Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2023008109
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-01-23
- Publication Date
- 2025-01-14
- Estimated Expiration
- 2041-11-11
AI Technical Summary
Existing games with jukebox functions lack mechanisms to enhance player engagement and willingness to play.
An information processing system that determines content selection through lottery, displays associated objects in specific patterns, and allows players to rate content, incorporating features like random music selection and other player requests to create an engaging gameplay experience.
Enhances player desire to play by providing interactive and shared jukebox experiences, increasing engagement through dynamic content selection and social interaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, as disclosed in Patent Document 1, there is known a game equipped with a jukebox function that allows a player to select and play content such as music or movies. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special Publication 2012-513283 Summary of the Invention [Problem to be solved by the invention]
[0004] Some games have a jukebox function that allows the player to play content displayed at various points during the game. In these games, the jukebox function is positioned as an additional service, and there is room for improvement in terms of increasing the player's motivation to play the game.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program A process of determining one piece of content from among a plurality of types of content; a process of playing the determined content; A process of determining a display pattern of an object associated with the content to be played back; a process of displaying the object in the determined display pattern at least during playback of the content and in a state where the content to be played has been determined; The computer performs the following.
[0007] The process of determining the content may include a process of determining one of the contents by lottery, regardless of the operation input by the player.
[0008] the object is a character, The display mode of the character may differ depending on the determined display pattern.
[0009] A process that enables a player to rate the content being played; may be further performed by a computer.
[0010] In order to solve the above problem, an information processing method performed by a computer includes: A process of determining one piece of content from among a plurality of types of content; a process of playing the determined content; A process of determining a display pattern of an object associated with the content to be played back; a process of displaying the object in the determined display pattern at least during playback of the content and in a state where the content to be played has been determined; Includes.
[0011] In order to solve the above problem, the information processing system includes: one or more computers; The computer A process of determining one piece of content from among a plurality of types of content; a process of playing the determined content; A process of determining a display pattern of an object associated with the content to be played back; a process of displaying the object in the determined display pattern at least during playback of the content and in a state where the content to be played has been determined; Carry out the following. [Effects of the Invention]
[0012] According to the present invention, it is possible to increase the player's motivation to play. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen. Fig. 3B is a diagram illustrating an example of an option setting screen. Fig. 3C is a diagram illustrating an example of a profile setting screen. Fig. 3D is a diagram illustrating an example of a music playback condition setting screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a left home screen, Fig. 4B is a diagram illustrating an example of a right home screen, and Fig. 4C is a diagram illustrating an example of a home setting screen. [Figure 5] Fig. 5A is a diagram illustrating an example of a song selection screen. Fig. 5B is a diagram illustrating an example of a selected song information screen. Fig. 5C is a diagram illustrating an example of an evaluation history information screen. Fig. 5D is a diagram illustrating an example of a playback history information screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a home screen when the random song selection function is activated. Fig. 6B is a diagram illustrating an example of a home right screen when the random song selection function is activated. Fig. 6C is a diagram illustrating an example of a requester details screen. Fig. 6D is a diagram illustrating an example of a selected song information screen when the random song selection function is activated. [Figure 7]Fig. 7A is a diagram illustrating an example of an evaluation history information screen when the other player request function is activated, and Fig. 7B is a diagram illustrating an example of an evaluation history information screen when a player evaluates a song. [Figure 8] FIG. 8 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 9] FIG. 9 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 10] FIG. 10 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 11] FIG. 11 is a flowchart illustrating the music playback process at the time of login in the player terminal. [Figure 12] FIG. 12 is a flowchart illustrating the top screen transition process in the player terminal. [Figure 13] FIG. 13 is a flowchart illustrating the evaluation information update process in the player terminal. [Figure 14] FIG. 14 is a flowchart illustrating the music selection process in the server. [Figure 15] FIG. 15 is a diagram illustrating the song classification and song release information. [Figure 16] FIG. 16 is a flowchart illustrating the character request song determination process in the server. [Figure 17] FIG. 17 is a flowchart illustrating the effect processing in the player terminal. [Figure 18] FIG. 18 is a flowchart illustrating the friend effect determination process in the player terminal. [Figure 19] FIG. 19 is a diagram illustrating a melody tag. [Figure 20] Fig. 20A is a diagram illustrating the relationship between music style tags and miniature character movement patterns, and Fig. 20B is a diagram illustrating the relationship between music style tags and miniature jukebox images. [Figure 21]FIG. 21 is a flowchart illustrating the character request effect determination process at the player terminal. [Figure 22] FIG. 22 is a diagram illustrating the relationship between a song ID, a character ID, and a comment ID. [Figure 23] FIG. 23 is a diagram illustrating a normal song with a comment. [Figure 24] FIG. 24 is a diagram for explaining character-specific melody tag information. [Figure 25] FIG. 25 is a diagram illustrating general-purpose comment information. [Figure 26] FIG. 26 is a flowchart illustrating the evaluation information determination process in the player terminal. [Figure 27] FIG. 27 is a diagram illustrating the character correlation information. [Figure 28] FIG. 28 is a sequence diagram illustrating the processing of the player terminal and the server when the player selects a piece of music to play. [Figure 29] FIG. 29 is a first flowchart illustrating the jukebox process in the player terminal. [Figure 30] FIG. 30 is a second flowchart illustrating the jukebox processing in the player terminal. DETAILED DESCRIPTION OF THE INVENTION
[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.
[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0017] The player terminal 1 can establish communication with the server 1000 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone onto which a game application has been downloaded is used as the player terminal 1.
[0018] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. The server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1, mainly based on operations input from the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 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.
[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 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 the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0023] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0025] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game content) Next, a game provided by the information processing system S and game device G of this embodiment will be described. A player can own a character obtained by a lottery called gacha or a character distributed by the management side. A player can also own a support card obtained by a lottery called gacha or a support card distributed by the management side.
[0030] Although a detailed description will be omitted, the game according to this embodiment provides a character training game. In the character training game, a player can train a character that the player owns. The character training game according to this embodiment has a game aspect in which the character is trained by competing in races that mimic horse racing.
[0031] 3A is a diagram illustrating an example of a home screen 100. When a game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 has a plurality of operation units that can be operated (tapped) by the player.
[0032] Here, a home screen selection operation section 102a, a strengthening screen selection operation section 102b, a story screen selection operation section 102c, a team stadium screen selection operation section 102d, and a gacha screen selection operation section 102e are provided on the menu bar 102. Note that on the menu bar 102, the operation section corresponding to the screen currently being displayed on the display 26 is highlighted so that the screen currently being displayed can be identified.
[0033] When the home screen selection operation portion 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0034] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and support cards that the player owns. By strengthening the characters and support cards, the player can increase the levels set for the characters and support cards. Various parameters are set for the characters and support cards, and the parameters increase as the level increases. By increasing the parameters of the characters and support cards, the player can develop characters with stronger status in the development game.
[0035] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. On the story screen, the player can select and view a character and a story image.
[0036] When the team competition field screen selection operation unit 102d is tapped, a team competition field screen (not shown) is displayed. On the team competition field screen, the player can organize a team using characters that the player has trained. Also, on the team competition field screen, the player can play a team competition game in which the team organized by the player competes against the team of another player selected by the computer. The team competition game has the characteristic of competing with other players for rankings.
[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can consume in-game currency to participate in a so-called gacha lottery, in which characters and support cards can be acquired by lottery.
[0038] Furthermore, on the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, a training game screen (not shown) is displayed. The training game is broadly divided into a preparation stage and a training stage, and in the preparation stage, the player first selects one character from among the characters he or she owns and sets it as the character to be trained. Also, in the preparation stage, the player sets a support card to be used when training the character to be trained.
[0039] Once the setting of the character to be trained and the support card is completed, the game shifts from the preparation stage to the training stage, and a game for training the character to be trained is started. The player can possess the character trained in the training game as a training character. As described above, the player can organize the training characters they possess into a team and use them in a team competitive game.
[0040] As described above, the main objective of the game of this embodiment is to train a training character through the training game and to use the training character to improve the ranking in the team competitive game.
[0041] In addition, this embodiment includes a function for sharing information among multiple players and a function for sharing characters and support cards. A player can set characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3A, a setting operation unit 106 is provided in the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0042] 3B is a diagram illustrating an example of option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 is provided with a plurality of operation units, and when an operation unit is tapped, the information corresponding to the operation unit can be confirmed and set.
[0043] The operation units of the option setting screen 110 include a profile setting operation unit 110a, a music playback condition setting operation unit 110b, and a close operation unit 110c. When the close operation unit 110c is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0044] 3C is a diagram illustrating an example of the profile setting screen 120. On the profile setting screen 120, a player can check and set their own profile information. The profile information includes a profile character, a player name, a player ID, a club to which the player belongs, a representative character, and rental cards.
[0045] The profile character functions as a character that is displayed when the player's information is viewed by other players. For example, the profile character is displayed when using the circle function, which is a place for sharing information with other players. The profile setting screen 120 displays a profile character image 122 that is currently being set. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0046] The profile setting screen 120 also displays the player name set by the player, the player ID assigned to the player, and the name of the club to which the player belongs. The profile setting screen 120 also has a representative character setting operation unit 126a and a rental card setting operation unit 126b.
[0047] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters he or she has trained as the representative character. An icon image showing the currently set representative character is displayed on the representative character setting operation unit 126a. As described above, the representative character can be used in the training game played by other players.
[0048] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards he or she owns as a rental card. An icon image indicating the currently set rental card is displayed on the rental card setting operation unit 126b. As described above, a support card set as a rental card can be used in the training game played by other players.
[0049] Although a detailed description will be omitted, when the profile information settings are changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores the profile information for each player.
[0050] Furthermore, when the music reproduction condition setting operation section 110b is tapped on the option setting screen 110, a music reproduction condition setting screen 130 is displayed.
[0051] FIG. 3D is a diagram illustrating an example of a music playback condition setting screen 130. As will be described in detail later, this embodiment is equipped with a jukebox function. Various character images are displayed during the game. For example, in the training game screen and the team arena screen, characters appear in various screens, similar to the story screen. Furthermore, in the screens that make up the training game screen and the team arena screen, the player can make various selections, and the screens transition one after another based on the player's operation input. Furthermore, music (content) is played under various circumstances during the game. Music played during the game may correspond to a game type, such as a training game or a team competition game, or to a character displayed on the game screen. By using the jukebox function, the player can listen to a music piece selected by the player from among multiple music pieces prepared in advance. Furthermore, the player can play the game with the selected music piece being played as background music (BGM).
[0052] However, only a limited number of game screens can play background music using the jukebox function. For example, while the story screen, training game screen, and team arena screen are displayed, dedicated background music is output for each screen. Therefore, the music selected by the player is output as background music only while a screen other than the story screen, training game screen, or team arena screen is displayed. Hereinafter, the screen on which the music selected by the player is output as background music may be referred to as the top screen.
[0053] The song playback condition setting screen 130 is provided with a version setting operation unit 132, a random song selection setting operation unit 134, an other player request setting operation unit 136, and a setting completion operation unit 138. The version setting operation unit 132 includes a short version selection operation unit 132a and a long version selection operation unit 132b. Each song that can be played using the jukebox function has a short version with a short playback time and a long version with a long playback time. The player can select the version of the song to be played by operating the version setting operation unit 132.
[0054] Specifically, when the short version selection operation section 132a is tapped, the short version is selected, and when the long version selection operation section 132b is tapped, the long version is selected. When the short version is selected, the short version of the song is played, and when the long version is selected, the long version of the song is played.
[0055] The random music selection setting operation unit 134 includes an OFF operation unit 134a and an ON operation unit 134b. The player can switch the random music selection function between ON and OFF states by operating the random music selection setting operation unit 134. Here, the random music selection function is a function in which a song is randomly determined when the game transitions to the top screen, and the determined song is output as background music.
[0056] The ON state of the random song selection function is a state in which the random song selection function is enabled. The player can set the random song selection function to the ON state by tapping the ON operation unit 134b. On the other hand, the OFF state of the random song selection function is a state in which the random song selection function is disabled. The player can set the random song selection function to the OFF state by tapping the OFF operation unit 134a.
[0057] The other player request setting operation unit 136 includes an OFF operation unit 136a and an ON operation unit 136b. A player can switch the other player request function between ON and OFF by operating the other player request setting operation unit 136. Here, the other player request function is a function that outputs a song selected and played by the jukebox function in another player's player terminal 1 as background music in the player's own player terminal 1. Outputting background music by this other player request function creates the impression that the player is sharing a jukebox with another player.
[0058] The ON state of the other player request function is a state in which the other player request function is enabled. A player can set the other player request function to the ON state by tapping the ON operation unit 136b. On the other hand, the OFF state of the other player request function is a state in which the other player request function is disabled. A player can set the other player request function to the OFF state by tapping the OFF operation unit 136a.
[0059] Note that a player can set the other player request function to the ON state only when the random music selection function is set to the ON state. Therefore, when the random music selection function is set to the ON state, the player can set the other player request function to the ON state or the OFF state. On the other hand, when the player taps the OFF operation unit 134a and the random music selection function is set to the OFF state, the other player request function is also set to the OFF state at the same time.
[0060] Therefore, the player can select and set one of three states: both the random music selection function and the other player request function are on; both the random music selection function and the other player request function are off; or the random music selection function is on and the other player request function is off.
[0061] The setting completion operation unit 138 is enabled by changing the settings through operation input to the version setting operation unit 132, the random song selection setting operation unit 134, and the other player request setting operation unit 136. When the enabled setting completion operation unit 138 is tapped, the changed states are stored and the setting change is completed. When the setting change is completed, the music playback condition setting screen 130 is closed and the option setting screen 110 is displayed. Furthermore, when the setting change is completed, setting change information indicating the changed states is transmitted to the server 1000. The server 1000 saves the states set by the player.
[0062] Next, the home screen 100 will be described. The home screen 100 includes a central home screen 100a, a left home screen 100b, and a right home screen 100c. When transitioning to the home screen 100, the central home screen 100a shown in FIG. 3A is displayed on the display 26. The central home screen 100a displays a home screen setting character 140 set by the player.
[0063] As will be described in detail later, the player can set four home screen setting characters 140. One of the four home screen setting characters 140 is displayed on the central home screen 100a. When a home screen setting character 140 displayed on the central home screen 100a is tapped, a predetermined audio message is output.
[0064] Also, a sub-character 142 determined by lottery is displayed on the home central screen 100a. A balloon image 142a is displayed for the sub-character 142. When the sub-character 142 or the balloon image 142a is tapped, the sub-character 142 is enlarged and a predetermined message image is displayed.
[0065] Here, a background image (not shown) is displayed on the home screen 100. Here, because characters are trained through a training game, a background image that gives the impression that the characters are present in a school building, for example, is displayed in accordance with the worldview of the game. Therefore, when the player taps the home screen setting character 140 or the sub-character 142, the player is given the impression that they are having a conversation with the characters in the school building.
[0066] When an operation unit of the menu bar 102 or the training game operation unit 104 is tapped, a game screen corresponding to the operation unit is displayed, as described above. The top screen, which is first displayed when an operation unit is tapped, has one or more operation units, and when these operation units are tapped, the screen transitions to the game screen corresponding to the operation unit. As the top screen transitions to each game screen, background music (BGM) provided for each game screen begins to be output. Furthermore, one of the four home screen setting characters 140 is displayed as a background image on the top screen.
[0067] Additionally, notification icons 144L and 144R are displayed on the central home screen 100a. The notification icons 144L and 144R notify whether new information is available on the left home screen 100b and the right home screen 100c, respectively. When a right swipe operation is input on the central home screen 100a, the left home screen 100b is displayed, and when a left swipe operation is input, the right home screen 100c is displayed.
[0068] Fig. 4A is a diagram illustrating an example of the left home screen 100b, and Fig. 4B is a diagram illustrating an example of the right home screen 100c. As shown in Fig. 4A, the left home screen 100b displays two home screen setting characters 140, a sub-character 142, and a notification icon 144R. When a left swipe operation is input on the left home screen 100b, the center home screen 100a is displayed.
[0069] 4B, the right home screen 100c displays one home screen setting character 140 and a notification icon 144L. When a right swipe operation is input on the right home screen 100c, the central home screen 100a is displayed.
[0070] Here, the home screen setting characters 140 displayed on the home screen 100 function as an operation unit for switching screens. Specifically, the home screen setting characters 140 displayed on the central home screen 100a are assigned the same function as the home screen selection operation unit 102a. The two home screen setting characters 140 displayed on the left home screen 100b are assigned the same functions as the reinforcement screen selection operation unit 102b and the story screen selection operation unit 102c, respectively. Furthermore, the home screen setting characters 140 displayed on the right home screen 100c are assigned the same function as the team stadium screen selection operation unit 102d.
[0071] Therefore, for example, when the home screen setting character 140 displayed in the upper left of the left home screen 100b is tapped, the screen transitions from the home screen 100 to a story screen. Similarly, when the home screen setting character 140 displayed in the lower left of the left home screen 100b is tapped, the screen transitions from the home screen 100 to a strengthening screen. Furthermore, when the home screen setting character 140 is tapped on the right home screen 100c, the screen transitions from the home screen 100 to a team stadium screen. Note that the screen transition when the home screen setting character 140 is tapped is the same as that of the menu bar 102 and the training game operation unit 104. In other words, when the home screen setting character 140 is tapped, a top screen corresponding to the home screen setting character 140 is displayed, and then, based on the player's operation input, the top screen transitions to various game screens, and background music begins to be output.
[0072] A settings icon 146 is displayed on the home screen 100. When the settings icon 146 is tapped, a home settings screen 150 is displayed.
[0073] 4C is a diagram illustrating an example of the home setting screen 150. On the home setting screen 150, the player can set a home screen setting character 140 to be displayed on the home screen 100. In other words, the player can set a home screen setting character 140 to which a function as an operation unit is assigned.
[0074] As shown in FIG. 4C , the home setting screen 150 displays character images corresponding to the four currently set home screen setting characters 140 and corresponding operation units in a distinguishable manner. When a character image displayed on the home setting screen 150 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen setting character 140 on the character selection screen. The player can also set an outfit for the home screen setting character 140 on the home setting screen 150.
[0075] 4B, a jukebox image 152 and a request character image 154 are displayed on the right home screen 100c. The jukebox image 152 functions as an operation unit that accepts operations for activating the jukebox function. The request character image 154 is displayed near the jukebox image 152 while a song is being played by the jukebox function and when the song to be played has been determined.
[0076] As will be described in detail later, when a song is played using the jukebox function, a requester who requested the song is always determined. The requester is a character. Hereinafter, the character who is the requester will be referred to as the request character. A request character image 154 corresponding to the request character is displayed near the jukebox image 152. This creates the impression that the request character is operating the jukebox. The jukebox function will be described in detail below.
[0077] 5A is a diagram illustrating an example of a song selection screen 160. The song selection screen 160 is a screen that allows a player to select songs to be played while playing a game. A plurality of jacket images 162 are displayed on the song selection screen 160. A jacket image 162 is provided for each song that can be played by the jukebox function.
[0078] When any of the jacket images 162 is tapped, the tapped jacket image 162 is highlighted. At this time, the song corresponding to the tapped jacket image 162 is set as the currently selected song.
[0079] A song information display field 164 is provided at the top of the song selection screen 160. Song information associated with the currently selected song is displayed in the song information display field 164. The song information includes, for example, the song title, jacket image 162, lyrics, composer name, information about the song, etc. Note that when the jacket image 162 or the song information display field 164 is tapped, the selected song may be played for listening.
[0080] Furthermore, version switching toggles 166a and 166b are provided on the song selection screen 160. By tapping the version switching toggles 166a and 166b, the player can switch the version of the song being played, similar to the version setting operation unit 132.
[0081] In addition, a cancel operation section 168 and a request operation section 170 are provided at the bottom of the song selection screen 160. When the cancel operation section 168 is tapped, the song selection screen 160 is hidden and the previously displayed screen (a selected song information screen 180, described later) is displayed. Note that if the cancel operation section 168 is tapped after a change operation is input by tapping the jacket image 162 or the version switching toggles 166a and 166b, the changed information is discarded without being saved.
[0082] When the request operation unit 170 is tapped, the request playback state is switched. The request playback state identifies whether a song is being played by the jukebox function. Here, the request playback state includes a playing state indicating that a song is being played, and a stopped state indicating that playback is stopped, i.e., that a song is not being played.
[0083] When the request operation unit 170 is tapped in the playing state, the requested playback state changes from the playing state to the stopped state. In this case, playback of the selected song is stopped, and selected song information indicating the selected song is erased. When the request operation unit 170 is tapped in the stopped state, the selected song information is stored, the requested playback state changes from the stopped state to the playing state, and playback of the selected song begins. At this time, the screen transitions from the song selection screen 160 to the selected song information screen 180. Note that the requested playback state may also be changed to the playing state when the cancel operation unit 168 is tapped to transition from the song selection screen 160 to the selected song information screen 180.
[0084] Although detailed explanation is omitted, in this embodiment, default BGM is provided in addition to the songs that can be played in the jukebox function. When the requested playback state is stopped, the default BGM is output. However, the player can set the volume of the BGM on the option setting screen 110. When the volume of the BGM is muted, the output of the default BGM is stopped.
[0085] 5B is a diagram illustrating an example of a selected song information screen 180. When the request operation unit 170 is tapped on the song selection screen 160 to start playback of the selected song, the selected song information screen 180 of FIG. 5B is displayed. Furthermore, when the jukebox image 152 is tapped on the home screen 100, the selected song information screen 180 shown in FIG. 5B is displayed. The selected song information screen 180 is provided with a jacket image 162, a request operation unit 170, a requester name display field 182, a rating information display field 184, a other player request setting toggle 186, a playback stop button 188, and a return operation unit 190.
[0086] The selected song information screen 180 displays a jacket image 162 corresponding to the song being played. If the jukebox image 152 is tapped on the home screen 100 while the default background music is being output, a default image without the jacket image 162 or the like is displayed on the selected song information screen 180. In addition, a performance image 162b and a mini-jukebox image 162c are superimposed on the jacket image 162. The performance image 162b includes a mini-character icon corresponding to the requester and a comment display field.
[0087] The miniature character icon moves in time with the rhythm of the music. When the player selects a song, the profile character set by the player becomes the requester. Therefore, in this case, the miniature character icon corresponding to the profile character is displayed. Note that when the player selects a song, the representative character set by the player may also become the requester.
[0088] Furthermore, as described above, when a song is selected by the random song selection function (excluding when the other player request function is activated), a requested character is determined. During playback of a song selected by the random song selection function (excluding when the other player request function is activated), a miniature character icon corresponding to the requested character is displayed as the effect image 162b.
[0089] Furthermore, when the other player request function is activated and a song is determined, the representative character set by the other player is determined as the requester, i.e., the requested character. Therefore, in this case, a miniature character icon corresponding to the representative character of the other player is displayed as the effect image 162b. Note that the profile character set by the other player may also be determined as the requested character.
[0090] The comment display field displays comments corresponding to the song being played. The mini jukebox image 162c is provided with a plurality of display colors, and is displayed in a color corresponding to the song being played.
[0091] Furthermore, when the request operation unit 170 is tapped on the selected song information screen 180, the song selection screen 160 shown in Fig. 5A is displayed. At this time, the playback of the selected song is stopped, and the selected song information indicating the selected song is erased.
[0092] The requester's name is displayed in the requester name display field 182. When a player selects a song, the player name set by the player is displayed in the requester name display field 182. Furthermore, while a song selected by the random song selection function (except when the other player request function is activated) is being played, the character name of the requesting character is displayed. Furthermore, when the other player request function is activated and a song is determined, the player name set by the other player is displayed.
[0093] The rating information display field 184 is provided with a rating operation section 184a and a history display button 184b. The player can rate the song being played by tapping the rating operation section 184a. The rating information display field 184 displays the number of ratings next to the rating operation section 184a, indicating the number of ratings given to the song being played.
[0094] As shown in FIG. 5B, when a song starts to be played, the number of ratings for that song is displayed as 0. In this state, if the player taps the rating operation unit 184a, the number of ratings is updated to 1. Furthermore, the player can only rate the song once from the time the selected song is set until it is changed. Therefore, once the player taps the rating operation unit 184a, it will no longer accept any further operations.
[0095] When the history display button 184b is tapped, a history information screen 200 relating to the currently selected song is displayed.
[0096] Fig. 5C is a diagram illustrating an example of a rating history information screen 200a, and Fig. 5D is a diagram illustrating an example of a playback history information screen 200b. The history information screen 200 includes a rating history information screen 200a and a playback history information screen 200b. When the history display button 184b is tapped, the rating history information screen 200a shown in Fig. 5C is displayed. A rating history tab 202a and a playback history tab 202b are provided at the top of the history information screen 200.
[0097] As will be described in more detail below, the rating history information screen 200a displays a list of evaluators who have rated the song, as shown in FIG. 5C. Furthermore, the playback history information screen 200b displays history information of songs played by the jukebox function on the player terminal 1, as shown in FIG. 5D. When the playback history tab 202b is tapped while the rating history information screen 200a is displayed, the playback history information screen 200b is displayed. Furthermore, when the rating history tab 202a is tapped while the playback history information screen 200b is displayed, the rating history information screen 200a is displayed.
[0098] In addition, by tapping the other player request setting toggle 186 on the selected song information screen 180 shown in FIG. 5B, the player can switch the random song selection function between on and off, similar to the random song selection setting operation unit 134 described above.
[0099] The playback stop button 188 functions as an operation unit that switches between playback and stop of the selected song. When the playback stop button 188 is tapped while the selected song is playing, the requested playback state switches to a stopped state, and playback of the song is stopped. In this case, the song is paused, and the selected song information is retained. Furthermore, when the playback stop button 188 is tapped while playback of the selected song is stopped, the requested playback state switches to a playing state, and the song is played.
[0100] When the return operation unit 190 is tapped on the selected song information screen 180, the selected song information screen 180 disappears and the home screen 100 is displayed. When the return operation unit 190 is tapped while a song is being played, the song continues to play even after the home screen 100 is displayed. This allows the player to play the game while the song they requested is being played as background music.
[0101] As described above, the jukebox function allows the player to select and listen to music of their choice. Furthermore, as described above, this embodiment is provided with a random music selection function that randomly selects a music piece when the game transitions to the top screen during the game, and outputs the selected music piece as background music. The random music selection function will be described in more detail below.
[0102] In this embodiment, conditions for activating the random music selection function are set, and when the conditions are met, a randomly selected song is played as background music. The conditions for activating the random music selection function include transitioning from the story screen, training game screen, or team stadium screen to the top screen, the random music selection function being on, the activation time for the random music selection function having passed, and the request playback status being in a playing state.
[0103] If the activation condition is met when transitioning to the top screen, the server 1000 determines the music to be played on the player terminal 1. When transitioning to the top screen, the player terminal 1 receives information about the music to be played from the server 1000, and plays the music based on the received information.
[0104] 6A is a diagram illustrating an example of the home screen 100 when the random music selection function is activated. For example, when the screen transitions to the central home screen 100a, a music piece selected by the random music selection function is played. In this case, the central home screen 100a displays an image prompting the player to check the right home screen 100c, or more specifically, the jukebox image 152 displayed on the right home screen 100c.
[0105] Specifically, on the central home screen 100a, the notification icon 144R is highlighted, and a jukebox icon 210 is displayed near the notification icon 144R. The jukebox icon 210 is an image that resembles a jukebox. The highlighting of the notification icon 144R and the display of the jukebox icon 210 prompt an operation input to display the right home screen 100c.
[0106] 6B is a diagram illustrating an example of the right home screen 100c when the random song selection function is activated. When a left swipe operation is input in the state shown in FIG. 6A, the right home screen 100c is displayed as shown in FIG. 6B. At this time, the jukebox image 152 displays an image similar to the jacket image 162 corresponding to the song currently being played. This allows the player to identify the song currently being played by the jukebox image 152.
[0107] As described above, when a song is determined by the random song selection function, the requester (request character) of the song is also determined. A request character image 154 corresponding to the determined request character is displayed on the right home screen 100c. An icon with an exclamation mark is also displayed near the request character image 154.
[0108] FIG. 6C is a diagram illustrating an example of a requester details screen 220. When the request character image 154 is tapped on the right home screen 100c, the requester details screen 220 shown in FIG. 6C is displayed. The requester details screen 220 displays the request character image 154, the name of the requester, and a comment. The comment displayed on the requester details screen 220 may be linked to the song being played or may be linked to the request character image 154. The comment displayed on the requester details screen 220 may be the same as or different from the comment displayed in the comment display field of the effect image 162b.
[0109] Fig. 6D is a diagram illustrating an example of a selected song information screen 180 when the random song selection function is activated. When the jukebox image 152 is tapped on the right home screen 100c shown in Fig. 6B, the selected song information screen 180 shown in Fig. 6D is displayed. The basic configuration of the selected song information screen 180 is the same whether the player has selected a song or the random song selection function has been activated.
[0110] However, when the other player request function is activated, an information notification icon 184c is displayed in the evaluation information display field 184 of the selected song information screen 180. When the information notification icon 184c is tapped, an other player information screen (not shown) is displayed. The other player information screen displays information about the other player who requested the song being played. The information about the other player includes, for example, the player name of the other player, the representative character, the profile character, and a message set by the other player.
[0111] Fig. 7A is a diagram illustrating an example of the rating history information screen 200a when the other player request function is activated. Fig. 7B is a diagram illustrating an example of the rating history information screen 200a when a player has rated a song. When the other player request function is activated, the number of ratings set is 1 or more when the selected song information screen 180 is first displayed.
[0112] For example, when another player selects and plays a song, an evaluator (evaluation character) is determined on the player terminal 1. Furthermore, when a player selects and plays a song on the player terminal 1, the song selected by the player and evaluation information, which is information indicating the evaluator, are saved on the server 1000.
[0113] Players can register other players as friends, and the other player request function selects one friend from among the registered friends. The song last selected by the selected friend is then played on the player terminal 1.
[0114] At this time, rating information associated with the song last selected by the friend is acquired, and based on the acquired rating information, a rating history information screen 200a is displayed as shown in Fig. 7A. Furthermore, if the player taps the rating operation unit 184a in this state, an evaluator is additionally displayed on the rating history information screen 200a as shown in Fig. 7B. In this case, the information about the evaluator is transmitted to the server 1000, and the rating information associated with the song last selected by the friend is updated.
[0115] After that, suppose that the same friend is determined as the requester on the player terminal 1 of another player. In this case, the evaluation history information screen 200a shown in FIG. 7B is displayed from the beginning on the player terminal 1 of this other player.
[0116] Also, for example, suppose that the friend's player terminal 1 transitions to the training game screen while the song selected by the friend is being played, i.e., while the request playback state is being played, and the training game screen is displayed. After that, when the training game ends and the home screen 100 is displayed, the same song as before the start of the training game is played. At this time, suppose that during the friend's training game, the friend is determined to be the requester on another player's player terminal 1, and the other player also rates the song. In this case, before the start of the training game, the evaluation history information screen 200a of FIG. 7A is displayed on the friend's player terminal 1, but after the training game ends, the evaluation history information screen 200a of FIG. 7B is displayed.
[0117] In this manner, in this embodiment, when music is played using the jukebox function, various effects are performed. Some of these effects are shared among multiple players, giving the impression that multiple players are using a single jukebox. In other words, the impression is given that multiple players are playing the game at the same time, which can increase players' enthusiasm for the game.
[0118] Next, we will explain the functional configuration of the player terminal 1 and the server 1000 for realizing the jukebox function described above, and the processing performed by each of the player terminal 1 and the server 1000. Note that, hereinafter, we will explain only the parts of the functional configuration and processing of the game device G of this embodiment that are related to the jukebox function.
[0119] (Functional Configuration of Player Terminal 1) 8 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0120] The terminal-side game control program includes a transmission / reception program 300, a player information acquisition program 302, a login music playback program 304, a top screen transition processing program 306, an evaluation information update processing program 308, and an effect execution program 310. Note that the programs listed in Fig. 8 are just examples, and the terminal-side game control program includes many other programs.
[0121] The data storage area 12b is provided with storage units for storing data, such as a selected song information storage unit 400, a rating information storage unit 402, an activation time information storage unit 404, a friend information storage unit 406, a setting information storage unit 408, a requested playback status storage unit 410, and an released song information storage unit 412. Note that although this is a list of some of the representative storage units that store information related to the jukebox function, the data storage area 12b is also provided with many other storage units.
[0122] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes a transmission / reception unit 300a, a player information acquisition unit 302a, a login music playback unit 304a, a top screen transition processing unit 306a, an evaluation information update processing unit 308a, and an effect execution unit 310a.
[0123] Specifically, the CPU 10 runs a transmission / reception program 300, causing the computer to function as a transmission / reception unit 300a. Similarly, the CPU 10 runs a player information acquisition program 302, a login music playback program 304, a top screen transition processing program 306, a rating information update processing program 308, and an effect execution program 310, causing them to function as a player information acquisition unit 302a, a login music playback unit 304a, a top screen transition processing unit 306a, a rating information update processing unit 308a, and an effect execution unit 310a, respectively.
[0124] The transmitting / receiving unit 300a communicates between the player terminal 1 and the server 1000, and transmits various types of information from the player terminal 1 to the server 1000. The transmitting / receiving unit 300a also downloads various types of information from the server 1000.
[0125] The player information acquisition unit 302a stores the information downloaded from the server 1000 in the data storage area 12b.
[0126] The login music playback unit 304a executes processing related to playback of background music when login processing is performed on the player terminal 1.
[0127] The top screen transition processing unit 306a executes processing related to playing background music when transitioning to the top screen occurs.
[0128] The rating information update processing unit 308a updates the rating information.
[0129] The effect execution unit 310a executes processing related to the reproduction of music and the effects that are being produced during the reproduction.
[0130] (Functional configuration of server 1000) 9 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.
[0131] The server-side game control program includes a server-side login processing program 1300, a player information update program 1302, and a music selection program 1304. Note that the programs listed in Fig. 9 are just examples, and the server-side game control program includes many other programs.
[0132] The data storage area 1012b is provided with a player information storage unit 1400 and a selected music information storage unit 1402 as storage units for storing data. Note that although only some representative storage units for storing information related to the jukebox function are listed here, the data storage area 1012b is also provided with many other storage units. Furthermore, all of the information stored in the data storage area 12b of the player terminal 1 is also stored in the data storage area 1012b of the server 1000. The various pieces of information stored in the data storage area 12b of the player terminal 1 are stored in the player information storage unit 1400 of the server 1000.
[0133] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a server-side login processing unit 1300a, a player information update unit 1302a, and a music selection unit 1304a.
[0134] Specifically, the CPU 1010 runs a server-side login processing program 1300, causing the computer to function as a server-side login processing unit 1300a. Similarly, the CPU 1010 runs a player information update program 1302 and a music selection program 1304, causing them to function as a player information update unit 1302a and a music selection unit 1304a, respectively.
[0135] When the server-side login processing unit 1300a receives login information from the player terminal 1, it downloads various pieces of information stored in the player information storage unit 1400 to the player terminal 1.
[0136] The player information update unit 1302a updates the player information in the player information storage unit 1400 based on the information received from the player terminal 1.
[0137] The music selection unit 1304a selects music to be played on the player terminal 1 in response to activation of the random music selection function.
[0138] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.
[0139] (Communication processing between player terminal 1 and server 1000) 10 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 1000. In the following description, processing in the player terminal 1 is indicated as Pn (n is any integer). Processing in the server 1000 is indicated as Sn (n is any integer). Processing in the friend player terminal 1 is indicated as Fn (n is any integer).
[0140] When a player performs a login operation such as starting a game application on the player terminal 1, a login information transmission process (P1) is performed. In the login information transmission process, the transmitting / receiving unit 300a transmits login information to the server 1000.
[0141] When the server 1000 receives the login information, the server-side login processing unit 1300a executes server-side login processing (S1). In the server-side login processing, processing is performed to have the player terminal 1 receive the player information stored in the server 1000.
[0142] When the player terminal 1 receives the player information from the server 1000, the player information acquisition unit 302a stores the received player information in the data storage area 12b. Also, the login music playback unit 304a executes login music playback processing (P2).
[0143] 11 is a flowchart illustrating the login music playback process in the player terminal 1. The login music playback unit 304a acquires selected music information stored in the selected music information storage unit 400 in the data storage area 12b (P2-1). The selected music information is information that identifies the music to be played by the jukebox function, such as a music ID assigned to each music piece.
[0144] If the selected music information is stored (YES in P2-2), the login music playback unit 304a plays the selected music (P2-3). As a result, if the game is interrupted while a music other than the default BGM is being played, or while a music other than the default BGM is set as the selected music, the selected music that was set before the interruption will be played when the game is resumed.
[0145] If the currently selected music information is not stored (NO in P2-2), the login music playback unit 304a plays the default background music (P2-4).
[0146] 10, when the player changes the settings by performing various setting change operations on the option setting screen 110 or the like, the information after the setting change is stored in the setting information storage unit 408. Furthermore, the transmitting / receiving unit 300a transmits the setting change information to the server 1000 (P3). In the server 1000, upon receiving the setting change information, the player information update unit 1302a updates the player information in the player information storage unit 1400 (S2).
[0147] The player information stored in the server 1000 includes all information updated on the player terminal 1, such as information about the characters owned by the player, information about characters being trained, information that can be set on the option setting screen 110, information about the jukebox function, etc.
[0148] Furthermore, when the player performs an operation to transition to the top screen, the top screen transition processing unit 306a executes top screen transition processing (P4).
[0149] 12 is a flowchart illustrating the top screen transition process in the player terminal 1. If the screen before the transition is a training game screen, a team arena screen, or a story screen (YES in P4-1), the request playback state is off (NO in P4-2), and selected music information is not stored (YES in P4-3), the top screen transition processing unit 306a plays default BGM (P4-4). Note that in P4-1, it is determined whether the screen before the transition of the top screen is a training game screen, a team arena screen, or a story screen, but the screen before the transition of the top screen is not limited to these and may be another game screen.
[0150] Also, if the request playback state is on (YES in P4-2), the currently selected song information is always stored. In this case, if the random song selection function is on (YES in P4-5) and more than three minutes have passed since the last song change (NO in P4-6), the top screen transition processing unit 306a acquires the random song selection function activation time information stored in the activation time information storage unit 404 (P4-7). The random song selection function activation time information indicates the time at which activation of the random song selection function is permitted (hereinafter referred to as the activation time).
[0151] As will be described in more detail later, when the random music selection function is activated, the music to be played is determined by the server 1000. At this time, the server 1000 determines the activation time as the time when the random music selection function can be activated next. Then, when the top screen is displayed, if the activation time of the random music selection function has passed (YES in P4-8), the top screen transition processing unit 306a transmits random music selection request information to the server 1000 (P4-9).
[0152] That is, in the top screen transition process, when all of the conditions for activating the random music selection function are met, random music selection request information is sent to the server 1000. As will be described in detail later, when the random music selection request information is received, one music piece is determined in the server 1000.
[0153] On the other hand, if any one of the conditions for activating the random music selection function is not met (NO in P4-5, NO in P4-6, NO in P4-8), the top screen transition processing unit 306a plays the selected music (P4-10). In other words, if none of the conditions for activating the random music selection function are met when transitioning from the training game screen, team arena screen, or story screen to the top screen, the selected music that was playing before transitioning to the training game screen, team arena screen, or story screen will be played. In this case, the evaluation information update processing unit 308a executes evaluation information update processing (P10).
[0154] 13 is a flowchart illustrating the evaluation information update process in the player terminal 1. The evaluation information update processing unit 308a determines whether there are any undisplayed evaluators that are not displayed on the evaluation history information screen 200a (P10-1). As will be described in detail later, in the player terminal 1, when a song is played, an evaluator (evaluation character) is determined in advance, and information identifying the evaluator is stored in the evaluation information storage unit 402. The evaluation information storage unit 402 stores a status of undisplayed or displayed for each evaluator, and when the evaluators are determined, the status of all evaluators is undisplayed.
[0155] After a song is selected, when the song is played for the first time, the pre-selected evaluator and number of ratings are not displayed in the rating information display field 184 and the history information screen 200. After that, when the screen transitions to the top screen and the selected song is played, if there is an evaluator whose status is not displayed (YES in P10-1), the rating information update processing unit 308a updates the evaluator on the history information screen 200 and the number of ratings in the rating information display field 184 (P10-2). The rating information update processing unit 308a also updates the status of the evaluator to be added to the history information screen 200 to "displayed" (P10-3).
[0156] At this point, the home screen 100 is displayed on the display 26, and although the rating information update process is executed, the selected song information screen 180 and the history information screen 200 are not displayed. The selected song information screen 180 and the history information screen 200 are displayed when the player performs a predetermined operation input on the home screen 100.
[0157] Returning to FIG. 10, when random music selection request information is transmitted to the server 1000 in the top screen transition process (P4) of the player terminal 1, the server 1000 executes music selection process (S3).
[0158] 14 is a flowchart illustrating the music selection process in the server 1000. When receiving random music selection request information, the music selection unit 1304a determines whether the other player request function is on. If the other player request function is on (YES in S3-1), the music selection unit 1304a further determines whether there is friend selection music information (S3-2).
[0159] In the server 1000, when a player selects and plays a song, selected song information linking the played song and the player is stored in the selected song information storage unit 1402. However, the selected song information storage unit 1402 stores only one piece of latest selected song information for each player. For example, suppose a player whose selected song information is stored in the selected song information storage unit 1402 plays a new song using the jukebox function. In this case, the selected song information stored in the selected song information storage unit 1402 is updated to information indicating the newly played song. Note that no selected song information is stored for a player who has never selected and played a song.
[0160] The player information storage unit 1400 also stores information about players registered as friends by each player. Here, it is determined whether selected song information for a player registered as a friend is stored in the selected song information storage unit 1402. If selected song information for a friend is stored (YES in S3-2), the song selection unit 1304a determines whether there are any selected songs that have been released (S3-3).
[0161] FIG. 15 is a diagram illustrating song classification and song release information. Songs that can be played using the jukebox function are classified as either regular songs or exclusive songs. Normal songs and exclusive songs have different comments displayed in the effect image 162b. While regular songs can be selected and played by the player without any restrictions, exclusive songs cannot be selected by the player until the random song selection function is activated and a song is selected.
[0162] Furthermore, for normal songs, jacket images 162 are displayed on the song selection screen 160 from the first time the jukebox function is used. In other words, normal songs are songs that the player can recognize as playable the first time the jukebox function is used. On the other hand, for exclusive songs, jacket images 162 are not displayed on the song selection screen 160 until the random song selection function is activated and the song is selected. In other words, exclusive songs can be considered so-called hidden songs, the existence of which the player cannot recognize until the random song selection function is activated and the song is selected.
[0163] When a dedicated song is selected by activating the random song selection function, a jacket image 162 is displayed on the song selection screen 160. Therefore, until a dedicated song is selected, it is set to an unreleased state (unreleased song) and cannot be selected by the player. Once selected, the status is updated to an released state (released song), and thereafter the player can freely select it, just like a normal song.
[0164] In this way, exclusive songs are initially set as hidden songs and unlocked songs, and regular songs are set as unlocked songs. Here, as an example, 10 songs with song IDs 0001 to 0010 are set as regular songs, and 10 songs with song IDs 0011 to 0020 are set as exclusive songs.
[0165] Returning to FIG. 14, if it is determined in S3-3 that the friend's selected songs include an unlocked selected song, the song selection unit 1304a determines the request type by lottery (S3-4). In this embodiment, the request types are other player request and character request. As described above, the other player request activates the other player request function to determine the song selected by another player, i.e., the friend. Therefore, when the request type is determined to be other player request, the requester will be one of the friends. In contrast, a character request determines the song randomly by lottery. In this case, one of the characters will be determined to be the requester.
[0166] In the lottery to determine the request type in S3-4, for example, a request from another player is determined with a probability of 30%, and a character request with a probability of 70%. If a request from another player is determined in this lottery (YES in S3-5), the music selection unit 1304a determines one song selected by the friend through a lottery (S3-6). Specifically, the music selection unit 1304a extracts songs that have been released to the player from the songs selected by the friend, and selects one song from the extracted released songs through a lottery.
[0167] In other words, when the other player request function is activated, only songs that have been released for that player are determined as the selected songs. However, even when the other player request function is activated, songs that have not yet been released may be determined as the selected songs.
[0168] On the other hand, if the other player request function is off (NO in S3-1), if there is no friend's selected song information (NO in S3-2), if none of the friend's selected songs have been unlocked for the player (NO in S3-3), or if the request type is determined to be a character request (NO in S3-5), the song selection unit 1304a executes the character request song determination process (S10).
[0169] FIG. 16 is a flowchart illustrating the character request song determination process in the server 1000. The song selection unit 1304a determines whether there is a hidden song (S10-1). If there is no hidden song (NO in S10-1), the song selection unit 1304a randomly selects one song from the unlocked songs (S10-2). On the other hand, if there is a hidden song (YES in S10-1), the song selection unit 1304a holds a lottery to unlock a hidden song (S10-3). The probability of winning this hidden song unlock lottery is set to 5%, for example. If there is no winner in the hidden song unlock lottery (NO in S10-4), the song selection unit 1304a selects one unlocked song in S10-2.
[0170] If the player wins the lottery to unlock the hidden song (YES in S10-4), the song selection unit 1304a selects one of the hidden songs (S10-5) and updates the unlocked song information (S10-6). Specifically, the song selection unit 1304a updates the status of the selected hidden song from an unlocked state to an unlocked state.
[0171] 14, once a song is determined in S3-6 or S10, the song selection unit 1304a sets song selection information (S3-7) and causes the player terminal 1 to receive it. The song selection information set here includes the determined song ID and request type. Furthermore, if a friend's selected song is determined in S3-6, the song selection information includes the friend's profile information and rating information linked to the song ID.
[0172] The music selection unit 1304a also determines the next activation time of the random music selection function (S3-8). That is, the music selection unit 1304a acquires the current time and determines the next time when the random music selection function can be activated. The method for determining the activation time is not particularly limited. For example, the activation time may be determined a predetermined time (e.g., 15 minutes) after the current time. Alternatively, for example, a period may be divided into 15-minute intervals, and the activation time may be randomly determined by lottery from within the period (15 minutes) following the period that includes the current time. Once the activation time is determined, the music selection unit 1304a sets activation time information indicating the determined activation time (S3-9) and causes the player terminal 1 to receive it. Upon receiving the activation time information, the player terminal 1 stores the activation time in the activation time information storage unit 404.
[0173] Returning to FIG. 10, when the music selection information and activation time information are received, the player terminal 1 executes a performance process (P5).
[0174] 17 is a flowchart illustrating the effect processing in the player terminal 1. The effect execution unit 310a updates the selected song in the selected song information storage unit 400 based on the received song selection information (P5-1). Then, if the request type is a request from another player (YES in P5-2), the effect execution unit 310a executes a friend effect determination process (P11).
[0175] 18 is a flowchart illustrating the friend effect determination process in the player terminal 1. The effect execution unit 310a acquires profile information of the friend determined as the requester based on the received music selection information (P11-1). Note that the friend profile information was stored in the friend information storage unit 406 when the music selection information was received.
[0176] Furthermore, the performance execution unit 310a determines the jukebox image 152 and the jacket image 162 to be displayed on the selected song information screen 180 based on the selected song information updated in P5-1 (P11-2). The performance execution unit 310a also determines the melody tag associated with the song by lottery (P11-3).
[0177] FIG. 19 is a diagram illustrating music style tags. All songs (song IDs) that can be played by the jukebox function are associated with music style tags (music style tag IDs). Music style tags are information that indicates the music style of each song. Here, there are five types of music style tags: rock (music style tag ID=0001), pop (music style tag ID=0002), denpa (music style tag ID=0003), electro (music style tag ID=0004), and hard (music style tag ID=0005). The player terminal 1 and the server 1000 store music style tag information in which music style tag IDs are associated with each music ID. According to the music style tag information, at least one music style tag ID is associated with every music ID of regular songs and dedicated songs.
[0178] Returning to FIG. 18, the effect execution unit 310a determines one music style tag in P11-3. Specifically, the effect execution unit 310a extracts one or more music style tags linked to the selected song updated in P5-1 based on the music style tag information, and generates a lottery table. Then, using the generated lottery table, one music style tag is determined by lottery. Therefore, if there is one music style tag linked to the selected song, this music style tag is always determined.
[0179] Next, the performance execution unit 310a determines a miniature character to be displayed in the request character image 154 and the performance image 162b, etc. (P11-4). Here, the performance execution unit 310a determines the representative character (which may be a profile character) of the friend determined by the requester as the miniature character.
[0180] The performance execution unit 310a also determines the movement pattern of the mini-character determined in P11-4 (P11-5), and further determines the color of the mini-jukebox image 162c (P11-6).
[0181] FIG. 20A is a diagram illustrating the relationship between music style tags and miniature character movement patterns. FIG. 20B is a diagram illustrating the relationship between music style tags and mini jukebox image 162c. As shown in FIG. 20A, the player terminal 1 and the server 1000 store miniature character movement pattern information in which a miniature character movement pattern is linked to each music style tag ID. According to the miniature character movement pattern information, one movement pattern is linked to each music style tag ID.
[0182] In addition, on the selected song information screen 180, a mini character displayed as the performance image 162b moves in rhythm. The performance execution unit 310a refers to the mini character movement pattern information and determines the mini character movement pattern based on the previously determined music style tag. The mini character movement pattern specifies the movement of the mini character, and here, five types of movement patterns, pattern 1 to pattern 5, are provided. By providing a mini character movement pattern for each music style tag, it is possible to make the mini character move in accordance with the music being played.
[0183] 20B, display color pattern information in which the color of the mini jukebox image 162c is linked to each music style tag ID is stored in the player terminal 1 and the server 1000. According to the display color pattern information, one display color is linked to each music style tag ID.
[0184] The effect execution unit 310a refers to the display color pattern information and determines the color of the mini jukebox image 162c based on the music style tag determined earlier. Here, five types of display colors are provided, pattern 1 to pattern 5. By providing a display color for the mini jukebox image 162c for each music style tag, it is possible to display the mini jukebox image 162c in a color that matches the music being played.
[0185] Returning to FIG. 18, the effect execution unit 310a determines evaluation information, which is information regarding the evaluator and the number of evaluations (P11-7). As will be described in detail later, when a player selects a song of their choice and plays it, the evaluation information is determined. The determined evaluation information is associated with the selected song and stored in the server 1000. Thereafter, when the player is determined as a requester in the player terminal 1 of the player's friend, the friend's player terminal 1 receives, from the server 1000, the song last selected by the player and the evaluation information as song selection information. In P11-7, the evaluation information included in the received song selection information is determined as the evaluation information to be displayed. Therefore, when the other player request function is activated, the evaluation information displayed on the player terminal 1 will be the same as the evaluation information displayed on the player terminal 1 of the requester (friend).
[0186] 17, if the request type is not a request from another player (NO in P5-2), that is, if it is a character request, the effect execution unit 310a executes a character request effect determination process (P12). In the character request effect determination process, the requester (request character), the comment to be displayed in the comment display field of the effect image 162b, the movement pattern of the mini character, and the color of the mini jukebox image 162c are determined.
[0187] 21 is a flowchart illustrating the character request effect determination process in the player terminal 1. The effect execution unit 310a determines, based on the received song selection information, whether the song determined by the server 1000 is a hidden song, i.e., whether an unlocked song has been determined (P12-1). Note that, like the server 1000, the unlocked song information storage unit 412 of the player terminal 1 stores a status indicating the unlocked or unlocked state for each song.
[0188] Furthermore, if the determined song is not a hidden song (NO in P12-1), the effect execution unit 310a determines whether the determined song is an exclusive song (P12-2). If the determined song is a hidden song (YES in P12-1) or an exclusive song (YES in P12-2), the effect execution unit 310a executes a first effect pattern determination process (P12-3). In this first effect pattern determination process, the requester (request character) and the comment to be displayed in the comment display field are determined.
[0189] FIG. 22 is a diagram illustrating the relationship between a song ID, a character ID, and a comment ID. The player terminal 1 and the server 1000 store first effect information in which a character ID and a comment ID are linked to each song ID of a dedicated song. According to the first effect information, one or more pieces of combination information combining a character ID and a comment ID are linked to each song ID of all dedicated songs. Note that a character ID is identification information assigned to each character, and a comment ID is identification information assigned to each comment displayed in the comment display field.
[0190] In the first effect pattern determination process (P12-3), one piece of combination information is determined based on the first effect information. The character corresponding to the character ID included in the determined combination information becomes the requester (request character). In addition, a comment corresponding to the comment ID included in the determined combination information is displayed in the comment display field or the requester details screen 220.
[0191] For example, four pieces of combination information are linked to song ID=0011. When multiple pieces of combination information are linked to one song ID, the character ID included in each piece of combination information is the same, but the comment IDs are different. In other words, only one type of character ID is linked to one dedicated song. Therefore, when a dedicated song is selected using the random song selection function, the requested character is fixed.
[0192] On the other hand, there are cases where multiple different comment IDs are linked to one song ID. Therefore, for example, if the song with song ID=0011 is selected by the random song selection function, the selected song information screen 180 will always display a mini character with character ID=0001, but the comment display field will display one of four types of comments.
[0193] 21, if the selected song is neither a hidden song nor a special song (NO in P12-2), that is, if a normal song is selected, the performance execution unit 310a determines the request method by lottery (P12-4). The request method is a method for determining the requester (request character) and comment, and here, a request with a comment and a tag request are provided.
[0194] Fig. 23 is a diagram illustrating normal songs with comments. The normal songs include normal songs with comments that are linked to characters that can be requesters (request characters) and comments that are displayed in the comment display field. Here, as shown in Fig. 23, normal songs with song IDs = 0001 to 0005 are provided as normal songs with comments.
[0195] The player terminal 1 and the server 1000 store second effect information in which a character ID and a comment ID are linked to each song ID of a normal song. According to the second effect information, normal songs with comments are linked to at least one combination pattern of the character ID of a character who can be a requester and the comment ID of a comment displayed in the comment display field. On the other hand, normal songs with song IDs 0006 to 0010 are not linked to either a character ID or a comment ID. Hereinafter, normal songs that are not linked to either a character ID or a comment ID will be referred to as normal songs without comments.
[0196] Some regular songs with comments have multiple combinations of character IDs and comment IDs linked to them. As mentioned above, only one type of character ID can be linked to one exclusive song. In contrast, some regular songs with comments have multiple types of character IDs linked to one song ID. The comments linked to regular songs with comments are comments exclusive to the song or the requested character.
[0197] Returning to FIG. 21, if the request method is determined to be a request with a comment (YES in P12-5) and the determined song is a normal song with a comment (YES in P12-6), the effect execution unit 310a executes a second effect pattern determination process (P12-7). In this second effect pattern determination process (P12-7), one piece of combination information is determined based on the second effect information. The character corresponding to the character ID included in the determined combination information becomes the requester (request character). In addition, a comment corresponding to the comment ID included in the determined combination information is displayed in the comment display field.
[0198] On the other hand, if the request method is determined to be a tag request (NO in P12-5), or if the determined song is a normal song without comments (NO in P12-6), the performance execution unit 310a determines the melody tag by lottery (P12-8).
[0199] As described above, the player terminal 1 and the server 1000 store music style tag information in which a music style tag ID is linked to each music ID (see FIG. 19). In P12-8, the performance execution unit 310a determines one music style tag, similar to P11-3. Specifically, the performance execution unit 310a extracts one or more music style tags linked to the selected music updated in P5-1 based on the music style tag information, and generates a lottery table. Then, using the generated lottery table, one music style tag is determined by lottery.
[0200] Next, the performance execution unit 310a determines a request character based on the melody tag determined in P12-8 (P12-9).
[0201] 24 is a diagram illustrating character-specific musical style tag information. Character-specific musical style tag information in which musical style tag IDs are linked to each character ID is stored in the player terminal 1 and the server 1000. According to the character-specific musical style tag information, one or more musical style tag IDs are linked to each character ID.
[0202] Returning to Fig. 21, in P12-9, the performance execution unit 310a extracts all character IDs linked to the music style tags determined in P12-8 based on the character-specific music style tag information. Then, the performance execution unit 310a determines one character ID from the extracted character IDs. The character corresponding to the determined character ID becomes the requester (request character).
[0203] Furthermore, the performance execution unit 310a determines a general-purpose comment prepared in advance as a comment to be displayed in the comment display field (P12-10).
[0204] 25 is a diagram illustrating general comment information. The player terminal 1 and the server 1000 store general comment information in which a general comment ID is linked to each character ID. Each character is always linked to one general comment that is displayed in the comment display field. A general comment ID is assigned to each general comment, and in the general comment information, one general comment ID is linked to each character ID.
[0205] 21, at P12-10, the performance execution unit 310a determines one general comment based on the general comment information. Specifically, the performance execution unit 310a determines a general comment linked to the request character determined at P12-9 based on the general comment information.
[0206] As described above, when the request character and the comment to be displayed in the comment display field are determined in P12-3, P12-7, P12-9, and P12-10, the effect execution unit 310a determines the movement pattern of the mini character (P12-11) and further determines the color of the mini jukebox image 162c (P12-12). Note that the processing in P12-11 and P12-11 is the same as P11-5 and P11-6 in the friend effect determination processing.
[0207] 17, once the requested character, comment, mini-character movement pattern, and color of the mini jukebox image 162c are determined in the character request effect determination process (P12), the effect execution unit 310a executes evaluation information determination process (P20). In this evaluation information determination process, evaluation information such as the number of evaluations and the evaluator (evaluation character) is determined.
[0208] Fig. 26 is a flowchart illustrating the evaluation information determination process in the player terminal 1. Fig. 27 is a diagram illustrating character correlation information. The character correlation information is stored in the player terminal 1 and the server 1000. The performance execution unit 310a extracts an intimate character based on the character correlation information (P20-1).
[0209] Specifically, according to the character correlation information, as shown in FIG. 27, multiple characters are linked to one character as intimate characters. In P20-1, the performance execution unit 310a extracts intimate characters linked to the previously determined request character based on the character correlation information. Also, as shown in FIG. 26, the performance execution unit 310a generates a lottery table using the extracted intimate characters, and determines one of the extracted intimate characters as an evaluation character using the generated lottery table (P20-2). Also, here, the determined evaluation character is stored in the evaluation information storage unit 402.
[0210] The performance execution unit 310a also extracts a music style tag linked to the selected song based on the music style tag information (P20-3). The performance execution unit 310a also extracts all characters linked to the music style tags extracted in P20-3 based on the character-specific music style tag information (P20-4). The performance execution unit 310a then determines four to eight characters as evaluation characters from among all the extracted characters, excluding the request character (P20-5). The determined evaluation characters are then stored in the evaluation information storage unit 402.
[0211] Note that the specific process for determining the evaluation characters in P20-5 is not particularly limited. For example, the number of evaluation characters may be determined first, and then the evaluation characters may be determined. Alternatively, a lottery may be held for each extracted character to determine whether or not to select it as an evaluation character until the number of evaluation characters reaches the maximum number.
[0212] Then, in P20-2 and P20-5, the performance execution unit 310a sets the status of the evaluated character stored in the evaluation information storage unit 402 to "not displayed" (P20-6). Note that when the evaluated character is determined, that is, when the random music selection function is activated and music playback begins, the evaluation information is not displayed. After music playback begins, the screen transitions from the top screen to a training game screen or the like, and when the screen transitions back to the top screen, the number of evaluations and the evaluator (evaluated character) are updated and displayed.
[0213] Specifically, after the music starts to play, the screen transitions from the top screen to a training game screen or the like, and then transitions back to the top screen, whereupon the top screen transition process (P4) shown in Fig. 12 is executed. In this top screen transition process, the evaluation information update process (P10) shown in Fig. 13 is executed. At this time, since there is an evaluator (evaluation character) whose status has not yet been displayed in the evaluation information storage unit 402, the evaluator (evaluation character) and the number of evaluations are updated in P10-2.
[0214] 17, when the requester (mini character), comment, and rating information are determined at P11, P12, and P20, the effect execution unit 310a starts playing the selected song (P5-3). The effect execution unit 310a also starts various effects (P5-4). For example, highlighting of the notification icon 144R on the home screen 100, and display of the jukebox icon 210, jukebox image 152, and request character image 154 are started.
[0215] As described above, when the random music selection function is activated, the music to be played is determined by the server 1000, and various effects are executed on the player terminal 1 while the music is being played.
[0216] Next, a description will be given of the processing of the player terminal 1 when the player selects a desired song using the jukebox function.
[0217] 28 is a sequence diagram illustrating the processing of the player terminal 1 and the server 1000 when a player selects a song to play. When an operation input related to the jukebox function is performed in the player terminal 1, the effect execution unit 310a executes jukebox processing (P100).
[0218] Fig. 29 is a first flowchart illustrating the jukebox processing in the player terminal 1. Fig. 30 is a second flowchart illustrating the jukebox processing in the player terminal 1. When a screen switching operation for switching screens is input as an operation related to the jukebox function (YES in P100-1), the effect execution unit 310a switches the screen in accordance with the input operation (P100-2).
[0219] Furthermore, when a playback stop operation is input (YES in P100-3), the performance execution unit 310a updates the requested playback state stored in the requested playback state storage unit 410 (P100-4). The playback stop operation is an operation input to the request operation unit 170 or the playback stop button 188. If the requested playback state is in the playing state, the performance execution unit 310a updates it to the stopped state, and if it is in the stopped state, it updates it to the playing state.
[0220] If the request playback status is updated to stopped in P100-4 (YES in P100-5), the performance execution unit 310a stops playback of the music (P100-6). Note that if the request operation unit 170 is operated to stop playback of the music in P100-6, the selected music information is deleted from the selected music information storage unit 400. In this case, the performance execution unit 310a starts playing default background music. However, the selected music information may be retained even if the request operation unit 170 is operated while music is being played.
[0221] On the other hand, if the requested playback status is updated to playing status in P100-4 (NO in P100-5), the effect execution unit 310a determines whether the song selected by the player has changed from the currently selected song (P100-7). If the song has not changed (NO in P100-7), the effect execution unit 310a starts playing the currently selected song (P100-11).
[0222] Furthermore, if the selected song is changed (YES in P100-7), that is, if the request operation unit 170 is operated while a song different from the selected song is newly selected on the song selection screen 160, the performance execution unit 310a updates the selected song information in the selected song information storage unit 400 (P100-8). Furthermore, the transmission / reception unit 300a transmits request song information indicating the selected song selected by the player to the server 1000 (P100-9).
[0223] Furthermore, the performance execution unit 310a performs the evaluation information determination process (P20) shown in Fig. 26 based on the selected music piece. Then, the transmission / reception unit 300a transmits the evaluation information determined in the evaluation information determination process to the server 1000 (P100-10), and starts playing the changed music piece (P100-11).
[0224] In this way, when a player selects and plays a song by himself / herself using the jukebox function, the song selected by the player and the rating information determined on the player terminal 1 are transmitted to the server 1000. The server 1000 stores the requested song information and rating information in association with the player ID.
[0225] When the random song selection function is activated and a song determined by the server 1000 is played, the determined song and evaluation information are not stored in the server 1000. In other words, the server 1000 stores only the song selected by the player and the evaluation information determined when the song was selected.
[0226] 30, when the information notification icon 184c is operated (YES in P100-21), the effect execution unit 310a displays the other player information screen (P100-22). As described above, the other player information screen displays information about the other players who have requested the song being played.
[0227] Furthermore, when the evaluation operation unit 184a is operated (YES in P100-23), the performance execution unit 310a stores information identifying the evaluator in the evaluation information storage unit 402 (P100-24). Here, the player's profile character is added as an evaluator, and the status is stored as "displayed."
[0228] The effect execution unit 310a then updates the history information screen 200 based on the rating information storage unit 402 updated in P100-24 (P100-25). Furthermore, the effect execution unit 310a updates the number of ratings displayed in the rating information display field 184 (P100-26). The transmission / reception unit 300a also transmits the rating information updated in P100-24 to the server 1000. As a result, the server 1000 stores information that the player has rated the selected song.
[0229] Furthermore, when the history display button 184b is operated (YES in P100-28), the performance execution unit 310a displays the history information screen 200 relating to the currently selected song (P100-29).
[0230] 28, when the requested song information and rating information are transmitted to the server 1000 in the jukebox process (P100) in the player terminal 1, the selected song information and rating information associated with the player ID stored in the selected song information storage unit 1402 in the server 1000 are updated (S100). The selected song information and rating information are also updated in the player information storage unit 1400 provided for each player in the server 1000.
[0231] After that, a top screen transition process (F100) is executed on the player terminal 1 (hereinafter referred to as the friend terminal) of the player whose selected song information has been updated in S100, and random song selection request information is transmitted to the server 1000. The server 1000 executes a song selection process (S101) to determine the song to be played on the friend terminal. Upon receiving the song selection information and evaluation information, the friend terminal executes a performance process (F101) to play the song determined by the server 1000.
[0232] At this time, suppose that the song selected by the player at P100 shown in Fig. 28 is played in the performance processing of the friend terminal. In this case, the evaluation history information screen 200a displayed on the friend terminal displays the same evaluation information as that displayed on the evaluation history information screen 200a of the player terminal 1.
[0233] Thereafter, the jukebox process (P101) is performed again in the player terminal 1, and the player rates the song he or she selected. In this case, the rating information is transmitted from the player terminal 1 to the server 1000, and the rating information is updated in the server 1000 (S102).
[0234] Thereafter, when communication processing (F102) is performed between the friend terminal and the server 1000, the rating information updated in S102 is set in the server 1000 (S103). After receiving this rating information, the friend terminal executes top screen transition processing (F103) and displays the updated rating information. That is, in F103, it becomes possible to display information related to the player's rating performed in P101.
[0235] After that, when a friend rates the song being played on the friend terminal, this rating information is stored in the server 1000. Thereafter, when communication processing is performed between the player terminal 1 and the server 1000, the player terminal 1 receives the updated rating information. Then, when the top screen transition processing is executed on the player terminal 1, the added rating information is displayed. This gives the player the impression that their own song selection has been rated by another player, which can increase the player's motivation to play the game.
[0236] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0237] In the above embodiment, the game genre is a training game, but the game genre and gameplay are not particularly limited.
[0238] In the above embodiment, the jukebox function is used to play music as content. However, the content is not limited to music. For example, the content may include multiple movies or still images, and these contents may be selected by the player or by the random music selection function.
[0239] In the above embodiment, a random music selection function and an other player request function are provided. That is, in the above embodiment, the process of determining content includes a process of determining one piece of content by lottery, regardless of the player's operation input. However, the random music selection function and the other player request function are not essential.
[0240] In the above embodiment, a process is executed in which a player selects one content from a plurality of types of content, and a process is executed in which the content selected by the player is played. However, the function in which a player selects and plays a favorite song is not essential, and a song may be selected only by the random song selection function and the other player request function.
[0241] In any case, the method for determining the content is not particularly limited as long as the process of determining one content from among a plurality of types of content and the process of playing back the determined content are executed.
[0242] In the above embodiment, the player terminal 1 acquires information about the music selected by the other player as other player information for playing music using the other player request function. More specifically, a process is executed to enable selection information indicating the content selected by the player to be transmitted to the other player, the other player information includes the selection information of the other player, and the content selected by the other player is determined based on the selection information.
[0243] However, the other player information required to play music using the other player request function is not limited to this. For example, other player information such as that another player has displayed a predetermined story image or that another player has cleared a predetermined game may be acquired, and one of the contents may be played based on this acquired other player information.
[0244] In any case, the process for realizing the other player request function only needs to include a process for acquiring other player information, which is information relating to the game play of other players, a process for determining one piece of content from multiple types of content based on the acquired other player information, and a process for playing the determined content, and the content of the other player information and the correlation between the other player information and the determined content are not particularly limited.
[0245] In addition, in the above embodiment, a permitted state (an on state of the other player request function) in which playback of content determined based on other player information is permitted, and a non-permitted state (an off state of the other player request function) in which playback of content determined based on other player information is not permitted are switchable, and content determined based on other player information is played back on the condition that the permitted state is set. However, switching between the permitted state and the non-permitted state is not essential, and the other player request function may always be permitted.
[0246] In the above embodiment, only players registered as friends can be requesters using the other player request function. However, players who can be requesters are not limited to friends. For example, all players may be allowed to be requesters, or only players who meet certain conditions may be set to be requesters.
[0247] Furthermore, in the above embodiment, during playback of a song and when the song to be played has been determined, mini-characters, comments, the mini-jukebox image 162c, the request character image 154, and the jukebox image 152 are displayed as objects associated with the song to be played. Furthermore, in the above embodiment, the objects are characters, and the display manner (movement) of the characters differs depending on the display pattern. However, the objects associated with the song to be played are not particularly limited. In any case, it is sufficient to execute a process of determining a display pattern of objects associated with content to be played, and a process of displaying the objects in the determined display pattern at least either during playback of the content or when the content to be played has been determined.
[0248] Furthermore, the display of mini characters, etc. in the above embodiment may be displayed only while the content is being played, or may be displayed only when the content to be played has been determined and playback of the content has been stopped.
[0249] In the above embodiment, a player can rate the content being played. Furthermore, the system executes a process for transmitting rating information indicating the player's rating of the content to other players, a process for acquiring rating information from other players, and a process for displaying the acquired rating information. However, the rating function is not essential.
[0250] Furthermore, in the above embodiment, when a song is selected using the other player request function, information about the other player who made the request can be displayed, but the information about the other player that is displayed at this time is not particularly limited. In any case, it is sufficient that some information about the other player is displayed. Furthermore, displaying information about the other player is not essential, and the timing of displaying the information about the other player is not particularly limited. In any case, a process that enables displaying information about the other player may be executed at least during playback of content or when the content to be played has been determined.
[0251] Furthermore, in the above embodiment, when the random song selection function and the other player request function are activated, the server 1000 selects a song, and the effects to be displayed on the player terminal 1, such as mini characters, are determined by the player terminal 1. However, the song selection and the effects may all be determined by the server 1000. Alternatively, the song selection and the effects may all be determined by the player terminal 1. Furthermore, the song may be selected by the player terminal 1, and the effects may be determined by the server 1000. In any case, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example, and there is no particular limitation on how the roles of each processing are divided.
[0252] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0253] 1. Player terminal 1000 servers S Information Processing System
Claims
1. A process for displaying a setting screen on which information for determining by lottery a first game screen or a piece of music to be played while the first game screen is being displayed can be set based on an operation by a player; a process of determining, by lottery, one piece of music to be played while the first game screen is being displayed, from among a plurality of pieces of music, based on the information set on the setting screen; a process of playing the music piece selected by lottery while the first game screen is being displayed; A process of determining a character who has requested a song based on the song determined by lottery; a process of displaying the determined character while the setting screen or the first game screen is being displayed at least during playback of the music or when the music to be played has been determined; An information processing program that causes a computer to carry out the above.
2. A process for displaying a setting screen capable of setting information for determining a first game screen or a piece of music to be played while the first game screen is being displayed based on an operation by a player; determining, based on the information set on the setting screen, one piece of music to be played while the first game screen is being displayed, from among a plurality of types of music; a process of playing the determined music piece while the first game screen is being displayed; A process of determining a character who is an evaluator for evaluating the music piece being played; a process of identifiably displaying the character that is an evaluator of the piece of music; An information processing program that causes a computer to carry out the above.
3. An information processing method carried out by a computer, comprising: a process of displaying a setting screen on which information for determining, by lottery, a first game screen or a piece of music to be played while the first game screen is being displayed, can be set based on an operation by a player; a process of determining, by lottery, one piece of music to be played while the first game screen is being displayed, from among a plurality of pieces of music, based on the information set on the setting screen; a process of playing the music piece selected by lottery while the first game screen is being displayed; A process of determining a character who has requested a song based on the song determined by lottery; a process of displaying the determined character while the setting screen or the first game screen is being displayed at least during playback of the music or when the music to be played has been determined; An information processing method comprising:
4. An information processing method carried out by a computer, comprising: a process of displaying a setting screen on which information for determining a first game screen or a piece of music to be played while the first game screen is being displayed can be set based on an operation by a player; determining, based on the information set on the setting screen, one piece of music to be played while the first game screen is being displayed, from among a plurality of types of music; a process of playing the determined music piece while the first game screen is being displayed; A process of determining a character who is an evaluator for evaluating the music piece being played; a process of identifiably displaying the character that is an evaluator of the piece of music; An information processing method comprising:
5. A method for detecting a presence of one or more computers, The computer, a process of displaying a setting screen on which information for determining, by lottery, a first game screen or a piece of music to be played while the first game screen is being displayed, can be set based on an operation by a player; a process of determining, by lottery, one piece of music to be played while the first game screen is being displayed, from among a plurality of pieces of music, based on the information set on the setting screen; a process of playing the music piece selected by lottery while the first game screen is being displayed; A process of determining a character who has requested a song based on the song determined by lottery; a process of displaying the determined character while the setting screen or the first game screen is being displayed at least during playback of the music or when the music to be played has been determined; An information processing system that carries out the above.
6. A method for detecting a presence of one or more computers, The computer, a process of displaying a setting screen on which information for determining a first game screen or a piece of music to be played while the first game screen is being displayed can be set based on an operation by a player; determining, based on the information set on the setting screen, one piece of music to be played while the first game screen is being displayed, from among a plurality of types of music; a process of playing the determined music piece while the first game screen is being displayed; A process of determining a character who is an evaluator for evaluating the music piece being played; a process of identifiably displaying the character that is an evaluator of the piece of music; An information processing system that carries out the above.