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

By using the game execution and skip functions in the information processing system, players can select games to obtain rewards while omitting some game functions, which solves the problem of high time and effort consumption in existing technologies and improves the efficiency of completing games.

CN122124468APending Publication Date: 2026-06-02CYGAMES INC

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
CYGAMES INC
Filing Date
2020-08-31
Publication Date
2026-06-02

Smart Images

  • Figure CN122124468A_ABST
    Figure CN122124468A_ABST
Patent Text Reader

Abstract

This invention provides an information processing program, information processing method, information processing apparatus, and information processing system for enabling a computer to function as: a game execution unit for executing a predetermined game based on player actions; a skip game execution unit for executing a game while omitting at least a portion of the game's functionality; a display control unit for displaying any one of a plurality of list display operation units and any one of a skip list corresponding to each of the plurality of list display operation units in a display unit; and a storage control unit for storing, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games selected by the player's actions, where at least a portion of the game's functionality can be omitted, wherein the skip game execution unit executes the games associated with a skip list simultaneously.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] This application is a divisional application of Chinese invention patent application filed on August 31, 2020, with application number 202080067468.6 and entitled "Information Processing Program, Information Processing Method, Information Processing Apparatus and Information Processing System". Technical Field

[0002] This invention relates to information processing programs, information processing methods, information processing apparatuses, and information processing systems. Background Technology

[0003] As shown in Patent Document 1, for example, conventional information processing systems have been proposed that allow players to skip games based on predetermined actions, and that the game is considered to be cleared.

[0004] Existing technical documents

[0005] Patent documents

[0006] Patent Document 1: Japanese Patent Application Publication No. 2017-185268 Summary of the Invention

[0007] The problem the invention aims to solve

[0008] In information processing systems, there are scenarios where different rewards can be assigned to each game upon completion. In these cases, players need to select the game from which their desired reward can be assigned and then play that game. Therefore, there is a time and effort required before players receive their expected reward.

[0009] The purpose of this invention is to provide information processing programs, methods, devices, and systems that can save players time and effort.

[0010] Solution for solving the problem

[0011] To address the aforementioned problems, the present invention provides an information processing program for enabling a computer to function as: 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.

[0012] The display control unit can display multiple games from which selected rewards can be obtained, and at least some of the functions of each game can be omitted.

[0013] The game can be set to require the stamina to execute the game, and the skip game execution unit can execute the game selected from the multiple displayed games at the same time within the player's available stamina.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] The effects of the invention

[0019] According to the present invention, players' time and effort can be saved. Attached Figure Description

[0020] Figure 1 It is an explanatory diagram that roughly shows the structure of an information processing system.

[0021] 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.

[0022] Figure 3A This is an example image used to illustrate the homepage screen. Figure 3B This is an example image used to illustrate the ally role confirmation screen. Figure 3C This is an example image used to illustrate the details of an ally's character.

[0023] Figure 4A This is an example diagram used to illustrate the pop-up window for obtaining the method. Figure 4B This is an example diagram used to illustrate how to retrieve a location pop-up window. Figure 4C This is an example image used to illustrate the details of an ally's character.

[0024] Figure 5A This 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.

[0025] Figure 6A This is an example image used to illustrate a battle scene. Figure 6B This is an example image used to illustrate the result screen. Figure 6C This is an example diagram used to illustrate a report screen.

[0026] Figure 7A This is an example image used to illustrate a difficult task. Figure 7B This is an example image used to illustrate the task selection screen for difficult tasks.

[0027] 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.

[0028] Figure 9 This is a diagram used to illustrate the limited-store lottery form.

[0029] Figure 10A This is the first image used to illustrate an example of a task list pop-up window. Figure 10B This is the second image used to illustrate an example of a task list pop-up window. Figure 10C This is the third image used to illustrate an example of a task list pop-up window.

[0030] Figure 11A This is the fourth image used to illustrate an example of a task list pop-up window. Figure 11B This is the fifth image used to illustrate an example of a task list pop-up window. Figure 11C This is a diagram used to illustrate an example of skipping the results pop-up window.

[0031] Figure 12A This is the sixth image used to illustrate 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] Figure 18 It is a sequence diagram used to illustrate the basic processing at the player terminal and the server.

[0038] Figure 19 This is a flowchart used to illustrate skipping certain processes.

[0039] Figure 20 This is a flowchart used to illustrate an example of the limited store selection process.

[0040] Figure 21 This is a flowchart used to illustrate an example of the limited store display process. Detailed Implementation

[0041] 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.

[0042] (The overall structure of information processing system S)

[0043] Figure 1 This is an explanatory diagram that schematically illustrates the structure of the information processing system S. The information processing system S is a so-called client / server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0044] Each player terminal (information processing device) 1 can establish communication with the server 100 via the communication network 200. Player terminals 1 broadly include electronic devices that can be connected to the server 100 via wired or wireless communication. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, or game consoles. In this embodiment, the use of a smartphone as player terminal 1 will be described.

[0045] Server 100 is communicatively connected to multiple player terminals 1. Server 100 accumulates various information (player information) for each player ID used to identify players playing the game.

[0046] Communication base station 200a is connected to communication network 200 and wirelessly sends and receives information from player terminal 1. Communication network 200 consists of mobile phone networks, the Internet, local area networks (LANs), or dedicated lines to enable wireless or wired communication between player terminal 1 and server 100.

[0047] In the information processing system S according to this embodiment, each player terminal 1 and server 100 serves as a game device G. The player terminal 1 and server 100 respectively play the role of controlling the progress of the game, thereby enabling the game to progress through cooperation between the player terminal 1 and server 100.

[0048] (Hardware structure of player terminal 1 and server 100)

[0049] Figure 2A This is a diagram illustrating the hardware structure of player terminal 1. Furthermore, Figure 2B This is a diagram used to illustrate the hardware structure of server 100. For example... Figure 2AAs 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.

[0050] In addition, such as Figure 2B As shown, server 100 is configured to include CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122 and output unit 124.

[0051] Note that the structure and function of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1. Therefore, the hardware structure of player terminal 1 will be described below, and the description of the hardware structure of server 100 will be omitted.

[0052] The CPU 10 runs the program stored in the memory 12 to control the progress of the game. The memory 12 is composed of read-only memory (ROM) or random access memory (RAM) and stores the program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via bus 14.

[0053] Input / output interface 16 is connected to bus 14. Storage unit 18, communication unit 20, input unit 22 and output unit 24 are connected to input / output interface 16.

[0054] Storage unit 18 is composed of semiconductor memory such as dynamic random access memory (DRAM) and stores various programs and data. At player terminal 1, the CPU 10 loads the programs and data stored in storage unit 18 into memory 12 (RAM).

[0055] The communication unit 20 is wirelessly connected to the communication base station 200a and sends information to and receives information from the server 100, such as various data and programs, via the communication network 200. At the player terminal 1, the programs received from the server 100 are stored in the memory 12 or the storage unit 18.

[0056] The input unit 22 may be comprised of, for example, a touchscreen, buttons, keyboard, mouse, D-pad, or analog controller used by the player to input (receive) operations. Optionally, the input unit 22 may be a dedicated controller disposed in or connected (externally attached) to the player terminal 1. Optionally, the input unit 22 may be comprised of an accelerometer that detects the tilt or movement of the player terminal 1 or a microphone that detects the player's voice. That is, the input unit 22 may broadly include devices that enable the player to input his or her intentions in a distinguishable manner.

[0057] Output unit 24 is configured to include a display device and a speaker. Note that output unit 24 may be a device connected (externally attached) to player terminal 1. In this embodiment, player terminal 1 includes display 26 as output unit 24 and a touch screen disposed in an overlay manner in display 26 as input unit 22.

[0058] (Game content)

[0059] Next, an example of the game content provided by the information processing system S (game device G) of this embodiment will be described. In this embodiment, a so-called battle game is provided in which allied characters fight against enemy characters. Specifically, in the game of this embodiment, multiple allied characters are provided. Players select some (here, five) allied characters from the provided allied characters to form a team. In addition, players can play multiple types of battle games with different enemy characters and different difficulty levels. The goal of the battle game is for the allied characters organized into a team to defeat the enemy characters (clear the game) and obtain rewards.

[0060] Figure 3A This is an example image used to illustrate the homepage screen. Figure 3B This is an example image used to illustrate the ally role confirmation screen. Figure 3C This is an example image used to illustrate the details of an ally's character. Figure 4A This is an example diagram used to illustrate the method of obtaining pop-up window 38. Figure 4B This is an example diagram used to illustrate the location pop-up window 40. Figure 4C This is an example diagram used to illustrate the details of an ally's character screen. The game screen is displayed on the monitor 26 of the player's terminal 1. In this embodiment, the game screen is broadly divided into normal screen and battle screen.

[0061] The normal screen is primarily used when the player confirms various settings and information. On the other hand, the battle screen is displayed on monitor 26 from the start to the end of the battle game. All screens other than the battle screen are normal screens. Several screens are provided as normal screens, such as... Figure 3A The homepage shown Figure 3B The allied character confirmation screen and mission screen shown (see) Figure 5A ), store screen (see) Figure 8A Guild screen (not shown), gacha screen (not shown), and menu screen (not shown), etc.

[0062] 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."

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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".

[0071] 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.

[0072] exist Figure 3BThe ally character confirmation screen displays images of all ally characters corresponding to the ally character IDs associated with the player's player ID. In other words, the ally character confirmation screen shows all the ally characters the player owns. Note that the ally character ID is used to identify ally characters, and a different ID is assigned to each ally character. Then, when the player obtains a new ally character, for example through gacha pulls, the ally character ID of the obtained ally is associated with the player's player ID.

[0073] A team selection operation unit 34 with the word "Team" is displayed on the right side of the ally role confirmation screen. When the team selection operation unit 34 is tapped, a team organization screen (not shown) is displayed on the monitor 26, and teams composed of up to five ally roles can be organized and stored.

[0074] Stars (rankings), experience points, and levels are stored corresponding to the allied characters. Experience points are gained by winning battles (explained later) or by using pre-defined items. Levels are set based on experience points, and levels increase whenever a predetermined number of experience points are reached. Note that there is a level cap set for each allied character, and levels only increase within the range defined by that cap.

[0075] Furthermore, base stats for allied characters' combat abilities, such as health points, attack power, and defense, are set based on their star rating and level. As allied characters' combat abilities increase, players can gain a greater advantage in the battle. Moreover, these base stats for allied characters increase with their star rating and level.

[0076] In addition, you can equip allied characters with items such as weapons and armor (set such items for allied characters). Each item has an additive value for attack power, defense power, etc. When an allied character equips this item, the additive value of each item is added to the aforementioned base value, thereby enhancing the allied character's combat abilities.

[0077] Specifically, when the ally character confirms the image of the ally character displayed on the screen, it is displayed on monitor 26. Figure 3C The image shows the details of the ally character. Within this screen, the ally character enhancement selection area 35, enhancement item display area 36, ​​and enhancement detail display area 37 are displayed. The ally character enhancement selection area 35 provides equipment selection operation 35a, Lv enhancement selection operation 35b, and star enhancement selection operation 35c. Selecting any of these operation areas within the ally character enhancement selection area 35 will highlight the selected operation area.

[0078] 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.

[0079] 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 "?".

[0080] 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.

[0081] 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.

[0082] 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.

[0083] Furthermore, the Cancel Operation Unit 39 and the Create Operation Unit 38a are displayed in the Location Acquisition pop-up window 40. Then, when the battle game displayed in the Location Acquisition pop-up window 40 is activated (tap), the mission selection screen (which will be explained later) is displayed on the monitor 26. Figure 5B ).

[0084] Then, assuming the player possesses the required number of items, Figure 4A and Figure 4B The creation operation unit 38a is activated, and when the creation operation unit 38a is activated, the corresponding equipment is created. Furthermore, if the player possesses the required number of items, Figure 3C The equipment operation unit 37b shown is activated, and when the equipment operation unit 37b is operated (tap), the allied character is equipped with the equipment.

[0085] Furthermore, although detailed instructions will be omitted, when operating (tap)... Figure 3C When selecting the Lv enhancement option in the ally character details screen (shown in section 35b), the ally character's level is displayed in enhancement item display area 36, ​​and the item used to increase the level is displayed in enhancement details display area 37. Then, by operating (tapping) the item, the tapped item is used, and the ally character's experience points (level) increase.

[0086] Additionally, when operating (tapping) Figure 3C When selecting the Star Enhancement option in the ally character detail screen (as shown in Figure 35c), such as... Figure 4C As shown, the current star rating (level) of the ally character is displayed in the enhancement item display area 36, ​​and the items used to increase the star rating are displayed in the enhancement details display area 37. The enhancement details display area 37 displays the items required to increase the star rating, and also shows the number of items the user possesses relative to the number of items required to increase the star rating (required quantity) (e.g., 50 / 100).

[0087] Furthermore, the enhanced detail display area 37 includes an acquisition method operation unit 37a for displaying how to obtain items and a blooming operation unit 37c for increasing star count. When operating the acquisition method operation unit 37a, the following is displayed: Figure 4A The acquisition method is shown in pop-up window 38. Furthermore, if the player possesses the required number of items and operates the Blooming Operation Unit 37c, the ally's star rating increases by 1. Note that if the number of items used to increase star rating is insufficient, such as... Figure 4C The flower operation unit 37c is shown in gray, as indicated by the shadow, and is not accepting player input.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] In addition, the team selection screen displays the cancel operation section 39 and the battle start operation section 47 which reads "Battle Start".

[0101] When a player taps (clicks) some of the allied characters displayed in the team selection screen, the selected allied character is displayed in the selected allied character display area 46. In other words, here, from multiple allied character IDs associated with the player's ID, the allied character ID to be used in the battle game (for determining the team) is selected.

[0102] Then, when you select an ally character (ally character ID) and tap (tap) the battle start operation section 47, the battle game begins.

[0103] Figure 6A This is an example image used to illustrate a battle scene. Figure 6B This is an example image used to illustrate the result screen. Figure 6C This is an example diagram used to illustrate a report screen. When in Figure 5C When you select the team on the screen and tap to start the battle (click), the battle game will begin.

[0104] During combat gameplay, such as Figure 6A The battle scene is displayed. In the battle scene, allied characters and enemy characters are shown on monitor 26. Allied characters act under computer control, dealing damage to enemy characters and receiving damage from them. Conversely, enemy characters act under computer control, dealing damage to allied characters and receiving damage from them.

[0105] When damage points are assigned to any enemy character, those damage points are subtracted from that enemy character's health points. Similarly, when damage points are assigned to any ally character, those damage points are subtracted from that ally character's health points. The player wins (completes the level) when all enemy characters' health points reach 0, and the player loses when all ally characters' health points reach 0 (defeats).

[0106] Here, as Figure 6A As shown, an allied character display area 48 is provided at the bottom of the battle screen. This area displays each allied character's health points 48a and special attack gauge 48b. When an allied character receives damage from an enemy character or deals damage to an enemy character, the special attack gauge 48b increases. Then, when the special attack gauge 48b reaches its predetermined maximum value, the allied character becomes able to use their special attack. Regarding special attacks, compared to normal attacks, they deal more damage to the enemy character, restore the allied character's health points, and assign a special effect to the enemy character.

[0107] Here, two methods for using special moves are provided: In one method, the player operates (tap) the ally character whose special move gauge 48b, displayed in the ally character display area 48, has reached its maximum value; and in the other method, when the special move gauge 48b reaches its maximum value in automatic mode, the corresponding ally character uses the special move under computer control. Note that an automatic selection control unit 49 is displayed on the battle screen, and the player can switch between automatic and manual modes based on the operation of the automatic selection control unit 49. When the automatic selection control unit 49 is operated in manual mode, the automatic mode for automatically using special moves is selected. Furthermore, when the automatic selection control unit 49 is operated in automatic mode, the manual mode for manually using special moves is selected. Note that even in automatic mode, when the special move gauge 48b reaches its maximum value but the special move is not used under computer control, the player can still use the special move when operating (tap) the corresponding ally character.

[0108] Then, when the battle game ends normally (normal end), such as Figure 6B As shown, the results are displayed on monitor 26. Figure 6B This shows an example of the result screen displayed when a battle game is completed.

[0109] The results screen displays at least a portion of the game result information for the battle game, and displays a report display operation unit 50 with the word "Report" and an end operation unit 51 with the word "Close".

[0110] Note that the game result information includes the ally's ally ID (team), the enemy's enemy ID, the remaining status of the ally and enemy at the end of the battle (whether their health points reached 0 when the battle game ended), the damage dealt (total value), whether manual or automatic mode was selected, the battle log ID, the battle game category (normal or hard mission, etc.), information associated with each battle game category (clearance information, battle game tier, etc.), the assigned item information, and the assigned first currency. Furthermore, the battle log ID is uniquely assigned to each battle game. Additionally, the information associated with each battle game category varies depending on the category. Furthermore, when a battle game is cleared, the server 100 randomly selects items pre-set for the cleared battle game to determine whether to assign the item to the player. The item to be assigned to the player is then added to the game result information and displayed on the results screen.

[0111] 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.

[0112] 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.

[0113] When the operation (tap) of the operation unit 51 ends, a message is displayed on the display 26. Figure 6B The result screen shown.

[0114] 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.

[0115] 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.

[0116] 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 results screen shown above displays an overview of the items obtained from the five rounds of combat gameplay.

[0117] In this way, by consuming tickets, the battle game that has already earned three stars as the completion information is skipped, and thus the battle game is considered completed. Therefore, players can collect items while saving time.

[0118] Next, the difficult tasks will be explained. Figure 7A This is an example image used to illustrate a difficult task. Figure 7B This is an example image used to illustrate the task selection screen for difficult tasks. Note that explanations of parts identical to those in normal tasks will be omitted. Figure 7A As shown, when the difficult mission selection operation unit 41b 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 difficult mission category. Furthermore, 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 operating (tapping) the mission list operation unit 43 will be explained later.

[0119] The mission operation section 42 also displays completion information for each battle game. Figure 7A In the example shown, three stars were obtained in battle game "21-1", three stars were obtained in battle game "21-2", and two stars were obtained in battle game "21-3".

[0120] 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 7B The task selection screen shown. Unlike normal tasks, the number of challenges per day is set to 3 in hard tasks. Therefore, when challenging a battle game using tickets, even if the text "Use three tickets" is displayed in the ticket use challenge operation section 45a, the text will not change even if the plus sign operation section 45c is further operated (tap).

[0121] Then, if a battle game has been challenged three times, the remaining challenge attempts for the day become 0 (0 / 3). However, by using second currency only once per day, the remaining challenge attempts are restored to 3. That is, a battle game with a maximum difficulty level can be challenged a maximum of six times per day.

[0122] Furthermore, in this embodiment, the stamina consumed in the combat game of a difficult mission is set to 20. However, the stamina consumed in the combat game of a difficult mission may vary for each combat game, or it may be set to 10 (the same as in a normal mission).

[0123] 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.

[0124] 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.

[0125] 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).

[0126] 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.

[0127] 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.

[0128] When the operation (tap) is limited to the store operation section 53a, the following is displayed: Figure 8CThe image shows the limited-time store screen. The limited-time store screen displays a normal selection operation unit 52a and a limited-time selection operation unit 52d labeled "Limited". Note that you should always select either the normal selection operation unit 52a or the limited-time selection operation unit 52d, and... Figure 8C In the case shown, select the limited selection operation unit 52d. Additionally, the remaining time period (here, 9 minutes and 50 seconds) until the limited-time shop ends is displayed near the limited selection operation unit 52d.

[0129] The limited-time shop screen also displays multiple item purchase areas 52b. However, the limited-time shop screen allows the purchase of different items than those displayed in the regular shop screen.

[0130] In addition, the limited-time store screen provides an immediate close operation unit 52e that says "Close Now". Even if the termination condition is not met (even if 10 minutes have not passed), the limited-time store screen is hidden when the immediate close operation unit 52e is operated.

[0131] When the combat game is completed, server 100 reference. Figure 9 The limited-time shop selection table shown is used to determine whether a limited-time shop will appear (whether the content is available) through a lottery. When a battle game is completed once, server 100 performs a lottery with a 10% chance of success to determine whether the limited-time shop will appear. Furthermore, if the shop is not selected in the first lottery, server 100 performs a lottery with a 20% chance of success when the battle game is completed a second time. Thus, server 100 performs the lottery with an increasing probability each time a battle game is completed to determine whether the limited-time shop will appear. Note that the configuration is as follows: when (one or more) battle games are completed ten times, the limited-time shop will appear at least once.

[0132] Then, after the limited-time shop appears, when the battle game is cleared again, a draw with a 10% chance will determine whether the limited-time shop will reappear. Note that the number of times the limited-time shop can be opened is capped at 5 times per day. However, no limit can be set for the number of times it can be opened.

[0133] Figure 10A This is the first image used to illustrate an example of the task list pop-up window 54. Figure 10B This is the second image used to illustrate an example of the task list pop-up window 54. Figure 10C This is the third image used to illustrate an example of the task list pop-up window 54. Figure 11A This is the fourth image used to illustrate an example of the task list pop-up window 54. Figure 11B This is the fifth figure used to illustrate an example of the task list pop-up window 54. Figure 11C This is a diagram used to illustrate an example of skipping the results pop-up window 55.

[0134] As mentioned above, in both normal and hard missions, by consuming tickets for battle games that have earned three stars as completion information, at least a portion of the battle game is omitted, thus the battle game is considered completed. Therefore, players can obtain desired items earlier and more easily.

[0135] However, players have often spent time and effort in choosing a combat game from which expected rewards can be assigned and in acquiring items by spending tickets on the chosen combat game.

[0136] Therefore, in this embodiment, tickets are consumed collectively across multiple battle games, treating these multiple battle games as a total completion, thereby allowing the overall acquisition of items obtainable from these multiple battle games. Specifically, when in Figure 5A and Figure 7A When the task list operation unit 43 is operated (tap) in the task screen shown, the following will be displayed on the monitor 26: Figure 10A The task list pop-up window shown is 54.

[0137] In the quest 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. Additionally, one or more combat game display areas 54d are displayed in the central area of ​​the quest list pop-up window 54. Furthermore, below the combat game display area 54d, the total stamina, the number of tickets consumed, and the current stamina are displayed in the quest list pop-up window 54. Note that an icon (operation section) for displaying a pop-up window on the monitor 26 to restore stamina is provided to the right of the current stamina. The player operates (tap) this icon and consumes second currency, for example, according to the indication in the pop-up window displayed on the monitor 26, thereby restoring a predetermined amount of stamina. At this point, stamina can be restored to more than its maximum value.

[0138] In addition, the task list pop-up window 54 displays a ticket quantity display bar 54e, a minus operation section 54f, a plus operation section 54g, a cancel operation section 39, and a skip operation section 54h. Furthermore, the task list pop-up window 54 displays a tag name display bar 54i to the right of the toggle operation section 54c. Note that although detailed explanations will be omitted, when operating the tag name display bar 54i, a tag name can be selected from multiple tag names.

[0139] The item selection bar 54a is initially blank, meaning no items are selected. In this state, the battle game display area 54d displays battle games with three stars awarded as completion information, arranged from highest to lowest difficulty. Additionally, each battle game display area 54d displays the remaining challenge attempts and obtainable items, and provides a checkmark input field 54j.

[0140] When the player taps (tap) the checkmark input field 54j, as follows: Figure 10B As shown, you can enter a checkmark in the checkmark input field 54j. Note that you can remove the checkmark by tapping the checkmark input field 54j again after entering a checkmark.

[0141] When one or more checkmarks are entered in the checkmark input fields 54j, and the operation (tap) displays the toggle operation section 54c, as follows: Figure 10C As shown, the task list pop-up window 54 only displays the battle game display area 54d for battle games where a checkmark has been entered in the checkmark input field 54j. Note that when the display switch operation unit 54c is operated again (tap), the task list pop-up window 54 also displays the battle game display area 54d for battle games where no checkmark has been entered in the checkmark input field 54j.

[0142] like Figure 10B and Figure 10C As shown, when a checkmark is entered in one or more checkmark input fields 54j, the total stamina required to perform the battle game (one or more with checkmarks entered) is displayed. Additionally, the number of tickets required to perform the battle game (one or more with checkmarks entered) is displayed as the number of tickets consumed.

[0143] Then, for example, in the display Figure 10C In the state of the task list pop-up window 54 shown, when the plus sign operation part 54g is operated once, as shown... Figure 11A As shown, the ticket quantity display bar 54e displays "Use two tickets". Furthermore, it displays the total stamina required to perform each battle game with the checked boxes twice, and the number of tickets required to perform each battle game with the checked boxes twice, as the number of tickets consumed. Then, whenever the plus sign operation unit 54g is operated, the ticket quantity display bar 54e increments by 1 and displays it, and the total stamina and the number of tickets consumed are also incremented and displayed.

[0144] However, if the remaining challenge attempts for a difficult mission are less than the number of tickets displayed in the ticket quantity display bar 54e, for the combat game of the difficult mission, only the stamina corresponding to the remaining challenge attempts is added to the total stamina, and the number of tickets corresponding to the remaining challenge attempts is added to the number of tickets consumed. For example, as... Figure 11B As shown, when "Use four tickets" is displayed in the ticket quantity display bar 54e, the stamina and ticket consumption for the four rounds of the normal mission battle game "21-1" (stamina is 40 and ticket consumption is 4) and the stamina and ticket consumption for the three rounds of the hard mission battle game "21-2" (stamina is 60 and ticket consumption is 3) are summed to display the total stamina (100) and ticket consumption (7).

[0145] In addition, whenever the minus operation unit 54f is operated, the number of tickets displayed in the ticket quantity display column 54e is reduced by 1 and displayed, and the total stamina and the number of tickets consumed are reduced and displayed.

[0146] Then, for example, in the display Figure 11A In the state of the task list pop-up window 54 shown, when the operation (tap) is skipped along with the operation section 54h, the battle game "21-2" for the difficult mission and the battle game "21-1" for the normal mission are each considered to have been completed twice, and this is displayed on the monitor 26. Figure 11C The skip results pop-up window 55 is shown. In the skip results pop-up window 55, the items obtained from both rounds of the difficult mission's combat game "21-2" and the normal mission's combat game "21-1" are displayed in general. Note that this process of skipping multiple combat games in general is called the combined skip process.

[0147] Here, at player terminal 1, with the operation section 54h skipped, for each battle game marked with a checkmark, the player's current stamina and ticket quantity are considered, and it is determined sequentially from top to bottom whether the battle game can be executed a number of times corresponding to the number of tickets to be consumed. Specifically, in Figure 11AIn the example scenario shown, although performing two difficult battle games "21-2" would consume 40 stamina and two tickets, it is determined that two difficult battle games "21-2" can be performed if the current stamina is 100 and the player has 100 tickets. Then, it is determined whether the next battle game "21-1" with two normal missions can be performed. Although performing two normal battle games "21-1" would consume 20 stamina and two tickets, it is determined that two normal battle games "21-1" can be performed because the remaining stamina is 40 (100-60) and the player has 98 (100-2) tickets.

[0148] Figure 12A This is the sixth figure used to illustrate an example of the task list pop-up window 54. Figure 12B This is a diagram used to illustrate an example of skipping the confirmation pop-up window 56. Figure 12C This is the seventh figure used to illustrate an example of the task list pop-up window 54.

[0149] like Figure 12A As shown, assuming that: in the battle game display area 54d, checkmarks are entered in the checkmark input fields 54j for the difficult mission battle game "21-2", the difficult mission battle game "21-1", and the normal mission battle game "21-1", and the ticket quantity display field 54e displays "Use three tickets". In this state, if the operation (tap) is performed and the operation section 54h is skipped, although performing the difficult mission battle game "21-2" three times will consume 60 stamina and three tickets, if we assume the current stamina is 100 and the player has 100 tickets, then at player terminal 1, it is determined that the difficult mission battle game "21-2" can be performed three times. Next, at player terminal 1, it is determined whether the difficult mission battle game "21-1" can be performed three times. Although completing the three-times-difficulty battle game "21-1" consumes 60 stamina and three tickets, since the remaining stamina becomes 40 (100-60), the player terminal 1 determines that the three-times-difficulty battle game "21-1" cannot be completed. Thus, the feasibility of each battle game marked with a checkmark is checked sequentially from the top. If a battle game is determined to be unfeasible, the feasibility of battle games explicitly displayed below that battle game is not checked, and all such battle games are set to unfeasible.

[0150] Therefore, in this example case, it is determined that only the battle game "21-2" with difficult missions is executable, while the battle games "21-1" with difficult missions and "21-1" with normal missions are not executable.

[0151] Thus, in the event of a combat game that is deemed unplayable, it is displayed on monitor 26. Figure 12B The skip confirmation pop-up window 56 is shown. In the skip confirmation pop-up window 56, the battle game that was determined to be unexecutable ("21-1" for hard mission and "21-1" for normal mission) is displayed.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] like Figure 13A 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".

[0157] In this case, when the operation is skipped along with the operation unit 54h, it is displayed on the display 26. Figure 13B The pop-up window shows the number of challenges restored (58).

[0158] 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.

[0159] Then, when the operation is skipped without recovery, the battle game "21-1" for normal missions is skipped as well, without recovering the remaining challenge attempts for the difficult mission battle game "21-2".

[0160] On the other hand, when the second currency is used in the operation unit 58b, the remaining challenge attempts of the difficult mission battle game "21-2" are restored by consuming the second currency, and the difficult mission battle game "21-2" and the normal mission battle game "21-1" are skipped together.

[0161] Note that in the task list pop-up window 54, you cannot enter a check mark in the check mark input field 54j for battle games where the remaining challenge attempts have been restored once and the remaining challenge attempts are 0.

[0162] Next, the item selection bar 54a and the search operation section 54b will be explained. Figure 14A This is an example diagram used to illustrate the item selection pop-up window 59. Figure 14B This is the ninth figure used to illustrate an example of the task list pop-up window 54.

[0163] For example, displayed on monitor 26 Figure 10A In the state of the task list pop-up window 54 shown, when any item selection bar 54a is operated (tap), it is displayed on the monitor 26. Figure 14A The item selection pop-up window 59 is shown. Within the item selection pop-up window 59, there are equipment item selection operation units 59a and star enhancement item selection operation units 59b. Additionally, the item selection pop-up window 59 provides an item display area 59c for displaying items. Furthermore, the item selection pop-up window 59 provides a cancel operation unit 39 and a selection complete operation unit 59d.

[0164] The Equipment Item Selection Operation Unit 59a or the Star Enhancement Item Selection Operation Unit 59b is in a selected state. When Equipment Item Selection Operation Unit 59a is selected, the item display area 59c displays a list of items obtainable from battle games where three stars have been obtained, which are required to create equipment. Similarly, when Star Enhancement Item Selection Operation Unit 59b is selected, the item display area 59c displays a list of items obtainable from battle games where three stars have been obtained, which are required to enhance the required star level.

[0165] Players can select up to three items by tapping on some of the items displayed in item display area 59c. When the selection is complete by tapping on item display area 59c, the following actions will occur: Figure 14B As shown, the items selected in the item display area 59c are displayed in the item selection bar 54a. Then, when the search operation unit 54b is operated (tap) while these items are displayed in the item selection bar 54a, the battle game display area 54d, which allows you to obtain these items displayed in the item selection bar 54a, is displayed.

[0166] In this way, the player selects only the desired items and operates (tap) the search operation unit 54b, thereby displaying a list of battle games in the battle game display area 54d where the player can obtain these desired items. Then, the player enters checkmarks in the checkmark input fields 54j for the battle games to be skipped and selects the number of times each battle game can be executed. This allows the player to skip the selected number of executions for one or more battle games, each of which has been checked. Therefore, items can be easily collected, saving the player time and effort.

[0167] Figure 15A This is an example diagram used to illustrate the appearance of pop-up window 60 in the limited store. Figure 15B This is a diagram illustrating an example of the reset confirmation pop-up window 61. Even when a simultaneous skip process is performed, server 100 performs a draw to determine whether the limited-time shop appears. Here, when a simultaneous skip process is performed, since (one or more) battle games are considered to have been completed multiple times, server 100 performs a corresponding number of draws to determine whether the limited-time shop appears. For example, in the case of a simultaneous skip process for 30 rounds of (one or more) battle games, server 100 performs up to 30 draws to determine whether the limited-time shop appears. Specifically, when a draw is performed only after the limited-time shop has been opened five times (the maximum value), server 100 refers to... Figure 9 The limited-time store draw table is shown, and draws are performed sequentially starting with a 10% chance of winning. Then, after 5 draws, the server will not perform any further draws. Note that... Figure 5B and Figure 7B In the mission details screen shown, if the battle game is considered cleared by consuming multiple tickets, similar to the case of skipping the game, you can also draw lots to determine whether the limited shop will appear, until it is opened five times.

[0168] Then, server 100 references Figure 9The selection process is conducted simultaneously with the limited-store lottery list shown, and when a winner is selected, server 100 performs another selection using the remaining number of attempts while referring to the limited-store lottery list. Therefore, when using the "skip all at once" function, multiple selections may occur in some cases.

[0169] In this case, at player terminal 1, it is displayed on monitor 26. Figure 15A The pop-up window 60 for the limited-time store is shown. This pop-up window 60 generally displays the results of multiple draws. Specifically, it shows the fact that the limited-time store has appeared (is open) and the number of times it has been opened (number of draws, here three). Note that the pop-up window 60 can also simply show the fact that the limited-time store is open, without displaying the number of times it has been opened (number of draws).

[0170] Then, when operating the limited store operation unit 53a, the following is displayed: Figure 8C The limited store screen shown. Then, when the operation unit 52e is immediately closed, it is displayed on monitor 26. Figure 15B The reset confirmation pop-up window 61 is shown. 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.

[0171] Note that if 10 minutes have passed since the operation unit 52e was immediately shut down without any further action, the next limited-time shop will appear. In this case, from Figure 3A The homepage screen operation unit 33a shown enables the display of a specific store's store screen.

[0172] In this way, if multiple rounds (one or more) of the battle game are skipped in general, the draw used to determine whether the limited shop should appear will be performed the corresponding number of times, and the results will be displayed. This avoids the situation where the limited shop does not appear multiple times when multiple rounds (one or more) of the battle game are skipped in general, and prevents players from feeling a sense of loss.

[0173] Next, the basic structure and communication processes of player terminal 1 and server 100 used to perform the simultaneous skip process will be described below. Note that examples of basic communication processes used to advance the game and examples of main communication processes related to the simultaneous skip process will be described here, and descriptions of other processes will be omitted.

[0174] (Functional structure of player terminal 1)

[0175] Figure 16This diagram illustrates the structure of the memory 12 at player terminal 1 and the function of player terminal 1 as a computer. The memory 12 includes a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0176] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a simultaneous skip control program 83, and a display control program 84. Note that... Figure 16 The programs listed are merely examples, and a large number of other programs are provided as terminal-side game control programs.

[0177] In data storage area 12b, game information storage unit 90, player information storage unit 91, shop information storage unit 92, and skip information storage unit 93 are provided as storage units for storing data. Note that the above storage units are just examples, and a large number of other storage units are provided in data storage area 12b.

[0178] The CPU 10 executes the various programs stored in the program storage area 12a and updates the data in the various storage units of the data storage area 12b. Then, the CPU 10 executes the various programs stored in the program storage area 12a, thereby enabling the player terminal 1 (computer) to function as a 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 simultaneous skip control unit 83a, and a display control unit 84a.

[0179] Specifically, CPU 10 runs game execution control program 80, thereby enabling the computer to function as game execution control unit 80a. Similarly, CPU 10 runs battle game execution program 81, skip game execution program 82, skip control program 83 and display control program 84, thereby enabling the computer to function as battle game execution unit 81a, skip game execution unit 82a, skip control unit 83a and display control unit 84a, respectively.

[0180] The game execution control unit 80a controls the progress of the entire game. For example, during login, the game execution control unit 80a sends login information to the server 100. Furthermore, the game execution control unit 80a performs controls related to the transitions between normal screens. Additionally, when updating game information related to the entire game, the game execution control unit 80a receives game information from the server 100 and stores this game information in the game information storage unit 90.

[0181] The battle game execution unit 81a is responsible for controlling the execution of the battle game. For example, based on the operations input to the player terminal 1, the battle game execution unit 81a updates the battle screen, controls the actions of allied and enemy characters, and derives damage points.

[0182] The skip game execution unit 82a is responsible for controlling the skipping of battle games by consuming tickets.

[0183] The simultaneous skip control unit 83a stores information related to simultaneous skip processing in the simultaneous skip information storage unit 93 and is responsible for control related to simultaneous skip processing.

[0184] The display control unit 84a generates a screen to be displayed on the display 26 and displays the generated screen on the display 26.

[0185] (Functional structure of server 100)

[0186] Figure 17 This diagram illustrates the structure of memory 112 at server 100 and the function of server 100 as a computer. Memory 112 includes a program storage area 112a and a data storage area 112b. When the game starts, CPU 110 stores the server-side game control program (module) in program storage area 112a.

[0187] The server-side game control program includes a game execution control program 180, a combat game execution program 181, a reward assignment program 182, and a shop control program 183. Note that... Figure 17 The programs listed are merely examples, and a large number of other programs are provided as server-side game control programs.

[0188] In data storage area 112b, game information storage unit 190, player information storage unit 191, and shop information storage unit 192 are provided as storage units for storing data. Note that the above storage units are merely examples, and a large number of other storage units are provided in data storage area 112b.

[0189] The CPU 110 executes the various programs stored in the program storage area 112a and updates the data in the various storage units of the data storage area 112b. Then, the CPU 110 executes the various programs stored in the program storage area 112a, thereby enabling the server 100 to function 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.

[0190] Specifically, CPU 110 runs game execution control program 180, thereby enabling the computer to function as game execution control unit 180a. Similarly, CPU 110 runs battle game execution program 181, reward assignment program 182, and shop control program 183, thereby enabling the computer to function as battle game execution unit 181a, reward assignment unit 182a, and shop control unit 183a, respectively.

[0191] The game execution control unit 180a controls the progress of the entire game. When it receives, for example, login information from the player terminal 1, the game execution control unit 180a sends the player information stored in the player information storage unit 191 to the player terminal 1. In addition, when updating game information related to the entire game, the game execution control unit 180a reads the updated game information from the game information storage unit 190 and sends the game information to the player terminal 1.

[0192] The combat game execution unit 181a is responsible for controlling the execution of the combat game.

[0193] Reward assignment unit 182a assigns rewards to players. Reward assignment unit 182a assigns items corresponding to the completed battle game to players who have cleared the battle game. More specifically, reward assignment unit 182a adds the items to be assigned to the player information corresponding to the player ID of the player who cleared the battle game, and stores these items in the player information storage unit 191.

[0194] The store control unit 183a determines the contents of the regular store and stores the determined contents in the store information storage unit 192. In addition, when the battle game is completed, the store control unit 183a determines whether to make a limited store appear by drawing lots, and if the limited store is drawn, it stores the number of times the limited store will be opened, its contents, and the termination conditions in the store information storage unit 192.

[0195] (Communication processing between player terminal 1 and server 100)

[0196] Figure 18This is a sequence diagram illustrating the basic processes at player terminal 1 and server 100. Note that in the following description, the process at player terminal 1 is represented by Pn (n is any integer). Furthermore, the process at server 100 is represented by Sn (n is any integer). At player terminal 1, when the player launches the game application (P1), the game execution control unit 80a sends login information to server 100. Upon receiving the login information, the game execution control unit 180a of server 100 identifies the player ID associated with the login information to perform 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 sends this player information to player terminal 1.

[0197] Furthermore, it is assumed that the battle game starts at player terminal 1 (P2). In this case, start information is sent from player terminal 1 to server 100. Note that this start information includes information such as the team selected by the player and the battle game category. At server 100, upon receiving the start information, the battle game start information required to start the battle game is sent to player terminal 1 (S2). Then, upon receiving the battle game start information, the battle game execution unit 81a of player terminal 1 performs battle game start processing for starting the battle game (P3). Here, for example, an area in memory 12 is allocated for the progress of the battle game, and a predetermined program is loaded from storage unit 18 into memory 12.

[0198] Subsequently, the battle game execution unit 81a of player terminal 1 performs battle game control processing (P4) to control the battle game. In this battle game control processing, update processing for updating various information is repeatedly performed on a frame-by-frame basis. Note that the number of frames is not particularly limited; for example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated at player terminal 1 at intervals of approximately 16 milliseconds (ms) to 33 ms.

[0199] Then, when the end condition of the battle game is met, the battle game execution unit 81a of player terminal 1 performs battle game termination processing (P5) to terminate the battle game. In the battle game termination processing, for example, game result information (termination information) is sent to server 100. When the game result information is received, the battle game execution unit 100a of server 100 updates the player information (S3). Note that when the battle game is started using a ticket, the skip 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 considered completed.

[0200] Furthermore, when a battle game is completed, the reward assignment unit 182a determines the item corresponding to the completed battle game based on the game result information and assigns that item (S4). Then, the reward assignment unit 182a sends information related to the assigned item as reward information to the player terminal 1. The display control unit 84a of the player terminal 1 displays the result screen on the display 26 based on the reward information (P6).

[0201] The store control unit 183a determines whether to allow a limited-time store to appear by random selection (S5). Furthermore, if it is determined that a limited-time store should appear, the store control unit 183a determines the content of the limited-time store and its termination conditions, and stores the number of times the limited-time store can be opened, its content, and its termination conditions in the store information storage unit 192. Additionally, the store control unit 183a sends store information indicating the number of times the limited-time store can be opened, its content, and its termination conditions to the player terminal 1. Upon receiving the store information, the game execution control unit 80a of the player terminal 1 stores the number of times the limited-time store can be opened, its content, and its termination conditions as indicated in the store information in the store information storage unit 92. Furthermore, the display control unit 84a displays a limited-time store appearance pop-up window 52 on the display 26 (P7).

[0202] In addition, when in Figure 5A and Figure 7A When operating the task list operation unit 43 in the task display screen, the skip control unit 83a will also perform the skip process (P8).

[0203] Figure 19 This is a flowchart used to illustrate processes that are skipped. For example... Figure 19 As shown, when the label name display bar 54i is operated ("Yes" in P8-1), the skip control unit 83a reads the information corresponding to the operated label name from the skip information storage unit 93 (P8-2). The display control unit 84 displays the task list pop-up window 54 on the display 26 according to the read skip list (P8-3).

[0204] Furthermore, when any item selection bar in item selection bar 54a is operated (tap) (marked as "Yes" in P8-4), the display control unit 84a will... Figure 14A The item selection pop-up window 59 is displayed on the monitor 26 (P8-5). Then, while selecting some items from those displayed in the item display area 59c, when the operation selection is completed in the operation unit 59d ("Yes" in P8-6), the display control unit 84a displays the selected items in the item selection bar 54a in the item display area 59c (P8-7). In addition, the skip control unit 83a stores the selected items and their corresponding label names in the skip information storage unit 93.

[0205] Then, when the search operation unit 54b is operated (tap) ("Yes" in P8-8), the search for battle games that can obtain items displayed in the item selection bar 54a is skipped (P8-9), and the battle game display area 54d of the found battle game is displayed by the display control unit 84a (P8-10).

[0206] 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.

[0207] 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.

[0208] 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).

[0209] If all battle games are selected and can be executed in the check mark input field 54j ("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).

[0210] 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 13BThe 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 also 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).

[0211] 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 skipping information indicating the level of all these battle games and their execution counts is sent to the server 100 (P8-25).

[0212] Furthermore, if all battle games with a checkmark entered in the checkmark input field 54j are unplayable (indicated as "No" on P8-18), the display control unit 84a will... Figure 12B The skip confirmation pop-up window 56 shown is displayed on monitor 26 (P8-26).

[0213] Then, when the operation confirmation unit 56a is activated ("Yes" in P8-27), skip information indicating the level of the battle game that has been determined to be executable and its execution count is sent to the server 100 (P8-28). In addition, the display control unit 84a displays, for example, a skipped display bar 57 indicating "Jumped to here" between the battle game display area 54d of the skipped battle game and the battle game display area 54d of the unskipped battle game (P8-29).

[0214] return Figure 18 Upon receiving a skip message, the reward assignment unit 182a determines and assigns an item corresponding to the number of times all these battle games have been executed (S6) based on the skip message. Then, the reward assignment unit 182a sends information related to the assigned item as reward information to the player terminal 1. The display control unit 84a of the player terminal 1 displays the result screen on the monitor 26 based on the reward information (P9).

[0215] The store control unit 183a determines whether to allow the limited store to appear by sampling based on the skip information (S7).

[0216] Figure 20 This is a flowchart illustrating the limited-store selection process. The store control unit 183a determines the number of times (one or more) battle games are executed based on the skip information (S7-1). Then, the store control unit 183a refers to... Figure 9The limited store selection table is shown, and the selection will be carried out the confirmed number of times (S7-2).

[0217] Subsequently, if the selection is successful ("Yes" in S7-3), the store control unit 183a will determine the content and termination conditions of the limited store by the number of successful selections (S7-4). Then, the store control unit 183a will send store information indicating the content and termination conditions of the limited store to the player terminal 1 (S7-5).

[0218] return Figure 18 When store information is received, the display control unit 84a performs limited store display processing (P10).

[0219] Figure 21 This is a flowchart illustrating the limited store display processing. When store information is received, the display control unit 84a will... Figure 15A The limited store shown in the image appears as a pop-up window 60 on monitor 26 (P10-1).

[0220] Then, before the termination condition is met ("No" in P10-2), when the operation immediately closes the operation unit 52e ("Yes" in P10-3), the display control unit 84a will... Figure 15B The reset confirmation pop-up window 61 shown is displayed on monitor 26 (P10-4).

[0221] Furthermore, when the termination condition is met ("Yes" in P10-2) or when the operation confirmation operation unit 61a is activated ("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).

[0222] As described above, player terminal 1 is equipped with a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a simultaneous skip control program 83, and a display control program 84. Furthermore, player terminal 1 includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a simultaneous skip control unit 83a, and a display control unit 84a. However, some or all of these programs and functional units may be provided at server 100.

[0223] Furthermore, server 100 includes a game execution control program 180, a battle game execution program 181, a reward assignment program 182, and a shop control program 183. Additionally, server 100 includes a game execution control unit 180a, a battle game execution unit 181a, a reward assignment unit 182a, and a shop control unit 183a. However, some or all of these programs and functional units may be provided at player terminal 1.

[0224] Furthermore, in the above embodiment, the shop control unit 183a, which serves as the selection unit, determines whether to allow a limited shop to appear through a selection process when the battle game is completed. However, the selection unit can also unlock predetermined content when the battle game is completed. Here, predetermined content could be, for example, another battle game, or a period of time that becomes advantageous to the player, such as a period of time when at least one of the experience points and items that can be obtained is doubled.

[0225] Furthermore, in the above embodiment, the shop control unit 183a, which serves as the selection unit, determines whether to make the limited shop appear (whether the content is unlocked) through a selection process when the battle game is cleared. However, the selection unit can also determine whether an item for unlocking content has been assigned through a selection process when the battle game is cleared. That is, the selection unit can perform a selection related to the unlocking of predetermined content.

[0226] Furthermore, in the above embodiments, although the entire battle game using tickets is omitted, only at least a portion of the game's functionality needs to be omitted. For example, the battle game can also be executed automatically without player intervention to reduce the number of enemy characters or weaken them.

[0227] Furthermore, the programs in the above embodiments can be stored in a computer-readable recording medium and provided in the form of a recording medium. Optionally, the programs in the above embodiments can be provided in the form of a player terminal or information processing system including the recording medium. Additionally, the above embodiments can be information processing methods for implementing the various functions and steps shown in the flowcharts.

[0228] Although aspects of the embodiments have been described above with reference to the accompanying drawings, it is not necessary to conclude that the present invention is limited to the above embodiments. Various modifications and variations will be apparent to those skilled in the art within the scope of the claims, and it will be understood that such modifications and variations clearly fall within the technical scope of the present invention.

[0229] Industrial availability

[0230] This invention applies to information processing programs, information processing methods, information processing devices, and information processing systems.

[0231] Explanation of reference numerals in the attached figures

[0232] 1. Player terminal (information processing device)

[0233] 81a Combat Game Execution Unit (Game Execution Unit)

[0234] 82a Skip Game Execution Unit

[0235] 83a Skip the control unit (skip the game execution unit)

[0236] 84a Display Control Unit

[0237] 100 servers

[0238] 182a Reward Assignment Unit

[0239] 183a Store Control Unit

[0240] S Information Processing System

Claims

1. 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; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is used to display any one of the multiple list display operation units and any one of the skip lists corresponding to each of the multiple list display operation units in the display unit. as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.

2. 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; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is configured to display one of the multiple list display operation units in a selectable manner in the display unit, and to display a skip list corresponding to the selected list display operation unit in the display unit; as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.

3. The information processing program according to claim 1 or 2, wherein, The computer is also used as a reward assignment unit, which assigns predetermined rewards when the game is completed. The display control unit displays multiple games that can obtain rewards selected by the player's actions, and at least some of the game's functions can be omitted. The storage control unit stores one or more games selected by the player through the player's actions among the multiple games displayed on the display unit, associated with the skip list.

4. The information processing program according to claim 3, wherein, The display control unit, in association with the plurality of games displayed on the display unit, also displays rewards selected by the player through their actions and rewards other than those selected by the player.

5. The information processing program according to claim 1 or 2, wherein, The storage control unit stores, in association with each of the skip lists, the number of times the game has been executed by the player's actions for one or more games.

6. 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; The game is executed with at least some of its functions omitted; Display any one of the multiple list display operation units and any one of the skip lists corresponding to each of the multiple list display operation units in the display unit; as well as For each skip list corresponding to each of the plurality of list display operation units, one or more games are stored in association, where at least a portion of the game's functionality can be omitted based on the player's actions. In the step of executing the game while omitting at least some of the game's functions, the game associated with one of the skip lists is also executed.

7. 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; The game is executed with at least some of its functions omitted; One of the multiple list display operation units is displayed in the display unit in a selectable manner, and a skip list corresponding to the selected list display operation unit is displayed in the display unit; as well as For each skip list corresponding to each of the plurality of list display operation units, one or more games are stored in association, where at least a portion of the game's functionality can be omitted based on the player's actions. In the step of executing the game while omitting at least some of the game's functions, the game associated with one of the skip lists is also executed.

8. An information processing apparatus, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is used to display any one of the multiple list display operation units and any one of the skip lists corresponding to each of the multiple list display operation units in the display unit. as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.

9. An information processing apparatus, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is configured to display one of the multiple list display operation units in a selectable manner in the display unit, and to display a skip list corresponding to the selected list display operation unit in the display unit; as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.

10. An information processing system, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is used to display any one of the multiple list display operation units and any one of the skip lists corresponding to each of the multiple list display operation units in the display unit. as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.

11. An information processing system, comprising: The game execution unit is used to execute a pre-defined game based on the player's actions; Skip game execution unit, used to execute the game while omitting at least some of the game's functions; The display control unit is configured to display one of the multiple list display operation units in a selectable manner in the display unit, and to display a skip list corresponding to the selected list display operation unit in the display unit; as well as A storage control unit is configured to store, in association with each skip list corresponding to each of the plurality of list display operation units, one or more games in which at least a portion of the game's functionality can be omitted, selected by the player's actions. The skip game execution unit also executes games associated with one of the skip lists.