Computer systems, programs, and control methods

The computer system enhances bingo-like elements in video games by assigning multiple attributes to each cell, offering mission advice, and rewarding pattern formation, addressing low engagement through diversification and interaction.

JP2026095671APending Publication Date: 2026-06-11BANDAI NAMCO ENTERTAINMENT INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
BANDAI NAMCO ENTERTAINMENT INC
Filing Date
2026-04-03
Publication Date
2026-06-11

AI Technical Summary

Technical Problem

Existing bingo-like elements in video games lack new interest as they reward players with a single attribute per cell, leading to low engagement and repetitive gameplay.

Method used

A computer system that assigns array sheet information with multiple attributes per element, allows mission selection with advice information, marks elements based on mission attributes, and grants rewards for forming predetermined patterns, enhancing gameplay appeal by diversifying attributes and interactions.

Benefits of technology

The system increases player engagement by providing diverse attributes, advice for mission selection, and cooperative gameplay, making bingo-like elements more appealing and interactive.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026095671000001_ABST
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Abstract

To provide technology for creating a video game with a novel and engaging bingo-like element. [Solution] The user is given an array sheet with element attributes set for each array element, and a game is played that includes a selected mission chosen by the user from among multiple mission candidates. If the game result satisfies the clear conditions of the selected mission, the array elements with element attributes that match the mission attributes of the selected mission are marked. The user is given a reward corresponding to the formation achieved by the arrangement of the marked array elements. When the user selects a mission, the mission attribute or selection advice information 46 (46b, 46c, ...) which is a hint related to the mission attribute is displayed. The extent to which the mission attribute is disclosed as selection advice information 46 is changed depending on various factors such as the difficulty of the mission game.
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Description

Technical Field

[0001] The present invention relates to a computer system that controls the execution of games and the like.

Background Art

[0002] Some video games have bingo-like elements. For example, a user who is a player is given information corresponding to a bingo card, and clear conditions are associated with each cell of the bingo card. When the user satisfies the clear condition, the cell associated with the clear condition becomes a condition-achieved cell. Then, when the arrangement pattern of the condition-achieved cells becomes a predetermined privilege-granting pattern, a privilege is granted to the user (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, as shown in FIGS. 8 and 9, the bingo-like elements disclosed in Patent Document 1 are such that as the level increases, each cell that satisfies the clear condition becomes a condition-achieved cell one by one, or as the number of days of login increases, each cell that satisfies the clear condition becomes a condition-achieved cell one by one, which is a strongly rewarding meaning for continuous game play. Therefore, the interest in the game play itself of conquering the bingo-like elements was low. In addition, new interest has been demanded for conventional bingo-like elements.

[0005] The problem to be solved by the present invention is to provide a technique for realizing a video game having bingo-like elements with new interest.

Means for Solving the Problems

[0006] The first invention for solving the above-mentioned problems is a sheet information assignment means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 12, the game management unit 210, the sheet information assignment unit 212, the assigned array sheet information 610 in Figure 14, and step S52 in Figure 18) that assigns array sheet information to the user, A mission selection means (for example, the control board 1150 in Figure 1, the server processing unit 200s in Figure 12, the mission selection unit 214, steps S56 and S100 in Figure 18) selects a mission from among multiple mission candidates based on the user's selection operation, Game execution control means for controlling the execution of the game including the selected mission (for example, the control board 1150 in Figure 1, the game execution control unit 218 in Figure 12, and step S104 in Figure 18), When the result of the game satisfies the clearing conditions of the selected mission, a marking means (for example, the control board 1150 in Figure 1, the marking unit 222 in Figure 12, the marked flag 624 in Figure 14, and step S112 in Figure 18) is used to identify and mark array elements of the array sheet information assigned to the user that have element attributes set to satisfy a given attribute matching condition based on the mission attribute associated with the selected mission, The system includes a reward granting means (for example, the control board 1150 in Figure 1, the reward granting unit 226 in Figure 12, and steps S128 and S130 in Figure 19) that grants a given reward to the user when the arrangement of the marked array elements in the array sheet information provided to the user satisfies predetermined formation conditions. The mission selection means is a computer system that, when selecting a mission, presents to the user, together with the mission candidate, mission attributes associated with the mission candidate or selection advice information which is a hint related to said mission attributes, along with the mission candidate (for example, the mission candidate presentation unit 216 in Figure 12, step S100 in Figure 18).

[0007] The term "computer system" as used here can refer to a single computer, or a system implemented by multiple computers working together.

[0008] According to the first invention, the computer system provides the user with array sheet information in which element attributes are set for each array element. When the user plays a game of a selected mission chosen from multiple mission candidates and clears it, the system marks the array elements in an identifiable way based on the mission attributes associated with the selected mission. Then, if the arrangement of the marked array elements satisfies predetermined formation conditions, the user is awarded a reward. In other words, a game with bingo-like elements can be realized.

[0009] Furthermore, according to the first invention, when the user selects a mission, the mission attributes associated with the mission candidates or hints related to those mission attributes are presented to the user as selection advice information. Therefore, the user can consider, based on the selection advice information, which mission to select to more efficiently complete the formation according to the marking status of the arrangement sheet information, thus creating room to conquer the bingo-like element. Thus, a new bingo-like element with the added appeal of actively aiming for bingo, which was not present in conventional games, can be added to the game, thereby enhancing the game's appeal.

[0010] The second invention is a computer system of the first invention wherein the element attribute includes a first sub-attribute and a second sub-attribute, the mission attribute includes a first mission sub-attribute corresponding to the first sub-attribute and a second mission sub-attribute corresponding to the second sub-attribute, and the mission candidate presentation means presents the selection advice information relating to the first mission sub-attribute or the second mission sub-attribute.

[0011] The third invention is a computer system of the first or second invention, further comprising a mission sub-attribute setting means (for example, the control board 1150 in Figure 1, the mission sub-attribute setting unit 220 in Figure 12, the mission specification setting reference data 520 in Figure 5, the mission attribute setting data 721 in Figure 15, and steps S80 to S86 in Figure 20) which sets the first type of mission sub-attribute for the selected mission before the marking means determines the array element that satisfies the attribute matching condition, in the case where the mission candidate has at least the second type of mission sub-attribute set and the selected mission does not have the first type of mission sub-attribute set.

[0012] If we liken the array sheet information to a bingo sheet, then in a conventional bingo sheet, each square is assigned only one attribute: a number. However, according to the second or third invention, the array elements corresponding to the squares on the bingo sheet are assigned multiple array attributes, including a first type sub-attribute and a second type sub-attribute. Furthermore, missions are also assigned corresponding first type mission sub-attributes and second type mission sub-attributes. Moreover, the first type mission sub-attribute does not necessarily have to be set.

[0013] By setting multiple attributes, it becomes possible to diversify how much information about each attribute is disclosed as selection advice. Therefore, it is possible to further enhance the enjoyment of video games that have bingo-like elements.

[0014] The fourth invention is a computer system of the third invention, wherein the mission sub-attribute setting means sets the first type mission sub-attribute for the selected mission based on the element attributes of the array elements of the array sheet information provided to the user that have not been marked (for example, step S110 in Figure 18).

[0015] According to the fourth invention, the computer system can set the first type of mission sub-attribute of the selected mission based on the element attributes of the array elements of the array sheet information provided to the user that have not been marked. Therefore, the user can enjoy the feeling of having won a lucky draw.

[0016] The fifth invention is a computer system according to any of the first to fourth inventions, wherein the mission candidate has a difficulty level set for the clearing conditions of the mission candidate, and the mission candidate presentation means changes whether or not to present the selection advice information for the mission candidate based on the difficulty level set for the mission candidate (for example, by changing the difficulty level condition 532 of the application requirement 530 in Figure 5 and the disclosure setting 544 of the specification content data 540).

[0017] According to the fifth invention, the computer system can choose not to provide selection advice information for mission candidates that are easy to complete and have a low difficulty level, but can provide selection advice information for mission candidates that are difficult to complete and have a high difficulty level.

[0018] The sixth invention is a computer system of any one of the first to fifth inventions, wherein the mission candidates include mission candidates that have the same mission attributes but different clearing conditions.

[0019] According to the sixth invention, when a user selects a mission from a list of mission candidates, they can choose not only by referring to the mission attributes, but also by referring to the clear conditions.

[0020] The seventh invention is a computer system of any one of the first to sixth inventions, further comprising sharing processing means (for example, the sharing processing unit 228 in FIG. 12, the sharing processing in FIG. 21) that receives an operation of a sharing request by the user, sets users who have received the sharing request as sharing users, and performs a sharing process of OR-combining the marking states of the array sheet information of each sharing user and applying the combined result to the array sheet information of each sharing user.

[0021] According to the seventh invention, among multiple users, the marking states of array sheet information can be OR-combined and shared. That is, a game having bingo-like elements where multiple users can cooperate can be realized. Cooperative play among users improves the quality of the game experience.

[0022] The eighth invention is a computer system of the seventh invention, in which the sheet information providing means provides each user with the array sheet information having the same initial state.

[0023] According to the eighth invention, the effect of the sharing process can be enhanced.

[0024] The ninth invention is a computer system of the seventh or eighth invention, further comprising an independent device (for example, the terminal device 1300 in FIG. 1) that receives the operation of the sharing request.

[0025] According to the ninth invention, there is a necessity for sharing users to gather at an independent device to perform an operation of the sharing request. Gathering at an independent device provides an opportunity for sharing users to communicate with each other and enhances communication among users. The enjoyment of conversation among users improves the quality of the game experience.

[0026] The tenth invention is a computer system of any one of the seventh to ninth inventions, in which the sharing processing means, each time it executes the sharing process, sets users who have received a new sharing request as new sharing users and executes a new sharing process.

[0027] According to the tenth invention, for example, after users who share a mission cooperate to play a mission based on the results of the sharing process, they need to gather again on separate devices in order to share those results again. In other words, according to the present invention, the necessity for users to gather on separate devices increases, and the quality of the game experience can be further enhanced.

[0028] The eleventh invention further comprises a friend setting means for setting the user's friend users (for example, the friend setting unit 204 in Figure 12, the friend list 605 in Figure 14), The marking means is a computer system of any one of the first to tenth inventions, which has a marking addition means (for example, the marking addition unit 224 in Figure 12) that adds an array element to be marked when the user's selected mission and the friend user's selected mission are the same, and the friend user's game result does not satisfy the clear conditions of the selected mission, and the user's game result satisfies the clear conditions.

[0029] According to the 11th invention, when a user completes a mission that a friend user has not completed, there is a possibility that additional markings will be added compared to when the friend user has completed a mission that the friend user has completed. This can give the markings the meaning of a reward for successfully avenging the friend user, thereby increasing the enjoyment of the game.

[0030] The twelfth invention is a computer system of the eleventh invention, wherein when the mission candidate presentation means presents the selected mission of the friend user to the user as a mission candidate that the user can select, if the result of the game played by the friend user does not satisfy the clear conditions of the selected mission, the system presents the selection advice information relating to the array elements to which markings are to be added by the marking addition means, together with the mission candidate (for example, the selection advice information 46i in Figure 8).

[0031] According to the twelfth invention, for mission candidates where the results of a friend user's game do not meet the clearing conditions of the selected mission, additional selection advice information relating to the array elements to be added will be presented. Therefore, users will be able to easily find mission candidates that their friend users have not yet cleared.

[0032] The thirteenth invention is a computer system of any one of the first to twelfth inventions, further comprising a service benefit granting means (for example, the service benefit granting unit 230 in Figure 12, step S142 in Figure 19) that grants a given service benefit to the user in the case where the result of the game satisfies the clearing conditions of the selected mission, but there are no array elements to be newly marked by the marking means, resulting in a marking failure.

[0033] Furthermore, the 14th invention is a computer system of the 13th invention in which the service benefit granting means determines the service benefit according to the number of times the marking has been removed.

[0034] According to the 13th or 14th invention, even if the clear conditions for a selected mission are met but no new marking is made, the fact that the selected mission was played is not wasted. From the user's perspective, there is no "wasted" mission.

[0035] The 15th invention is a program for causing a computer system to function as: sheet information assignment means for assigning array sheet information to a user in which given element attributes are set for each array element; mission selection means for selecting a mission from among a plurality of mission candidates based on the user's selection operation; game execution control means for controlling the execution of a game including the selected mission; marking means for identifying array elements among the array elements of the array sheet information assigned to the user that have element attributes set to satisfy given attribute matching conditions based on mission attributes associated with the selected mission, when the result of the game satisfies the clear conditions of the selected mission; and reward assignment means for assigning a given reward to the user when the arrangement of the marked array elements in the array sheet information assigned to the user satisfies predetermined formation conditions. The mission selection means is a program that, when selecting a mission, presents to the user, along with the mission candidate, mission attributes associated with the mission candidate or selection advice information which is a hint related to said mission attributes.

[0036] A computer system that executes the program of the 15th invention can achieve the same effects as the first invention.

[0037] The sixteenth invention is a control method for a computer system that performs the following steps: a sheet information assignment step of assigning array sheet information to a user in which given element attributes are set for each array element; a mission selection step of selecting a mission from among a plurality of mission candidates based on the user's selection operation; a game execution control step of controlling the execution of a game including the selected mission; a marking step of marking array elements in the array sheet information assigned to the user in a way that makes them identifiable, when the result of the game satisfies the clear conditions of the selected mission, array elements in the array sheet information assigned to the user that have element attributes set that satisfy given attribute matching conditions based on mission attributes associated with the selected mission; and a reward assignment step of assigning a given reward to the user when the arrangement of the marked array elements in the array sheet information assigned to the user satisfies predetermined formation conditions. The mission selection step is a control method that includes a mission candidate presentation step, in which, when selecting a mission, the user is presented with mission attributes associated with the mission candidate or selection advice information, which is a hint related to said mission attributes, along with the mission candidate.

[0038] The control method of the 16th invention can produce the same effects as the first invention. [Brief explanation of the drawing]

[0039] [Figure 1] A diagram showing an example of a game system configuration. [Figure 2] A diagram to explain the game modes. [Figure 3] A diagram to explain the bingo-like elements included in Challenge Mode. [Figure 4] A diagram showing an example of the selection screen display. [Figure 5] A diagram showing an example of the data structure for mission specification setting criteria data. [Figure 6] A diagram showing an example of a mission candidate setting. [Figure 7] A diagram showing an example of a mission candidate setting. [Figure 8] A diagram showing an example of a mission candidate setting. [Figure 9] A diagram to explain marking. [Figure 10] A diagram to explain the issue of markings being removed. [Figure 11] A diagram illustrating the sharing of markings. [Figure 12] A functional block diagram showing an example of the functional configuration of a server system. [Figure 13] A diagram showing examples of programs and data stored in the server's memory unit. [Figure 14] A diagram showing an example of the data structure of user management data. [Figure 15] A diagram showing an example of the data structure of play data. [Figure 16] A functional block diagram showing an example of the functional configuration of a game device. [Figure 17] A flowchart illustrating the processing flow performed by a server system. [Figure 18] A flowchart to explain the processing flow of Challenge Mode. [Figure 19] Flowchart continuing from Figure 18. [Figure 20] A flowchart illustrating the process flow in the mission setting process. [Figure 21] A flowchart to explain the flow of the sharing process. [Figure 22] A diagram showing an example of the game system configuration in the second embodiment. [Figure 23] A diagram showing an example of the functional configuration of the server system in the second embodiment. [Figure 24] A diagram showing an example of the functional configuration of a user terminal. [Figure 25] A diagram showing examples of programs and data stored in the terminal memory of a user terminal. [Figure 26] A flowchart illustrating the process of submitting a shared application. [Figure 27] A flowchart illustrating the process for processing shared information requests. [Modes for carrying out the invention]

[0040] Examples of embodiments of the present invention will be described below, but it goes without saying that the embodiments to which the present invention can be applied are not limited to the following embodiments.

[0041] [First Embodiment] Figure 1 shows an example of a game system configuration. The game system 1000 comprises a server system 1100, a game device 1200 capable of communicating with the server system 1100, and a terminal device 1300, and is a system for realizing video games using the game device 1200 as a Man-Machine Interface (MMIF). User 2 performs a predetermined user registration procedure at the terminal device 1300 and receives an IC card 6 that stores a unique user account set up upon registration. Then, using the IC card 6, the user declares their player status at the game device 1200 and enjoys playing the game.

[0042] Although Figure 1 depicts four game devices 1200, in actual system operation, there may be fewer than four game devices 1200 or five or more.

[0043] In the game system 1000, the server system 1100, the game device 1200, and the terminal device 1300 can communicate data via the network 9, and the game devices 1200 can also communicate data with each other via the network 9.

[0044] Network 9 refers to a communication path capable of data communication. In other words, Network 9 includes not only LANs (Local Area Networks) using dedicated lines (dedicated cables) or Ethernet (registered trademark) for direct connections, but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method is either wired or wireless.

[0045] The server system 1100 has a control board 1150. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Part or all of the control board 1150 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or a SoC (System on a Chip).

[0046] The server system 1100 implements (1) a user management function that manages information related to user registration, etc., and (2) a game management function that performs various calculations to allow the game device 1200 to play video games, by having the control board 1150 perform calculations based on predetermined programs and data.

[0047] The server system 1100 runs a racing game as a video game, in which the user, as the player, controls a racing car and competes for the best time. However, the game genre is not limited to this and can be set as appropriate.

[0048] Furthermore, although the server system 1100 is depicted as a single server device, it may be implemented using multiple devices. For example, the server system 1100 may be configured with multiple blade servers, each handling different functions, and connected to each other via an internal bus for data communication. Also, the location of the hardware constituting the server system 1100 is not restricted. It may be configured so that multiple independent servers located in different places communicate with each other via the network 9, functioning as a single server system 1100.

[0049] The game device 1200 includes an operation input device 1202 (e.g., a steering wheel, shift lever, pedals, etc.), a touch panel 1206 that serves as both a contact operation input device and an image display device, an IC card reader / writer 1208, a speaker 1210, and a control board 1250. The casing of the game device 1200 has a design that mimics the cockpit of a race car.

[0050] The control board 1250 is equipped with (1) various microprocessors such as a CPU 1251, GPU, and DSP, (2) various IC memories 1252 such as VRAM, RAM, and ROM, (3) a communication module 1253 for connecting to the network 9, and (4) an interface circuit 1257.

[0051] The interface circuit 1257 includes (1) a circuit for receiving input signals from the operation input device 1202, (2) a driver circuit for the touch panel 1206, (3) a signal input / output circuit for the IC card reader / writer 1208, and (4) an output amplifier circuit for outputting audio signals to the speaker 1210.

[0052] These elements mounted on the control board 1250 are electrically connected via a bus circuit or the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1250 may be configured using an ASIC, FPGA, or SoC. The control board 1250 stores programs and various data necessary to realize its MMIF functionality in the IC memory 1252.

[0053] The terminal device 1300 is an independent device that accepts operation inputs for various procedures related to game play and is equipped with MMIF (Man-Machine Interface) functionality. The terminal device 1300 includes a touch panel 1306, an IC card reader / writer 1308, an IC card issuing machine 1320 for issuing new IC cards 6, and a control board 1350.

[0054] The control board 1350 is equipped with (1) various microprocessors such as a CPU 1351, GPU, and DSP, (2) various IC memories 1352 such as VRAM, RAM, and ROM, (3) a communication module 1353 for connecting to the network 9, and (4) an interface circuit 1357.

[0055] The interface circuit 1357 includes (1) a driver circuit for the touch panel 1306, (2) a signal input / output circuit for the IC card reader / writer 1308, and (3) a signal input / output circuit for the IC card issuer 1320.

[0056] These elements mounted on the control board 1350 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1350 may be configured with ASICs, FPGAs, or SoCs. The control board 1350 stores programs and various data necessary to realize the MMIF function in the IC memory 1352.

[0057] Figure 2 is a diagram illustrating the game modes of the game provided by the game system 1000. The game system 1000 has two game modes for racing games: a time attack mode and a challenge mode.

[0058] Time Attack mode is a single-player mode in which player User 2 (User 2a in the example in Figure 2) drives the course alone, aiming for the fastest lap time. Depending on the lap time and number of laps, the player is given items that improve the performance of the vehicle and its abilities. User 2 plays aiming for faster lap times using the higher performance vehicle and items. When playing in Time Attack mode, ghost data 660 is generated and stored in the server system 1100.

[0059] Ghost Data 660 is a set of data equivalent to "full replay data" that makes it possible to recreate gameplay in Time Attack mode.

[0060] Specifically, for example, one ghost data 660 includes a unique ghost ID 661, a ghost user account 663 indicating user 2 who played the time attack mode that the data is based on, a ghost user level 664 which is user 2's user level, race car data 665, play results 666, and full replay data 669. The race car data 665 stores the type of race car used during play, the types of items used, and the resulting various driving performance parameter values. The full replay data 669 contains all the input data from the gameplay.

[0061] Furthermore, it is not necessary to generate and store ghost data 660 for all gameplay in Time Attack mode. You may choose to generate and store data only for randomly selected gameplay, or only for the gameplay in which the user achieved their fastest lap.

[0062] Challenge Mode is a virtual multiplayer mode. In Challenge Mode, User 2 (a real player; User 2b in the example in Figure 2) competes against a virtual challenge opponent for finishing order and goal time. The challenge opponent's race car is automatically controlled based on ghost data 660. The automatic control may be a complete reproduction of the Time Attack Mode gameplay stored as ghost data 660, or it may be an AI control that uses the stored input data as a base while also including some modifications to the input content, such as evasive maneuvers to avoid collisions between race cars during the race.

[0063] Figure 3 is a diagram illustrating the bingo-like elements included in Challenge Mode, and shows an example of the status confirmation screen W3 displayed at the start of Challenge Mode.

[0064] The status confirmation screen W3 includes the array sheet 10, the reward acquisition record display 20, and the loss accumulation gauge 30.

[0065] User 2, who selects Challenge Mode, is given information from Array Sheet 10 (Array Sheet Information). The Array Sheet 10 given varies depending on the date on which Challenge Mode is played. In other words, users 2 who play Challenge Mode on the same date will be given the same Array Sheet 10.

[0066] A single array sheet 10 is composed of multiple array elements 12 connected adjacent to each other. In the example in Figure 2, the array elements 12 are rectangular, but other polygons (e.g., triangles, hexagons, etc.) are also acceptable. The array sheet 10 shows an example where rectangular array elements 12 are connected in a 5x5 grid, but the number of columns can be set as appropriate. The shape of the array sheet 10 can also be set as appropriate.

[0067] Each array element 12 has an element attribute 14. Each element attribute 14 includes a first sub-attribute 14a and a second sub-attribute 14b. The first sub-attribute 14a is a "number", and the second sub-attribute 14b is a "color". On the game screen, the first sub-attribute 14a is displayed as the number text, and the second sub-attribute 14b is displayed as the background color (or the color of the number text) of the array element 12.

[0068] In other words, the array sheet 10 corresponds to what is called a bingo sheet or bingo card in a bingo game, and the array elements 12 correspond to the squares that make up the bingo sheet.

[0069] In Challenge Mode, User 2 selects and plays one of several mission candidates. If the play generation meets the clear conditions set for that mission, an array element 12 that matches the mission attributes set for that mission is searched for, and a marking 18 is displayed on the corresponding array element 12. The initial state of the array sheet 10 is that no array element 12 has a marking 18.

[0070] An array element 12 with marking 18 displayed indicates that it has been "activated" and is subject to formation determination. When the arrangement of array elements 12 with marking 18 displayed (activated array elements 12) forms a predetermined formation (satisfies predetermined formation conditions), user 2 is granted an item as a reward.

[0071] Multiple formation types are pre-configured depending on the number of array elements 12 that make up the array sheet 10 and the relative positions of the array elements 12. In the array sheet 10 shown in Figure 2, three types of formations are set: one vertical column, one horizontal column, and diagonal columns. Other formations such as rectangles, X shapes, T shapes, ring shapes, and face shapes (two places corresponding to eyes and one place corresponding to a mouth) can be set as appropriate. In other words, the completion of a formation is equivalent to "bingo" in a bingo game.

[0072] The content of the rewards granted to user 2 when a formation is formed can be set as appropriate. When a reward is granted, an icon representing that reward will be displayed in the reward acquisition record display 20.

[0073] If the play performance meets the mission's clear conditions, but the array sheet 10 does not contain an array element 12 that matches the mission attributes set for that mission, then a loss gauge 30 is added.

[0074] User 2 checks the marking status of the array sheet 10 on the status confirmation screen W3, and then operates the designated progress operation icon 38 to select the mission to play.

[0075] Figure 4 shows an example of the display of the selection screen W4. The selection screen W4 is displayed after the status confirmation screen W3, and is where user 2 selects the mission to play. The selection screen W4 displays multiple mission candidate icons 40. Each of the mission candidate icons 40 corresponds to one mission candidate and includes a level display 42, a clear condition display 44, and selection advice information 46.

[0076] The level indicator 42 shows the difficulty level of the mission in question. Specifically, a single mission candidate is created by selecting one of the ghost data 660 stored by the server system 1100 at that time (see Figure 2), and using this as the origin. The level display 42 indicates the ghost user level 664 of the originating ghost data 660 as the game difficulty of the mission candidate. Therefore, user 2, who is viewing the status confirmation screen W3, understands the game difficulty of the mission candidate by comparing their own user level with the level displayed in level display 42.

[0077] The clear condition display 44 concisely shows the requirements that must be met to select and play the mission candidate and receive marking 18. Since the game in this embodiment is a racing game, the clear conditions are such as "be the first to reach the goal" and "time difference < 2 seconds". "Be the first to reach the goal" means that the clear condition is to reach the goal faster than the opponent's race car. "Time difference < 2 seconds" means that the clear condition is that the difference in the goal times between your car and the opponent's race car is less than 2 seconds. The time difference is not limited to less than 2 seconds; there may be various variations such as less than 1 second or less than 5 seconds. Other clear conditions can be set as appropriate. For example, it could be "reach the goal without going off course". If obstacles are placed randomly on the course, it could be "collide with obstacles 3 times or less". It could be "collide 5 or more items placed on the course by hitting them". Of course, the content of the clear conditions is not limited to one, and multiple conditions can be written using AND or OR.

[0078] The selection advice information 46 directly or indirectly indicates the mission attributes set for the mission candidate. "Mission attributes" are information corresponding to the attributes of element attributes 14 of array element 12. Mission attributes have a first mission sub-attribute and a second mission sub-attribute.

[0079] The first mission sub-attribute corresponds to the first sub-attribute 14a of element attribute 14 and is information related to numbers. For example, it indicates attributes related to numbers such as one or more digits, even or odd numbers, etc. The selection advice information 46 is displayed as numerical text or icons. In Figure 4, this corresponds to the numbers inside the circular shapes.

[0080] The second mission sub-attribute corresponds to the second sub-attribute 14b of element attribute 14 and is information about color. For example, in the selection advice information 46, which indicates one or more color types, this is represented by the color of the circular shape (two types: white and shaded).

[0081] Note that both the first mission sub-attribute and the second mission sub-attribute may include "Not set (= No setting)".

[0082] The selection advice information 46 does not necessarily indicate the first mission sub-attributes and the second mission sub-attributes. That is, the selection advice information 46 may directly indicate the first mission sub-attributes and the second mission sub-attributes, or it may indirectly indicate them as a hint. In other words, the mission specifications include disclosure settings that determine whether or not to disclose information about certain attributes using the selection advice information 46.

[0083] The selection advice information 46 (46b, 46c) in Figure 4, which has numbers written in a circular shape, is an example of a disclosure setting in which attributes are set (not left unset) for both the first mission sub-attribute and the second mission sub-attribute, and both are disclosed in the selection advice information 46.

[0084] The circular shape with a "?" written on it, and the background color of the circular shape is white or shaded, is an example of a disclosure setting where attributes are set for both the first and second mission sub-attributes, but the first mission sub-attribute is not disclosed in the selection advice information 46, and only the second mission sub-condition is disclosed. Note that although the setting is to disclose both the first and second mission sub-attributes, the same applies when the first mission sub-attribute is "not set". This type of selection advice information 46 indicates that one of the array elements 12 of the array sheet 10 that is the same color as the circular shape has a number set as the first mission sub-attribute. In other words, it functions as a hint.

[0085] Selection advice information 46(46e), which is a circular shape with a "?" written on it and a black background, shows an example of a setting where neither the first mission sub-attribute nor the second mission sub-attribute is disclosed. The same applies when both the first and second mission sub-attribute are disclosed, but both sub-attributes are set to "Not Set".

[0086] With this type of selection advice information 46 attached to potential missions, you won't know which mission attribute they were assigned to until you actually play and complete them and see the situation where new markings 18 are added. In other words, they don't function as hints.

[0087] The settings for clearing the mission, mission attributes, and the disclosure of the selected advice information 46 are collectively referred to as "mission specifications." The details of the mission specifications are predefined in the mission specification setting standard data 520, as shown in Figure 5.

[0088] Multiple types of mission specification setting standard data 520 with different contents are provided in advance. One set of mission specification setting standard data 520 includes application requirements 530 that indicate the requirements that must be met for the standard data to be applied, and specification content data 540 that indicates the contents of the mission specifications.

[0089] Application requirement 530 is written as one subcondition or a combination of multiple subconditions using AND or OR. Examples of subconditions include: (1) Player level conditions 531 described within the range of player levels that must be met, (2) Difficulty condition 532 specifying the difficulty level of the mission candidate (for example, described as the range between the player level of user 2, who is the player, and the ghost user level, or the range of the difference between the player level and the ghost user level), (3) Player play history conditions 534 which are conditions that must be met in relation to the play history of user 2, who is the player (for example, the number of plays, the range of lap times, the number and percentage of successful / unsuccessful mission completions, etc.), (4) The number of shared users (registered other users who play cooperatively; see details below) set for user 2, who is a player, must satisfy the shared user count condition 535. (5) Shared user play history conditions 536, which are conditions that must be met regarding the play history of a shared user (for example, the number of plays, the range of lap times, the number of times the mission candidate in question has failed to complete a mission originating from the same ghost data 660, etc.), (6) Friend user play history conditions 537, which are conditions that must be met in relation to the play history of a friend user. These can be used.

[0090] Note that the types and content of sub-conditions are not limited to these. You should set them as appropriate depending on the game content. For example, you could add a sub-condition that states, "The mission selected by the friend user (either the mission the friend user is currently playing in Challenge Mode or the mission they have selected as a selectable mission) and the mission candidate have the same origin data." Alternatively, you could use this as a substitute for friend user play history condition 537.

[0091] Specifications data 540 is, (1) Basic mission attributes 541, which specify the minimum mission attributes to be set for the mission candidate. (2) An additional mission attribute 542 is provided for each mission attribute to be added to the candidate mission, and specifies the additional mission attribute. (3) Select the mission attribute. In the advice information 46, indicate either "Disclose / Do not disclose" in the disclosure setting 544. (4) Clear conditions details 546, Includes.

[0092] The basic mission attribute 541 and additional mission attribute 542 specify the first mission sub-attribute and the second mission sub-attribute, respectively. The specification type can be "specified value," "random setting," "unmarked number," "not set," etc. If "random setting" is selected, it means that the value will be determined from a predetermined range by random drawing using random number generation when setting mission candidates. If "not set" is selected, the value will not be determined when setting mission candidates, but will be determined by random drawing before searching for the array element 12 to be marked 18. Alternatively, the value may be determined from the element attribute 14 of the array element 12 in the array sheet 10 assigned to user 2 that has not been marked 18.

[0093] Disclosure setting 544 specifies whether to "disclose" or "not disclose" each of the first and second mission sub-attributes. The options for disclosure setting 544 are not limited to these. For example, "Disclose numerical characteristics (e.g., even, odd, number of digits, etc.)" may be included as an option.

[0094] Of course, the specification data 540 may also include other data as appropriate. For example, if it is necessary to describe attribute compatibility conditions specific to the mission candidate, the definition data may be included as appropriate and added to the mission specifications of the mission candidate.

[0095] When setting a mission candidate, the system searches for the applicable requirement 530 mission specification setting standard data 520, which includes the ghost data 660 that is considered to be the origin, information about the player user 2, and information about the user's shared users and friend users. One of these is selected, and the mission specifications are set based on the specification content data 540.

[0096] Depending on how the application requirement 530 is set and how the specifications are set, a wide variety of mission candidates will be available. In the example in Figure 6, the mission candidates include mission candidates (mission candidate icons 40a, 40b, 40c) that have the same mission attributes but different completion conditions. In this example, the difficulty condition 532 of the application requirement 530 is described by the difference between the ghost data 660 and the average lap time of user 2a's past play performance, and mission specification setting standard data 520 is prepared for each of the three game difficulty levels: low, medium, and high. Furthermore, the disclosure setting 544 of the specification content data 540 is set to "Do not disclose the first mission sub-attributes and the second mission sub-attributes" for the mission specification setting standard data 520 related to mission candidate icon 40a where the difficulty condition 532 is "low," and the corresponding selection advice information 46 is displayed. Also, for the mission specification setting standard data 520 related to mission candidate icon 40b where the difficulty condition 532 is "medium," it is set to "Do not disclose the first mission sub-attributes, and disclose the second mission sub-attributes," and the corresponding selection advice information 46 is displayed. Furthermore, in the mission specification setting standard data 520 for mission candidate icon 40c where the difficulty condition 532 is "High," it is stated that "the first mission sub-attribute and the second mission sub-attribute will be disclosed," and the corresponding selection advice information 46 is displayed. In addition, the clear condition 544 in the specification content data 540 is set to "reach the goal first" in the mission specification setting standard data 520 where the difficulty condition 532 is medium or lower, and to "time difference < 2 seconds" in the mission specification setting standard data 520 where the difficulty condition is high.

[0097] In the example in Figure 7, although the originating ghost data 660d is the same, if the user levels of the players, users 2a and 2b, are different, then different mission attributes and different clear conditions are provided for the mission candidates (mission candidate icons 40d, 40e). In this example, multiple types of mission specification setting criteria data 520 are prepared, in which the difficulty condition 532 of application requirement 530 is described as the difference between the ghost user level 664 of ghost data 660d and the user levels of the players, users 2a and 2b.

[0098] Furthermore, in the mission specification setting criteria data 520, which indicates that the difficulty condition 532 is higher in rank than the ghost user in ghost data 660d, one additional mission attribute is added. Also, in the mission specification setting criteria data 520, the disclosure setting 544 is set to disclose all mission attributes. In the example in Figure 7, the mission candidate icon 40d is displayed with attached selection advice information 46g corresponding to the basic mission attribute and selection advice information 46f corresponding to the additional mission attribute.

[0099] In contrast, in the mission specification setting criteria data 520, where difficulty condition 532 indicates that the ghost user in ghost data 660d is of lower rank than the player user 2, additional mission attribute 542 is not added, and disclosure setting 544 is set not to disclose any of the first mission sub-attributes. Disclosure setting 544 is reflected in the mission candidate icon 40h.

[0100] Furthermore, the example in Figure 8 shows an instance where mission attributes have been added to the mission candidates (represented by the mission candidate icon 40f) for user 2c, a player in Challenge Mode, based on the play history of that user's friends.

[0101] The player, user 2c, has registered user 2b as a friend user. The mission play history data 630, which is stored in association with user 2b, contains a play history of a mission that originates from the same ghost data 660f as the mission candidate for player user 2c, but it indicates that the mission was not completed.

[0102] By appropriately setting the friend user play history condition 537 among the application requirements 530 of the mission specification setting standard data 520, and appropriately setting additional mission attributes 542 in the specification content data 540, it becomes possible to add additional mission attributes to the mission candidates (mission candidate icon 40f) for the player user 2c in such cases, in addition to the basic mission attributes. In the example in Figure 8, the mission candidate icon 40h has selection advice information 46g corresponding to the basic mission attributes and selection advice information 46i related to the additional mission attributes. The selection advice information 46i is selection advice related to the array element 12 to be added to the marking 18.

[0103] If player user 2c completes this mission candidate (mission candidate icon 40f), the granting of a new marking 18 based on additional mission attributes will serve as a reward for avenging friend user (user 2b). This adds a new level of interest to the game.

[0104] Returning to Figure 4, User 2 uses the displayed selection advice information 46 as a hint to consider which mission candidate to select and play to efficiently complete the marking 18 formation, based on the marking 18 assignment status on their arrangement sheet 10, which was previously confirmed on the status confirmation screen W3. This is one of the enjoyable aspects of playing the game.

[0105] When you touch a mission candidate icon 40, that icon's mission candidate is selected, and a window 50 displaying detailed information about that mission candidate pops up. Touching another mission candidate icon 40 will automatically switch the selection to that other icon's mission candidate.

[0106] By selecting one of the mission candidates and operating the designated progress operation icon 52, the selected mission candidate will be confirmed as the chosen mission and will become available for play in Challenge Mode.

[0107] In this way, the display of selection advice information 46 changes in various ways when user 2 selects a mission to play from among the mission candidates. This provides an element of excitement to the selection of a mission that is not present in bingo games.

[0108] Figure 9 is a diagram illustrating the assignment of new markings 18 to the array sheet 10 based on the mission attributes of the cleared missions. When User 2 plays a selected mission (selected mission) and their performance meets the clear conditions, an array element 12 that satisfies predetermined attribute matching conditions is searched for for the mission attributes of the selected mission. To use a bingo analogy, the mission attributes of a cleared mission correspond to newly selected bingo balls.

[0109] The "attribute compatibility conditions" can be set as appropriate depending on the game content, the types of element attributes 14, the types of mission attributes, etc. In this embodiment, the first sub-attribute of element attribute 14 is "number" and the second sub-attribute is "color," and the first mission sub-attribute is "number" and the second mission sub-attribute is "color," so the attribute compatibility conditions are, for example, "the numbers match and the colors match." Of course, other attribute compatibility conditions may also be set, for example, "the number of the first sub-attribute is a multiple of the number of the first mission sub-attribute."

[0110] Then, if an array element 12 that satisfies the attribute matching conditions exists in user 2's array sheet 10, a new marking 18 is added to that array element 12. In other words, the array element 12 is activated and marked as proof of that activation. To use a bingo analogy, this is equivalent to a square being activated.

[0111] When the arrangement of array elements 12, which are marked with marking 18, satisfies a predetermined formation condition (in the example of Figure 9, a vertical column formation is achieved), a reward is awarded to user 2. When a reward is awarded, an icon 22 representing that reward is displayed in the reward acquisition record display 20. To use a bingo analogy, it's equivalent to getting a bingo and winning a prize.

[0112] Figure 10 is a diagram illustrating the issue of marking detachment. When a search for array element 12 that meets the predetermined attribute matching conditions for the mission attributes of a cleared selected mission is performed, but no matching array element 12 is found, this is called "missing marking." To use a bingo analogy, this is equivalent to a situation where a new bingo ball is selected, but there are no squares on the bingo sheet that match the number of that bingo ball.

[0113] In a normal bingo game, a wrong marking is useless for user 2. However, when a wrong marking occurs, the server system 1100 stores it as a saved item for each user 2. When a new wrong marking occurs, a saved marker 32 is added to the lost marking storage gauge 30. When the number of saved lost markings reaches a predetermined threshold (service benefit granting condition), a service benefit 34 is granted to user 2.

[0114] The awarding of service benefits based on incorrect markings is not found in regular bingo games, nor in the bingo-like elements incorporated into traditional video games, thus enhancing the game's appeal.

[0115] Figure 11 is a diagram illustrating the sharing of markings. Multiple users 2 (2a, 2b, 2c) each have their own array sheets 10 (10a, 10b, 10c), and different markings 18 are assigned to them based on their playthroughs of the challenge mode, but these can be shared.

[0116] Users 2 (2a, 2b, 2c) who wish to share perform a predetermined sharing request operation on terminal device 1300. Specifically, when user 2, who wishes to share, selects the "Start Sharing" option from the menu screen displayed on the touch panel 1306 and performs the sharing start operation, the IC card reader / writer 1308 becomes capable of reading IC card 6. Users 2 (2a, 2b, 2c) who wish to share sequentially hold their respective IC cards 6 (6a, 6b, 6c) over the IC card reader / writer 1308 to have their respective user accounts read. Having the IC cards 6 read constitutes a sharing request operation for that user 2. Of course, instead of entering the account using IC cards 6, each user's account can also be entered as text via the touch panel 1306.

[0117] The server system 1100 registers users 2 (2a, 2b, 2c) who made the sharing request as "sharing users," and performs a sharing process that ORs the marking status of the sharing users' array sheets 10 (10a, 10b, 10c) and applies it to each sharing user's array sheet 10 (10a, 10b, 10c). In other words, it shares the array elements 12 that were originally enabled individually among the sharing users. Since the configuration of the array elements 12 in array sheet 10 (10a, 10b, 10c) is the same, sharing can also be seen as a mechanism in which multiple users 2 cooperate to access and utilize array sheet 10 (10a, 10b, 10c).

[0118] The shared array sheet 10 (10a, 10b, 10c) is sent to terminal device 1 At step 300, it is presented to user 2 (2a, 2b, 2c) who made the sharing request. Based on the marking status of the shared array sheet 10 (10a, 10b, 10c), they can jointly plan which mission candidate with which mission attributes they should play in Challenge Mode next. Then, after playing based on the joint plan, if the same members make another sharing request operation, they can complete the formation of array sheet 10 faster than if one person were to complete it alone.

[0119] By configuring the sharing request operation to be received by an independent terminal device 1300, users 2 (2a, 2b, 2c) who wish to share naturally have the opportunity to communicate directly. This serves as a trigger to encourage conversation between users. Direct conversation between users fosters a sense of camaraderie and enhances the feeling of being comrades, more so than communication via the chat function. As a result, it has the effect of improving the game experience and raising the evaluation of the game experience by users 2 (2a, 2b, 2c).

[0120] Next, I will explain the functional configuration. Figure 12 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 comprises an operation input unit 100s, a server processing unit 200s, an audio output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0121] The operation input unit 100s is a means for inputting various operations for server management. This includes the keyboard and touch panel for the server system 1100.

[0122] The server processing unit 200s is implemented using electronic components such as IC memory and other arithmetic circuits, including a processor such as a CPU, GPU, ASIC, or FPGA, and controls data input and output with each functional unit, including the operation input unit 100s and the server storage unit 500s. It then performs various calculations based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from terminal devices such as the game device 1200 and the terminal device 1300, and comprehensively controls the operation of the server system 1100.

[0123] The server processing unit 200s includes a user management unit 202, a friend setting unit 204, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0124] The User Management Unit 202 handles the processing related to user registration procedures and manages the storage of various information linked to user accounts. Specifically, the User Management Unit 202 performs tasks such as (1) assigning unique user accounts to registered users and (2) storing and managing personal information for each user account.

[0125] The friend settings unit 204 sets and registers the user's friends.

[0126] The game management unit 210 performs various controls to allow the game device 1200 to play a given video game. Specifically, the game management unit 210 includes a ghost data registration unit 211, a sheet information assignment unit 212, a mission selection unit 214, a game execution control unit 218, a mission sub-attribute setting unit 220, a marking unit 222, a bonus assignment unit 226, a sharing processing unit 228, and a service bonus assignment unit 230.

[0127] The ghost data registration unit 211 generates and manages ghost data 660 in relation to the execution of the game in time attack mode (see Figure 2).

[0128] The sheet information assignment unit 212 assigns array sheet information to the user, where a given element attribute 14 is set for each array element 12. The sheet information assignment unit 212 assigns array sheet information with the same initial state to each user.

[0129] The mission selection unit 214 prepares multiple mission candidates and selects a mission from among these candidates based on the user's selection operation.

[0130] The mission selection unit 214 includes a mission candidate presentation unit 216. When selecting a mission, the mission candidate presentation unit 216 presents the user with the mission attribute associated with the mission candidate, or selection advice information 46 which is a hint related to the mission attribute, along with the mission candidate.

[0131] Furthermore, the mission candidate presentation unit 216 changes whether or not to present the selection advice information 46 for the mission candidate based on the difficulty level set for that mission candidate. Furthermore, when the mission candidate presentation unit 216 presents a friend user's selected mission to the user as a selectable mission candidate, if the friend user's game results do not meet the clear conditions for the selected mission, it presents selection advice information related to the array element to which markings are planned to be added, along with the mission candidate (see Figure 8).

[0132] The game execution control unit 218 controls the execution of the game, including the selected mission.

[0133] The mission sub-attribute setting unit 220 sets the first type mission sub-attribute for the selected mission if the first type mission sub-attribute is not set for the selected mission, before determining whether the array element satisfies the attribute compatibility conditions.

[0134] The marking unit 222, when the game result satisfies the clearing conditions of the selected mission, marks the array elements of the array sheet information provided to the user that have element attributes set to satisfy a given attribute matching condition based on the mission attributes associated with the selected mission, in a way that allows for identification.

[0135] Furthermore, the marking section 222 has a marking addition section 224. The marking addition unit 224 adds an array element to be marked when the user's game result meets the clear conditions of the selected mission, provided that the user's selected mission and the friend user's selected mission are the same.

[0136] The reward granting unit 226 grants a given reward to the user if the arrangement of the marked array elements 12 in the array sheet information provided to the user satisfies predetermined formation conditions.

[0137] The sharing processing unit 228 receives sharing requests from users, designates users who have received sharing requests as sharing users, and performs a sharing process that OR-combines the marking status of the array sheet information of each sharing user and applies it to the array sheet information of each sharing user. Specifically, it accepts sharing requests only from the terminal device 1300, which is an independent device. Furthermore, each time the sharing processing is performed, the sharing processing unit 228 designates users who have received new sharing requests as new sharing users and performs a new sharing process.

[0138] The service reward granting unit 230 grants the user a given service reward corresponding to the number of times the marking was missed when the game result satisfies the clear conditions of the selected mission but there are no new marked elements in the sequence.

[0139] The timing unit 280s uses the system clock to perform various timing operations, such as determining the current date and time and the time limit.

[0140] The sound generation unit 290s is implemented by executing ICs and software that generate and decode audio data, generating or decoding audio data such as operation sounds, sound effects, background music, and voice calls related to the system management of the server system 1100 and the execution of games. Audio signals related to system management are then output to the sound output unit 390s.

[0141] The sound output unit 390s emits an audio signal. This includes speakers (not shown) provided on the touch panel of the server system 1100.

[0142] The image generation unit 292s generates images to be displayed on the image display unit 392s and outputs the image signal. This includes some of the functions of generating various screens related to the system management of the server system 1100 and the execution of games (or data for displaying them on the game device 1200 and terminal device 1300).

[0143] The image display unit 392s is implemented using a device that displays images, such as a flat panel display, a head-mounted display, or a projector. The touch panel provided in the server system 1100 is an example of this.

[0144] The communication control unit 294s performs data processing related to data communication and enables data exchange with external devices via the communication unit 394s.

[0145] The communication unit 394s connects to the network 9 to enable communication. This is achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In the example in Figure 1, the communication device 1153 is the relevant component.

[0146] The server memory unit 500s stores programs and various data necessary to enable the server processing unit 200s to comprehensively control the server system 1100. It is also used as a workspace for the server processing unit 200s, temporarily storing calculation results and other data executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, or online storage. In the example in Figure 1, this corresponds to storage media such as IC memory 1152 and hard disks.

[0147] Figure 13 shows an example of programs and data stored by the server storage unit 500s. In this embodiment, the server storage unit 500s stores the server program 501, game initial setup data 510, array sheet initial setup data 512, attribute matching condition definition data 514, formation condition definition data 516, mission specification setting standard data 520, formation completion bonus definition data 560, service bonus definition data 570, user management data 600, ghost data 660, play data 700, and current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0148] The server program 501 is a program that, when read and executed by the server processing unit 200s, enables the functions of the user management unit 202, the friend setting unit 204, and the game management unit 210.

[0149] The game initial settings data 510 stores various initial settings data related to the game. For example, it stores data for objects used to form a course in a virtual 3D space, model data for each type of race car, initial values ​​for ability parameters, and setting data for the effects of each type of item. The content of the data stored should be set appropriately according to the content of the game.

[0150] Sequence sheet initialization data 512 is prepared for each type of sequence sheet 10. Each sequence sheet initialization data 512 includes the application period, which is the period during which the sequence sheet 10 is assigned to and available to user 2, a unique sequence sheet ID, and sequence sheet information that defines the contents of the sequence sheet 10. Of course, other information can also be included as appropriate.

[0151] The attribute compatibility condition definition data 514 is prepared for each combination of the type of element attribute 14 of the array element 12 that is considered compatible and the type of mission attribute.

[0152] The formation condition definition data 516 is prepared for each type of formation that can be formed with the array elements 12 (activated array elements 12) that have been marked 18, and stores a unique formation type and determination data for determining whether that type of formation is formed. The determination data may be, for example, data that defines the relative positional relationship of the array elements 12 that have been marked 18.

[0153] Mission specification setting reference data 520 is reference data for creating a candidate mission and setting its specifications (see Figure 5).

[0154] The formation achievement reward definition data 560 is prepared for each reward granted to user 2 when the formation defined by the formation condition definition data 516 is achieved with the array element 12 (activated array element 12) that has been marked 18. One formation achievement reward definition data 560 stores, for example, the formation type and the reward content data to be granted.

[0155] The service benefit definition data 570 is prepared for each type of benefit granted to user 2 according to the status of unmarked items. Each service benefit definition data 570 stores the number of unmarked items and the benefit content data.

[0156] Figure 14 shows an example of the configuration of user management data 600. User management data 600 is created for each user 2 who has gone through the user registration procedure, and stores various data associated with that user. One user management data 600 includes, for example, as shown in Figure 14, a unique user account 601, a user level 603 indicating the player's skill level which is automatically set according to their play performance, a friend list 605, assigned array sheet information 610, mission play history data 630, the number of unmarked items stored 640, and a shared user list 642. Of course, other information can also be included as appropriate.

[0157] The assigned array sheet information 610 is created each time user 2 is assigned an array sheet 10, and stores various data describing the latest state of the array sheet 10. One assigned array sheet information 610 includes an assignment date and time 611, an array sheet ID 613, a usage termination flag 615 indicating that the usage limit for the array sheet has been reached, and array element data 620.

[0158] Array element data 620 is prepared for each array element 12 that constitutes the array sheet 10, and stores various data describing the latest state of the array element 12. When the array sheet 10 is assigned, the corresponding array sheet initial setup data 512 is copied to the array element data 620. One array element data 620 includes a unique array element ID 621, array position coordinates 622, element attribute setting data 623, and a marked flag 624. Of course, other information can also be included as appropriate. In a configuration where multiple element attributes 14 are set for one array element 12, element attribute setting data 623 is prepared for each attribute.

[0159] The marked flag 624 has an initial value of "0 (no marking; not activated)" and changes to "1 (marked; activated)" when marking 18 is assigned.

[0160] Mission Play History Data 630 is created each time the user plays a mission in Challenge Mode, and stores various data indicating that play history. One mission play history data 630 includes the play date and time 631, the used array sheet ID 633, a copy of the mission setting data 635, and the mission play result 637.

[0161] The mission setting data copy 635 is a copy of the mission setting data 711 (see Figure 15) of the mission candidate selected as the selected mission, and is copied from the play data 700 (described later) after the mission is completed.

[0162] Mission Play Results 637 stores various data indicating the play performance for that mission. For example, it includes information on whether or not the clear conditions were met.

[0163] Figure 15 shows an example of the data structure of play data 700. Play data 700 is created for each game play session, stores various data related to that game play, and is deleted after the session is over. One play data 700 includes a unique play ID 701, a player account 703 indicating user 2, time attack mode control data 705, and challenge mode control data 710. Of course, other information may also be included as appropriate.

[0164] Challenge Mode control data 710 is created when user 2, the player, selects Challenge Mode. Challenge Mode control data 710 includes mission setting data 711 for each mission candidate, selected mission ID 730, and mission play performance data 732.

[0165] Mission setting data 711 includes a unique mission ID 713, an origin ghost ID 715 indicating the ghost data 660 that was the origin of the mission, and specification setting data 720.

[0166] The specifications setting data 720 includes the mission attribute setting data 721, the disclosure setting data 723, the clear conditions 725, and the difficulty level 727.

[0167] The mission attribute setting data 721 includes the setting data for the first mission sub-attribute and the second mission sub-attribute. If multiple mission attributes are added to the mission, multiple mission attribute setting data 721 files will be prepared.

[0168] Disclosure setting data 723 indicates to user 2 whether to "disclose / not disclose" the mission attribute setting data 721 as selection advice information 46. Specifically, it stores data for "disclose / not disclose" for the first mission sub-attribute and "disclose / not disclose" for the second mission sub-attribute.

[0169] Figure 16 is a functional block diagram showing an example of the functional configuration of the game device 1200. The game device 1200 includes an operation input unit 100, a card reading unit 110, a terminal processing unit 200, an audio output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0170] The operation input unit 100 outputs operation input signals to the terminal processing unit 200 in response to various operation inputs made by the player. For example, this can be implemented using a push switch, joystick, touchpad, trackball, accelerometer, gyroscope, CCD module, etc. In the example in Figure 1, the operation input device 1202 corresponds to this.

[0171] The card reader 110 is a device that reads and writes information stored in a card-type medium containing an information storage medium, using a contactless method. In the example shown in Figure 1, the IC card reader / writer 1208 corresponds to this.

[0172] The terminal processing unit 200 is implemented by, for example, a microprocessor such as a CPU or GPU, and electronic components such as IC memory, and controls data input and output with each functional unit, including the operation input unit 100 and the terminal storage unit 500. It then controls the operation of the game device 1200 by executing various calculation processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100. In the example in Figure 1, the control board 1250 corresponds to this.

[0173] The terminal processing unit 200 includes a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.

[0174] The client control unit 260 performs control as a client in a client-server system. The client control unit 260 includes an operation input information providing unit 261 and a display control unit 262.

[0175] The operation input information provision unit 261 generates operation input information in response to the operation input signal received from the operation input unit 100 and controls its transmission to the server system 1100.

[0176] The display control unit 262 performs various controls on the game device 1200 to display the game screen and the like, based on various data received from the server system 1100.

[0177] The timing unit 280 uses the system clock to determine the current date and time, the time limit, and other time information.

[0178] The sound generation unit 290 is implemented by, for example, a digital signal processor (DSP), a processor such as a speech synthesis IC, and an audio codec capable of playing audio files. It generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.

[0179] The sound output unit 390 is implemented by a device that outputs sound (emits sound) based on the sound signal input from the sound generation unit 290. In the example in Figure 1, this corresponds to the speaker 1210.

[0180] The image generation unit 292 generates various images (for example, images of gameplay screens, etc.) based on the control of the client control unit 260. It then outputs image signals to the image display unit 392 to display these images. In the example in Figure 1, this corresponds to the GPU (Graphics Processing Unit) and graphics controller mounted on the control board 1250.

[0181] The image display unit 392 is implemented using a device that displays images, such as a flat panel display, a head-mounted display, or a projector. In the example in Figure 1, the touch panel 1206 corresponds to this.

[0182] The communication control unit 294 performs data processing related to data communication and enables data exchange with external devices via the communication unit 394.

[0183] The communication unit 394 connects to the network 9 to enable communication. This is achieved, for example, by a wireless communication device, modem, TA (terminal adapter), jacks and control circuits for wired communication cables, etc. In the example in Figure 1, the communication module 1253 corresponds to this.

[0184] The terminal memory unit 500 stores programs and various data necessary for the terminal processing unit 200 to implement a given function. It also serves as a workspace for the terminal processing unit 200, temporarily storing calculation results performed by the terminal processing unit 200 according to various programs, as well as input data received from the operation input unit 100. These functions are implemented using, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, or optical disks such as CD-ROMs or DVDs. In the example shown in Figure 1, this corresponds to the IC memory 1252 mounted on the control board 1250. Configurations utilizing online storage are also possible.

[0185] The terminal storage unit 500 stores the client program 502 (application program) for enabling the terminal processing unit 200 to function as the client control unit 260, and the current date and time 900. Of course, other data can also be stored as appropriate. For example, if the client control unit 260 is to take on some of the functions of the game management unit 210 (see Figure 12), various initial setting data and definition data (see Figure 13) may be downloaded from the server system 1100 and stored as needed.

[0186] The functional configuration of the terminal device 1300 is basically the same as that of the game device 1200. However, in addition to the configuration shown in Figure 16, the terminal device 1300 has a card issuing unit for issuing new IC cards 6 (in the example in Figure 1, this corresponds to the IC card issuing machine 1320).

[0187] Next, we will explain how the game system 1000 works. Figure 17 is a flowchart illustrating the processing flow performed by the server system 1100. This processing flow is achieved when the server system 1100 executes the server program 501.

[0188] User 2, who wants to play a game on the game device 1200, holds the IC card 6 over the IC card reader / writer 1208 to allow the game device 1200 to read the user account. Once the game device 1200 has read the user account, it accesses the server system 1100 and sends a play request along with the read user account.

[0189] When the server system 1100 receives a play request, it performs user authentication (step S10), displays a game mode selection screen on the game device 1200, and accepts input for selecting a game mode (step S12).

[0190] If Time Attack mode is selected during the game mode selection (Time Attack in step S14), the server system 1100 executes game progress control for Time Attack mode (step S20) and saves ghost data 660 (step S22). Then, it updates the user level 603 of player user 2 (step S24).

[0191] If Challenge Mode is selected during the game mode selection (Challenge in step S14), the server system 1100 executes Challenge Mode processing (step S28).

[0192] Figures 18 and 19 are flowcharts illustrating the flow of the challenge mode processing. In the challenge mode processing, the server system 1100 first checks the player's user management data 600 (see Figure 14) to confirm available assigned sequence sheet information 610. If there is no assigned sequence sheet information 610 with an assignment date and time 611 for the current day and a deactivation flag 615 of "0" (NO in step S50), a new sequence sheet 10 is assigned to the user (step S52). The new assigned sequence sheet information 610 is added to the user's user management data 600.

[0193] Next, the server system 1100 displays the status confirmation screen W3 (see Figure 3) on the game device 1200 (step S54) and executes the mission setting process (step S56).

[0194] Figure 20 is a flowchart illustrating the processing flow in the mission setting process. In the mission setting process, the server system 1100 selects multiple origin data for mission candidates from the ghost data 660 according to difficulty level (step S70). For example, based on the ghost user level 664 (see Figure 2), several groups corresponding to difficulty levels are created, and one or more ghost data 660 are selected from each group as origin data.

[0195] Next, the server system 1100 executes Loop A for each selected origin data to create mission candidates from the origin data to be processed by Loop A (steps S80 to S86).

[0196] In Loop A, the server system 1100 searches for standard data that satisfies the application requirements 530 from the mission specification setting standard data 520 (see Figure 5) (step S82). At that time, it appropriately refers to the user level 603, shared user list 642, and friend list 605 (see Figure 14) of the player user 2. If necessary, it refers to the mission play history data 630 from the user management data 600 of the user account stored in the friend list 605 or shared user list 642.

[0197] Then, if there are multiple searched mission specification setting reference data 520, one is selected, and according to the specification content data 540, the mission specifications to be created from the source data to be processed are determined, and mission setting data 711 is created in the play data 700 (step S84).

[0198] Once Loop A has been executed for all selected origin data, the process returns to Figure 18, where the server system 1100 then displays the selection screen W4 (see Figure 4) on the game device 1200, presents mission candidates to the player, user 2, and accepts input for selecting a mission (step S100).

[0199] Next, the server system 1100 sets the mission ID 713 of the mission candidates selected on the selection screen W4 as the selected mission ID 730 (see Figure 15), reads the ghost data 660 of the selected mission (step S102), and runs the challenge mode game with this as a virtual challenge opponent (step S104). In other words, it allows user 2 to play the game which includes the selected mission.

[0200] Once the selected mission is finished, the server system 1100 determines whether the mission's completion condition 725 has been met. If the clear condition 725 is met (YES in step S106), the server system 1100 refers to the mission attribute setting data 721 of the selected mission, and if the first mission sub-attribute is "not set" (YES in step S108), it sets it (step S110). Note that steps S106 and S108 may be configured to be executed before step S50.

[0201] For example, the system may refer to the assigned array sheet information 610 of player user 2, read the first sub-attributes of the unmarked array elements 12, and randomly select and set an attribute to be the first mission sub-attribute from among them. Of course, it is also possible to randomly select and set an attribute to be the first mission sub-attribute from all possible options for the first sub-attribute without reading the first sub-attributes of the unmarked array elements 12. The same applies if the sub-attribute for the second mission is "Not set".

[0202] Next, the server system 1100 performs marking processing on the array sheet 10 (step S112). Specifically, it compares the mission attributes indicated by the mission attribute setting data 721 (see Figure 15) of the mission setting data 711 of the selected mission with the element attributes 14 of each array element 12 indicated by the element attribute setting data 623 of the array element data 620 of the available assigned array sheet information 610 for the player, user 2, and searches for array elements 12 that satisfy the attribute compatibility conditions indicated by the attribute compatibility condition definition data 514. Then, it applies a marking 18 to the array element 12. In other words, it activates the array element 12. If multiple array elements 12 that satisfy the attribute compatibility conditions are found, one of them is randomly selected and targeted for marking.

[0203] If no marking errors occur (NO in step S120), the server system 1100 displays the result of the marking process on the game device 1200 (step S122). For example, it would be good to display the same information as on the status confirmation screen W3, and then add a new marking 18 to it.

[0204] Next, the server system 1100 determines whether a predetermined formation has been established in the marked array sheet 10 after the marking process (step S124), and displays the determination result on the game device 1200 (step S126; Figure 19).

[0205] Then, if a new formation is established (YES in step S128), the server system 1100 grants the formation establishment bonus to user 2 according to the formation establishment bonus definition data 560 (see Figure 13), and displays a notification on the game device 1200 informing the user of the granting of the formation establishment bonus (step S130).

[0206] On the other hand, if a marking error occurs as a result of the marking process (YES in step S120; Figure 18), the number of unmarked items stored, 640 (see Figure 14), is increased by "1" (step S140). If the increased number of unmarked items, 640, matches the conditions indicated in the service benefit definition data 570, the service benefit defined in the definition data is granted to user 2, and a notification display informing the user of the granting of the service benefit is shown on the game device 1200 (step S142).

[0207] Incidentally, if the result of gameplay including the selected mission does not satisfy the clear condition 725 of the selected mission (No. in step S106; Figure 18), steps S108 to S142 will not be executed. However, steps similar to steps S108 and S110 may still be executed.

[0208] Next, the server system 1100 creates new mission play history data 630 (see Figure 14) in the user management data 600 of player user 2 (step S150).

[0209] Furthermore, the server system 1100 determines whether the array sheet 10 of player user 2 satisfies predetermined deactivation conditions. The deactivation conditions can be set as appropriate depending on the configuration of the array sheet 10, but for example, they may be "three or more formations have been established". If the deactivation conditions are met (YES in step S152), the deactivation flag 615 (see Figure 14) of the array sheet 10 being used by player user 2 is changed to "1" (step S154). The array sheet 10, which has been deactivated, will become unusable.

[0210] Figure 21 is a flowchart illustrating the flow of the sharing process performed by the server system 1100. This process is executed when a predetermined sharing start operation is input to the terminal device 1300.

[0211] In the sharing process, the server system 1100 starts accepting sharing requests from the terminal device 1300 (step S170). Users 2 who wish to share sequentially hold their respective IC cards 6 over the IC card reader / writer 1308 within a predetermined time to have their user accounts read.

[0212] The server system 1100 sets the user of the entered account in the mutually shared user list 642 (see Figure 14) (step S172). Each time a sharing process is executed, the shared user list 642 will show the users who have made a new sharing request as new shared users.

[0213] Next, the server system 1100 OR-combines the marking states of the shared users' array sheets 10 and applies them to each shared user's array sheet 10 (step S174). As a result, the assigned array sheet information 610 for the shared users is updated to the state after sharing.

[0214] Next, the server system 1100 displays the marking status of the shared array sheet 10 on the terminal device 1300 (step S176), and then terminates the sharing process.

[0215] In summary, this embodiment provides a technology for realizing a video game with a novel and engaging bingo-like element.

[0216] In other words, when user 2, the player, plays a game of a selected mission chosen from multiple mission candidates, and user 2 clears it, the array elements 12 of the user's array sheet 10 are marked in an identifiable way based on the mission attributes associated with the selected mission. Then, when the arrangement of the marked array elements 12 forms a predetermined formation, user 2 is granted a reward.

[0217] Furthermore, according to this embodiment, when user 2 selects a mission, mission attributes associated with the mission candidates or hints related to those mission attributes are presented as selection advice information 46. Therefore, user 2 can consider, based on the marking status of their arrangement sheet 10, which mission to select to more efficiently complete the formation, using the selection advice information 46, thus creating room to tackle the bingo-like element. This is not present in conventional bingo games, nor in conventional video games with bingo-like elements. Therefore, a new bingo-like element that actively aims for bingo can be added to the game, increasing its appeal.

[0218] [Second Embodiment] Next, a second embodiment to which the present invention is applied will be described. In the following, the differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be given the same reference numerals and their descriptions will be omitted. However, uppercase letters will be attached to the reference numerals of the same components to distinguish the differences in the embodiments.

[0219] Figure 22 shows an example configuration of the game system 1000B in this embodiment. The game system 1000B includes a server system 1100B and a user terminal 1500. The user terminal 1500 corresponds to the terminals (game device 1200, terminal device 1300) in the first embodiment.

[0220] Furthermore, while the user terminal 1500 is a device commonly known as a smartphone, it may also be any computer system, such as a smartwatch, smart glasses, or other wearable computer, or a portable game console, home game console, tablet computer, or personal computer. In cases where multiple electronic devices, such as a smartphone and a smartwatch connected to the smartphone, are connected in a communicative manner to perform a single function, these multiple electronic devices can be considered as a single user terminal 1500.

[0221] The user terminal 1500 includes a directional input key 1502, a touch panel 1506, a speaker 1510, and a control board 1550.

[0222] The control board 1550 is equipped with (1) various microprocessors such as a CPU 1551, GPU, and DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to network 9, and (4) an interface circuit 1557. The interface circuit 1557 includes (1) a circuit for receiving signals from the directional input keys 1502, (2) a driver circuit for the touch panel 1506, and (3) an output amplifier circuit for outputting audio signals to the speaker 1510.

[0223] These elements mounted on the control board 1550 are electrically connected via bus circuits and the like, enabling data reading and writing, and signal transmission and reception. Part or all of the control board 1550 may be composed of ASICs, FPGAs, or SoCs. The control board 1550 stores application programs and various data in the IC memory 1552.

[0224] Since the user terminal 1500 does not have an IC card reader / writer, in this embodiment, the IC card 6 is not used, and user 2 enters their user account via text input on the touch panel 1506 when necessary. Of course, this is not the case if the user terminal 1500 can be equipped with an IC card reader / writer.

[0225] Note that while Figure 22 depicts four user terminals 1500, in actual system operation, there may be fewer than four or five or more user terminals 1500.

[0226] Figure 23 shows an example of the functional configuration of server system 1100B. Server system 1100B has a server processing unit 200s which includes a user management unit 202, a friend registration unit 204, and a sharing processing unit 228B. Compared to server system 1100 of the first embodiment, the game management unit 210 is omitted.

[0227] The server storage unit 500s of the server system 1100B stores the server program 501B, the game program 503 for distribution, user management data 600, and ghost data 660. Similar to the first embodiment, the game initial setup data 510, array sheet initial setup data 512, attribute matching condition definition data 514, formation condition definition data 516, mission specification setting standard data 520, formation establishment reward definition data 560, and service reward definition data 570 may be stored for distribution to the user terminal 1500 (see Figure 13).

[0228] The game program 503 for distribution is the original game program to be distributed to the user terminal 1500.

[0229] Figure 24 shows an example of the functional configuration of user terminal 1500. In the example shown in Figure 22, the terminal processing unit 200 of the user terminal 1500 corresponds to the control board 1550. The terminal processing unit 200 of the user terminal 1500 also includes a game management unit 210B.

[0230] The game management unit 210B is basically the same as the game management unit 210 of the first embodiment, but instead of the sharing processing unit 228, it has a sharing application processing unit 232 that performs control related to sharing requests.

[0231] Figure 25 shows an example of programs and data stored in the terminal storage unit 500 of the user terminal 1500. The terminal storage unit 500 of the user terminal 1500 stores the game program 504, game initial setup data 510, array sheet initial setup data 512, attribute compatibility condition definition data 514, formation condition definition data 516, mission specification setting standard data 520, formation completion bonus definition data 560, service bonus definition data 570, play data 700, and current date and time 900. The originals of the game program 504 to the service bonus definition data 570 are stored in the server system 1100B and are downloaded separately from the server system 1100B.

[0232] The processing flow described in the flowcharts from Figures 17 to 19 is basically the same as that of the game system 1000 in the first embodiment. However, the game management unit 210 in the first embodiment is omitted from the server system 1100B, and in this embodiment the user terminal 1500 has the game management unit 210B, so the entity executing each process in the flowcharts from Figures 17 to 19 should be read as the user terminal 1500. However, if it is necessary to refer to user management data 600 or ghost data 660 depending on the content of the process, the user terminal 1500 will request data provision from the server system 1100B, and the server system 1100B will respond to this request.

[0233] Figure 26 is a flowchart illustrating the flow of the sharing request process performed by the user terminal 1500. Figure 27 is a flowchart illustrating the flow of the sharing acceptance process performed by the server system 1100B, and is paired with Figure 26.

[0234] As shown in Figure 26, assuming there are two users (2a, 2b, 2c) who wish to share, their representative (user 2b) inputs a predetermined preparation operation on their user terminal 1500b. When user terminal 1500b detects the input of the preparation operation (YES in step S200), it accepts input of a local password (a password decided on the spot among the users who wish to share and known only to the two users 2) and the number of applicants (step S202), and sends the local password and the number of applicants along with a predetermined preparation request to the server system 1100B (step S204).

[0235] As shown in Figure 27, when the server system 1100B receives a preparation request (YES in step S210), it generates a one-time password and registers the one-time password, the received local password, and the number of applicants as shared application information (step S212). Then, the server system 1100B sends the one-time password back to the user terminal 1500, which was the source of the preparation request (step S214).

[0236] Furthermore, the server system 1100B will sequentially delete shared application information for which the one-time password has expired (step S216).

[0237] Returning to Figure 26, when user terminal 1500 (user terminal 1500b of the representative of user 2 who wishes to share) receives a one-time password from server system 1100B (YES in step S220), it displays it on touch panel 1506 (step S222). The representative notifies the other users 2 (2a, 2c) who wish to share by showing this display or by emailing the displayed content.

[0238] Users 2 (2a, 2b, 2c) who wish to share the data enter the prescribed sharing request start operation on their respective user terminals 1500. When the user terminal 1500 detects a sharing request initiation operation (YES in step S230), it accepts input for the user account, local password, and one-time password (step S232). The user terminal 1500 then sends the entered user account, local password, and one-time password to the server system 1100B along with the predetermined sharing request (step S234).

[0239] Moving to Figure 27, when the server system 1100B sends a sharing request (YES in step S240), it searches for sharing application information in which the local password and one-time password match.

[0240] If no matching sharing request information exists (NO in step S242), the server system 1100B sends an invalidation notice to the source of the sharing request (step S244).

[0241] If there is any relevant sharing request information (YES in step S242), the server system 1100B adds the user account received with the sharing request to the sharing request information as the account of the requesting user (step S246).

[0242] When the number of request user accounts included in the sharing application information reaches the number of applicants (YES in step S248), the server system 1100B validates the sharing application information, sets the request user accounts in their respective sharing user lists 642 (see Figure 14) (step S250), and performs an OR join on the marking status of the sharing user array sheet 10 shown in the sharing user list 642. Then, it sends the result of the validation process back to the request user's user terminal 1500 (step S254).

[0243] Returning to Figure 26, when the user terminal 1500 receives an invalidation notification from the server system 1100B (YES in step S260), it displays a message indicating that the sharing request failed (step S262).

[0244] When the user terminal 1500 receives the results of the sharing process from the server system 1100B (YES in step S264), it displays the marking status of the shared sequence sheet 10 (step S266).

[0245] According to this embodiment, the same effects as in the first embodiment can be obtained.

[0246] [Variation] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and components can be added, omitted, or modified as appropriate.

[0247] (Variation 1) For example, the first or second embodiment may include the steps of determining whether a formation has been established based on the marking status of the shared arrangement sheet 10 after sharing, and granting a formation establishment bonus based on the result of the establishment determination.

[0248] (Variation 2) Furthermore, for example, it is possible to keep the hardware configuration of the first embodiment the same and change the functional configuration to that of the second embodiment. In other words, it is also possible to implement the game management unit 210 of the first embodiment in the game device 1200.

[0249] (Variation 3) Furthermore, while the above embodiment uses ghost data 660 as the origin of the mission, it is not limited to this. It is also possible to prepare multiple types of NPCs (non-player characters) with different skill levels, as in a well-known racing game, and use them as substitutes for ghost data 660. Of course, it is also possible to combine both.

[0250] Furthermore, data may be prepared in advance that associates NPCs with the mission attributes of missions created originating from those NPCs, and this data may be used instead of the basic mission attributes 541 of the specification data 540.

[0251] (Modification #4) Furthermore, the functions performed by the IC card 6 may be realized by an application on a user terminal such as a smartphone. For example, based on the first embodiment, user 2 possesses an information terminal device capable of executing application programs, similar to the user terminal 1500 in the second embodiment. When an alternative application program that replaces the IC card 6, which is pre-installed for use of the game system 1000, is executed on the information terminal device, the following functions may be realized: (1) a function in which the user inputs and saves the same information that would be stored on the IC card 6 into the information terminal device, and (2) a function in which the information terminal device transmits the information it has stored to the commercial game machine 1200 or terminal 1300, instead of holding the IC card 6 over the IC card reader / writer 1208. [Explanation of Symbols]

[0252] 2…User 10… Array Sheet 12...Array elements 14…Element attribute 18…Marking 30…Reservoir gauge 40…Mission candidate icon 44…Clear condition display 46…Selection advice information 200s…Server processing unit 204…Friend setting unit 210…Game management unit 211…Ghost data registration unit 212…Sheet information adding unit 214…Mission selection unit 216…Mission candidate presentation unit 218…Game execution control unit 220…Mission sub-attribute setting unit 222…Marking unit 224…Marking addition unit 226…Bonus awarding unit 228…Sharing processing unit 230…Service bonus awarding unit 500s…Server storage unit 501…Server program 510…Game initial setting data 512…Array sheet initial setting data 514…Attribute compliance condition definition data 516…Formation condition definition data 520…Mission specifications setting standard data 530…Application requirements 540…Specifications content data 541…Basic mission attribute 542…Additional mission attribute 544…Disclosure setting 546…Clear condition content 560…Formation achievement bonus definition data 570…Service bonus definition data 600…User management data 605…Friend list 610…Issued array sheet information 620…Array element data 622... Array position coordinates 623... Element attribute setting data 624...Marked flag 630... Mission Play History Data 642... Shared User List 660...Ghost Data 700... Play data 711...Mission setting data 720...Specifications setting data 721... Mission attribute setting data 725... Clear conditions 727...Difficulty 730...Selected Mission ID 732... Mission Play Performance Data 1000...Game System 1100…Server System 1200... Game device 1300... Terminal device 1500... User terminal W3...Status confirmation screen W4...Selection screen

Claims

1. A sheet information assignment means that assigns array sheet information to the user, in which given element attributes are set for each array element, A mission selection means that selects a mission from among multiple mission candidates based on the user's selection operation, Game execution control means for controlling the execution of a game including the aforementioned selected missions, A marking means for identifying array elements among the array sheet information assigned to the user that have element attributes set to satisfy a given attribute matching condition based on the mission attribute associated with the selected mission, when the result of the game satisfies the clearing conditions of the selected mission, A reward granting means that grants a given reward to the user when the arrangement of the marked array elements in the array sheet information provided to the user satisfies predetermined formation conditions, Equipped with, The aforementioned mission selection means is A mission candidate presentation means that, when selecting a mission, presents to the user, together with the mission candidate, mission attributes associated with the mission candidate or selection advice information which is a hint related to said mission attributes, Having, Computer system.

2. The aforementioned element attributes include first-type sub-attributes and second-type sub-attributes. The mission attribute includes a first type mission sub-attribute corresponding to the first type sub-attribute and a second type mission sub-attribute corresponding to the second type sub-attribute, The mission candidate presentation means presents the selection advice information relating to the first type mission sub-attribute or the second type mission sub-attribute. The computer system according to claim 1.

3. The aforementioned mission candidates have at least the second type of mission sub-attributes pre-set, If the selected mission does not have the first type mission sub-attribute set, the mission sub-attribute setting means sets the first type mission sub-attribute to the selected mission before the marking means determines which array element satisfies the attribute matching condition. The computer system according to claim 1 or 2, further comprising:

4. The mission sub-attribute setting means sets the first type mission sub-attribute for the selected mission based on the element attributes of the array elements of the array sheet information assigned to the user that have not been marked. The computer system according to claim 3.

5. Each of the aforementioned mission candidates has a difficulty level assigned to it related to the conditions for completing that mission candidate. The mission candidate presentation means changes whether or not to present the selection advice information for the mission candidate based on the difficulty level set for the mission candidate. The computer system according to any one of claims 1 to 4.

6. The aforementioned mission candidates include mission candidates that have the same mission attributes but different clear conditions. The computer system according to any one of claims 1 to 5.

7. A sharing processing means that receives a sharing request operation by the user, designates the users who have received the sharing request as sharing users, and performs a sharing process that OR combines the marking status of the array sheet information of each sharing user and applies it to the array sheet information of each sharing user. A computer system according to any one of claims 1 to 6, further comprising:

8. The sheet information assignment means assigns the same array sheet information to each user, with the same initial state. The computer system according to claim 7.

9. An independent device that accepts the operation of the aforementioned sharing request, The computer system according to claim 7 or 8, further comprising:

10. Each time the sharing process is executed, the sharing processing means executes a new sharing process on users who have received a new sharing request, treating them as new sharing users. The computer system according to any one of claims 7 to 9.

11. Friend setting means for setting the user's friends, Furthermore, The marking means is If the selected mission of the user and the selected mission of the friend user are the same, and the result of the game played by the friend user does not satisfy the clear conditions of the selected mission, then a marking addition means adds a marking array element when the result of the game played by the user satisfies the clear conditions. Having, A computer system according to any one of claims 1 to 10.

12. When the mission candidate presentation means presents the selected mission of the friend user to the user as a mission candidate that the user can select, if the results of the game played by the friend user do not meet the clear conditions for the selected mission, it presents the selection advice information relating to the array element to which the marking addition means is scheduled to add a mark, along with the mission candidate. The computer system according to claim 11.

13. A service benefit granting means that grants a given service benefit to the user when the result of the game satisfies the clearing conditions of the selected mission, but there are no array elements to be newly marked by the marking means, resulting in a marking failure. A computer system according to any one of claims 1 to 12, further comprising:

14. The service benefit granting means determines the service benefit according to the number of times the marking is removed. The computer system according to claim 13.

15. Computer systems, A sheet information assignment means that assigns array sheet information to the user, where given element attributes are set for each array element. A mission selection means that selects a mission from among multiple mission candidates based on the user's selection operation. Game execution control means for controlling the execution of a game including the aforementioned selected missions, A marking means that, when the result of the game satisfies the clearing conditions of the selected mission, marks an array element among the array sheet information assigned to the user that has an element attribute set that satisfies a given attribute matching condition based on the mission attribute associated with the selected mission, so as to be identifiable. A reward granting means that grants a given reward to the user when the arrangement of the marked array elements in the array sheet information provided to the user satisfies predetermined formation conditions. It is a program designed to function as such. The aforementioned mission selection means is A mission candidate presentation means that, when selecting a mission, presents to the user, together with the mission candidate, mission attributes associated with the mission candidate or selection advice information which is a hint related to said mission attributes, Having, program.

16. The computer system A sheet information assignment step that provides the user with array sheet information in which given element attributes are set for each array element, A mission selection step that selects a mission from multiple mission candidates based on the user's selection operation, A game execution control step that controls the execution of a game including the selected mission, If the result of the game satisfies the clearing conditions of the selected mission, a marking step is performed to identify and mark array elements from the array sheet information assigned to the user that have element attributes set to satisfy a given attribute matching condition based on the mission attribute associated with the selected mission. A benefit granting step in which, in the arrangement sheet information provided to the user, if the arrangement of the marked arrangement elements satisfies predetermined formation conditions, a given benefit is granted to the user; A control method that performs the following: The aforementioned mission selection step is, A mission candidate presentation step in which, when selecting a mission, the user is presented with mission attributes associated with the mission candidate or selection advice information, which is a hint related to said mission attribute, along with the mission candidate. including, Control method.