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

By skipping a portion of the game's features and selecting rewards instead, the information processing system addresses the issue of players wasting time and effort when choosing game rewards, thereby improving game completion efficiency.

CN114450073BActive Publication Date: 2026-02-13CYGAMES INC
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Patent Information

Application Number
CN202080067468.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-09-27
Filing Date
2020-08-31
Publication Date
2026-02-13
Estimated Expiration
2040-08-31

AI Technical Summary

Technical Problem

In information processing systems, players need to choose rewards when completing a game, which leads to a waste of time and energy.

Method used

An information processing program and system are provided that executes a game by skipping a portion of the game functions, selects rewards, displays optional game functions, selects games based on the player's endurance, and identifies executed and unexecuted games.

Benefits of technology

It saves players time and effort and improves game completion efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

An information processing program for causing a computer to function as: a game execution unit operable to execute a predetermined game based on an operation of a player; a skip game execution unit operable to execute the game with omission of at least a part of a function of the game; a reward assignment unit operable to assign a predetermined reward when the game is cleared; and a display control unit operable to display a plurality of games of which at least a part of the respective functions can be omitted, wherein the skip game execution unit executes the game selected from the displayed plurality of games.
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Description

TECHNICAL FIELD

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

[0002] As shown in Patent Literature 1, for example, an information processing system has conventionally been proposed that skips a game based on a predetermined operation of a player and the game is regarded as being cleared.

[0003] PRIOR ART DOCUMENTS

[0004] PATENT LITERATURE

[0005] Patent Literature 1: Japanese Patent Application Publication No. 2017-185268 SUMMARY

[0006] PROBLEMS TO BE SOLVED BY THE INVENTION

[0007] In an information processing system, there are cases where different rewards that can be assigned when a game is cleared are set for each game. In these cases, the player needs to select a game for which a desired reward can be assigned and execute the game. Therefore, there is a problem that time and effort are required until the player obtains the desired reward.

[0008] An object of the present application is to provide an information processing program, an information processing method, an information processing apparatus, and an information processing system that can save time and effort of a player.

[0009] SOLUTION TO PROBLEM

[0010] To solve the above problem, the present application provides an information processing program for causing a computer to function as: a game execution unit operable to execute a predetermined game based on an operation of a player; a skipped game execution unit operable to execute the game with omission of at least a part of a function of the game; a reward assignment unit operable to assign a predetermined reward when the game is cleared; and a display control unit operable to display a plurality of the games for which at least a part of the respective functions can be omitted, wherein the skipped game execution unit collectively executes a game selected from among the displayed plurality of the games.

[0011] The display control unit can display a plurality of the games for which at least a part of the respective functions can be omitted and from which a selected reward can be obtained.

[0012] Endurance required to execute the game can be set for the game, and the skipped game execution unit can collectively execute a game selected from among the displayed plurality of the games within a range of endurance possessed by the player.

[0013] In cases where a player's stamina is insufficient to play all selected games simultaneously, the display control unit can display the executed and unexecuted games in a recognizable manner.

[0014] To address the aforementioned problems, the present invention provides an information processing method comprising the following steps: executing a predetermined game based on a player's actions; executing the game while omitting at least a portion of the game's functions; assigning a predetermined reward when the game is completed; and displaying a plurality of the games, each with at least a portion of its functions that can be omitted, wherein, in the step of executing the game while omitting at least a portion of the game's functions, a game selected from the plurality of displayed games is executed simultaneously.

[0015] To address the aforementioned problems, the present invention provides an information processing apparatus, comprising: a game execution unit for executing a predetermined game based on player actions; a skip game execution unit for executing the game while omitting at least a portion of the game's functions; a reward assignment unit for assigning a predetermined reward when the game is completed; and a display control unit for displaying a plurality of the games, each with at least a portion of its functions that can be omitted, wherein the skip game execution unit executes a game selected from the displayed plurality of games simultaneously.

[0016] To address the aforementioned problems, the present invention provides an information processing system comprising: a game execution unit for executing a predetermined game based on player actions; a skip game execution unit for executing the game while omitting at least a portion of the game's functions; a reward assignment unit for assigning a predetermined reward when the game is completed; and a display control unit for displaying a plurality of the games, each with at least a portion of its functions that can be omitted, wherein the skip game execution unit executes a game selected from the displayed plurality of games simultaneously.

[0017] The effects of the invention

[0018] According to the present invention, players' time and effort can be saved. Attached Figure Description

[0019] Figure 1 It is an explanatory diagram that roughly shows the structure of an information processing system.

[0020] Figure 2A It is a diagram used to illustrate the hardware structure of a player's terminal. Figure 2B It is a diagram used to illustrate the hardware structure of a server.

[0021] Figure 3A This is an example image used to illustrate the homepage screen. Figure 3BFIG. 1 is a diagram for illustrating an example of an ally character confirmation screen. Figure 3C FIG. 2 is a diagram for illustrating an example of an ally character detail screen.

[0022] Figure 4A FIG. 3 is a diagram for illustrating an example of an acquisition method pop-up window. Figure 4B FIG. 4 is a diagram for illustrating an example of an acquisition location pop-up window. Figure 4C FIG. 5 is a diagram for illustrating an example of an ally character detail screen.

[0023] Figure 5A FIG. 6 is a diagram for illustrating an example of a task screen for a normal task. Figure 5B FIG. 7 is a diagram for illustrating an example of a task selection screen for a normal task. Figure 5C FIG. 8 is a diagram for illustrating an example of a team selection screen.

[0024] Figure 6A FIG. 9 is a diagram for illustrating an example of a battle screen. Figure 6B FIG. 10 is a diagram for illustrating an example of a result screen. Figure 6C FIG. 11 is a diagram for illustrating an example of a report screen.

[0025] Figure 7A FIG. 12 is a diagram for illustrating an example of a task screen for a difficult task. Figure 7B FIG. 13 is a diagram for illustrating an example of a task selection screen for a difficult task.

[0026] Figure 8A FIG. 14 is a diagram for illustrating an example of a store screen for a normal store. Figure 8B FIG. 15 is a diagram for illustrating an example of a limited store appearance pop-up window. Figure 8C FIG. 16 is a diagram for illustrating an example of a store screen for a limited store.

[0027] Figure 9 FIG. 17 is a diagram for illustrating a limited store lottery table.

[0028] Figure 10A FIG. 18 is a first diagram for illustrating an example of a task list pop-up window. Figure 10B FIG. 19 is a second diagram for illustrating an example of a task list pop-up window. Figure 10C FIG. 20 is a third diagram for illustrating an example of a task list pop-up window.

[0029] Figure 11A FIG. 21 is a fourth diagram for illustrating an example of a task list pop-up window. Figure 11B FIG. 22 is a fifth diagram for illustrating an example of a task list pop-up window. Figure 11C FIG. 23 is a diagram for illustrating an example of a skip result pop-up window.

[0030] Figure 12A FIG. 24 is a sixth diagram for illustrating an example of a task list pop-up window.Figure 12B This is an example diagram used to illustrate skipping the confirmation pop-up window. Figure 12C This is the seventh image used to illustrate an example of a task list pop-up window.

[0031] Figure 13A This is the eighth image used to illustrate an example of a task list pop-up window. Figure 13B This is an example diagram used to illustrate the pop-up window for restoring challenge attempts.

[0032] Figure 14A This is an example diagram used to illustrate an item selection pop-up window. Figure 14B This is the ninth image used to illustrate an example of a task list pop-up window.

[0033] Figure 15A This is an example diagram used to illustrate the appearance of a pop-up window in a restricted store. Figure 15B This is an example diagram used to illustrate the reset confirmation pop-up window.

[0034] Figure 16 It is a diagram used to illustrate the structure of the memory at the player terminal and the function of the player terminal as a computer.

[0035] Figure 17 It is a diagram used to illustrate the structure of the memory at the server and the server's function as a computer.

[0036] Figure 18 It is a sequence diagram used to illustrate the basic processing at the player terminal and the server.

[0037] Figure 19 This is a flowchart used to illustrate skipping certain processes.

[0038] Figure 20 This is a flowchart used to illustrate an example of the limited store selection process.

[0039] Figure 21 This is a flowchart used to illustrate an example of the limited store display process. Detailed Implementation

[0040] The following detailed description of one aspect of an embodiment of the invention will be based on the accompanying drawings. The dimensions, materials, and other specific values ​​given in this embodiment are merely examples for ease of understanding and do not limit the invention unless specifically mentioned otherwise. Note that in this specification and drawings, repetition of description is omitted by assigning the same reference numerals to elements having substantially the same function and structure, and elements not directly related to the invention are not shown.

[0041] (The overall structure of information processing system S)

[0042] Figure 1is an explanatory diagram schematically showing the structure of an information processing system S. The information processing system S is a so-called client / server system including player terminals 1, a server 100, and a communication network 200 having a communication base station 200a.

[0043] Each player terminal (information processing apparatus) 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes an electronic device that can be communicatively connected to the server 100 by wire or wirelessly. Examples of the player terminal 1 include a smartphone, a mobile phone, a tablet device, a personal computer, or a game machine, and the like. In the present embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0044] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various information (player information) for each player ID for identifying a player who plays a game.

[0045] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is constituted by a mobile phone network, the Internet, a local area network (LAN), or a dedicated line, and the like, to realize wireless or wired communication connection between the player terminal 1 and the server 100.

[0046] In the information processing system S according to the present embodiment, each player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 respectively play a role for controlling the progress of a game, whereby the game can be progressed by cooperation between the player terminal 1 and the server 100.

[0047] (Hardware structure of the player terminal 1 and the server 100)

[0048] Figure 2A is a diagram for explaining the hardware structure of the player terminal 1. Further, Figure 2B is a diagram for explaining the hardware structure of the server 100. As Figure 2A shown, the player terminal 1 is configured to include a central processing unit (CPU) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0049] Further, as Figure 2B shown, the server 100 is configured to include a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0050] Note that the structure and functions of the CPU 110, the memory 112, the bus 114, the input / output interface 116, the storage unit 118, the communication unit 120, the input unit 122, and the output unit 124 of the server 100 are basically the same as those of the CPU 10, the memory 12, the bus 14, the input / output interface 16, the storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 of the player terminal 1, respectively. Therefore, the hardware structure of the player terminal 1 will be described below, and the description of the hardware structure of the server 100 will be omitted.

[0051] The CPU 10 runs a program stored in the memory 12 to control the progress of the game. The memory 12 is constituted by a read only memory (ROM) or a random access memory (RAM), and stores a program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.

[0052] The input / output interface 16 is connected to the bus 14. The storage unit 18, the communication unit 20, the input unit 22, and the output unit 24 are connected to the input / output interface 16.

[0053] The storage unit 18 is constituted by a semiconductor memory such as a dynamic random access memory (DRAM), and stores various programs and data. At the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0054] The communication unit 20 is communicatively connected to the communication base station 200a wirelessly, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. At the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0055] The input unit 22 is constituted by, for example, a touch screen, a button, a keyboard, a mouse, a cross key, or an analog controller which is utilized for inputting a player's operation (accepting operation). Alternatively, the input unit 22 can be a dedicated controller which is provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Alternatively, the input unit 22 can be constituted by an acceleration sensor which detects the inclination or movement of the player terminal 1 or a microphone which detects the player's voice. That is, the input unit 22 can widely include a device which enables the player to input his or her intention in a distinguishable manner.

[0056] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 can be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch screen provided in the display 26 in an overlay manner as the input unit 22.

[0057] (Game content)

[0058] Next, an example of the content of a game provided by the information processing system S (game device G) of the present embodiment will be described. In the present embodiment, a so-called battle game in which an ally character fights against an enemy character is provided. Specifically, in the game of the present embodiment, a plurality of ally characters are provided. The player selects some (here, five) of the provided ally characters to organize a team. Further, the player can play a plurality of kinds of battle games with different enemy characters and different difficulty levels. The purpose of the battle game is to defeat the enemy character (clear the game) by the ally characters organized in the team to obtain a reward.

[0059] Figure 3A is a diagram for illustrating an example of a home page. Figure 3B is a diagram for illustrating an example of an ally character confirmation page. Figure 3C is a diagram for illustrating an example of an ally character detail page. Figure 4A is a diagram for illustrating an example of an acquisition method pop-up window 38. Figure 4B is a diagram for illustrating an example of an acquisition place pop-up window 40. Figure 4C is a diagram for illustrating an example of an ally character detail page. A game screen is displayed on the display 26 of the player terminal 1. In the present embodiment, the game screen is roughly divided into a normal screen and a battle screen.

[0060] The normal screen is mainly a screen used when the player performs various settings and confirmation of information. On the other hand, the battle screen is a screen displayed on the display 26 from the start to the end of the battle game. Here, all the screens other than the battle screen are normal screens. As the normal screen, a plurality of screens are provided, such as Figure 3A a home page shown in Figure 3B an ally character confirmation page shown in Figure 5A , a mission screen (see Figure 8A ), a shop screen (see ), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown).

[0061] In normal mode, a menu bar 30 is displayed at the bottom of the monitor 26. The menu bar 30 provides several control panels that can be operated (tap) by the player. These include a home screen selection panel 30a labeled "Home," an ally character confirmation screen selection panel 30b labeled "Character," a mission screen selection panel 30c labeled "Mission," a gacha screen selection panel 30d labeled "Gacha," and a menu screen selection panel 30e labeled "Menu."

[0062] When the home screen is tapped to select Operation Unit 30a, the following is displayed on the monitor 26: Figure 3A The homepage screen shown. Additionally, when the ally character confirmation screen selection operation unit 30b is tapped, it is displayed on monitor 26. Figure 3B The ally role confirmation screen is shown. Similarly, when the mission screen selection button 30c is tapped, the following is displayed on monitor 26: Figure 5A The task screen shown is shown. Furthermore, when the gacha screen is tapped and the operation unit 30d is selected, the gacha screen is displayed on monitor 26. Similarly, when the menu screen is tapped and the operation unit 30e is selected, the menu screen is displayed on monitor 26. Note that, although detailed explanations will be omitted, gacha draws can be performed on the gacha screen, allowing you to obtain ally characters. Additionally, game settings and various information can be checked on the menu screen.

[0063] In order to enable players to recognize the screen currently displayed on the monitor 26, the corresponding operation unit is highlighted in the menu bar 30.

[0064] Figure 3A The homepage shown corresponds to the initial screen and provides a header display area 31 at the top. In the header display area 31, level information 31a representing the player's level associated with the player ID, a stamina display bar 31b representing the player's stamina associated with the player ID, and the amount of first and second currencies associated with the player ID are displayed.

[0065] Note that stamina is a parameter required to play combat games. In this embodiment, multiple types of combat games are provided, and for each combat game, a stamina consumption value and a daily challenge limit are set. When playing a combat game with a set stamina consumption value, the player consumes the corresponding stamina to play; therefore, if stamina is insufficient, the player cannot play the combat game.

[0066] Although detailed explanations will be omitted, players earn a predetermined number of experience points as they progress through combat. The player's level increases whenever their experience points reach a fixed threshold. A stamina cap is set for each player level, and this cap increases with each level increase. Stamina regenerates at a predetermined number of points (e.g., 1 point) every fixed time interval (e.g., 5 minutes) within the cap's range. The current remaining stamina relative to the cap is displayed visually in a stamina bar 31b.

[0067] First and second currencies are currencies available only within the game. For example, when a battle game is completed, a predetermined amount of first currency can be obtained based on the battle game completed. Second currency can be obtained for free or through paid means. Note that although there are various ways to obtain first and second currencies, detailed descriptions will be omitted.

[0068] In addition, a notification selection operation section 32 can be displayed on the right side of the main screen. Although detailed descriptions will be omitted, when a guild battle is in progress, a notification selection operation section 32 displaying the words "Guild Battle" will be shown.

[0069] In addition, a main menu 33 is displayed between the menu bar 30 and the notification selection operation section 32 on the home screen. The main menu 33 provides a shop screen selection operation section 33a with the word "Shop", a guild screen selection operation section 33b with the word "Guild", a notification screen selection operation section 33c with the word "Notification" and a gift screen selection operation section 33d with the word "Gift".

[0070] When the shop screen selection button 33a is tapped, a shop screen displaying items available for purchase is shown (see [link]). Figure 8A Furthermore, when the guild screen selection operation unit 33b is activated (tap), the guild screen (not shown) is displayed on the monitor 26. Additionally, when the notification screen selection operation unit 33c is activated (tap), a notification screen (not shown) for displaying update information, maintenance information, etc., is displayed on the monitor 26. Furthermore, when the gift screen selection operation unit 33d is activated (tap), a gift screen (not shown), for example, displaying items distributed by the administrator, is displayed on the monitor 26.

[0071] exist Figure 3BIn the illustrated ally character confirmation screen, all images of ally characters corresponding to ally character IDs associated with the player ID are displayed. That is, all ally characters owned by the player are displayed in the ally character confirmation screen. Note that the ally character ID is used to identify the ally character, and different IDs are assigned to respective ally characters. Then, when the player obtains a new ally character, for example, by gacha, the ally character ID of the obtained ally character is associated with the player ID of the player.

[0072] A team screen selection operation section 34 on which "team" is written is displayed at the right end of the ally character confirmation screen. When the team screen selection operation section 34 is tapped, a team organization screen (not shown) is displayed on the display 26, and a team organized by up to five ally characters can be organized and stored.

[0073] The number of stars (rank), experience points, and level are stored in correspondence with the ally character. The experience points are increased in the case where a battle game to be described later is won, or in the case where a predetermined item is used. The level is set in accordance with the experience points, and is increased each time the experience points reach a predetermined number of points. Note that the upper limit value of the level is set for each ally character, and the level is increased only within the range defined by the upper limit value.

[0074] Furthermore, a base value of a battle ability, such as hit points, attack power, and defense power, is set for the ally character in accordance with the number of stars and the level. As the battle ability of the ally character becomes higher, the player can more favorably progress the battle game. Furthermore, each base value set for the ally character is increased as the number of stars thereof increases, and furthermore as the level thereof becomes higher.

[0075] Furthermore, equipment items such as weapons and armors can be equipped for the ally character (such equipment items are set for the ally character). An added value for attack power, defense power, and the like is set for each equipment item. When the ally character is equipped with such equipment items, the added value of each equipment item is added to the above-described base value, so that the battle ability of the ally character can be strengthened.

[0076] Specifically, when the image of the ally character displayed in the ally character confirmation screen is operated, an ally character detail screen is displayed on the display 26 Figure 3C The illustrated ally character detail screen. In the ally character detail screen, an ally character reinforcement selection operation section 35, a reinforcement item display region 36, and a reinforcement detail display region 37 are displayed. In the ally character reinforcement selection operation section 35, an equipment selection operation section 35a, an Lv reinforcement selection operation section 35b, and a star reinforcement selection operation section 35c are provided. In the ally character reinforcement selection operation section 35, any one of these operation sections is selected, and the selected operation section is highlighted.

[0077] When the equipment selection operation unit 35a of the ally character enhancement selection operation unit 35 is selected (operated), six equipment items are displayed around the image of the ally character in the enhancement item display area 36. Here, among these six equipment items, as shown by the shading in the figure, equipment items that the ally character does not equip are displayed in gray, and equipment items that the ally character equips are displayed in color.

[0078] Furthermore, as shown in the upper right corner of the image, among the equipment items not equipped by ally characters (in the upper right and lower right corners of the image), owned equipment (including craftable equipment) is marked with a "+". Conversely, as shown in the lower right corner of the image, unowned equipment (including uncraftable equipment) is marked "Available". Note that, as shown in the upper left corner of the image, equipment not yet implemented in the game is indicated by a "?".

[0079] Furthermore, when any of the equipment items in the enhancement item display area 36 is operated (tap), the status of the operated equipment item is displayed in the enhancement detail display area 37. In addition, the enhancement detail display area 37 provides an acquisition method operation section 37a for displaying how to obtain the equipment item and an equipment operation section 37b for equipping allied characters with the equipment item.

[0080] Then, when the operation acquisition method operation unit 37a is activated, the display 26 shows... Figure 4A The acquisition method pop-up window 38 is shown. This window displays the items required to create equipment, and also shows the number of items the player possesses relative to the required number (required item quantity) (e.g., 15 / 30). Furthermore, the acquisition method pop-up window 38 displays a cancellation operation section 39 labeled "Cancel" for canceling the process corresponding to the currently displayed screen, and a creation operation section 38a for creating equipment. Note that if the player's item quantity does not meet the required quantity, as shown by the shading in this diagram, the equipment operation section 37b and the creation operation section 38a are displayed in gray, indicating that they are not accepting player input.

[0081] Then, when the item displayed in the pop-up window 38 of the operation (tap) to obtain the method is displayed on the monitor 26. Figure 4B The acquisition location pop-up window 40 is shown. As explained in detail later, for each battle game, items that can be obtained when the game is completed are preset. Then, the acquisition location pop-up window 40 displays the battle games in which the items operated in the acquisition method pop-up window 38 can be obtained.

[0082] Further, the cancel operation section 39 and the creation operation section 38a are displayed in the acquisition place pop-up window 40. Thereafter, when the battle game displayed in the acquisition place pop-up window 40 is operated (tapped), the mission selection screen (see Figure 5B ) to be described later is displayed on the display 26.

[0083] Then, in a case where the number of items possessed by the player satisfies the required number, Figure 4A and Figure 4B the creation operation section 38a shown in Figure 3C is enabled, and when the creation operation section 38a is operated, the corresponding equipment item is created. Further, in a case where the number of items possessed by the player satisfies the required number,

[0084] Further, although detailed explanation will be omitted, when the Lv enhancement selection operation section 35b in the ally character detail screen shown in Figure 3C is operated (tapped), the level of the ally character is displayed in the enhancement item display area 36, and the item for increasing the level is displayed in the enhancement detail display area 37. Then, the item is operated (tapped), whereby the tapped item is used, and then the experience points (level) of the ally character is increased.

[0085] Further, when the star enhancement selection operation section 35c in the ally character detail screen shown in Figure 3C is operated (tapped), the current number of stars (level) of the ally character is displayed in the enhancement item display area 36, and the item for increasing the number of stars is displayed in the enhancement detail display area 37, as shown in Figure 4C . In the enhancement detail display area 37, the item required for increasing the number of stars is displayed, and the number of items possessed by the user (for example, 50 / 100) with respect to the number of items required for increasing the number of stars (required number) is displayed.

[0086] Further, the acquisition method operation section 37a for displaying how to obtain the item and the blooming operation section 37c for increasing the number of stars are provided in the enhancement detail display area 37. In a case where the acquisition method operation section 37a is operated, the acquisition method pop-up window 38 shown in Figure 4A is displayed. Further, in a case where the number of items possessed by the player satisfies the required number, and the blooming operation section 37c is operated, the number of stars of the ally character is increased by 1. Note that, in a case where the number of items for increasing the number of stars does not satisfy the required number, the blooming operation section 37c is displayed in gray so as not to accept the operation from the player, as shown by the hatching in Figure 4C .

[0087] Figure 5AThis is an example image used to illustrate a typical task screen. Figure 5B This is an example image used to illustrate the task selection screen for a normal task. Figure 5C This is an example diagram used to illustrate the team's screen selection.

[0088] When in Figure 3A When the operation (tap) task screen is selected on the home screen shown, operation unit 30c is displayed on the monitor 26. Figure 5A The mission screen shown is shown. Note that in this embodiment, although an example of two categories (i.e., normal missions and hard missions to which the battle game belongs) will be described, battle games belonging to another category (guild battles, etc.) may also be provided.

[0089] Note that unlocking conditions can be set based on the category of the battle game. Unlocking conditions could be, for example, a player's level being equal to or greater than a predetermined value, or the completion of another predetermined battle game. Furthermore, multiple battle games (tiers) belong to different battle game categories. Unlocking conditions are also set for each of these individual battle games. Then, when the unlocking conditions are met, the game unlocking information included in the player's information is updated.

[0090] The task screen provides a normal task selection operation unit 41a for selecting normal tasks and a difficult task selection operation unit 41b for selecting difficult tasks. In the request screen, either the normal task selection operation unit 41a or the difficult task selection operation unit 41b is always selected, and the normal task selection operation unit 41a is selected in the initial state.

[0091] When the normal mission selection operation unit 41a is selected, a mission operation unit 42 is displayed on the mission screen for selecting any one of the multiple battle games (levels) belonging to the normal mission. Additionally, a mission list operation unit 43 is displayed on the mission screen for skipping one or more battle games in general. Note that details of the screen transition and processing when the mission list operation unit 43 is operated (tap) will be explained later.

[0092] The mission operation unit 42 also displays the completion information for each battle game. Completion information is represented, for example, by three stars. In a battle game, if a battle game is completed, the number of stars awarded is based on the number of allied characters with 0 lives at the time of completion. For example, three stars are awarded if no allied characters have 0 lives, two stars if one allied character has 0 lives, and one star if two or more allied characters have 0 lives.

[0093] exist Figure 5AIn the example shown, three stars were earned in battle game "21-1", two stars in battle game "21-2", and two stars in battle game "21-3". However, no stars were earned in battle game "21-4", indicating that the battle game was not completed.

[0094] Note that unlocking conditions for completing previous battle games are set in the missions (normal missions and hard missions). For example, in Figure 5A In the example shown, battle game "21-3" has been completed, which unlocks battle game "21-4", but subsequent battle games (battle games "21-5" and later, not shown) are not unlocked.

[0095] When operating (tapping) the mission operation section 42 in the mission screen, such as in the battle game "21-1", it is displayed on the monitor 26. Figure 5B The task selection screen shown is displayed. This screen displays the enemy characters appearing in the battle game and the items (rewards) obtainable from it. Additionally, the screen displays stamina before and after completing the battle game, as well as the remaining challenge attempts. Note that the remaining challenge attempts represent the number of times a day can be completed, and are set to infinity for battle games in normal tasks. Furthermore, in this embodiment, the stamina consumed in a normal task's battle game is set to 10. However, the stamina consumed in a normal task's battle game can vary for different battle games.

[0096] In addition, the mission selection screen displays a cancel operation unit 39 and a challenge operation unit 44 with the word "challenge" written on it for challenging battle games.

[0097] When the operation (tap) cancels the operation unit 39, the following is displayed on the display 26: Figure 5A The mission screen shown indicates that the challenge for the selected battle game "21-1" has been cancelled.

[0098] On the other hand, when the challenge operation unit 44 is operated (tap), a message is displayed on the display 26. Figure 5C The team selection screen is shown. The team selection screen displays all the player's allied characters, and below it is the selected allied character display area 46 for showing the chosen allied character.

[0099] In addition, the team selection screen displays the cancel operation section 39 and the battle start operation section 47 which reads "Battle Start".

[0100] When the player operates (taps) some of the ally characters displayed in the team selection screen, the operated ally character is displayed in the selected ally character display area 46. That is, here, from among the plurality of ally character IDs associated with the player ID, the ally character ID to be used (for determining the team) in the battle game is selected.

[0101] Then, when the ally character (ally character ID) is selected and the battle start operation section 47 is operated (tapped), the battle game is started.

[0102] Figure 6A is a diagram for explaining an example of a battle screen. Figure 6B is a diagram for explaining an example of a result screen. Figure 6C is a diagram for explaining an example of a report screen. When the battle start operation section 47 in the team selection screen shown in Figure 5C is operated (tapped), the battle game is started.

[0103] During the battle game, as shown in Figure 6A , the battle screen is displayed. In the battle screen, the ally characters and the enemy characters are displayed on the display 26. The ally characters act under computer control, deal damage to the enemy characters, and receive damage from the enemy characters. Also, the enemy characters act under computer control, deal damage to the ally characters, and receive damage from the ally characters.

[0104] When damage points are assigned to any of the enemy characters, the damage points are subtracted from the life points of the enemy character. Similarly, when damage points are assigned to any of the ally characters, the damage points are subtracted from the life points of the ally character. When the life points of all the enemy characters become 0, the player wins (clears), and when the life points of all the ally characters become 0 (defeats), the player is defeated.

[0105] Here, as shown in Figure 6A , an ally character display area 48 is provided in the lower portion of the battle screen. In the ally character display area 48, the life points 48a and the special attack gauge 48b of each ally character are displayed. When the ally character receives damage from the enemy character or deals damage to the enemy character, the special attack gauge 48b rises. Then, when the special attack gauge 48b reaches a predetermined maximum value, the ally character becomes able to use a special attack. Regarding the special attack, the damage points assigned to the enemy character are larger than those of the normal attack, the life points of the ally character are restored, and a special effect is assigned to the enemy character.

[0106] Here, two methods of using the ultimate move are provided: in one method, the player operates (taps) the ally character whose ultimate move gauge 48b displayed in the ally character display area 48 reaches the maximum value; and, in the other method, when the ultimate move gauge 48b reaches the maximum value in the automatic state, the corresponding ally character uses the ultimate move under computer control. Note that the automatic selection operation section 49 is displayed in the battle screen, and it is possible to switch between the automatic state and the manual state according to the operation of the automatic selection operation section 49. When the automatic selection operation section 49 is operated in the manual state, the automatic state of automatically using the ultimate move is selected. Further, when the automatic selection operation section 49 is operated in the automatic state, the manual state of manually using the ultimate move is selected. Note that even in the automatic state, when the player operates (taps) the corresponding ally character in a state where the ultimate move gauge 48b reaches the maximum value and the ultimate move is not used under computer control, the ultimate move can be used.

[0107] Then, when the battle game is normally ended (normally ended), as shown in Figure 6B , a result screen is displayed on the display 26. Figure 6B An example of a result screen displayed when the battle game is cleared is shown.

[0108] In the result screen, at least a part of the game result information of the battle game is displayed, and a report display operation section 50 written with "Report" and an end operation section 51 written with "Close" are displayed.

[0109] Note that the game result information includes the ally character ID (team) of the ally character, the enemy character ID of the enemy character, the surviving state of the ally character and the enemy character at the end of the battle (whether the life points become 0 when the battle game ends), the damage points given (total value), whether the manual state or the automatic state is selected, the battle log ID, the classification of the battle game (normal mission or difficult mission, etc.), information associated with each battle game classification (clearance information, the level of the battle game, etc.), the item information assigned, the first currency assigned, and the like. Further, the battle log ID is uniquely assigned to each battle game. Further, the information associated with each battle game classification has contents different for each battle game classification. Further, in the case where the battle game is cleared, the server 100 determines whether to assign each item preset for the cleared battle game to the player by lottery. Then, the item to be assigned to the player is assigned to the game result information, and is displayed in the result screen.

[0110] When the operation unit 51 is pressed (tap) in the results screen, the display on the monitor 26 switches from the battle screen to the normal screen. In other words, the results screen is part of the battle screen. Note that the normal screen to which the results screen switches can be a screen that appeared immediately before switching to the battle screen, or it can be a pre-selected screen such as the home screen. Thus, the battle game ends when the results screen finishes displaying.

[0111] When the report display operation unit 50 is operated (tap) in the results screen, it is displayed on the monitor 26. Figure 6C The report screen shown. The report screen displays the total damage points (total value) given by allied and enemy characters, and also displays the end operation section 51.

[0112] When the operation (tap) of the operation unit 51 ends, a message is displayed on the display 26. Figure 6B The result screen shown.

[0113] In addition, Figure 5B The mission selection screen shown includes a ticket display area 45. This area displays the number of tickets the player possesses (the number of tickets associated with the player ID) and provides ticket usage challenge operation sections 45a, minus operation section 45b, and plus operation section 45c. These operation sections are only available for battle games where three stars have been obtained as completion information, and are not available for battle games where three stars have not been obtained.

[0114] When the Ticket Use Challenge Operation Section 45a, the Minus Operation Section 45b, and the Plus Operation Section 45c are activated, each time the Plus Operation Section 45c is operated (tap), such as for "Use two tickets" and "Use three tickets," the text written in the Ticket Use Challenge Operation Section 45a changes, increasing the number of tickets to be used by 1. Furthermore, each time the Minus Operation Section 45b is operated (tap), such as for "Use two tickets" and "Use one ticket," the text written in the Ticket Use Challenge Operation Section 45a changes, decreasing the number of tickets to be used by 1.

[0115] Then, for example, if the text in the Ticket Use Challenge Operation Section 45a indicates "Use five tickets", then when operating (tapping) the Ticket Use Challenge Operation Section 45a, five tickets and 50 stamina are consumed, and... Figure 5C The team selection screen shown creates teams and... Figure 6A The battle gameplay shown is omitted (skipped) in the battle screen, thus the battle game is considered to have been completed (five times), and is displayed as... Figure 6BThe result screen shown in FIG. 27 is displayed. In this result screen, the items obtained from the five battle games are collectively displayed.

[0116] Thus, the battle game for which three stars are obtained as the clear information is omitted by consuming the ticket, and thus the battle game is regarded as cleared. Therefore, the player can collect the items while saving time.

[0117] Next, the following will explain the difficult task. Figure 7A is a diagram for explaining an example of a task screen of the difficult task. Figure 7B is a diagram for explaining an example of a task selection screen of the difficult task. Note that the explanation of the parts common to the parts in the ordinary task will be omitted. As Figure 7A As shown in FIG. 28, in a case where the difficult task selection operation section 41b is operated (tapped), the task operation sections 42 for selecting any one of the plurality of battle games (stages) belonging to the difficult task are displayed in the task screen. Further, the task list operation section 43 for collectively skipping one or more battle games is displayed in the task screen. Note that the details of the screen transition and the processing in a case where the task list operation section 43 is operated (tapped) will be explained later.

[0118] In the task operation sections 42, the clear information of each battle game is also displayed. In the example shown in FIG. 28, three stars are obtained in the battle game "21-1", three stars are obtained in the battle game "21-2", and two stars are obtained in the battle game "21-3". Figure 7A When the task operation section 42 of, for example, the battle game "21-1" is operated (tapped) in the task screen, the task selection screen shown in FIG. 29 is displayed on the display 26. In the task selection screen, the battle game "21-1" is selected, and the number of remaining challenges for the day is "2 / 3".

[0119] Figure 7B Unlike the ordinary task, the number of challenges per day is set to three in the difficult task. Therefore, in a case where the text written in the ticket use challenge operation section 45a indicates "use three tickets" when the battle game is challenged by using the ticket, the text does not change even if the plus operation section 45c is further operated (tapped).

[0120] Then, in a case where one battle game is challenged three times, the number of remaining challenges for the day becomes zero (0 / 3). However, by consuming the second currency only once a day, the number of remaining challenges is restored to three. That is, one battle game of the difficult task can be challenged at most six times a day.

[0121] Further, in the present embodiment, the stamina to be consumed in the battle game of the difficult task is set to 20. However, the stamina to be consumed in the battle game of the difficult task can be different for each battle game, or can be set to 10 (which is the same as in the ordinary task). ​

[0122] Furthermore, completing the battle game on difficult missions will reward you with items that increase the star rating of allied characters. On the other hand, even completing the battle game on normal missions will not reward you with items that increase the star rating of allied characters.

[0123] Next, the store screen will be described. Figure 8A This is an example image used to illustrate a typical store's layout. Figure 8B This is an example diagram used to illustrate the appearance of a pop-up window in a restricted store. Figure 8C This is an example image used to illustrate a store's visuals. Figure 9 This is a diagram used to illustrate the limited-store lottery form.

[0124] When in Figure 3A When you tap the store screen on the homepage shown, and select operation unit 33a, the following will be displayed on the monitor 26: Figure 8A The image shows the normal store screen. In the normal store screen, the "Normal" selection operation unit 52a is selected and displayed, and multiple item purchase display areas 52b are displayed as a normal store. Each item purchase display area 52b provides the items that can be purchased, the first currency required to purchase the items, and the purchase operation unit 52c used for purchasing. When the purchase operation unit 52c is operated (tap), the items displayed in the item purchase display area 52b where the operated purchase operation unit 52c is set can be purchased. Note that the items displayed in each item purchase display area 52b in the normal store screen change or the items that can be purchased again at a predetermined period (e.g., twice a day).

[0125] Furthermore, when the aforementioned battle game is completed, server 100 determines whether to allow the limited-time shop to appear through a lottery. If it is determined that the limited-time shop will appear, server 100 determines the termination conditions for the limited-time shop (in this embodiment, 10 minutes have elapsed) and the items that can be purchased in the limited-time shop. Then, if it is determined at server 100 that the limited-time shop will appear... Figure 8B The limited store shown in pop-up window 53 appears to overlay the... Figure 6B The results shown are displayed on monitor 26.

[0126] In the pop-up window 53 where the limited store appears, a message indicating that the limited store has appeared is displayed, along with the remaining time period until the limited store ends (here, 9 minutes and 53 seconds), and the limited store operation section 53a for switching to the limited store is displayed.

[0127] When the operation (tap) is limited to the store operation section 53a, the following is displayed: Figure 8CThe shop screen of the limited shop is illustrated. In the shop screen of the limited shop, the normal selection operation part 52a and the limited selection operation part 52d on which "Limited" is written are displayed. Note that either the normal selection operation part 52a or the limited selection operation part 52d is selected at all times, and in the case illustrated, the limited selection operation part 52d is selected. Further, in the vicinity of the limited selection operation part 52d, the time period remaining until the limited shop ends (here, 9 minutes and 50 seconds) is displayed. Figure 8C

[0128] In the shop screen of the limited shop, a plurality of item purchase display regions 52b are also displayed. However, in the shop screen of the limited shop, different items from the items in the shop screen of the normal shop can be purchased.

[0129] Further, in the shop screen of the limited shop, an immediate closing operation part 52e on which "Close Immediately" is written is provided, and when the immediate closing operation part 52e is operated, the shop screen of the limited shop is hidden even if the termination condition is not satisfied (even if 10 minutes have not passed).

[0130] When the battle game is cleared, the server 100 refers to the limited shop lottery table illustrated in Figure 9 to determine whether or not to cause the limited shop to appear (whether or not the contents are open) by lottery. When the battle game is cleared once, the server 100 performs lottery with a 10% hit probability to determine whether or not to cause the limited shop to appear. Further, in the case where the first lottery is not hit, when the battle game is next cleared (for the second time), the server 100 performs lottery with a 20% hit probability to determine whether or not to cause the limited shop to appear. In this way, the server 100 performs lottery to determine whether or not to cause the limited shop to appear with the hit probability increasing each time the battle game is cleared. Note that it is configured so that the limited shop appears at least once when the battle game(s) is cleared ten times.

[0131] Then, after the limited shop appears, when the battle game is cleared once again, lottery is performed with a 10% hit probability to determine whether or not to cause the limited shop to appear. Note that the number of times the limited shop is open is set to a maximum value of 5 times a day. However, the maximum value of the number of times the limited shop is open can not be set.

[0132] Figure 10A is a first view for explaining an example of the task list pop-up window 54. Figure 10B is a second view for explaining an example of the task list pop-up window 54. Figure 10C is a third view for explaining an example of the task list pop-up window 54. Figure 11A is a fourth view for explaining an example of the task list pop-up window 54. Figure 11B is a fifth view for explaining an example of the task list pop-up window 54.​Figure 11C is a diagram for explaining an example of skipping the result pop-up window 55.

[0133] As described above, in the normal task and the difficult task, by consuming the ticket for the battle game for which three stars are obtained as the clear information, at least a part of the battle game is omitted, whereby the battle game is regarded as cleared. Therefore, the player can obtain the desired item early and easily.

[0134] However, the player has often spent time and effort on the job for selecting one battle game to which a desired reward can be assigned and for obtaining an item by consuming a ticket for the selected battle game in the past.

[0135] Therefore, in the present embodiment, a ticket is consumed collectively for a plurality of battle games to regard the plurality of battle games as collectively cleared, whereby it becomes possible to collectively obtain items that can be obtained from the plurality of battle games. Specifically, when the player selects a plurality of battle games in the task screen shown in Figure 5A and Figure 7A When the task list operation section 43 is operated (tapped) in the task screen shown in FIG. 6, the task list pop-up window 54 shown in FIG. 7 is displayed on the display 26. Figure 10A

[0136] In the task list pop-up window 54, three item selection bars 54a, a search operation section 54b, and a display switching operation section 54c are displayed in the upper area. Further, in the task list pop-up window 54, one or a plurality of battle game display areas 54d are displayed in the central area. Further, in the task list pop-up window 54, the total stamina, the consumed ticket number, and the current stamina are displayed below the battle game display area 54d. Note that an icon (operation section) for displaying a pop-up window for recovering the stamina on the display 26 is provided to the right of the current stamina. The player operates (taps) the icon, and a second currency is consumed, for example, according to the indication in the pop-up window displayed on the display 26, whereby it becomes possible to recover the stamina by a predetermined amount. At this time, the stamina can be recovered to exceed the upper limit value thereof.

[0137] Further, in the task list pop-up window 54, a ticket number display bar 54e, a minus operation section 54f, a plus operation section 54g, a cancel operation section 39, and a skip altogether operation section 54h are displayed. Further, in the task list pop-up window 54, a label name display bar 54i is displayed to the right of the display switching operation section 54c. Note that although detailed explanation will be omitted, when the label name display bar 54i is operated, one label name can be selected from a plurality of label names.

[0138] ​The item selection field 54a is blank in the initial state, that is, no item is selected. In this state, in the battle game display areas 54d, the battle games for which three stars are obtained as the clear information are displayed in order of difficulty from high difficulty to low difficulty from the top. Further, in each of the battle game display areas 54d, the remaining challenge number of the battle game and the item obtainable from the battle game are displayed, and a check mark input field 54j is provided.

[0139] When the player operates (taps) the check mark input field 54j, as shown in Figure 10B , a check mark can be input in the check mark input field 54j. Note that when the check mark input field 54j in which the check mark is input is operated (tapped) again, the check mark can be removed.

[0140] In a state in which a check mark is input in one or more of the check mark input fields 54j, when the display switching operation section 54c is operated (tapped), as shown in Figure 10C , only the battle game display areas 54d of the battle games for which the check mark is input in the check mark input fields 54j are displayed in the task list pop-up window 54. Note that when the display switching operation section 54c is operated (tapped) again, the battle game display areas 54d of the battle games for which the check mark is not input in the check mark input fields 54j are also displayed in the task list pop-up window 54.

[0141] As shown in Figure 10B and Figure 10C , when a check mark is input in one or more of the check mark input fields 54j, the stamina required to execute the battle game(s) for which the check mark is input is displayed as the total stamina. Further, the number of tickets required to execute the battle game(s) for which the check mark is input is displayed as the consumed ticket number.

[0142] Then, for example, in a state in which the task list pop-up window 54 shown in Figure 10C is displayed, when the plus operation section 54g is operated once, as shown in Figure 11A , "use two tickets" is displayed in the ticket number display field 54e. Further, the stamina required to execute each of the battle games for which the check mark is input twice is displayed as the total stamina, and the number of tickets required to execute each of the battle games for which the check mark is input twice is displayed as the consumed ticket number. Then, each time the plus operation section 54g is operated, the number of tickets displayed in the ticket number display field 54e is incremented by one and displayed, and the total stamina and the consumed ticket number are increased and displayed.

[0143] However, in a case where the remaining number of challenges of the difficult task is smaller than the number of tickets displayed in the ticket number display field 54e, only the stamina amount corresponding to the remaining number of challenges is added to the total stamina amount, and the number of tickets corresponding to the remaining number of challenges is added to the consumed ticket number, for the battle game of the difficult task. For example, as shown in Figure 11B "Use four tickets" is displayed in the ticket number display field 54e, the stamina amount and the consumed ticket number corresponding to four rounds (stamina amount: 40, and consumed ticket number: 4) of the battle game "21-1" of the normal task and the stamina amount and the consumed ticket number corresponding to three rounds (stamina amount: 60, and consumed ticket number: 3) of the battle game "21-2" of the difficult task are summed up, whereby the total stamina amount (100) and the consumed ticket number (7) are displayed.

[0144] Further, every time the minus operation section 54f is operated, the number of tickets displayed in the ticket number display field 54e is decremented by one and displayed, and the total stamina amount and the consumed ticket number are decreased and displayed.

[0145] After that, for example, in a state where the task list pop-up window 54 shown in Figure 11A is displayed, when the all-at-once skip operation section 54h is operated (tapped), the battle game "21-2" of the difficult task and the battle game "21-1" of the normal task are each regarded as cleared twice, and a skip result pop-up window 55 shown in Figure 11C is displayed on the display 26. In the skip result pop-up window 55, the items obtained from the two rounds of the battle game "21-2" of the difficult task and the two rounds of the battle game "21-1" of the normal task are collectively displayed. Note that this processing of collectively skipping a plurality of battle games is referred to as all-at-once skip processing.

[0146] Here, at the player terminal 1, in a case where the all-at-once skip operation section 54h is operated, with respect to each battle game for which a check mark is input, the current stamina amount and the number of tickets possessed by the player are referred to, and it is sequentially determined from the top whether the battle game can be executed the number of times corresponding to the number of tickets to be consumed. Specifically, in the example case shown in Figure 11A , although execution of the battle game "21-2" of the difficult task twice consumes stamina amount: 40, and two tickets, if it is assumed that the current stamina amount is 100 and the player possesses 100 tickets, it is determined that the battle game "21-2" of the difficult task can be executed twice. Then, it is determined whether the next battle game "21-1" of the normal task can be executed twice. Although execution of the battle game "21-1" of the normal task twice consumes stamina amount: 20, and two tickets, since the remaining stamina amount is 60 (100-40), and the player possesses 98 (100-2) tickets, it is determined that the battle game "21-1" of the normal task can be executed twice.

[0147] Figure 12A is a sixth diagram for illustrating an example of the task list pop-up window 54. Figure 12B is a diagram for illustrating an example of the skip confirmation pop-up window 56. Figure 12C is a seventh diagram for illustrating an example of the task list pop-up window 54.

[0148] As shown in Figure 12A , it is assumed that check marks are input in the check mark input fields 54j of the difficult task battle game "21-2", the difficult task battle game "21-1", and the normal task battle game "21-1" in the battle game display area 54d, and "use three tickets" is displayed in the ticket number display field 54e. In this state, in a case where the one-and-skip operation section 54h is operated (tapped), although the difficult task battle game "21-2" is executed three times, which consumes 60 of the stamina and three tickets, if it is assumed that the current stamina is 100 and the player has 100 tickets, it is determined at the player terminal 1 that the difficult task battle game "21-2" can be executed three times. Next, at the player terminal 1, it is determined whether the difficult task battle game "21-1" can be executed three times. Although the difficult task battle game "21-1" is executed three times, which consumes 60 of the stamina and three tickets, since the remaining stamina becomes 40 (100-60), it is determined at the player terminal 1 that the difficult task battle game "21-1" cannot be executed three times. In this way, the executability is determined for each battle game in which a check mark is input, in order from the top, and in a case where there is a battle game that is determined to be unexecutable, the executability is not determined for the battle games that are displayed below the battle game, and these battle games are all set to be unexecutable.

[0149] Thus, in this example case, it is determined that only the difficult task battle game "21-2" is executable, and the difficult task battle game "21-1" and the normal task battle game "21-1" are unexecutable.

[0150] In this way, in a case where there is a battle game that is determined to be unexecutable, the skip confirmation pop-up window 56 shown in Figure 12B is displayed on the display 26. In the skip confirmation pop-up window 56, the battle games (the difficult task "21-1" and the normal task "21-1") that are determined to be unexecutable are displayed.

[0151] Furthermore, in the skip confirmation pop-up window 56, a confirmation operation section 56a with "OK" written on it and a cancellation operation section 39 are displayed. When the confirmation operation section 56a is operated (tap), only battle games that are judged to be executable are considered to have been cleared (the "21-2" of the hard mission is considered to have been cleared three times), and a message such as "OK" is displayed on the monitor 26. Figure 11C The skip result pop-up window 55 is shown. Furthermore, after the skip result pop-up window 55 is hidden, as shown... Figure 12C As shown, in the task list pop-up window 54, a skipped display bar 57, for example indicating "skipped here," is displayed between the battle game display area 54d for skipped battle games and the battle game display area 54d for unskipped battle games.

[0152] In this way, by using the skipped display bar 57 to display skipped and unskipped battle games in a recognizable manner, players can immediately confirm which battle game they skipped.

[0153] Furthermore, when stamina is restored and the skip operation unit 54h is operated again, the battle game in the battle game display area 54d displayed below the skipped display bar 57 is skipped as well.

[0154] Figure 13A This is the eighth figure used to illustrate an example of the task list pop-up window 54. Figure 13B This is an example diagram used to illustrate the challenge count recovery pop-up window 58.

[0155] like Figure 14A As shown, in the task list pop-up window 54, for example, it is assumed that the remaining challenge attempts for the difficult task battle game "21-2" are 0. Furthermore, it is assumed that the remaining challenge attempts for the difficult task battle game "21-2" have not been restored. Additionally, it is assumed that checkmarks have been entered in the checkmark input fields 54j for both the difficult task battle game "21-2" and the normal task battle game "21-1".

[0156] In this case, when the operation is skipped along with the operation unit 54h, it is displayed on the display 26. Figure 14B The pop-up window shows the number of challenges restored (58).

[0157] The challenge attempt recovery pop-up window 58 displays a message indicating whether to restore the remaining challenge attempts for the difficult mission battle game by using the second currency, and provides a cancel operation section 39, a no-recovery skip operation section 58a, and a second currency use operation section 58b.

[0158] Then, when the no-recovery skip operation section 58a is operated, the battle game "21-1" of the normal task is skipped in conjunction with the battle game "21-2" of the difficult task without recovering the remaining challenge number of the battle game "21-2" of the difficult task.

[0159] On the other hand, when the second currency use operation section 58b is operated, the remaining challenge number of the battle game "21-2" of the difficult task is recovered by consuming the second currency, and the battle game "21-2" of the difficult task and the battle game "21-1" of the normal task are skipped in conjunction.

[0160] Note that in the task list pop-up window 54, a check mark cannot be input in the check mark input field 54j of the battle game whose remaining challenge number has been recovered once and whose remaining challenge number is 0.

[0161] Next, the item selection field 54a and the search operation section 54b will be described below. Figure 10A is a diagram for illustrating an example of the item selection pop-up window 59. Figure 14A is a ninth diagram for illustrating an example of the task list pop-up window 54.

[0162] For example, in a state in which the task list pop-up window 54 illustrated in Figure 14B is displayed on the display 26, when any of the item selection fields 54a is operated (tapped), the item selection pop-up window 59 illustrated in Figure 15A is displayed on the display 26. In the item selection pop-up window 59, the equipment item selection operation section 59a and the star reinforcement item selection operation section 59b are provided. Further, in the item selection pop-up window 59, the item display area 59c for displaying items is provided. Further, in the item selection pop-up window 59, the cancel operation section 39 and the selection completion operation section 59d are provided.

[0163] The equipment item selection operation section 59a or the star reinforcement item selection operation section 59b is in a selected state. In a case where the equipment item selection operation section 59a is selected, in the item display area 59c, items that can be obtained from the battle game in which three stars are obtained and that are required for creating equipment are displayed in a list. Further, in a case where the star reinforcement item selection operation section 59b is selected, in the item display area 59c, items that can be obtained from the battle game in which three stars are obtained and that are required for reinforcing the number of stars are displayed in a list.

[0164] The player can select up to three items by operating (tapping) some of the items displayed in the item display area 59c. When the selection completion operation section 59d is operated in a state in which some of the items displayed in the item display area 59c are selected, the selected items are added to the item selection field 54a, and the item selection pop-up window 59 is closed. Figure 15BAs illustrated, the items selected in the item selection field 54a are displayed in the item display area 59c. Then, when the search operation section 54b is operated (tapped) in a state where the items are displayed in the item selection field 54a, a battle game display area 54d in which battle games in which the items displayed in the item selection field 54a can be obtained is displayed.

[0165] In this way, the player only selects desired items and operates (taps) the search operation section 54b, whereby battle games in which the items desired by the player can be obtained are displayed in a list in the battle game display area 54d. Then, a check mark is input in the check mark input field 54j of the battle game(s) to be skipped, and the number of times of execution of the selected battle game(s) is selected, whereby the selected number of times of execution of the battle game(s) each of which is input with a check mark can be skipped. Thus, the items can be easily collected, and the time and effort of the player can be saved.

[0166] Figure 9 is a diagram for explaining an example of the limited store appearance pop-up window 60. Figure 5B is a diagram for explaining an example of the reset confirmation pop-up window 61. Even in the case where the skip-together processing is performed, the server 100 performs a lottery to determine whether or not to cause the limited store to appear. Here, in the case where the skip-together processing is performed, since the battle game(s) is / are regarded as cleared a plurality of times, the server 100 performs a lottery a corresponding number of times to determine whether or not to cause the limited store to appear. For example, in the case where the skip-together processing is performed for 30 rounds of execution of the battle game(s), the server 100 performs a lottery up to 30 times to determine whether or not to cause the limited store to appear. Specifically, when the lottery does not hit until the number of times of opening of the limited store reaches five (an upper limit value), the server 100 refers to the limited store lottery table illustrated in Figure 7B and sequentially performs a lottery from a 10% hit probability again. Then, when the number of times of opening reaches five, the server 100 does not perform a subsequent lottery. Note that, in the case where the battle game is regarded as cleared by consuming a plurality of tickets in the task details screen illustrated in Figure 9 and Figure 15A , the lottery to determine whether or not to cause the limited store to appear can also be performed until the number of times of opening reaches five, as in the case of the skip-together processing.

[0167] Then, the server 100 performs a lottery while referring to the limited store lottery table illustrated in Figure 8C , and when the lottery hits, the server 100 performs a lottery a remaining number of times while referring to the limited store lottery table again. Thus, in the case where the skip-together function is used, the lottery hits a plurality of times in some cases.

[0168] In this case, at the player terminal 1, the result of the multiple draws is displayed in the display 26 Figure 15B The limited store appearance pop-up window 60 is displayed. In the limited store appearance pop-up window 60, the result of the multiple draws is displayed in general. Specifically, in the limited store appearance pop-up window 60, the fact that the limited store has appeared (has opened) and the number of openings of the limited store (the number of draws, three times in this case) are displayed. Note that in the limited store appearance pop-up window 60, only the fact that the limited store has opened can be displayed, and the number of openings of the limited store (the number of draws) can not be displayed.

[0169] Then, when the limited store operation section 53a is operated, the limited store screen shown in Figure 3A is displayed. Thereafter, when the immediate closing operation section 52e is operated, the reset confirmation pop-up window 61 shown in Figure 16 is displayed on the display 26. Then, when the confirmation operation section 61a in the reset confirmation pop-up window 61 is operated, the store screen of the next limited store is displayed on the display 26.

[0170] Note that when 10 minutes elapse in a state in which the immediate closing operation section 52e is not operated, the next limited store appears. In this case, the store screen operation section 33a is operated from the home screen shown in Figure 16 , whereby the store screen of the limited store can be displayed.

[0171] Thus, in a case in which the multiple rounds (one or more) of the battle game are skipped in general, the draws for determining whether to cause the limited store to appear are performed the corresponding number of times, and the results thereof are displayed, whereby the situation in which the limited store does not appear multiple times in a case in which the multiple rounds (one or more) of the battle game are skipped in general is avoided, and the player is prevented from having a sense of loss.

[0172] Next, the basic structure of the player terminal 1 and the server 100 for performing the skip-together processing and the communication processing thereof will be described below. Note that here, an example of the basic communication processing for causing the game to progress and an example of the main communication processing related to the skip-together processing will be described, and the description of other processing will be omitted.

[0173] (Functional structure of player terminal 1)

[0174] Figure 17 is a diagram for describing the structure of the memory 12 at the player terminal 1 and the functions of the player terminal 1 as a computer. In the memory 12, a program storage area 12a and a data storage area 12b are provided. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0175] The terminal-side game control programs include a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a skip-together control program 83, and a display control program 84. Note that Figure 17 The programs listed in Table 1 are merely examples, and a large number of other programs are also provided as the terminal-side game control programs.

[0176] In the data storage area 12b, a game information storage section 90, a player information storage section 91, a shop information storage section 92, and a skip-together information storage section 93 are provided as storage sections for storing data. Note that the above storage sections are merely examples, and a large number of other storage sections are also provided in the data storage area 12b.

[0177] The CPU 10 runs each of the programs stored in the program storage area 12a, and updates the data in each of the storage sections of the data storage area 12b. Then, the CPU 10 runs each of the programs stored in the program storage area 12a, thereby causing the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a skip-together control unit 83a, and a display control unit 84a.

[0178] Specifically, the CPU 10 runs the game execution control program 80, thereby causing the computer to function as the game execution control unit 80a. Similarly, the CPU 10 runs the battle game execution program 81, the skip game execution program 82, the skip-together control program 83, and the display control program 84, thereby causing the computer to function as the battle game execution unit 81a, the skip game execution unit 82a, the skip-together control unit 83a, and the display control unit 84a, respectively.

[0179] The game execution control unit 80a controls the progress of the entire game. The game execution control unit 80a, for example, transmits login information to the server 100 at the time of login. Further, the game execution control unit 80a performs control related to the transition of a normal screen. Further, in a case where game information related to the entire game is updated, the game execution control unit 80a receives the game information from the server 100, and stores the game information in the game information storage section 90.

[0180] The battle game execution unit 81a is responsible for the control of the execution of the battle game. For example, the battle game execution unit 81a updates a battle screen, controls the actions of an ally character and an enemy character, and derives a damage point, based on an operation input to the player terminal 1.

[0181] The skip game execution unit 82a is responsible for the control at the time of skipping the battle game by consuming a ticket.

[0182] The skip-together control unit 83a stores information related to the skip-together processing in a skip-together information storage section 93, and is responsible for control related to the skip-together processing.

[0183] The display control unit 84a generates a screen to be displayed on the display 26, and displays the generated screen on the display 26.

[0184] (Functional Configuration of Server 100)

[0185] Figure 18 is a diagram for explaining the structure of the memory 112 at the server 100 and the function of the server 100 as a computer. In the memory 112, a program storage area 112a and a data storage area 112b are provided. When the game starts, the CPU 110 stores a server-side game control program (module) in the program storage area 112a.

[0186] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a reward assignment program 182, and a shop control program 183. Note that, Figure 5A The programs listed in the above table are merely examples, and a large number of other programs are also provided as the server-side game control program.

[0187] In the data storage area 112b, a game information storage section 190, a player information storage section 191, and a shop information storage section 192 are provided as storage sections for storing data. Note that the above storage sections are merely examples, and a large number of other storage sections are also provided in the data storage area 112b.

[0188] The CPU 110 runs each program stored in the program storage area 112a, and updates data in each storage section of the data storage area 112b. Then, the CPU 110 runs each program stored in the program storage area 112a, whereby the server 100 functions as a server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, a reward assignment unit 182a, and a shop control unit 183a.

[0189] Specifically, the CPU 110 runs the game execution control program 180, whereby the computer functions as the game execution control unit 180a. Similarly, the CPU 110 runs the battle game execution program 181, the reward assignment program 182, and the shop control program 183, whereby the computer functions as the battle game execution unit 181a, the reward assignment unit 182a, and the shop control unit 183a, respectively.

[0190] The game execution control unit 180a controls the progress of the entire game. When receiving, for example, login information from the player terminal 1, the game execution control unit 180a transmits the player information stored in the player information storage unit 191 to the player terminal 1. Further, in a case where the game information related to the entire game is updated, the game execution control unit 180a reads the updated game information from the game information storage unit 190, and transmits the game information to the player terminal 1.

[0191] The battle game execution unit 181a is responsible for the control of the execution of the battle game.

[0192] The reward assignment unit 182a assigns a reward to a player. The reward assignment unit 182a assigns, to a player who has cleared the battle game, items corresponding to the cleared battle game. More specifically, the reward assignment unit 182a adds the items to be assigned to the player information corresponding to the player ID of the player who has cleared the battle game, and stores the items in the player information storage unit 191.

[0193] The shop control unit 183a determines the contents of the ordinary shop, and stores the determined contents in the shop information storage unit 192. Further, in a case where the battle game is cleared, the shop control unit 183a determines whether to cause the limited shop to appear by lottery, and in a case where the lottery is drawn, stores the number of times of opening of the limited shop, its contents, and the termination condition in the shop information storage unit 192.

[0194] (Communication processing between the player terminal 1 and the server 100)

[0195] Figure 7A is a sequence diagram for explaining the basic processing at the player terminal 1 and the server 100. Note that, in the following explanation, the processing at the player terminal 1 is represented by Pn (n is an arbitrary integer). Further, the processing at the server 100 is represented by Sn (n is an arbitrary integer). At the player terminal 1, when the player starts the game application (P1), the game execution control unit 80a transmits login information to the server 100. When receiving the login information, the game execution control unit 180a of the server 100 identifies the player ID associated with the login information to perform the login processing (S1). Here, the game execution control unit 180a reads the player information corresponding to the identified player ID from the player information storage unit 191, and transmits the player information to the player terminal 1.

[0196] Further, it is assumed that a battle game start operation (P2) is performed at the player terminal 1. In this case, start information is transmitted from the player terminal 1 to the server 100. Note that the start information includes team information selected by the player, battle game classification information, and the like. At the server 100, upon receipt of the start information, battle game start information required to start the battle game is transmitted to the player terminal 1 (S2). Then, upon receipt of the battle game start information, the battle game execution unit 81a of the player terminal 1 performs battle game start processing (P3) for starting the battle game. Here, for example, an area in the storage 12 for causing the battle game to progress is allocated, and a predetermined program is loaded from the storage unit 18 into the storage 12.

[0197] After that, the battle game execution unit 81a of the player terminal 1 performs battle game control processing (P4) for controlling the battle game. In the battle game control processing, update processing for updating various information is repeatedly performed in units of frames. Note that the number of frames is not particularly limited; for example, the number of frames per second is 30 to 60. Thus, during the battle game, information is updated at the player terminal 1 at intervals of about 16 milliseconds (ms) to 33 ms.

[0198] Then, when an end condition of the battle game is satisfied, the battle game execution unit 81a of the player terminal 1 performs battle game termination processing (P5) for terminating the battle game. In the battle game termination processing, for example, game result information (termination information) is transmitted to the server 100. Upon receipt of the game result information, the battle game execution unit 100a of the server 100 updates player information (S3). Note that in a case where the battle game is started by using a ticket, the game execution unit 82a skips the battle game start processing (P3) and the battle game control processing (P4), and performs the battle game termination processing (P5) in a state where the battle game is regarded as cleared.

[0199] Further, in a case where the battle game is cleared, the reward assignment unit 182a determines an item corresponding to the cleared battle game based on the game result information, and assigns the item (S4). Then, the reward assignment unit 182a transmits information related to the assigned item to the player terminal 1 as reward information. The display control unit 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P6).

[0200] The shop control unit 183a determines whether or not to cause the limited shop to appear by lottery (S5). Further, in the case where it is determined to cause the limited shop to appear, the shop control unit 183a determines the contents of the limited shop and its termination condition, and stores the number of opening times, the contents, and the termination condition of the limited shop in the shop information storage section 192. Further, the shop control unit 183a transmits shop information indicating the number of opening times, the contents, and the termination condition of the limited shop to the player terminal 1. When receiving the shop information, the game execution control unit 80a of the player terminal 1 stores the number of opening times, the contents, and the termination condition of the limited shop indicated in the shop information in the shop information storage section 92. Further, the display control unit 84a displays the limited shop appearance pop-up window 52 on the display 26 (P7).

[0201] Further, when the task list operation section 43 is operated in the task display screen shown in Figure 19 and Figure 19 , the simultaneous skip control unit 83a executes simultaneous skip processing (P8).

[0202] Figure 14A is a flowchart for explaining the simultaneous skip processing. As shown in Figure 13B , when the tab name display field 54i is operated (YES in P8-1), the simultaneous skip control unit 83a reads information corresponding to the operated tab name from the simultaneous skip information storage section 93 (P8-2). The display control unit 84 displays the task list pop-up window 54 on the display 26 according to the read simultaneous skip list (P8-3).

[0203] Further, when any of the item selection fields 54a in the item selection field 54a is operated (YES in P8-4), the display control unit 84a displays the item selection pop-up window 59 shown in Figure 12B on the display 26 (P8-5). Then, in a state where some of the items displayed in the item display area 59c are selected, when the selection completion operation section 59d is operated (YES in P8-6), the display control unit 84a displays the items selected in the item display area 59c in the item selection field 54a (P8-7). Further, the simultaneous skip control unit 83a stores the selected items in the simultaneous skip information storage section 93 in correspondence with the tab name.

[0204] After that, when the search operation section 54b is operated (YES in P8-8), the simultaneous skip control unit 83a searches for a battle game in which the item displayed in the item selection field 54a can be obtained (P8-9), and the display control unit 84a displays the battle game display area 54d of the found battle game (P8-10).

[0205] Furthermore, when the check mark input field 54j in the battle game display area 54d is operated ("Yes" in P8-11), the display control unit 84a displays the check mark in the operated check mark input field 54j (P8-12). In addition, the skip control unit 83a stores the battle game with the entered check mark and the corresponding tag name in the skip information storage unit 93, and sends this information to the server 100.

[0206] Furthermore, when the minus operation unit 54f or the plus operation unit 54g is operated ("Yes" in P8-13), the display control unit 84a changes the representation of the ticket quantity display column 54e according to the operation (P8-14). Additionally, the display control unit 84a changes and displays the total endurance and consumed ticket quantity according to the operation (P8-15). Furthermore, the skip control unit 83a stores the changed ticket quantity corresponding to the tag name in the skip information storage unit 93 and sends this information to the server 100.

[0207] When the operation is skipped together with the operation unit 54h (yes in P8-16), the skip control unit 83a sequentially judges from top to bottom whether the battle game with the check mark entered in the check mark input field 54j can be executed (P8-17).

[0208] If the check mark input field 54j indicates that all battle games are executable ("Yes" in P8-18), and there are no battle games with 0 remaining challenge attempts ("No" in P8-19), the skip control unit 83a will send skip information indicating the level of all these battle games and their execution count to the server 100 (P8-20).

[0209] On the other hand, when there is a battle game with 0 remaining challenge attempts (marked as "Yes" on page 8-19), the display control unit 84a will... Figure 18 The challenge count recovery pop-up window 58 shown is displayed on the monitor 26 (P8-21). Then, when the operation of the no-recovery skip operation unit 58a is performed ("Yes" in P8-22), the skip control unit 83a does not recover the remaining challenge counts of the battle game, and sends the skip information indicating that the battle game level and its execution count are not 0 to the server 100 (P8-23).

[0210] In addition, when the second currency is used to operate the operation unit 58b ("Yes" in P8-24), the remaining challenge count of the battle game is resumed by skipping the control unit 83a, and the skipped information indicating the level of all these battle games and the number of times they are executed is sent to the server 100 (P8-25).

[0211] Further, in a case where all the battle games in which the checkmark is input in the checkmark input field 54j are not executable (NO in P8-18), the display control unit 84a displays a skip confirmation pop-up window 56 shown in Figure 20 on the display 26 (P8-26).

[0212] Then, when the operation confirmation operation section 56a is operated (YES in P8-27), skip information indicating the hierarchy of the battle games judged to be executable and the number of times of execution thereof is transmitted to the server 100 (P8-28). Further, the display control unit 84a displays, for example, a skipped display bar 57 indicating "skipped to here" between the battle game display region 54d of the battle game that has been skipped and the battle game display region 54d of the battle game that has not been skipped (P8-29).

[0213] Returning to Figure 9 When the skip information is received, the reward assignment unit 182a determines and assigns items corresponding to the number of times of execution of all the battle games based on the skip information (S6). Then, the reward assignment unit 182a transmits information on the assigned items to the player terminal 1 as reward information. The display control section 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P9).

[0214] The shop control unit 183a determines whether or not to cause a limited shop to appear by lottery based on the skip information (S7).

[0215] Figure 18 is a flowchart for explaining the limited shop lottery processing. The shop control unit 183a confirms the number of times of execution of the battle game(s) based on the skip information (S7-1). Then, the shop control unit 183a refers to a limited shop lottery table shown in Figure 21 and causes the lottery to be performed for the confirmed number of times of execution (S7-2).

[0216] Thereafter, in a case where the lottery hits (YES in S7-3), the shop control unit 183a causes the determination of the content and the termination condition of the limited shop to be performed for the hit number of times (S7-4). Then, the shop control unit 183a transmits shop information indicating the content and the termination condition of the limited shop to the player terminal 1 (S7-5).

[0217] Returning to Figure 15A , when the shop information is received, the display control unit 84a performs limited shop display processing (P10).

[0218] Figure 15Bis a flowchart showing the limited store display processing. When receiving store information, the display control unit 84a displays the limited store appearance pop-up window 60 shown in ​ on the display 26 (P10-1).

[0219] Then, until the termination condition is established (NO in P10-2), when the operation is immediately off the operation section 52e (YES in P10-3), the display control unit 84a displays the reset confirmation pop-up window 61 shown in ​ on the display 26 (P10-4).

[0220] Further, when the termination condition is established (YES in P10-2) or when the operation is confirmed by the operation section 61a (YES in P10-5), if there is a next limited store (YES in P10-6), the display control unit 84a displays the store screen of the next limited store on the display 26 (P10-7).

[0221] As described above, the player terminal 1 is provided with the game execution control program 80, the battle game execution program 81, the skip game execution program 82, the all-at-once skip control program 83, and the display control program 84. Further, the player terminal 1 includes the game execution control unit 80a, the battle game execution unit 81a, the skip game execution unit 82a, the all-at-once skip control unit 83a, and the display control unit 84a. However, a part or all of these programs and functional units can be provided at the server 100.

[0222] Further, the server 100 is provided with the game execution control program 180, the battle game execution program 181, the reward assignment program 182, and the store control program 183. Further, the server 100 includes the game execution control unit 180a, the battle game execution unit 181a, the reward assignment unit 182a, and the store control unit 183a. However, a part or all of these programs and functional units can be provided at the player terminal 1.

[0223] Further, in the above-described embodiment, the store control unit 183a serving as a lottery unit determines whether to cause a limited store to appear by lottery when the battle game is cleared. However, the lottery unit can open a predetermined content when the battle game is cleared. Here, the predetermined content can be, for example, another battle game, or can be a time period that becomes favorable to the player, such as a time period in which at least one of the experience points and the items that can be obtained is doubled, and the like.

[0224] Further, in the above-described embodiment, the shop control unit 183a serving as the lottery unit determines whether or not to cause the limited shop to appear (whether or not the content is open) by lottery when the battle game is cleared. However, the lottery unit can determine whether or not the item for opening the content is assigned by lottery when the battle game is cleared. That is, the lottery unit can perform the lottery in relation to the opening of the predetermined content.

[0225] Further, in the above-described embodiment, although the battle game using the ticket is omitted in its entirety, it is only necessary to omit at least a part of the function of the game, and for example, the battle game can also be executed automatically without the operation by the player to reduce the number of enemy characters or to weaken the enemy characters.

[0226] Further, the program in the above-described embodiment can be stored in a computer-readable recording medium and provided in the form of the recording medium. Alternatively, the program in the above-described embodiment can be provided in the form of the player terminal or the information processing system including the recording medium. Further, the above-described embodiment can be an information processing method for realizing the respective functions and the steps shown in the flowcharts.

[0227] Although aspects of embodiments have been described above with reference to the accompanying drawings, it is not necessary to describe, the present application is not limited to the above-described embodiments. It will be obvious to those skilled in the art that various modifications and changes can be conceived within the scope recited in the claims, and it will be understood that these modifications and changes obviously belong to the technical scope of the present application.

[0228] Industrial applicability

[0229] The present application is applicable to an information processing program, an information processing method, an information processing apparatus, and an information processing system.

[0230] Explanation of reference numerals

[0231] 1 player terminal (information processing apparatus)

[0232] 81a battle game execution unit (game execution unit)

[0233] 82a skip game execution unit

[0234] 83a collectively skip control unit (skip game execution unit)

[0235] 84a display control unit

[0236] 100 server

[0237] 182a reward assignment unit

[0238] 183a shop control unit

[0239] S information processing system

Claims

1. A computer program product, comprising an information processing program for enabling a computer to function as: The game execution unit is used to execute a pre-defined game based on the player's actions; A reward assignment unit is used to assign a predetermined reward when the game is completed. A reward designation screen display unit is used to display a reward designation screen in which the player can specify the desired reward; The display control unit is configured to search for games that can obtain the reward specified in the reward designation screen and can perform at least a portion of the skip processing of the game's functions, and to display a skip selection screen that can display only the multiple searched games; as well as A skip game execution unit is used to execute multiple games selected from multiple games displayed in the skip selection screen simultaneously through the skip process.

2. The computer program product according to claim 1, in, The stamina required to run the game is set according to the game settings, and The skip game execution unit executes the game selected from the multiple displayed games together within the player's stamina limit. If the player's stamina is insufficient to execute all the selected games together, the remaining games in the selected games that have not yet been executed together will be executed together within the player's stamina limit during the next execution of the games together.

3. The computer program product according to claim 1 or 2, in, In the event that the player is unable to play all the selected games at once due to insufficient stamina, the display control unit displays the games that have been played and those that have not been played in a recognizable manner.

4. An information processing method, executed by a computer, the information processing method comprising the following steps: The game is executed based on the player's actions; A predetermined reward will be assigned when the game is completed. A reward specification screen is displayed, allowing players to specify the desired reward. The search function retrieves games that can obtain the reward specified in the reward designation screen and can perform at least a portion of the skip processing of the game's functions, and displays a skip selection screen that can show only multiple searched games; as well as The skip process executes multiple games selected from the multiple games displayed in the skip selection screen simultaneously.

5. An information processing apparatus, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; A reward assignment unit is used to assign a predetermined reward when the game is completed. A reward designation screen display unit is used to display a reward designation screen in which the player can specify the desired reward; The display control unit is configured to search for games that can obtain the reward specified in the reward designation screen and can perform at least a portion of the skip processing of the game's functions, and to display a skip selection screen that can display only the multiple searched games; as well as A skip game execution unit is used to execute multiple games selected from multiple games displayed in the skip selection screen simultaneously through the skip process.

6. An information processing system, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; A reward assignment unit is used to assign a predetermined reward when the game is completed. A reward designation screen display unit is used to display a reward designation screen in which the player can specify the desired reward; The display control unit is configured to search for games that can obtain the reward specified in the reward designation screen and can perform at least a portion of the skip processing of the game's functions, and to display a skip selection screen that can display only the multiple searched games; as well as A skip game execution unit is used to execute multiple games selected from multiple games displayed in the skip selection screen simultaneously through the skip process.

7. A computer-readable storage medium storing an information processing program that, when executed by a processor, implements the steps of the information processing method of claim 4.

Citation Information

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