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

HK40089023BActive Publication Date: 2026-07-10CYGAMES INC

Patent Information

Authority / Receiving Office
HK · HK
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2023-08-15
Publication Date
2026-07-10

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Abstract

An information processing program for causing a computer to function as: a game execution unit (battle game execution unit (81a)) for executing a game based on an operation performed by a player; a reward granting unit for granting a predetermined reward when the game is cleared; a reward designation screen display unit (85a) for displaying a reward designation screen on which the player can designate a desired reward; a display control unit (84a) for displaying a skip selection screen on which a plurality of games can be displayed, the plurality of games each being able to grant the reward designated on the reward designation screen and being able to execute a skip process for omitting at least one function; and a skip game execution unit (batch skip control unit (83a)) for executing a game selected from the plurality of games displayed on the skip selection screen with the skip process.
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Description

Information processing procedures, information processing methods, and information processing systems Technical Field

[0001] This invention relates to information processing programs, information processing methods, and information processing systems. Background Technology

[0002] For example, as shown in Patent Document 1, an information processing system is proposed in which the game is regarded as a level completion as a result of skipping the game based on a predetermined operation performed by the player.

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2017-185268 Summary of the Invention

[0006] The problem the invention aims to solve

[0007] Some information processing systems are configured so that the rewards awarded upon completion of a game vary from game to game. In this case, the player needs to select the game that will grant the player the desired reward and then play that game. This is problematic because the player has to spend a significant amount of time and effort until he / she can obtain the expected reward.

[0008] The purpose of this invention is to provide information processing programs, methods, and systems that can save players time and effort.

[0009] Solution for solving the problem

[0010] To address the aforementioned problems, an information processing program is provided for enabling a computer to function as: a game execution unit for executing a game based on player actions; a reward granting unit for granting predetermined rewards upon game completion; a reward designation screen display unit for displaying a reward designation screen where the player can designate a desired reward; a display control unit for displaying a skip selection screen capable of displaying multiple games, each of which can award a reward specified on the reward designation screen, and capable of performing skip processing to omit at least one function; and a skip game execution unit for using the skip processing to execute a game selected from the multiple games displayed on the skip selection screen, wherein the reward designation screen display unit displays games that can each award a reward specified on the reward designation screen.

[0011] The information processing program can enable the computer to function as: a search screen display unit for displaying a search screen in which the player can specify at least one reward including the desired reward, wherein the display control unit: can display multiple games, each of which can award at least one reward specified on the search screen, and can perform the skip processing for omitting at least one function, displaying at least one reward specified on the search screen in a identifiable manner in a predetermined area on the skip selection screen, and when the skip selection screen is first displayed after a reward has been specified on the reward specification screen, displaying the reward specified on the reward specification screen in a identifiable manner in the predetermined area.

[0012] The information processing program can enable the computer to function as a favorable condition granting unit for assigning favorable conditions to at least one game in the game to a player, wherein the display control unit can display additional information capable of identifying the at least one game to which the favorable conditions have been assigned.

[0013] The information processing program can enable the computer to function as: a selection screen display unit for displaying a group selection screen where a player can select at least one of a plurality of predetermined groups, wherein each game can belong to one of the plurality of groups, the advantages can be assigned to games by group classification, the selection screen display unit can add the additional information to the group to which the at least one game to which the advantages have been assigned, and display the additional information, and the display control unit can be able to display a plurality of games belonging to at least one group selected by the player on the group selection screen.

[0014] To address the aforementioned problems, an information processing method includes the following steps: executing a game based on player actions; awarding a predetermined reward upon game completion; displaying a reward designation screen where the player can specify a desired reward; displaying a skip selection screen capable of displaying multiple games, each of which can award the reward specified on the reward designation screen and can perform skip processing for omitting at least one function; and using the skip processing to execute a game selected from the multiple games displayed on the skip selection screen, wherein in the step of displaying the reward designation screen where the player can specify the desired reward, games that can each award the reward specified on the reward designation screen are displayed.

[0015] To address the aforementioned problems, an information processing system includes: a game execution unit for executing a game based on player actions; a reward granting unit for granting a predetermined reward upon game completion; a reward designation screen display unit for displaying a reward designation screen where the player can specify a desired reward; a display control unit for displaying a skip selection screen capable of displaying multiple games, each of which can award a reward specified on the reward designation screen, and capable of performing skip processing to omit at least one function; and a skip game execution unit for using the skip processing to execute a game selected from the multiple games displayed on the skip selection screen, wherein the reward designation screen display unit displays games that can each award a reward specified on the reward designation screen.

[0016] The effects of the invention

[0017] According to the present invention, players can save time and effort. Attached Figure Description

[0018] Figure 1 is a diagram showing the schematic structure of an information processing system.

[0019] Figure 2A is a diagram illustrating the hardware structure of a player terminal.

[0020] Figure 2B is a diagram illustrating the hardware structure of a server.

[0021] Figure 3A is an example diagram used to illustrate the homepage screen.

[0022] Figure 3B is an example of an allied character confirmation screen.

[0023] Figure 3C is an example diagram used to illustrate the detailed screen of an ally character.

[0024] Figure 4A is an example of a pop-up window used to illustrate the method of obtaining information.

[0025] Figure 4B is an example of a pop-up window for obtaining a location.

[0026] Figure 4C is an example of a detailed view of an ally character.

[0027] Figure 5A is an example of a pop-up window for obtaining a location.

[0028] Figure 5B is an example of a screen showing a list of held items.

[0029] Figure 5C is a diagram illustrating an example of a pop-up window for obtaining a location.

[0030] Figure 6A is an example of a task screen used to illustrate a common task.

[0031] Figure 6B is an example of a task selection screen used to illustrate a normal task.

[0032] Figure 6C is an example illustrating the team selection screen.

[0033] Figure 7A is an example diagram used to illustrate a battle scene.

[0034] Figure 7B is an example diagram used to illustrate the result screen.

[0035] Figure 7C is an example of a campaign pop-up window.

[0036] Figure 8A is an example of a task screen used to illustrate a difficult task.

[0037] Figure 8B is an example of a task selection screen used to illustrate a difficult task.

[0038] Figures 9A, 9B, and 9C are examples illustrating a task list pop-up window.

[0039] Figures 10A and 10B are examples illustrating a task list pop-up window.

[0040] Figure 10C is a diagram illustrating an example of skipping the results pop-up window.

[0041] Figure 11A is an example of an item selection pop-up window.

[0042] Figure 11B is a diagram illustrating an example of a task list pop-up window.

[0043] Figures 12A and 12B are examples illustrating the narrowing of pop-up windows.

[0044] Figure 13 is a diagram illustrating an example of a task list pop-up window.

[0045] Figure 14 is a diagram illustrating an example of a campaign information table.

[0046] Figure 15 is a diagram illustrating the memory structure and computer functions of a player's terminal.

[0047] Figure 16 is a diagram illustrating the memory structure and computer functions of a server.

[0048] Figure 17 is a sequence diagram illustrating the basic processing of the player terminal and the server.

[0049] Figure 18 is a flowchart illustrating batch skip processing. Detailed Implementation

[0050] The aspects of embodiments of the present invention will now be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​given in these embodiments are merely examples for ease of understanding and do not limit the invention unless specifically mentioned otherwise. In this specification and the accompanying drawings, the same reference numerals are applied to elements having substantially the same function and structure, thereby omitting redundant descriptions, and elements not directly related to the present invention are not shown.

[0051] (The overall structure of information processing system S)

[0052] Figure 1 is a schematic diagram showing the structure of the information processing system S. The information processing system S is a so-called client-server system, which includes: a player terminal 1; a server 100; and a communication network 200 having a communication base station 200a.

[0053] 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, game consoles, etc. This embodiment will be described in the context of using a smartphone as player terminal 1.

[0054] 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.

[0055] 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), dedicated lines, etc., and enables wired or wireless communication connections between player terminal 1 and server 100.

[0056] In the information processing system S according to this embodiment, player terminal 1 and server 100 are used as game devices G. Player terminal 1 and server 100 are each assigned a task to control the progress of the game, so that the game can progress through cooperation between player terminal 1 and server 100.

[0057] (Hardware structure of player terminal 1 and server 100)

[0058] Figure 2A is a diagram illustrating the hardware structure of player terminal 1. Furthermore, Figure 2B is a diagram illustrating the hardware structure of server 100. As shown in Figure 2A, 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.

[0059] Furthermore, as shown in Figure 2B, the server 100 is configured to include a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0060] 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 following description of the hardware structure of player terminal 1 will be given, and the description of server 100 will be omitted.

[0061] 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.

[0062] 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.

[0063] 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).

[0064] The communication unit 20 is wirelessly connected to the communication base station 200a and sends and receives information, such as various data and programs, to the server 100 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.

[0065] 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. Further alternatively, 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. In other words, the input unit 22 broadly includes devices that enable the player to input his or her intentions in a distinguishable manner.

[0066] The output unit 24 is configured to include a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24 and a touch screen as the input unit 22, wherein the touch screen covers the display 26.

[0067] (Game content)

[0068] Next, an example of the game content provided by the information processing system S (game device G) in this embodiment will be described. This embodiment provides a so-called battle game in which allied characters fight against enemy characters. More specifically, multiple allied characters are provided in the game of this embodiment. Players select multiple (here, five) allied characters from the provided allied characters, thereby forming a team. In addition, players can play multiple types of battle games with different enemy characters and difficulty levels. The purpose of this battle game is to obtain rewards by defeating enemy characters (clearing the battle game) with the help of allied characters organized into a team.

[0069] Figure 3A is an example of a home screen. Figure 3B is an example of an ally character confirmation screen. Figure 3C is an example of an ally character details screen. Figure 4A is an example of an acquisition method pop-up window 38. Figure 4B is an example of an acquisition location pop-up window 40. Figure 4C is an example of an ally character details screen. Figure 5A is an example of an acquisition location pop-up window 40. Figure 5B is an example of an item list screen. Figure 5C is an example of an acquisition location pop-up window 40. The game screen is displayed on the monitor 26 of the player terminal 1. In this embodiment, the game screen is broadly categorized into normal screens and battle screens.

[0070] The normal screen is where players primarily make various settings and confirm information. On the other hand, the battle screen is the screen displayed on monitor 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. Normal screens include multiple screens, including the main screen shown in Figure 3A, the ally character confirmation screen and quest screen shown in Figure 3B (see Figure 6A), as well as the guild screen, gacha screen, and menu screen, etc. (not shown in the figures).

[0071] As shown in Figures 3A to 3C, a menu bar 30 is displayed at the bottom of the monitor 26 on each normal screen. The menu bar 30 provides multiple control areas that can be operated (tap) by the player. These include a home screen selection control area 30a labeled "Home," an ally character confirmation screen selection control area 30b labeled "Character," a mission screen selection control area 30c labeled "Mission," a gacha screen selection control area 30d labeled "Gacha," and a menu screen selection control area 30e labeled "Menu."

[0072] When the main screen is tapped to select operation unit 30a, the main screen shown in Figure 3A is displayed on monitor 26. Similarly, when the ally character confirmation screen is tapped to select operation unit 30b, the ally character confirmation screen shown in Figure 3B is displayed on monitor 26. Likewise, when the mission screen is tapped to select operation unit 30c, the mission screen shown in Figure 6A (described below) is displayed on monitor 26. Furthermore, when the gacha screen is tapped to select operation unit 30d, the gacha screen (not shown in the figure) is displayed on monitor 26. Additionally, when the menu screen is tapped to select operation unit 30e, the menu screen (not shown in the figure) is displayed on monitor 26. Although detailed explanations are omitted, the gacha screen allows players to perform a so-called gacha draw, in which ally characters can be obtained through draws. Additionally, on the menu screen, players can view various information, such as game settings and a list of items held by the player.

[0073] In the menu bar 30, the operation unit corresponding to the screen currently displayed on the monitor 26 is highlighted, making it possible to identify which screen is displayed. For example, the home screen selection operation unit 30a is highlighted in FIG3A. In addition, the alliance name and role confirmation screen selection operation unit 30b is highlighted in FIG3B and FIG3C.

[0074] The homepage shown in Figure 3A corresponds to the initial screen and includes a header display area 31 at the top. The header display area 31 displays level information 31a, indicating the player's level associated with their player ID. Additionally, the header display area 31 displays a stamina bar 31b, indicating the player's stamina associated with their player ID. Furthermore, the header display area 31 displays the amount of first and second currencies held, associated with the player ID.

[0075] Note that stamina is a parameter required to play combat games. This system offers various types of combat games. Each combat game has a stamina consumption value and a daily limit on the number of times a player can play. When a player chooses to play a combat game with a stamina consumption value, they consume stamina to play. Therefore, a player cannot play a combat game if their stamina is insufficient.

[0076] Although detailed explanations are omitted, players gain a predetermined amount of experience points as they progress through combat. Furthermore, the player's level increases whenever their experience points reach a certain threshold. Each player level has a cap on stamina. This cap increases as the player's level increases. Stamina regenerates at a predetermined value (e.g., 1 point) every certain period of time (e.g., every five minutes) within the cap's range. A stamina bar 31b is displayed to visually identify the current remaining stamina relative to the cap.

[0077] First and second currencies are currencies usable only within the game. For example, upon completing a battle game, 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 there are various ways to obtain first and second currencies, but detailed explanations are omitted.

[0078] The ally character confirmation screen shown in Figure 3B displays images of all ally characters corresponding to the ally character IDs associated with the player's ID. More specifically, the ally character confirmation screen displays all ally characters owned by the player. The ally character ID is used to identify ally characters. Furthermore, different ally character IDs are assigned to different ally characters. Additionally, when a 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.

[0079] For each ally character, stars (rankings), experience points, and levels are stored in association with that character. Experience points increase when a player wins a battle game (described later) or uses a predetermined item. Levels are set based on experience points, and levels increase whenever experience points reach a predetermined value. Note that each ally character has a level cap, and levels only increase within the range defined by that cap.

[0080] In addition, based on stars and levels, each ally character has base combat abilities, including health points, attack power, and defense. The higher the ally character's combat ability, the more advantageous it is for the player to progress in the battle game. Furthermore, the more stars and the higher the level, the higher the base values ​​assigned to each ally character.

[0081] In addition, allied characters can equip items such as weapons and armor (allies can have items equipped). Each item has an additive value that is added to attack power, defense power, etc. When an ally equips an item, the equipment's additive value is added to the aforementioned base value, thereby enhancing the ally's combat capabilities.

[0082] More specifically, when the image of the allied character is displayed on the allied character confirmation screen shown in Figure 3B, a detailed allied character screen as shown in Figure 3C is displayed on monitor 26. The detailed allied character screen displays an allied character enhancement selection control unit 35, an enhancement item display area 36, ​​and an enhancement detail display area 37. The allied character enhancement selection control unit 35 provides an equipment selection control unit 35a, an Lv enhancement selection control unit 35b, and a star enhancement selection control unit 35c. In the allied character enhancement selection control unit 35, one of these control units is selected, and the selected control unit is highlighted.

[0083] When selecting the equipment selection operation unit 35a in the ally character enhancement selection operation unit 35, six equipment items are displayed around the ally character's image in the enhancement item display area 36. Here, among these six equipment items, as shown by the shading in the image, the equipment items that the ally character is not equipped with are displayed in gray, while the equipment items that the ally character is equipped with are displayed in color.

[0084] Additionally, among the equipment items not equipped by allied characters (the items in the upper right and lower right corners of the image), as shown in the upper right corner, equipment already owned by the allied character (including craftable equipment) is marked with a "+". On the other hand, as shown in the lower right corner, equipment not owned by the allied character (including uncraftable equipment) is marked as "available". Furthermore, equipment not implemented in the game (such as the equipment in the upper left corner of the image) is indicated by a "?".

[0085] When you operate (tap) any of the equipment items in the enhancement item display area 36, ​​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 the method of acquiring equipment items and an equipment operation section 37b for equipping equipment items to ally characters.

[0086] Furthermore, when the acquisition method operation unit 37a is activated, the acquisition method pop-up window 38 shown in FIG. 4A is displayed on the monitor 26. The acquisition method pop-up window 38 displays not only the items required to create equipment, but also the number of items held by the player relative to the required number of items (required item quantity) in a format such as 15 / 30. Additionally, the acquisition method pop-up window 38 displays a cancellation operation unit 39 marked "Cancel" for canceling the process corresponding to the currently displayed screen, and a creation operation unit 38a for creating equipment. Note that if the number of items held by the player is less than the required number of items, as shown by the shading in the figure, the equipment operation unit 37b and the creation operation unit 38a are grayed out to prevent player operation.

[0087] Then, when an item is displayed in the acquisition method pop-up window 38, the acquisition location pop-up window 40 shown in Figure 4B is displayed on the monitor 26. As explained in detail below, items that can be obtained upon completion of the game are pre-set for each battle game. The battle game for which the item operated on in the acquisition method pop-up window 38 can be obtained is then displayed in the acquisition location pop-up window 40. Additionally, an icon representing the item (reward) operated on in the acquisition method pop-up window 38 is displayed at the top of the acquisition location pop-up window 40.

[0088] Additionally, the Cancel Operation Section 39, Create Operation Section 38a, and Skip Operation Section 40a are displayed in the Location Acquisition pop-up window 40. Afterwards, when the operation tabs for each battle game displayed in the Location Acquisition pop-up window 40 are tapped, the mission selection screen described below is displayed on the monitor 26 (see Figure 6B).

[0089] On the other hand, the following details the screen transition and its processing performed when the skip operation section 40a is displayed in the operation (tap) location pop-up window 40.

[0090] Furthermore, if the player possesses the required number of items, the creation operation unit 38a shown in Figures 4A and 4B is activated, and the corresponding equipment is created when the creation operation unit 38a is operated. Additionally, if the player possesses the required number of items, the equipment operation unit 37b shown in Figure 3C is activated, and the equipment is equipped to an allied character when the equipment operation unit 37b is operated (tap).

[0091] Additionally, although detailed explanations are omitted, when operating (tapping) the Lv enhancement selection operation section 35b on the ally character's detailed screen shown in Figure 3C, the ally character's level is displayed in the enhancement item display area 36, ​​and the item used to increase the level is displayed in the enhancement detail display area 37. Then, when operating (tapping) the item, the tapped item is used to increase the ally character's experience points (level).

[0092] Additionally, when operating (tapping) the Star Enhancement selection operation 35c on the ally character's detailed screen shown in Figure 3C, the ally character's current star (level) is displayed in the enhancement item display area 36, ​​and the star enhancement items used to enhance the star are displayed in the enhancement detail display area 37. In the enhancement detail display area 37, not only are the star enhancement items required to enhance the star displayed, but the number of star enhancement items held by the player is also displayed in a format such as 50 / 100 relative to the number of star enhancement items required to enhance the star (number of required items).

[0093] Additionally, in the enhanced detail display area 37, there is an acquisition method operation section 37a for displaying methods to obtain star enhancement items and a blooming operation section 37c for enhancing stars. When the acquisition method operation section 37a is operated, the acquisition location pop-up window 40 shown in Figure 5A is displayed. When the number of star enhancement items held by the player meets the required number of items, and the blooming operation section 37c is operated, the star level of the ally character is increased by 1. If the number of star enhancement items used to enhance stars is less than the required number of items, as shown by the shaded area in Figure 4C, the blooming operation section 37c is grayed out to prevent player operation.

[0094] Additionally, when the player performs a pre-defined operation to check their own inventory list on the menu screen (not shown in the figure) displayed as a result of selecting operation unit 30e from the menu screen, the item list screen shown in Figure 5B is displayed on monitor 26. At the top of the item list screen, there are operation units 33a for holding items, 33b for holding equipment, and 33c for holding star-enhanced items. On the item list screen, selecting one of these operation units—33a, 33b, or 33c—highlights the selected operation unit.

[0095] When selecting (operating) the equipment list operation section 33b, as shown in Figure 5B, all equipment items held by the player, along with the quantity of each item, are displayed. When operating (tapping) any of the displayed equipment items, detailed information about the operated equipment item is displayed in the details display area 33. Additionally, the details display area 33 provides an acquisition method operation section 33d for displaying methods to acquire the equipment item. Furthermore, when operating the acquisition method operation section 33d, an acquisition location pop-up window 40, as shown in Figure 5C, is displayed.

[0096] Figure 6A is an example of a task screen for illustrating a normal task. Figure 6B is an example of a task selection screen for illustrating a normal task. Figure 6C is an example of a team selection screen.

[0097] When the task selection operation unit 30c is operated (tap) on the home screen shown in Figure 3A, the task screen shown in Figure 6A is displayed on the display 26. This embodiment is illustrated using an example of a battle game that includes two types of battle games: normal missions and difficult missions, but other types of battle games (such as guild battles) can be provided.

[0098] Note that some types of battle games have unlock conditions. These conditions may include, for example, a player's level exceeding a predetermined threshold or the player clearing another predetermined battle game. Additionally, multiple battle games (tiers) belong to different battle game types. Each of these battle games also has its own unlock conditions. When these conditions are met, the game unlock information included in the player's profile is updated.

[0099] 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. The task screen appears such that either the normal task selection operation unit 41a or the difficult task selection operation unit 41b is always selected on the task screen. In the example of FIG6A, the normal task selection operation unit 41a is initially selected on the task screen.

[0100] When the normal mission selection operation unit 41a is selected, a mission operation unit 42 is displayed on the mission screen for selecting one of the multiple battle games (levels) belonging to the normal mission. A mission list operation unit 43 is also displayed on the mission screen for skipping one or more battle games in general. The following explains the screen transitions and processing details when operating (tapping) the mission list operation unit 43.

[0101] The mission operation section 42 also displays the completion information for each battle game. Completion information is represented, for example, by three stars. In each battle game, stars are awarded 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 are awarded if one allied character has 0 lives. One star is awarded if two or more allied characters have 0 lives.

[0102] In the example in Figure 6A, three stars were obtained in battle game "21-1". Additionally, two stars were obtained in battle game "21-2". Furthermore, two stars were obtained in battle game "21-3". However, no stars were obtained in battle game "21-4", indicating that this battle game was not completed.

[0103] Note that missions (normal and hard missions) have an unlock condition that the previous battle game has been completed. For example, in the example of Figure 6A, battle game "21-4" is unlocked because battle game "21-3" has been completed, but subsequent battle games ("21-5" and beyond (not shown in the figure)) are not unlocked.

[0104] When the mission operation unit 42 corresponding to, for example, the "21-1" battle game is operated (tap) on the mission screen, the mission selection screen shown in FIG. 6B is displayed on the display 26. The mission selection screen displays the enemy characters that will appear in the battle game and the items (rewards) that can be obtained in the battle game. Additionally, the mission selection screen displays the stamina before and after playing the battle game, as well as the remaining number of plays. The remaining number of plays represents the number of times the game can be played in a day, and is set to infinity in battle games for normal missions. Furthermore, in this embodiment, the stamina consumed in battle games for normal missions is set to 10. However, the stamina consumed in battle games for normal missions can be set differently for each battle game.

[0105] Additionally, the mission selection screen displays a cancel operation unit 39 and a challenge operation unit 44 labeled "Challenge" for playing battle games.

[0106] When the cancel operation unit 39 is operated (tap), the mission screen shown in Figure 6A is displayed on the display 26, thereby canceling the selected "21-1" battle game.

[0107] On the other hand, when the challenge control unit 44 is operated (tap), the team selection screen shown in Figure 6C is displayed on the monitor 26. The team selection screen displays all the allied characters held by the player, and below the allied characters, a selected allied character display area 46 is provided for displaying the selected allied character.

[0108] Additionally, the team selection screen displays the cancel operation unit 39 and the battle start operation unit 47 labeled "Start Battle".

[0109] On the team selection screen, when the player interacts with (tap) a displayed ally character, the interacting ally character is displayed in the selected ally character display area 46. More specifically, here, the ally character ID to be used in the battle game (to determine the team) is selected from multiple ally character IDs associated with the player ID.

[0110] Then, when you select an ally character (ally character ID) and tap (tap) the battle start operation section 47, the battle game begins.

[0111] Figure 7A is an example of a battle screen. Figure 7B is an example of a results screen. Figure 7C is an example of a campaign pop-up window. When you operate (tap) the battle start operation section 47 on the team selection screen shown in Figure 6C, the battle game begins.

[0112] During the battle game, the battle screen is displayed as shown in Figure 7A. On the battle screen, allied characters and enemy characters are displayed on monitor 26. Allied characters are controlled by the computer, dealing damage to and receiving damage from enemy characters. Conversely, enemy characters are controlled by the computer, dealing damage to and receiving damage from allied characters.

[0113] When an enemy character is dealt damage, those damage points are subtracted from their health points. Similarly, when an ally is dealt damage, those damage points are subtracted from their health points. The player wins the battle game (clears the battle game) when all enemy characters' health points reach 0, and loses the battle game when all ally characters' health points reach 0 (loses the battle game).

[0114] Furthermore, when the battle game ends normally (normal end), as shown in Figure 7B, a result screen is displayed on monitor 26. As an example, Figure 7B shows the result screen when the battle game has been completed.

[0115] On the results screen, the report display unit labeled "Report" and the end operation unit 51 labeled "Close" are displayed together with at least a portion of the game result information from the battle game.

[0116] The game result information includes information related to the items that have been awarded. When a battle game is completed, server 100 randomly selects whether to award the player with the various items pre-set in the completed battle game. Then, the items to be awarded to the player are assigned to the game result information and displayed on the result screen.

[0117] When the operation (tap) ends the operation unit 51 on the result screen, the display on the monitor 26 switches from the battle screen to the normal screen.

[0118] Additionally, a ticket display area 45 is provided on the mission selection screen shown in Figure 6B. The ticket display area 45 displays the number of tickets held by the player (the number of tickets associated with the player ID) and includes a ticket usage challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. These operation units are only enabled in battle games where three stars are obtained as completion information, and are disabled in battle games where three stars are not obtained as completion information.

[0119] 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), the text appearing in the Ticket Use Challenge Operation Section 45a changes, causing the number of tickets to increase one by one, such as "Use 2 tickets" and "Use 3 tickets". Conversely, each time the Minus Operation Section 45b is operated (tap), the text appearing in the Ticket Use Challenge Operation Section 45a changes, causing the number of tickets to decrease one by one, such as "Use 2 tickets" and "Use 1 ticket".

[0120] Furthermore, when the text appearing in the Ticket Use Challenge Operation Section 45a, such as "Use 5 Tickets," is used (tap), five tickets and 50 Stamina are consumed, thus skipping the team creation on the team selection screen shown in Figure 6C and the execution of the battle game on the battle screen shown in Figure 7A. This makes the battle game appear as if it were completed five times, and the results screen shown in Figure 7B is displayed. This results screen shows the items obtained in the five battle games in general.

[0121] Therefore, the battle game where players obtain three stars as a completion indicator when consuming tickets is omitted and treated as a completion of the game. This allows players to collect items in a shorter timeframe.

[0122] Next, we will explain the difficult missions. Figure 8A is an example of a mission screen illustrating a difficult mission. Figure 8B is an example of a mission selection screen illustrating a difficult mission. Explanations of parts identical to those in normal missions are omitted. When selecting the difficult mission selection operation unit 41b as shown in Figure 8A, a mission operation unit 42 is displayed on the mission screen for selecting 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. The following explains the screen transitions and processing details when operating (tapping) the mission list operation unit 43.

[0123] The mission operation section 42 also displays the completion information for each battle game. In the example in Figure 8A, three stars were obtained in battle game "21-1". Additionally, three stars were obtained in battle game "21-2". Furthermore, two stars were obtained in battle game "21-3".

[0124] When the player operates (tap) the mission operation unit 42 corresponding to, for example, the "21-1" battle game on the mission screen, the mission selection screen shown in Figure 8B is displayed on the monitor 26. Unlike normal missions, hard missions are set to allow play three times a day. Therefore, when the player uses tickets to play the battle game, and the text in the ticket use challenge operation unit 45a reads "Use 3 tickets," the text does not change even if the player further operates (tap) the plus sign operation unit 45c.

[0125] Furthermore, if a battle game is played three times, the remaining play count for the day will be 0 (0 / 3). However, only once per day, by consuming second currency, the remaining play count can be restored to 3. More specifically, a battle game with a hard quest can be played a maximum of six times per day.

[0126] Additionally, in this embodiment, the stamina consumed in the combat game of a difficult mission is set to 20. However, as in normal missions, the stamina consumed in the combat game of a difficult mission can be made different for each combat game, or the stamina consumed in the combat game of a difficult mission can be set to 10.

[0127] Additionally, when a player completes a battle game with difficult missions, he / she can obtain items used to upgrade the stars of allied characters. On the other hand, even if a player completes a battle game with normal missions, he / she cannot obtain items used to upgrade the stars of allied characters.

[0128] Additionally, on the mission screen of a normal mission in Figure 6A, a mission information icon 50 is displayed to notify the player of the currently ongoing campaign. In this embodiment, three types of campaigns are in progress in normal missions, and three types of mission information icons 50 corresponding to the type of ongoing campaign are displayed. More specifically, in this embodiment, campaigns are set up for each group (normal missions and hard missions) to which the combat game belongs; that is, campaigns are set up on a group basis.

[0129] On the other hand, this embodiment assumes that no campaign is in progress during the difficult mission. Therefore, the campaign information icon 50 is not displayed on the mission screen of the difficult mission in Figure 8A.

[0130] When any of the campaign information icons 50 is clicked on the mission screen of a normal mission in Figure 6A, a campaign pop-up window 32a as shown in Figure 7C is displayed on the monitor 26. The campaign pop-up window 32a displays detailed information related to the currently ongoing campaign.

[0131] Figures 9A, 9B, 9C, 10A, and 10B are examples illustrating a task list pop-up window 54. Figure 10C is an example illustrating a skip results pop-up window 55.

[0132] As mentioned above, completing normal and hard missions in a combat game where players earn three stars as completion information when consuming tickets is considered equivalent to completing the game by omitting at least part of it. This allows players to quickly and easily obtain desired items.

[0133] However, players have to spend a lot of time and effort to choose a combat game that can grant the desired rewards and obtain items by spending tickets in the chosen combat game.

[0134] Therefore, in this embodiment, players can treat multiple battle games as if they were being completed as a whole by consuming tickets in total, thus obtaining multiple items obtainable in these battle games at once. More specifically, when the mission list operation unit 43 is operated (tap) on the mission screen shown in Figures 6A and 8A, the mission list pop-up window 54 shown in Figure 9A is displayed on the display 26.

[0135] In the quest list pop-up window 54, three item selection boxes 54a, a search operation section 54b, a display toggle operation section 54c, and a zoom-out operation section 54p are displayed at the top. Additionally, one or more combat game display areas 54d are displayed in the center of the quest list pop-up window 54. Below the combat game display area 54d in the quest list pop-up window 54, total stamina, consumed tickets, and current stamina are also displayed. Note that to the right of the current stamina is an icon (operation section) for displaying a pop-up window on the monitor 26 for restoring stamina. The player can operate (tap) this icon and, for example, consume second currency according to the indication in the pop-up window displayed on the monitor 26, thereby restoring a predetermined amount of stamina. At this time, stamina can be restored to more than the maximum value.

[0136] In addition, the task list pop-up window 54 displays a ticket quantity display box 54e, a minus operation section 54f, a plus operation section 54g, a cancel operation section 39, and a batch skip operation section 54h. Furthermore, in the task list pop-up window 54, a tag name display box 54i is displayed to the right of the toggle operation section 54c. Although detailed descriptions are omitted, when operating the tag name display box 54i, any one of multiple tag names can be selected. In this embodiment, the information set by the player is stored in storage units 18 and 118 in association with each tag. The task list pop-up window 54 appears based on the stored information the next time it is displayed.

[0137] The item selection box 54a is initially empty, indicating that no item is selected. In this state, the battle game display area 54d displays battle games with three stars as completion information, arranged from top (high difficulty) to bottom (low difficulty). Additionally, in each battle game display area 54d, the remaining number of play attempts and the items obtainable in that battle game are displayed along with the checkboxes 54j.

[0138] Additionally, in each combat game display area 54d, icons are displayed that allow players to identify information related to the currently ongoing campaign. As described above, in this embodiment, three types of campaigns are underway in normal missions, and in the combat game display area 54d corresponding to the normal missions, three types of campaign information icons 54k corresponding to each type of ongoing campaign are displayed.

[0139] When any of the campaign information icons 54k are operated (tap), a campaign pop-up window 32a similar to the campaign pop-up window 32a shown in FIG. 7C is displayed on the monitor 26.

[0140] The checkbox 54j can be checked when operated by the player (tap), as shown in Figure 9B. The checkbox 54j with the checkmark can be dechecked when operated again (tap).

[0141] When the display switch operation unit 54c is operated (tap) while one or more checkmarks are placed in the checkmark input boxes 54j, as shown in Figure 9C, the battle game display area 54d for battle games that only have checkmarks in the checkmark input boxes 54j is displayed in the task list pop-up window 54. When the display switch operation unit 54c is operated (tap) again, the battle game display area 54d for battle games (which includes battle games that do not have checkmarks in the checkmark input boxes 54j) is displayed in the task list pop-up window 54.

[0142] As shown in Figures 9B and 9C, when one or more checkboxes 54j are selected, the total stamina required to perform the selected battle game is displayed in the Total Stamina section. Additionally, the number of tickets required to perform the selected battle game is displayed as the ticket consumption.

[0143] Furthermore, for example, when the addition operation unit 54g is operated once in the task list pop-up window 54 shown in Figure 9C, as shown in Figure 10A, "Use 2 tickets" appears in the ticket quantity display box 54e. Additionally, the stamina required to perform each selected battle game twice is displayed in the total stamina, and the number of tickets required to perform each selected battle game twice is displayed as the consumed tickets. Moreover, each time the addition operation unit 54g is operated, the number of tickets displayed in the ticket quantity display box 54e increases sequentially, and the total stamina and the number of consumed tickets increase accordingly.

[0144] However, if the remaining number of playtimes for a difficult mission's battle game is less than the number of tickets displayed in the ticket quantity display box 54e, then only the stamina corresponding to the remaining number of playtimes for the difficult mission's battle game is added to the total stamina, and only the tickets corresponding to the remaining number of playtimes for the difficult mission's battle game are added to the consumed tickets. For example, when "Use 4 tickets" is displayed in the ticket quantity display box 54e as shown in Figure 10B, the stamina and consumed tickets (stamina 40, consume 4 tickets) equivalent to playing the "21-1" battle game of the normal mission four times and the stamina and consumed tickets (stamina 60, consume 3 tickets) equivalent to playing the "21-2" battle game of the difficult mission three times are summed, and the totals are displayed in the total stamina (100) and consumed tickets (7) respectively.

[0145] In addition, whenever the minus operation unit 54f is operated, the number of tickets displayed in the ticket quantity display box 54e decreases one by one, and the total stamina and the number of tickets consumed decrease accordingly.

[0146] Subsequently, for example, when the batch skip operation unit 54h is operated (tap) while the task list pop-up window 54 shown in Figure 10A is displayed, the "21-2" battle game of the difficult task and the "21-1" battle game of the normal task are each treated as if they have been completed twice. This results in the display of the skip result pop-up window 55 shown in Figure 10C on the monitor 26. The skip result pop-up window 55 displays in general the items obtained as a result of playing the "21-2" battle game of the difficult task twice and playing the "21-1" battle game of the normal task twice. The process of skipping multiple battle games together in this way is called batch skip processing.

[0147] Next, the item selection box 54a and the search operation unit 54b will be explained. Figure 11A is a diagram illustrating an example of the item selection pop-up window 59. Figure 11B is a diagram illustrating an example of the task list pop-up window 54.

[0148] For example, when one of the item selection boxes 54a is operated (tap) while the task list pop-up window 54 shown in FIG. 9A is displayed on the monitor 26, the item selection pop-up window 59 shown in FIG. 11A is displayed on the monitor 26. The item selection pop-up window 59 provides an equipment item selection operation unit 59a and a star enhancement item selection operation unit 59b. The item selection pop-up window 59 also displays an item display area 59c for displaying items. Additionally, the item selection pop-up window 59 provides a cancel operation unit 39 and a selection complete operation unit 59d.

[0149] Choose either Equipment Item Selection Operation Section 59a or Star Enhancement Item Selection Operation Section 59b. When Equipment Item Selection Operation Section 59a is selected, Item Display Area 59c lists items obtainable in battles where three stars have been earned and are required to craft equipment. Conversely, when Star Enhancement Item Selection Operation Section 59b is selected, Item Display Area 59c lists items obtainable in battles where three stars have been earned and are required to enhance stars.

[0150] Players can select up to three items by tapping the items displayed in item display area 59c. When the selection completion operation 59d is performed while selecting items displayed in item display area 59c, as shown in Figure 11B, the selected items in item selection box 54a are displayed. Furthermore, when the search operation 54b is performed while items are displayed in item selection box 54a, the battle game display area 54d, which allows the player to obtain the items displayed in item selection box 54a, appears.

[0151] In this way, by simply selecting the desired item and operating (tapping) the search control unit 54b, the player can view a list of battle games in the battle game display area 54d that allow them to obtain the desired item. Then, by placing checkmarks in the checkboxes 54j for one or more battle games to skip and selecting the number of times to play each battle game, the player can skip the selected number of times to play each battle game that is checked in the checkboxes 54j. This facilitates item collection, thus saving the player time and effort.

[0152] Next, the shrinking operation unit 54p will be described. Figures 12A and 12B are illustrations of an example of the shrinking pop-up window 54q. For example, when the shrinking operation unit 54p is operated (tap) while the task list pop-up window 54 shown in Figure 11B is displayed on the display 26, the shrinking pop-up window 54q shown in Figure 12A is displayed on the display 26. The shrinking pop-up window 54q displays a display order changing operation unit 54r for changing the display order of tasks displayed in the task list pop-up window 54 and a display task operation unit 54s for changing the type of task to be displayed in the task list pop-up window 54. In addition, in this embodiment, as described above, three types of campaigns are in progress in the normal tasks, and in the display task operation unit 54s corresponding to the normal tasks in the shrinking pop-up window 54q, three types of campaign information icons 54t corresponding to the type of campaign in progress are displayed.

[0153] Furthermore, when any of the displayed campaign information icons 54t are operated (tap), a campaign pop-up window 32a similar to the campaign pop-up window 32a shown in FIG. 7C is displayed on the monitor 26.

[0154] Players can select the display order change operation section 54r and the task display operation section 54s through player actions (tap). In addition, when the "OK" operation is marked and displayed at the bottom of the narrowed pop-up window 54q, the task list pop-up window 54 will be displayed according to the conditions entered in the display order change operation section 54r and the task display operation section 54s.

[0155] Figure 13 is a diagram illustrating an example of a task list pop-up window 54x. When the skip operation 40a in the acquisition location pop-up window 40 of Figures 4B, 5A, and 5C is operated (tap), the task list pop-up window 54x shown in Figure 13 is displayed on the monitor 26. The task list pop-up window 54x differs from the task list pop-up window 54 of Figure 9A described above in that the label name display box 54i is hidden. Furthermore, when the task list pop-up window 54 is displayed as a result of operating the skip operation 40a in the acquisition location pop-up window 40 of Figures 4B, 5A, and 5C, the item selection box 54a initially appears to show the items displayed in the acquisition location pop-up window 40. Additionally, the battle game display area 54d of the battle game, which allows the player to obtain the items displayed in the item selection box 54a, appears.

[0156] More specifically, in order to display the combat game that allows players to obtain desired items, players need to search by operating the search operation unit 54b in the aforementioned task list pop-up window 54 of Figure 9A. On the other hand, when the skip operation unit 40a in the respective acquisition location pop-up windows 40 of Figures 4B, 5A, and 5C is operated (tap), the task list pop-up window 54x shown in Figure 13 appears when the player's desired item has been found. This facilitates item collection, thereby further saving the player's time and effort. In other words, players can specify their desired reward (item) by operating the skip operation unit 40a in the respective acquisition location pop-up windows (reward designation screens) 40 of Figures 4B, 5A, and 5C, and the task list pop-up window 54x appears when the specified predetermined reward (item) is displayed (found) in the item selection box 54a.

[0157] Figure 14 is an example diagram illustrating the campaign information table. The campaign information table is referenced when the campaign information icon 50 of Figure 6A, the campaign pop-up window Figure 32a of Figure 7C, the campaign information icon 54k of Figure 9A, and the campaign information icon 54t of Figure 12A are displayed. This campaign information table is stored in storage unit 18 of player terminal 1 and storage unit 118 of server 100. The campaign information table is downloaded from server 100 to player terminal 1 and updated upon login.

[0158] As shown in Figure 14, in the campaign information table, a flag of 1 or 0 is used to manage whether a campaign is in progress for each task type. A flag value of 0 indicates that the campaign is not in progress for the corresponding task type. A flag value of 1 indicates that the campaign is in progress for the corresponding task type. This embodiment is illustrated by the example shown in Figure 14, which allows for a maximum of three types of campaigns, but there are no particular limitations on the content of the campaigns or the number of campaigns that can be conducted simultaneously.

[0159] Furthermore, player terminal 1 displays campaign information icon 50 on the mission display screen shown in Figure 6A by referring to the campaign information table. Additionally, player terminal 1 displays campaign information icon 54k in the mission list pop-up window 54 shown in Figure 9A by referring to the campaign information table. Furthermore, player terminal 1 displays campaign information icon 54t in the narrowed pop-up window 54q shown in Figure 12A by referring to the campaign information table. Furthermore, player terminal 1 displays campaign information icon 54k in the mission list pop-up window 54x shown in Figure 13 by referring to the campaign information table. Additionally, player terminal 1 displays the campaign pop-up window 32a shown in Figure 7C by referring to the campaign information table. Furthermore, in addition to the campaign content, the campaign information table may also include information related to the campaign's duration. In this case, when displaying campaign information icons 50, 54k, and 54t by referring to the campaign information table and displaying campaign pop-up window 32a, player terminal 1 can display information related to the campaign's duration in addition to the campaign content. When displaying information related to the duration of a campaign, player terminal 1 may display, for example, the remaining time until the end of the ongoing campaign, or the end time of the ongoing campaign.

[0160] Additionally, when a battle game is completed or skipped, Server 100 refers to the campaign information table to determine and grant additional rewards based on the items awarded to the player.

[0161] Next, the basic structure and communication processes of player terminal 1 and server 100 used to perform batch skip processing will be described. Here, examples of the basic communication processes used to advance the game and the main communication processes related to batch skip processing will be described, and other processes will be omitted.

[0162] (Functional structure of player terminal 1)

[0163] Figure 15 is a diagram illustrating the structure of the memory 12 in the player terminal 1 and the function of the player terminal 1 as a computer. The memory 12 provides 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.

[0164] 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 batch skip control program 83, a display control program 84, a reward designated screen display program 85, a search screen display program 86, and a selection screen display program 87. The programs listed in Figure 15 are examples, and many other programs are provided as terminal-side game control programs.

[0165] In data storage area 12b, game information storage unit 90, player information storage unit 91, campaign information storage unit 92, and batch skip information storage unit 93 are provided as storage units for storing data. The above-mentioned storage units are examples, and many other storage units are provided in data storage area 12b.

[0166] The CPU 10 operates on the program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Furthermore, the CPU 10, through operating on the program stored in the program storage area 12a, enables the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a batch skip control unit 83a, a display control unit 84a, a reward designation screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a.

[0167] More specifically, the CPU 10 enables the computer to function as a game execution control unit 80a by running the game execution control program 80. Similarly, the CPU 10 enables the computer to function as a battle game execution unit 81a, a skip game execution unit 82a, a batch skip control program 83a, a display control program 84a, a reward designation screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a by running the battle game execution program 81, the skip game execution program 82a, the batch skip control unit 83a, the display control unit 84a, the reward designation screen display unit 85a, the search screen display unit 86a, and the selection screen display unit 87a, respectively.

[0168] The game execution control unit 80a controls the overall progress of the game. For example, during login, the game execution control unit 80a sends login information to the server 100. The game execution control unit 80a also performs controls related to the transitions between normal screens. Furthermore, when updating overall game information, 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.

[0169] 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 movement of allied and enemy characters, and outputs damage points.

[0170] The skip game execution unit 82a is responsible for controlling the skipping of battle games by consuming tickets.

[0171] The batch skip control unit 83a stores information related to batch skip processing in the batch skip information storage unit 93 and is responsible for control related to batch skip processing.

[0172] The display control unit 84a generates a screen to be displayed on the display 26 and displays the generated screen on the display 26.

[0173] The reward designation screen display unit 85a displays the acquisition location pop-up window (reward designation screen) 40 of Figures 4B, 5A, and 5C based on player operations. In other words, the reward designation screen display unit 85a displays a reward designation screen that allows the player to designate the desired reward (item), and also displays the game where the player can obtain the reward (item) that can be designated on the reward designation screen.

[0174] The search screen display unit 86a displays the item selection pop-up window (search screen) 59 of Figure 11A based on player actions. In other words, the search screen display unit 86a displays a search screen that allows the player to specify the desired reward.

[0175] The selection screen display unit 87a displays a narrowed pop-up window (group selection screen) 54q based on player actions. In other words, the selection screen display unit 87a displays a group selection screen that allows the player to select at least one of multiple pre-defined groups (normal missions, hard missions). At this time, the selection screen display unit 87a refers to the campaign information table stored in the campaign information storage unit 92, and displays a campaign information icon (additional information) 54t corresponding to the type of the ongoing campaign in the display mission operation unit 54s corresponding to the mission with the ongoing campaign. In other words, the display control unit 84a adds the additional information to the group to which the game with the granted advantage belongs, and displays the additional information.

[0176] (Functional structure of server 100)

[0177] Figure 16 is a diagram illustrating the structure of the memory 112 in server 100 and the function of server 100 as a computer. A program storage area 112a and a data storage area 112b are provided in memory 112. When the game starts, CPU 110 stores the server-side game control program (module) in program storage area 112a.

[0178] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a reward granting program 182, and a favorable condition granting program 183. The programs listed in Figure 16 are examples, and many other programs are provided as server-side game control programs.

[0179] In data storage area 112b, game information storage unit 190, player information storage unit 191, and campaign information storage unit 192 are provided as storage units for storing data. The above-mentioned storage units are examples, and many other storage units are provided in data storage area 112b.

[0180] The CPU 110 operates the program stored in the program storage area 112a and updates the data in each storage unit of the data storage area 112b. Furthermore, by running the program stored in the program storage area 112a, the CPU 110 enables 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 granting unit 182a, and a favorable condition granting unit 183a.

[0181] More specifically, the CPU 110 enables the computer to function as a game execution control unit 180a by running the game execution control program 180. Similarly, the CPU 110 enables the computer to function as a battle game execution unit 181a, a reward granting unit 182a, and a favorable condition granting unit 183a by running the battle game execution program 181, the reward granting program 182, and the favorable condition granting program 183, respectively.

[0182] The game execution control unit 180a controls the progress of the entire game. For example, when receiving login information from player terminal 1, the game execution control unit 180a sends the player information stored in player information storage unit 191 to player terminal 1. In addition, when updating the overall game information, the game execution control unit 180a reads the updated game information from game information storage unit 190 and sends the updated game information to player terminal 1.

[0183] The combat game execution unit 181a is responsible for controlling the execution of the combat game.

[0184] The reward granting unit 182a grants rewards to players. Specifically, the reward granting unit 182a grants items corresponding to the completed battle game to players who have cleared the battle game. More specifically, the reward granting unit 182a adds the granted items to the player information corresponding to the player ID of the player who cleared the battle game, and stores this player information in the player information storage unit 191.

[0185] The favorable conditions granting unit 183a refers to the campaign information storage unit 192, and while the campaign is in progress, determines additional rewards based on the rewards determined by the reward granting unit 182a, and grants those additional rewards. In other words, the reward granting unit 182a grants favorable conditions to at least a portion of the battle game.

[0186] (Communication processing between player terminal 1 and server 100)

[0187] Figure 17 is a sequence diagram illustrating the basic processes of player terminal 1 and server 100. Note that in the following description, the process in player terminal 1 is denoted as Pn (n is any integer). Furthermore, the process in server 100 is denoted as Sn (n is any integer). When a player starts the game application on player terminal 1 (P1), the game execution control unit 80a sends login information to server 100. Upon receiving the login information, the game execution control unit 100a of server 180 identifies the player ID associated with the login information and performs 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 the player information to player terminal 1.

[0188] Furthermore, assume that an operation to start a battle game has been performed on 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 type of battle game. As a result of inputting start information to server 100, server 100 sends battle game start information required to start the battle game to player terminal 1 (S2). Then, upon receiving the battle game start information, the battle game execution unit 81a of player terminal 1 executes battle game start processing for starting the battle game (P3). Here, player terminal 1, for example, allocates an area in memory 12 for progressing the battle game, reads a predetermined program from storage unit 18 into memory 12, etc.

[0189] Subsequently, the battle game execution unit 81a of player terminal 1 executes battle game control processing (P4) for controlling the battle game. In this battle game control processing, update processing for updating various types of information is repeatedly executed frame by frame. Note that there is no particular limit to the number of frames. For example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated approximately every 16 ms to 33 ms in player terminal 1.

[0190] Then, when the end conditions of the battle game are met, the battle game execution unit 81a of player terminal 1 executes the battle game end processing (P5) to end the battle game. In the battle game end processing, for example, game result information is sent to server 100. Upon receiving the game result information, the battle game execution unit 100a of server 181 updates the player information (S3). Note that when the battle game was started using a ticket, the skip game execution unit 82a skips the battle game start processing (P3) and the battle game control processing (P4), thus treating the battle game as if it were a level completion, and then executes the battle game end processing (P5).

[0191] Furthermore, if a battle game is successfully completed based on the game result information, the reward granting unit 182a determines the item corresponding to the completed battle game and grants that item (S4). In addition, the reward granting unit 182a sends information related to the item to be granted 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 (P6).

[0192] Additionally, the reward designation screen display unit 85a displays the location acquisition pop-up window (reward designation screen) 40 (P7) shown in Figures 4B, 5A, and 5C based on player actions. In other words, the reward designation screen display unit 85a displays a reward designation screen that allows the player to designate their desired reward. Furthermore, based on player actions, the display control unit 84a displays a task display screen (P7) including the task list operation unit 43 shown in Figures 6A and 8A.

[0193] Additionally, the terminal-side game control unit 1A performs batch skip processing (P8). Figure 18 is a flowchart illustrating the batch skip processing. The batch skip control unit 83a determines whether the task list operation unit 43 has been operated (P8-1).

[0194] As a result, when the task list operation unit 43 is operated on the task display screen shown in Figures 6A and 8A ("Yes" in P8-1), the display control unit 84a displays the task list pop-up window 54 of Figure 9A on the display 26 (P8-2). At this time, the display control unit 84a displays the task list pop-up window 54 based on various information stored in the batch skip information storage unit 93 that is associated with the tag name.

[0195] At this time, the display control unit 84a can display label 1, or optionally, it can store the label last displayed by the player in the task list pop-up window 54 in the batch skip information storage unit 93, so that the display control unit 84a can display the label last displayed by the player in the task list pop-up window 54. Optionally, the display control unit 84a can display all item selection boxes 54a blank in the task list pop-up window 54. In addition, the display control unit 84a refers to the campaign information storage unit 92 and displays the campaign information icon (additional information) 54k corresponding to the type of campaign being conducted in the battle game display area 54d corresponding to the mission with the campaign in progress.

[0196] Additionally, if the task list operation unit 43 is not operated ("No" in P8-1), the batch skip control unit 83a determines whether the skip operation unit 40a has been operated (P8-3). As a result, if the skip operation unit 40a in the acquisition location pop-up window (reward designation screen) 40 of Figures 4B, 5A, and 5C has been operated ("Yes" in P8-3), the display control unit 84a displays the task list pop-up window 54x shown in Figure 13 on the monitor (P8-4).

[0197] At this time, in the task list pop-up window (skip selection screen) 54x, the display control unit 84a causes the items displayed in the acquisition location pop-up window 40 to appear in the item selection box (predetermined area) 54a, and displays the battle game display area 54d that allows the player to obtain the items displayed in the item selection box 54a. In other words, when the skip selection screen is displayed for the first time after a reward is specified on the reward assignment screen, the display control unit 84a will recognizablely display the reward specified on the reward assignment screen in the predetermined area.

[0198] Additionally, the display control unit 84a references the campaign information storage unit 92 and displays a campaign information icon (additional information) 54k corresponding to the type of the ongoing campaign in the battle game display area 54d corresponding to the mission with the ongoing campaign. In other words, the display control unit 84a displays additional information that enables the identification of battle games that have been granted advantageous conditions.

[0199] When the label name display box 54i is operated ("Yes" in P8-5), the batch skip control unit 83a reads the information corresponding to the operated label name from the batch skip information storage unit 93 (P8-6). The display control unit 84a displays the task list pop-up window 54 on the display 26 according to the read batch skip list (P8-7).

[0200] Additionally, when any item in the item selection box 54a is operated (tap) ("Yes" in P8-8), the display control unit 84a displays the item selection pop-up window 59 shown in FIG11A on the display 26 (P8-9). Then, when the selection completion operation unit 59d is operated while selecting an item displayed in the item display area 59c ("Yes" in P8-10), the display control unit 84a displays the selected item in the item selection box 54a in the item display area 59c (P8-11). Furthermore, when the task list pop-up window 54 is displayed, the batch skip control unit 83a stores the selected item in the batch skip information storage unit 93 along with its tag name. At this time, the batch skip control unit 83a can not only store the selected item in the batch skip information storage unit 93 along with its tag name, but also send this information to the server 100.

[0201] The timing at which the batch skip control unit 83a stores the selected items in the batch skip information storage unit 93 is not limited to this. For example, when the player operates the cancel operation unit 39, the batch skip control unit 83a can store the selected items in the batch skip information storage unit 93. Optionally, when the player operates the batch skip operation unit 54h or the operation label name display box 54i, the batch skip control unit 83a can store the selected items in the batch skip information storage unit 93. On the other hand, when the task list pop-up window 54x is displayed, the batch skip control unit 83a discards information related to the selected items when the player operates the cancel operation unit 39.

[0202] Then, when the search operation unit 54b is operated (tap) ("Yes" in P8-12), the batch skip control unit 83a searches, allowing the player to obtain the battle game of the items displayed in the item selection box 54a (P8-13). Then, the search screen display unit 86a displays the battle game display area 54d of the found battle game (P8-14).

[0203] Furthermore, when the checkbox 54j in the battle game display area 54d is operated (marked as "Yes" on P8-15), the display control unit 84a places a check mark in the operated checkbox 54j (P8-16). Additionally, when the task list pop-up window 54 is displayed, the batch skip control unit 83a stores the selected battle games along with their tag names in the batch skip information storage unit 93 and sends this information to the server 100.

[0204] Note that the timing for the batch skip control unit 83a to store the selected battle games in the batch skip information storage unit 93 and send that information to the server 100 is not limited to this. For example, when the player operates the cancel operation unit 39, when the player operates the batch skip operation unit 54h, or when the player operates the label name display box 54i, the batch skip control unit 83a can store the selected battle games in the batch skip information storage unit 93 and send that information to the server 100. On the other hand, when the task list pop-up window 54x is displayed, the batch skip control unit 83a discards information related to the selected battle games when the player operates the cancel operation unit 39.

[0205] Additionally, when the minus operation unit 54f and the plus operation unit 54g are operated ("Yes" in P8-17), the display control unit 84a changes the representation of the ticket quantity display box 54e according to the operation (P8-18). Furthermore, the display control unit 84a changes and displays the total stamina and the number of tickets consumed according to the operation (P8-19). Moreover, when the task list pop-up window 54 is displayed, the batch skip control unit 83a stores the changed ticket quantity in the batch skip information storage unit 93 in association with the tag name, and sends this information to the server 100.

[0206] Note that the timing at which the batch skip control unit 83a stores the changed ticket quantity in the batch skip information storage unit 93 and sends this information to the server 100 is not limited to this. For example, when the player operates the cancel operation unit 39, when the player operates the batch skip operation unit 54h, or when the player operates the tag name display box 54i, the batch skip control unit 83a can store the changed ticket quantity in the batch skip information storage unit 93 and send this information to the server 100. On the other hand, when the task list pop-up window 54x is displayed, the batch skip control unit 83a discards the information related to the changed ticket quantity when the player operates the cancel operation unit 39.

[0207] Furthermore, when the narrowing operation unit 54p is operated ("Yes" in P8-20), the selection screen display unit 87a displays the narrowing pop-up window (group selection screen) 54q (P8-21). In other words, the selection screen display unit 87a displays a group selection screen that allows the player to select at least one of multiple predetermined groups. At this time, the selection screen display unit 87a refers to the campaign information storage unit 92 and displays the campaign information icon (additional information) 54t corresponding to the type of the ongoing campaign in the display mission operation unit 54s corresponding to the mission with the ongoing campaign. In other words, the display control unit 84a adds additional information to the group to which the game that has been granted an advantage belongs and displays the additional information.

[0208] Additionally, when the operation display order change operation unit 54r is selected ("Yes" in P8-22), the selection screen display unit 87a updates the display of the narrowed pop-up window 54q (P8-23). ​​Furthermore, when the operation display task operation unit 54s is selected ("Yes" in P8-24), the selection screen display unit 87a updates the display of the task operation unit 54s (P8-25). Moreover, when the operation confirmation operation unit 54w is selected ("Yes" in P8-26), the display control unit 84a updates the display of the task list pop-up window 54 or the task list pop-up window 54x (P8-27). In other words, the display control unit 84a displays multiple games belonging to the group selected by the player in the narrowed pop-up window (group selection screen) 54q.

[0209] When the batch skip operation unit 54h is operated ("Yes" in P8-28), the batch skip control unit 83a sends batch skip information representing the level of all battle games and the number of times each game has been played to the server 100 (P8-29).

[0210] Referring back to Figure 17, upon receiving batch skip information, the reward granting unit 182a determines and grants the same number of items as the number of times each battle game has been played, based on the batch skip information. Furthermore, the advantage granting unit 183a, referring to the battle information storage unit 192, determines additional rewards based on the rewards determined by the reward granting unit 182a while the battle is in progress, and grants these additional rewards (S5). Then, the reward granting unit 182a sends information related to the items granted by the reward granting unit 182a and information related to the items granted by the advantage granting unit 183a 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 (P9).

[0211] As described above, player terminal 1 includes a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a batch skip control program 83, a display control program 84, a reward designated screen display program 85, a search screen display program 86, and a selection screen display program 87. Additionally, player terminal 1 includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a batch skip control unit 83a, a display control unit 84a, a reward designated screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a. However, some or all of these programs and functional units may be provided in server 100.

[0212] Additionally, server 100 includes a game execution control program 180, a battle game execution program 181, a reward granting program 182, and a favorable condition granting program 183. Furthermore, server 100 includes a game execution control unit 180a, a battle game execution unit 181a, a reward granting unit 182a, and a favorable condition granting unit 183a. However, some or all of these programs and functional units may be provided in player terminal 1.

[0213] Furthermore, the programs in the above embodiments can be stored in a computer-readable storage medium and can be provided in the form of a storage medium. Additionally, these programs can be provided in the form of a player terminal or information processing system including the storage medium. Furthermore, the above embodiments can be information processing methods for implementing the functions and steps shown in the flowcharts.

[0214] Although aspects of the embodiments have been described with reference to the accompanying drawings, it is not intended to limit the invention 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 invention.

[0215] Note that, under certain pre-defined unlocking conditions, the task list operation section 43 on the various task display screens shown in Figures 6A and 8A, and the skip operation section 40a in the various acquisition location pop-up windows (reward designation screens) 40 shown in Figures 4B, 5A, and 5C, can be displayed. Unlocking conditions may include completing a pre-defined battle game or reaching a pre-defined level. In other words, if the unlocking conditions are not met, the task list operation section 43 on the various task display screens shown in Figures 6A and 8A, and the skip operation section 40a in the various acquisition location pop-up windows (reward designation screens) 40 shown in Figures 4B, 5A, and 5C, do not need to be displayed.

[0216] A first aspect of the present disclosure of the present invention includes a non-transitory computer-readable medium storing an information processing program, and the program causes a computer to:

[0217] The game is executed based on the player's actions;

[0218] A predetermined reward will be awarded upon completion of the game;

[0219] Displays a reward specification screen where players can specify their desired rewards;

[0220] The display can show skip selection screens for multiple games, each of which can award a reward specified on the reward designation screen and can perform skip processing to omit at least one function; and

[0221] Using the skip process, the game selected from the multiple games displayed on the skip selection screen is executed.

[0222] This includes games that can display the rewards specified on the reward-designated screen.

[0223] In the first aspect, the program can cause the computer to display a search screen in which the player can specify at least one reward, including the desired reward.

[0224] The system can display multiple games, each of which can award at least one reward specified on the search screen, and can perform the skip process for omitting at least one function.

[0225] At least one reward specified on the search screen can be identifiablely displayed in a predetermined area on the skip selection screen, and

[0226] When the skip selection screen is displayed for the first time after a reward has been specified on the reward specification screen, the reward specified on the reward specification screen can be displayed recognizablely in the predetermined area.

[0227] In the first aspect, the program can enable the computer to apply conditions favorable to the player to at least one game controller in the game.

[0228] This may include displaying additional information that identifies at least one game for which a favorable condition has been assigned.

[0229] In the first aspect, the program can cause the computer to display a group selection screen where the player can select at least one of a predetermined plurality of groups.

[0230] Each game can belong to one of the multiple groups.

[0231] The aforementioned favorable conditions can be categorized and assigned to the game in groups.

[0232] The additional information can be added to and displayed in the group to which the at least one game assigned the advantageous condition belongs, and...

[0233] It can display multiple games belonging to at least one group selected by the player on the group selection screen.

[0234] A second aspect of this disclosure includes an information processing method performed by at least one of a player terminal and a server capable of communicating with the player terminal, and the method comprising:

[0235] The game is executed based on the player's actions;

[0236] A predetermined reward will be awarded upon completion of the game;

[0237] Displays a reward specification screen where players can specify their desired rewards;

[0238] The display can show skip selection screens for multiple games, each of which can award a reward specified on the reward designation screen and can perform skip processing to omit at least one function; and

[0239] Using the skip process, the game selected from the multiple games displayed on the skip selection screen is executed.

[0240] This includes games that can display the rewards specified on the reward-designated screen.

[0241] In the second aspect, the method may include:

[0242] The screen displays a search window where the player can specify at least one reward that includes the desired reward.

[0243] The system can display multiple games, each of which can award at least one reward specified on the search screen, and can perform the skip process for omitting at least one function.

[0244] At least one reward specified on the search screen can be identifiablely displayed in a predetermined area on the skip selection screen, and

[0245] When the skip selection screen is displayed for the first time after a reward has been specified on the reward specification screen, the reward specified on the reward specification screen can be displayed recognizablely in the predetermined area.

[0246] In the second aspect, the method may include:

[0247] Conditions that benefit the player in at least one game directorate within the game.

[0248] This may include displaying additional information that identifies at least one game for which a favorable condition has been assigned.

[0249] In the second aspect, the method may include:

[0250] The player can select at least one of several pre-defined groups.

[0251] Each game can belong to one of the multiple groups.

[0252] The aforementioned favorable conditions can be categorized and assigned to the game in groups.

[0253] The additional information can be added to and displayed in the group to which the at least one game assigned the advantageous condition belongs, and...

[0254] It can display multiple games belonging to at least one group selected by the player on the group selection screen.

[0255] A third aspect of this disclosure includes an information processing system comprising a player terminal and a server capable of communicating with the player terminal, wherein at least one of the player terminal and the server is configured to:

[0256] The game is executed based on the player's actions;

[0257] A predetermined reward will be awarded upon completion of the game;

[0258] Displays a reward specification screen where players can specify their desired rewards;

[0259] The display can show skip selection screens for multiple games, each of which can award a reward specified on the reward designation screen and can perform skip processing to omit at least one function; and

[0260] Using the skip process, the game selected from the multiple games displayed on the skip selection screen is executed.

[0261] This includes games that can display the rewards specified on the reward-designated screen.

[0262] In the third aspect, at least one of the player terminal and the server may be configured as follows:

[0263] The screen displays a search window where the player can specify at least one reward that includes the desired reward.

[0264] The system can display multiple games, each of which can award at least one reward specified on the search screen, and can perform the skip process for omitting at least one function.

[0265] At least one reward specified on the search screen can be identifiablely displayed in a predetermined area on the skip selection screen, and

[0266] When the skip selection screen is displayed for the first time after a reward has been specified on the reward specification screen, the reward specified on the reward specification screen can be displayed recognizablely in the predetermined area.

[0267] In the third aspect, at least one of the player terminal and the server may be configured as follows:

[0268] Conditions that benefit the player in at least one game directorate within the game.

[0269] This may include displaying additional information that identifies at least one game for which a favorable condition has been assigned.

[0270] In the third aspect, at least one of the player terminal and the server may be configured as follows:

[0271] The player can select at least one of several pre-defined groups.

[0272] Each game can belong to one of the multiple groups.

[0273] The aforementioned favorable conditions can be categorized and assigned to the game in groups.

[0274] The additional information can be added to and displayed in the group to which the at least one game assigned the advantageous condition belongs, and...

[0275] It can display multiple games belonging to at least one group selected by the player on the group selection screen.

[0276] Explanation of reference numerals in the attached figures

[0277] 1. Player terminal (information processing device)

[0278] 81a Combat Game Execution Unit (Game Execution Unit)

[0279] 83a Batch Skip Control Units (Skip Game Execution Units)

[0280] 84a Display Control Unit

[0281] 182a Award Granting Unit

[0282] 183a Favorable Condition Granting Unit

[0283] 85a Award Designated Screen Display Unit

[0284] 86a search screen display unit

[0285] S Information Processing System

Claims

1. A computer program product, comprising an information processing program, wherein when executed by a computer, the information processing program performs the following steps: a game execution step, used to execute a game based on actions performed by a player; The reward granting step is used to grant predetermined rewards when the game is completed; the reward designation screen display step is used to display the reward designation screen where the player can designate the desired reward. The display control step is used to display a skip selection screen capable of displaying multiple games, wherein each of the multiple games can reward a reward specified on the reward designation screen and can perform a skip process for omitting at least one function; and a skip game execution step is used to execute a game selected from the multiple games displayed on the skip selection screen using the skip process, wherein in the reward designation screen display step, games that can reward a reward specified on the reward designation screen are displayed, and when the skip selection screen is displayed for the first time after a reward is specified on the reward designation screen, the reward specified on the reward designation screen is displayed in a identifiable manner in a predetermined area on the skip selection screen.

2. The computer program product according to claim 1, wherein when the information processing program is executed by the computer, it implements the following step: a search screen display step, used to display a search screen in which the player can specify at least one reward including the desired reward, wherein, In the display control step: multiple games can be displayed, wherein each of the multiple games can award at least one reward specified on the search screen, and can perform the skip process for omitting at least one function, and display at least one reward specified on the search screen in the predetermined area in a recognizable manner.

3. The computer program product according to claim 1 or 2, wherein when the information processing program is executed by the computer, it performs the following step: a favorable condition granting step, for granting at least one game agent in the game favorable conditions to the player, wherein, In the display control step, additional information is displayed that can identify at least one game for which a favorable condition has been assigned.

4. The computer program product according to claim 3, wherein when the information processing program is executed by the computer, it implements the following steps: a selection screen display step, used to display a group selection screen in which the player can select at least one of a predetermined plurality of groups, wherein, Each game belongs to one of the multiple groups, and the advantages are assigned to the games according to the group classification. In the selection screen display step, the additional information is added to the group to which the at least one game to which the advantages are assigned is located, and the additional information is displayed. In the display control step, multiple games belonging to at least one group selected by the player can be displayed on the group selection screen.

5. An information processing method, comprising the following steps: The game is executed based on the player's actions; A predetermined reward will be awarded upon completion of the game; Displays a reward designation screen where the player can specify a desired reward; displays a skip selection screen that can display multiple games, each of which can reward the reward specified on the reward designation screen and can perform a skip process to omit at least one function; and uses the skip process to execute a game selected from the multiple games displayed on the skip selection screen, wherein, in the step of displaying the reward designation screen where the player can specify the desired reward, games that can each reward the reward specified on the reward designation screen are displayed, and when the skip selection screen is first displayed after the reward has been specified on the reward designation screen, the reward specified on the reward designation screen is displayed in a recognizable manner in a predetermined area on the skip selection screen.

6. An information processing system, comprising: The game execution unit is used to execute the game based on the player's actions; The reward granting unit is used to grant predetermined rewards when the game is completed; The reward designation screen display unit is used to display the reward designation screen where players can specify the desired reward. A display control unit is configured to display a skip selection screen capable of displaying multiple games, each of which can award a reward specified on the reward designation screen and can perform skip processing for omitting at least one function; and a skip game execution unit is configured to execute a game selected from the multiple games displayed on the skip selection screen using the skip processing, wherein the reward designation screen display unit displays games that can award rewards specified on the reward designation screen, and when the skip selection screen is first displayed after a reward has been specified on the reward designation screen, the reward specified on the reward designation screen is displayed in a identifiable manner in a predetermined area on the skip selection screen.

7. A computer-readable storage medium storing an information processing program, which, when executed by a computer, performs the following steps: a game execution step for executing a game based on actions performed by a player; The reward granting step is used to grant predetermined rewards when the game is completed; the reward designation screen display step is used to display the reward designation screen where the player can designate the desired reward. The display control step is used to display a skip selection screen capable of displaying multiple games, wherein each of the multiple games can reward a reward specified on the reward designation screen and can perform a skip process for omitting at least one function; and a skip game execution step is used to execute a game selected from the multiple games displayed on the skip selection screen using the skip process, wherein in the reward designation screen display step, games that can reward a reward specified on the reward designation screen are displayed, and when the skip selection screen is displayed for the first time after a reward is specified on the reward designation screen, the reward specified on the reward designation screen is displayed in a identifiable manner in a predetermined area on the skip selection screen.