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JP7453441B1 (ja) * 2023-02-28 2024-03-19 株式会社Cygames 情報処理プログラム、情報処理方法、情報処理システム
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