Information processing program, information processing method, and game device

JP2024025782A5Pending Publication Date: 2025-12-04CYGAMES INC
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Patent Information

Application Number
JP2023139173
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-29
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

The use of a skip function in games can lead to unexpected game results, which may decrease a player's desire to play due to unfavorable outcomes.

Method used

Implement a shortened game mode with a skip function that allows players to control whether to reflect or discard the skip result, based on their operation, and optionally omit animation drawing to reduce processing time.

Benefits of technology

This approach helps maintain player interest by allowing them to manage unexpected results and reduces the execution time, thereby preventing a decline in play desire.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress a decrease in a player's desire to play a game.SOLUTION: An information processing program allows a computer to execute processing for controlling a game on the basis of a shortening mode in which execution time is reduced as compared with a normal mode, processing for computing a result of a game based on the shortening mode, processing for displaying a skip result as a game result based on the shortening mode on a display portion after completion of the computation, and processing for determining reflection or disposal of the skip result on the basis of a player's operation after displaying the skip result.SELECTED DRAWING: Figure 16
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]

[0002] Patent Document 1 discloses a so-called skip function that skips the progress of a battle game and derives the result. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-57981 A Summary of the Invention [Problem to be solved by the invention]

[0004] If using the skip function results in a game result that is unexpected by the player, the player may lose motivation to play.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can suppress a decline in a player's motivation to play. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: A process of controlling a game based on a shortened mode in which the execution time is shortened compared to a normal mode; A process of calculating a result of a game based on the shortened mode; a process of displaying a skip result, which is a result of the game based on the shortened mode, on a display unit after the calculation is completed; a process of determining whether to reflect or discard the skip result based on an operation of a player after the skip result is displayed; The computer is made to carry out the above steps.

[0007] The process of controlling the game includes: During the game based on the abbreviated mode, a part or all of the rendering of the animation on the display unit may be omitted based on the result of the calculation.

[0008] In the game, the character's status at the end of the previous game may be carried over to the next game.

[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by a computer, comprising: The computer, A process of controlling a game based on a shortened mode in which the execution time is shortened compared to a normal mode; A process of calculating a result of a game based on the shortened mode; a process of displaying a skip result, which is a result of the game based on the shortened mode, on a display unit after the calculation is completed; a process of determining whether to reflect or discard the skip result based on an operation of a player after the skip result is displayed; Carry out the following.

[0010] In order to solve the above problem, a game device includes: One or more computers; The computer includes: A process of controlling a game based on a shortened mode in which the execution time is shortened compared to a normal mode; A process of calculating a result of a game based on the shortened mode; a process of displaying a skip result, which is a result of the game based on the shortened mode, on a display unit after the calculation is completed; a process of determining whether to reflect or discard the skip result based on an operation of a player after the skip result is displayed; Carry out the following. Effect of the Invention

[0011] According to the present invention, it is possible to suppress a decrease in the player's motivation to play. [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 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. [Diagram 3] Fig. 3A is a diagram showing an example of a title screen, Fig. 3B is a diagram showing an example of a home screen, and Fig. 3C is a diagram showing an example of a quest screen. [Figure 4] Fig. 4A is a diagram illustrating an example of a main quest screen, Fig. 4B is a diagram illustrating an example of a main quest selection screen, and Fig. 4C is a diagram illustrating an example of a party selection screen. [Diagram 5] Fig. 5A is a diagram for explaining an example of a battle game screen, Fig. 5B is a diagram for explaining an example of a result screen, and Fig. 5C is a diagram for explaining an example of a report screen. [Figure 6] Fig. 6A is a diagram illustrating an example of an event battle screen, and Fig. 6B is a diagram illustrating an example of a party selection screen. [Figure 7] FIG. 7 is a diagram showing an example of the setting screen (battle setting screen). [Figure 8] FIG. 8 is a diagram showing an example of a display message determination table for the information display area 87 in this embodiment. [Figure 9] Fig. 9A is a diagram illustrating an example of a battle game screen on the "boss floor" of a tower battle. Fig. 9B is a diagram illustrating an example of a battle game screen on the "boss floor" of a tower battle. Fig. 9C is a diagram illustrating an example of a skip screen. [Figure 10] Fig. 10A is a diagram for explaining an example of a skip result confirmation screen, Fig. 10B is a diagram for explaining an example of a skip result confirmation screen, and Fig. 10C is a diagram for explaining an example of a report screen. [Figure 11] Fig. 11A is a diagram illustrating an example of a skip confirmation dialog, and Fig. 11B is a diagram illustrating an example of a retire confirmation dialog. [Figure 12] Fig. 12A is a diagram for explaining an example of a result screen, Fig. 12B is a diagram for explaining an example of a result screen, and Fig. 12C is a diagram for explaining an example of a report screen. [Figure 13] FIG. 13 is a diagram for explaining the memory configuration and computer functions of the player terminal. [Figure 14] FIG. 14 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 15] FIG. 15 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 16] FIG. 16 is a diagram for explaining an example of the battle game control process of this embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​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 given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0014] (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 includes one or more computers. In this embodiment, the information processing system S is a so-called client-server system including a player terminal 1, a server 1000, and a communication network 200 having a communication base station 200a.

[0015] A player terminal (information processing device) 1 can establish communication with a server 1000 via a communication network 200. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0016] The server 1000 is configured to be able to communicate with a plurality of player terminals 1, and is communicatively connected to the plurality of player terminals 1. The server 1000 accumulates various types of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game.

[0017] The communication base station 200a is connected to the communication network 200, and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is 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.

[0018] 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 assigned roles for controlling the progress of the game, and the game can progress by cooperation between the player terminal 1 and the server 1000.

[0019] (Hardware configuration of the player terminal 1 and the server 1000) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining 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.

[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1100, a memory 1120, a bus 1140, an input / output interface 1160, a storage unit 1180, a communication unit 1200, an input unit 1220, and an output unit 1240.

[0021] The configurations and functions of the CPU 1100, memory 1120, bus 1140, input / output interface 1160, storage unit 1180, communication unit 1200, input unit 1220, and output unit 1240 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, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 1000 will be omitted.

[0022] The CPU 10 runs the 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 the 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.

[0023] 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.

[0024] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) 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.

[0025] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network 200. 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.

[0026] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). 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 that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display (display unit) 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0028] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game (game) is provided in which a friendly character fights against an enemy character. In the game of this embodiment, a plurality of friendly characters are provided to the player by the game operator. For example, the player can own a plurality of friendly characters obtained by a lottery called gacha or distributed by the operator.

[0029] A player can select multiple (here, five) ally characters from among those he owns and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and acquire rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.

[0030] Fig. 3A is a diagram showing an example of a title screen 30. Fig. 3B is a diagram showing an example of a home screen 40. Fig. 3C is a diagram showing an example of a quest screen. Game screens such as those shown in Figs. 3A, 3B, and 3C are displayed on the display 26 of the player terminal 1. In this embodiment, the game screens are broadly divided into normal screens and battle screens.

[0031] The normal screen is mainly a screen for waiting for the game to start and a screen for the player to check various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a title screen 30 shown in FIG. 3A, a home screen 40 shown in FIG. 3B, a quest screen 50 shown in FIG. 3C, a setting screen 90 shown in FIG. 7, a gacha screen (not shown), a menu screen, and the like.

[0032] The title screen 30 shown in FIG. 3A is the screen that is first displayed on the display 26 when a game is started on the player terminal 1. As shown in FIG. 3A, the title screen 30 displays, for example, the title name of the started game. Note that in addition to the title name of the game, the title screen 30 may also display the name of the operating company that operates the game. Then, an image or video that suggests the content of the game is displayed on the title screen 30 as a background image for the game title name or the operating company name. For example, the background image includes information about characters that appear in the main game, information about the story of the main game, and the like.

[0033] Furthermore, game start operation information "Touch" suggesting an operation method required to start the game is displayed on the title screen 30. In this embodiment, the game is started when the player taps on the display 26 on the title screen 30.

[0034] The home screen 40 shown in Fig. 3B is the screen that is first displayed after the player taps the display 26 on the title screen 30 (i.e., after the game starts). As shown in Fig. 3B, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26. The menu bar 41 is displayed at the bottom of the display 26 on normal screens other than the title screen 30.

[0035] In addition, in the home screen 40, a header display area 42 is provided in the upper left part of the display 26. In addition, during the event period of an event held in a specific period, an event selection operation unit 43 is provided in the upper right part of the display 26 in the home screen 40. The player can play an event battle game (hereinafter simply called an event battle) described later by selecting and operating the event selection operation unit 43. The specific period is, for example, a period of about one week, such as 6 days, 7 days, or 8 days in one month. However, the specific period is not limited to this, and may be a specific period of several months, or a specific period of one year or several years. The header display area 42 and the event battle will be described in detail later.

[0036] The menu bar 41 is provided with a plurality of operation sections that can be operated (tapped) by the player. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME" and an ally character confirmation screen selection operation section 41b marked "CHARACTER" and a story screen selection operation section 41c marked "STORY" and a quest screen selection operation section 41d marked "QUEST" and a gacha screen selection operation section 41e marked "GACHA" and a menu screen selection operation section 41f marked "MENU". In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0037] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in FIG. 3B is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, an ally character confirmation screen (not shown) is displayed on the display 26. When the story screen selection operation unit 41c is tapped, a story screen (not shown) is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, a quest screen 50 shown in FIG. 3C is displayed on the display 26.

[0038] Furthermore, when the gacha screen selection operation unit 41e is tapped, a gacha screen (not shown) is displayed on the display 26. On the gacha screen, a gacha lottery can be held to acquire an ally character by lottery.

[0039] Furthermore, when the menu screen selection operation section 41f is tapped, a menu screen (not shown) is displayed on the display 26. Furthermore, various information can be confirmed on the menu screen. Furthermore, when the setting screen selection operation section on the menu screen is tapped, a setting screen 90 shown in FIG. 7 is displayed on the display 26. On the setting screen 90, the player can make various settings related to the game. Details of the setting screen 90 shown in FIG. 7 will be described later.

[0040] As shown in FIG. 3B and FIG. 3C, a header display area 42 is provided in the upper left corner of the home screen 40. In the header display area 42, player information associated with a player ID is displayed. For example, in the header display area 42, level information 42a indicating a player level and a stamina display bar 42b indicating the player's stamina are displayed. The player information includes the player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying an ally character owned by the player, the level information 42a, stamina information displayed in the stamina display bar 42b, and clear information of the battle game.

[0041] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game is set with a stamina consumption value required for playing, a maximum number of times that can be played in a day, etc. When playing a battle game in which a stamina consumption value required for playing is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0042] When the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, an ally character confirmation screen (not shown) is displayed on the display 26. On the ally character confirmation screen, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0043] That is, all ally characters possessed by the player are displayed on the ally character confirmation screen. Each ally character is assigned a different ally character ID. When the player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player's player ID.

[0044] The ally character ID is stored in association with information about experience points and information about levels. The experience points increase when a player wins a battle game, which will be described later, or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. An upper limit for the level is set for each ally character, and the level increases only up to the upper limit.

[0045] In addition, base values ​​of combat power such as life points, attack power, and defense power are set for each ally character based on the character's level. The higher the ally character's combat power, the more advantageous the player can progress in the battle game. Furthermore, the higher the level of the ally character, the higher the base values ​​set for the ally character.

[0046] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an added value set for attack power, defense power, etc. When equipment is equipped, the added value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.

[0047] When the story screen selection operation section 41c of the menu bar 41 is tapped, a story screen (not shown) is displayed on the display 26. On the story screen, characters appearing in the main game and images or videos suggesting the story of the main game are displayed. Also, from the story screen, a plurality of main stories that are unlocked according to the progress of the player in various games can be viewed.

[0048] When the quest screen selection operation section 41d of the menu bar 41 is tapped, a quest screen 50 shown in FIG. 3C is displayed on the display 26. The quest screen 50 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation sections 51 in which the types of battle games provided are written. During an event period, the event selection operation section 43 is displayed on the quest screen 50 so that an event battle can be played from the quest screen 50. Here, four types of battle games are provided excluding the event battle, and four game type selection operation sections 51 are displayed. On the quest screen 50, an image or video suggesting characters appearing in the main game or the story of the main game is displayed as a background image of the four game type selection operation sections 51.

[0049] The game type selection operation unit 51 includes a main quest selection operation unit 51a marked "Main Quest," a guild battle selection operation unit 51b marked "Guild Battle," a 1V1 battle selection operation unit 51c marked "1V1 Battle," and a 3V3 battle selection operation unit 51d marked "3V3 Battle." When the main quest selection operation unit 51a in FIG. 3C is tapped, a main quest screen 62 shown in FIG. 4A is displayed on the display 26.

[0050] Fig. 4A is a diagram illustrating an example of a main quest screen 62. Fig. 4B is a diagram illustrating an example of a main quest selection screen 64. Fig. 4C is a diagram illustrating an example of a party selection screen 67.

[0051] The main quest screen 62 displays the menu bar 41, the header display area 42, and a quest operation section 63 for selecting a plurality of battle games (levels) belonging to the main quest.

[0052] The quest operation unit 63 also displays the completion information of each battle game. The completion information is indicated by, for example, three stars. In a battle game belonging to a main quest (hereinafter also referred to as a main battle), when the battle game is completed, stars are acquired according to the number of ally characters whose life points are 0 at the time of completion. For example, if there is no ally character whose life points are 0, three stars are acquired, if there is one ally character whose life points are 0, two stars are acquired, and if there are two or more ally characters whose life points are 0, one star is acquired.

[0053] In the example of Figure 4A, three stars are acquired in the battle game "1-1", two stars are acquired in the battle game "1-2", and one star is acquired in the battle game "1-3". In addition, no stars are acquired in the battle game "1-4", and it is notified that this battle game has not been cleared.

[0054] In the main quest, the unlocking condition is set to clear the previous battle game. For example, in the example of FIG. 4A, the battle game "1-4" is unlocked because the battle games up to "1-3" have been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.

[0055] For example, when the quest operation unit 63 of the battle game "1-4" is operated (tapped) on the main quest screen 62, a main quest selection screen 64 shown in FIG. 4B is displayed on the display 26. The main quest selection screen 64 displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The main quest selection screen 64 also displays a challenge operation unit 65 marked "Challenge" for challenging that battle game, and a cancel operation unit 66 marked "Cancel" for canceling the process corresponding to the currently displayed screen.

[0056] When the cancel operation unit 66 is operated (tapped), the main quest screen 62 shown in FIG. 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0057] On the other hand, when the challenge operation unit 65 is operated (tapped), a party selection screen 67 shown in Fig. 4C is displayed on the display 26. On the party selection screen 67, all ally characters possessed by the player are displayed, and a selected ally character display area 68 that displays the selected ally character is displayed below.

[0058] Additionally, the party selection screen 67 displays a cancel operation section 66 and a battle start operation section 69 labeled "Start battle."

[0059] When the player operates (tap) a displayed ally character on the party selection screen 67, the operated ally character is displayed in the selected ally character display area 68. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters. Note that the same ally character cannot be set more than once in party organization.

[0060] When the party formation is completed and the battle start operation unit 69 is operated (tapped), the battle game starts and a battle game screen 70 is displayed on the display 26.

[0061] FIG. 5A is a diagram illustrating an example of a battle game screen 70. FIG. 5B is a diagram illustrating an example of a result screen 73. FIG. 5C is a diagram illustrating an example of a report screen 76. During a battle game, the battle game screen 70 is displayed as shown in FIG. 5A. In the battle game screen 70, ally characters and enemy characters are displayed on the display 26. The ally characters operate under computer control, and inflict damage on the enemy characters and receive damage from the enemy characters. The enemy characters operate under computer control, and inflict damage on the ally characters and receive damage from the ally characters.

[0062] When damage points are given to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are given to an ally character, the damage points are subtracted from the ally character's life points. When all enemy characters' life points reach 0, the player wins (clears the game), and when all ally characters' life points reach 0 (lose), the player loses.

[0063] Here, as shown in FIG. 5A, an ally character display area 71 is provided at the bottom of the battle game screen 70. In the ally character display area 71, life points 71a and a special move gauge 71b for each ally character are displayed. The special move gauge 71b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 71b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on an enemy character than a normal attack, recovers the life points of an ally character, or imparts a special effect to an enemy character.

[0064] Here, there are two methods for using a special move. One is for the player to operate (tap) an ally character whose special move gauge 71b displayed in the ally character display area 71 has reached its maximum value. The other is for the ally character to use a special move under computer control when the special move gauge 71b has reached its maximum value in the auto state. Note that an auto selection operation section 72a is displayed on the battle game screen 70, and the player can switch between the auto state and the manual state by operating the auto selection operation section 72a.

[0065] In addition, the battle game screen 70 of this embodiment displays a smart auto selection operation section 72b, and the player can switch between the smart auto state and the manual state by operating the smart auto selection operation section 72b. Here, the auto state is a state in which a special move is automatically activated when the special move gauge 71b of an ally character reaches its maximum value. On the other hand, the smart auto state is a state in which a special move having a special effect is automatically activated under a specific situation when the special move gauge 71b of an ally character reaches its maximum value. Specifically, the smart auto state is a state in which some special moves having effects such as recovery and inflicting abnormal conditions are automatically activated at an effective timing.

[0066] When the auto selection operation unit 72a is operated in the manual state, the state becomes an auto state in which a special move is automatically used. When the smart auto selection operation unit 72b is operated in the manual state, the state becomes a smart auto state in which a special move with a special effect is automatically used under a specific situation. When the auto selection operation unit 72a is operated in the auto state, the state becomes a manual state in which a special move is manually used. When the smart auto selection operation unit 72b is operated in the smart auto state, the state becomes a manual state in which a special move is manually used. Note that even in the auto state and smart auto state, if the player operates (tap) an ally character when the special move gauge 71b has reached its maximum value and the special move is not being used by computer control, the special move can be used.

[0067] Also, the battle game screen 70 displays a fast-forward selection operation section 72c, and the player can fast-forward the execution of the battle in the battle game by operating the fast-forward selection operation section 72c in the auto state (smart auto state) or manual state. Note that fast-forwarding refers to increasing the playback speed of the animation in the battle game. For example, the type of fast-forward speed may be one or more. For example, it can be preset so that tapping the fast-forward selection operation section 72c once makes the execution of the battle in the battle game twice as fast, and tapping the fast-forward selection operation section 72c twice makes the execution of the battle in the battle game four times as fast. Also, the type of fast-forward speed set according to the type of battle game may be different.

[0068] Then, when the battle game ends normally (normal end), as shown in Fig. 5B, a result screen 73 is displayed on the display 26. Fig. 5B shows, as an example, the result screen 73 when the ally character wins.

[0069] The result screen 73 displays at least a portion of the game result information of the battle game, as well as a report display operation section 74 marked "REPORT" and a termination operation section 75 marked "CLOSE".

[0070] The game result information includes the friendly character ID (party) of the friendly character, the enemy character ID of the enemy character, remaining status information of the friendly and enemy characters at the end of the battle (whether or not life points are 0 at the end of the battle game), damage points inflicted (total value), player operation information (manual state or auto state (smart auto state)), battle log ID, battle game type information (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game hierarchy, etc.), item information granted, etc.

[0071] When the end operation unit 75 is operated (tapped) on the result screen 73, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen 73 is a part of the battle screen. Note that the normal screen to which the result screen 73 switches may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen 40. In this way, the battle game ends with the display of the result screen 73 ending.

[0072] When the report display operation unit 74 is operated (tapped) on the result screen 73, a report screen 76 shown in Fig. 5C is displayed on the display 26. On the report screen 76, the damage points (total value) inflicted by the ally characters and enemy characters are displayed, and an end operation unit 75 is also displayed.

[0073] Here, when the end operation unit 75 is operated (tapped), a result screen 73 shown in FIG. 5B is displayed on the display 26.

[0074] Next, we will explain the 1V1 battle and 3V3 battle. Since the basic parts of the battle game are the same as the main battle, we will omit the explanation and explain the parts that are different from the main battle.

[0075] The 1V1 battle is a battle game in which a player plays against a party for 1V1 that is previously associated with another player ID. The 3V3 battle is a battle game in which a player plays against three parties for 3V3 that are previously associated with another player ID. That is, each player sets three parties for 3V3 in advance. The 1V1 battle and the 3V3 battle have a game nature in which players compete for rankings (rankings) based on the results of battles between players. Items (ranking rewards) are awarded according to the rankings of each player in the 1V1 battle and the 3V3 battle at a preset predetermined time. In other words, the reward content is determined based on the final rankings of the players in a predetermined period from after the previous predetermined time to the next predetermined time.

[0076] In this embodiment, the predetermined time is set to 15:00 every day. As long as the predetermined time is set in advance, the specific timing is not particularly limited. For example, a plurality of times may be set as the predetermined time every day, such as 12:00 and 18:00 every day, or the predetermined time may be set at a predetermined interval, such as 15:00 every Monday or 15:00 on the 20th of each month. The difference between the 1V1 battle and the 3V3 battle is whether the number of parties used in the battle game is one or three, and the rest is the same, so in this embodiment, detailed explanations are omitted.

[0077] Furthermore, when the event selection operation unit 43 in FIG. 3B or FIG. 3C is tapped, an event battle screen 80 shown in FIG. 6A is displayed on the display 26. FIG. 6A is a diagram illustrating an example of the event battle screen 80. FIG. 6B is a diagram illustrating an example of a party selection screen 83. In this embodiment, the event battle is a battle game in which a player climbs a tower consisting of multiple floors, and a friendly character climbs the tower by defeating enemy characters arranged on each floor, aiming for the top floor (hereinafter, referred to as a tower battle).

[0078] The tower battle is a battle game different from the main battle, 1V1 battle, and 3V3 battle described above. The tower battle differs from the main battle, 1V1 battle, and 3V3 battle in that after the battle game ends and the result of the battle game is determined, the status parameters of the characters at the time the result of the previous battle game was determined (at the time of ending) are carried over to the next battle game. The carried over status parameters are the values ​​of the character's life points 71a and special move gauge 71b as shown in FIG. 5A. The characters whose status parameters are carried over include enemy characters in addition to friendly characters.

[0079] Furthermore, multiple types of battle games are provided in the tower battle. Specifically, the tower battle includes four types of battle games: "normal floor", "boss floor", "EX floor", and "top floor search". In the "normal floor", a battle game is played in which a player's own party, which is formed of ally characters owned by the player, fights against an enemy party, which is formed of enemy characters. In the "boss floor", a battle game is played in which a player's own party fights against an enemy party, which is formed of enemy characters including a boss character. The "boss floor" is provided on a specific floor in the tower battle, and floors other than the specific floor are basically "normal floors". In the "normal floor" and "boss floor", a battle game is played in which a player's party fights against an enemy party.

[0080] The "EX floor" is unlocked by clearing the "boss floor", and a boss character stronger than the boss character that appears on the "boss floor" is set. The battle game on the "EX floor" is an independent battle game that is different from the other "normal floors", "boss floors", and "top floor exploration". Specifically, in the "EX floor" battle game, after the battle game ends and the result of the battle game is determined, the character's status parameters at the time when the result of the previous battle game was determined (at the time of ending) are not carried over to the next battle game. The "EX floor" is set on the same floor as the "boss floor", and the "EX floor" is set to be selectable by the player using a switching tab after the "boss floor" is cleared. In the "EX floor" battle game, a battle game is played in which multiple player parties fight against one enemy party. For example, in the "EX floor" battle game, a battle game is played between three player parties and one enemy party. In the "EX floor" battle game, if the player can reduce the life points of all enemy characters in the enemy party to 0 using the three player parties, the player wins. On the other hand, if the life points of all three ally characters in the player's party become 0 (i.e., they are unable to fight), the player is defeated.

[0081] "Top Floor Exploration" is unlocked by clearing the top floor that has been unlocked in the tower battle. In "Top Floor Exploration", a battle game is played in which your party battles against multiple enemy parties. In the "Top Floor Exploration" battle game, you can challenge it as many times as you want by forming a party with ally characters who are not disabled from battle. After the battle game, the remaining life points of the enemy party are carried over, so by forming a party with ally characters and being able to challenge it multiple times, it becomes easier to clear "Top Floor Exploration".

[0082] The "boss floor" battle game will be described in detail below as an example of a tower battle game. The "normal floor", "EX floor", and "top floor search" battle games are basically the same as the "boss floor" battle game except for the above-mentioned content, so their explanations will be omitted.

[0083] 6A, the event battle screen 80 displays the menu bar 41 and a hierarchical level selection operation unit 81 for selecting one of the battle games set on the hierarchical levels belonging to the tower battle. The hierarchical level selection operation unit 81 allows the player to select a battle game on each hierarchical level belonging to the tower battle, for example, by scrolling up and down.

[0084] Clearance information for each battle game is also displayed on the floor selection operation unit 81. In the example of Fig. 6A, it is notified that the battle games "898th floor" and "899th floor" have been cleared, and that the battle games "900th floor" and "901st floor" have not yet been cleared.

[0085] In the tower battle, the unlocking condition is set to be clearing the previous battle game. For example, in the example of FIG. 6A, the battle game "900th floor" is unlocked because the battle games up to "899th floor" have been cleared, but the battle games from "901st floor" onwards are not unlocked. In the tower battle, the unlocked battle games are displayed with, for example, a lock symbol, and are set to be unselectable by the player.

[0086] On the event battle screen 80, when a battle game of, for example, "900th floor" is selected by operating the floor selection operation unit 81, a floor detail information display unit 82 is displayed on the display 26. On the floor detail information display unit 82, the enemy characters appearing in that battle game, the level information of the enemy characters, life points 82a, the value of a special move gauge 82b, and items (rewards) that can be acquired in that battle game are displayed.

[0087] Furthermore, the level detailed information display section 82 displays a mock battle selection operation section 82c and a main battle selection operation section 82d for selecting "mock battle" or "main battle". As described above, in the tower battle, the status parameters of the characters at the time when the result of the previous battle game is determined are carried over to the next battle game. Also, in the battle game, a time limit is set, and if the life points of all enemy characters cannot be reduced to 0 within the time limit, the player is defeated, and the life points of all ally characters become 0 (i.e., they are unable to fight) when the time is up. In that case, the ally characters whose life points have become 0 cannot be used in the next battle game, so the player is at a disadvantage in subsequent battle games after the tower battle.

[0088] For this reason, a function called "mock battle" is implemented in the tower battle so that a predetermined battle game can be challenged many times with various party formations of ally characters. In the battle game executed in the "mock battle", the result of the battle game (i.e., the result information) is discarded. In other words, the result information of the battle game after the "mock battle" is executed is erased. Therefore, for example, even if all the ally characters become unable to fight in the "mock battle", the result information is erased, so the status parameters of the ally characters used in the "mock battle" are returned to the status parameter state before the "mock battle" was executed. In this way, in the "mock battle", the player can try and error a party formation that can effectively clear a predetermined battle game of the tower battle. Note that even if the life points of all the enemy characters are reduced to 0 in the "mock battle", the battle game is not treated as being cleared because the result information is erased.

[0089] On the other hand, the result information of the battle games played in the "main battle" is finalized (reflected). Therefore, for example, if all of the friendly characters become unable to fight in the "main battle", those friendly characters will not be able to be used in the next battle game, but if the life points of all enemy characters are reduced to 0 in the "main battle", the battle game can be cleared.

[0090] By the player operating (tapping) the mock battle selection operation section 82c or the main battle selection operation section 82d, the type of the battle game is set to "mock battle" or "main battle." In addition, the layer detailed information display section 82 displays a full recovery operation section 82e marked "full recovery."

[0091] In the tower battle, the life points 71a and the special move gauge 71b of the ally characters are carried over, but for example, it would be disadvantageous to the player if an ally character who was once unable to fight could not be used throughout the event period. For this reason, a function is implemented that allows the life points 71a of an ally character to be fully restored once a day. The full restore operation unit 82e is set to be operable by the player only once a day. By operating the full restore operation unit 82e by the player, the life points 71a of all ally characters can be fully restored to the upper limit. However, in that case, the special move gauges 71b of all ally characters become 0.

[0092] On the other hand, in a state where "mock battle" or "main battle" is set, a challenge operation section 82f marked "challenge" for challenging the battle game is displayed in the hierarchical detailed information display section 82. When the challenge operation section 82f is operated (tapped), a party selection screen 83 shown in FIG. 6B is displayed on the display 26.

[0093] Further, the party selection screen 83 displays a cancel operation section 85 and a battle start operation section 86 marked "Battle Start". When the player operates (tap) a displayed ally character on the party selection screen 83, the operated ally character is displayed in the selected ally character display area 84. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among a plurality of ally character IDs associated with the player ID. A party is organized by the player selecting a plurality of ally characters. Note that the same ally character cannot be set more than once in party organization. When the party organization is completed and the battle start operation section 86 is operated (tapped), the battle game is started.

[0094] Here, a skip function is implemented in the tower battle. The skip function can be executed by operating (tapping) a skip selection operation unit 103 on the battle game screen described later, but in this embodiment, it can also be executed by operating a battle start operation unit 86 on the party selection screen 83. In other words, by operating the battle start operation unit 86, the skip function can be executed simultaneously with the start of the tower battle.

[0095] The player can set whether or not to execute the skip function using the battle start operation unit 86 on a setting screen 90 shown in FIG.

[0096] Specifically, when the menu screen selection operation unit 41f shown in Fig. 3B is tapped, a menu screen (not shown) is displayed on the display 26. When the setting screen selection operation unit on the menu screen is tapped, a setting screen 90 shown in Fig. 7 is displayed on the display 26. On the setting screen 90, the player can make various settings related to the game.

[0097] FIG. 7 is a diagram showing an example of a setting screen 90 (battle setting screen). As shown in FIG. 7, a setting type tab 91 is displayed at the top of the setting screen 90. The setting type tab 91 is provided with a plurality of operation units that the player can operate (tap). The setting type tab 91 is provided with a system setting selection operation unit 91a marked "system" and a volume setting selection operation unit 91b marked "volume" and a battle setting selection operation unit 91c marked "battle" and a notification setting selection operation unit 91d marked "notification". In the setting type tab 91, the operation units corresponding to each screen are highlighted so that the screen being displayed on the display 26 can be identified.

[0098] The setting screen 90 is switched to display any one of a system setting screen (not shown), a volume setting screen (not shown), a battle setting screen 90a, and a notification setting screen (not shown). Specifically, when the system setting selection operation unit 91a is tapped, a system setting screen (not shown) is displayed on the display 26. When the volume setting selection operation unit 91b is tapped, a volume setting screen (not shown) is displayed on the display 26. When the battle setting selection operation unit 91c is tapped, the battle setting screen 90a shown in FIG. 7 is displayed on the display 26. When the notification setting selection operation unit 91d is tapped, a notification setting screen (not shown) is displayed on the display 26.

[0099] As shown in FIG. 7, the battle setting screen 90a allows various settings for the battle game to be made. As shown in FIG. 7, the player can make settings for a so-called skip function that skips the progress of the tower battle battle game to derive the result on the battle setting screen 90a. Specifically, the battle setting screen 90a shown in FIG. 7 allows a setting for whether or not to execute the skip function by the battle start operation unit 86 shown in FIG. 6B. In this embodiment, the play modes in the tower battle include a normal mode (when the skip function is not used) and a shortened mode (when the skip function is used) in which the execution time is shortened compared to the normal mode. In this embodiment, the execution of the battle game ("tower battle") is controlled based on at least the play mode selected by the player among the multiple play modes.

[0100] Specifically, when "both skip" is selected in the "tower battle normal floor & boss floor skip setting" item of the battle setting screen 90a, the skip function is set to be used at the start of the battle game of the "normal floor" and the "boss floor". When "no skip" is selected in the "tower battle normal floor & boss floor skip setting" item of the battle setting screen 90a, the skip function is set not to be used at the start of the battle game of the "normal floor" and the "boss floor". When "normal floor" is selected in the "tower battle normal floor & boss floor skip setting" item of the battle setting screen 90a, the skip function is set to be used at the start of the battle game of the "normal floor" and the "boss floor", but not to be used at the start of the battle game of the "boss floor". When "boss floor" is selected in the "tower battle normal floor & boss floor skip setting" item of the battle setting screen 90a, the skip function is set not to be used at the start of the battle game of the "normal floor" and to be used at the start of the battle game of the "boss floor".

[0101] Similarly, when "both skip" is selected in the "Tower Battle Top Floor Search & EX Floor Skip Setting" item on the battle setting screen 90a, the skip function is set to be used at the start of the "Top Floor Search" and "EX Floor" battle games. When "Do not skip" is selected in the "Tower Battle Top Floor Search & EX Floor Skip Setting" item on the battle setting screen 90a, the skip function is set not to be used at the start of the "Top Floor Search" and "EX Floor" battle games. When "Top Floor Search" is selected in the "Tower Battle Top Floor Search & EX Floor Skip Setting" item on the battle setting screen 90a, the skip function is set to be used at the start of the "Top Floor Search" battle game, but not to be used at the start of the "EX Floor" battle game. When "EX Floor" is selected in the "Tower Battle Top Floor Search & EX Floor Skip Setting" item on the battle setting screen 90a, the skip function is set not to be used at the start of the "Top Floor Search" battle game, but to be used at the start of the "EX Floor" battle game.

[0102] In this embodiment, if the skip function is set to be used on the battle setting screen 90a, when a battle game corresponding to the tower battle type for which the skip function is set to be used starts, the skip function will skip the progress of the battle game and the result will be derived. However, in this embodiment, even if the skip function is set not to be used on the battle setting screen 90a, by operating the skip selection operation unit 103 displayed during the battle game, the skip function will skip the progress of the battle game and the result will be derived in response to the operation.

[0103] Furthermore, the battle setting screen 90a displays a close operation section 92. When the close operation section 92 is tapped, the display of the battle setting screen 90a ends, and a menu screen (not shown) is displayed on the display 26.

[0104] Returning to Fig. 6B, when the battle start operation unit 86 is operated (tapped), a battle game in a tower battle is started. Also, in the information display area 87 of the party selection screen 83, information related to the skip function is displayed when a preset condition is met.

[0105] 8 is a diagram showing an example of a display wording determination table for the information display area 87 in this embodiment. In this embodiment, the presence or absence of text to be displayed in the information display area 87 of the player terminal 1 and its display pattern are set based on whether or not a "mock battle" is set in the tower battle and whether or not a skip function is set to be used at the start of the battle game for each type of tower battle (i.e., "normal floor", "boss floor", "EX floor", and "top floor search").

[0106] Specifically, for example, in the case of (1) in the display message determination table in Fig. 8, the setting of "mock battle" is not performed in the tower battle, and the setting is made to use the skip function at the start of the battle game type for which the challenge operation unit 82f shown in Fig. 6A is operated. In this case, it is set to display the text "Skip setting is enabled" in the information display area 87.

[0107] In addition, in the case of (2) in the display text determination table of Fig. 8, the setting of "mock battle" is not performed in the tower battle, and the setting of using the skip function at the start of the battle game type for which the challenge operation unit 82f shown in Fig. 6A is operated is not performed. In this case, it is set not to display text in the information display area 87.

[0108] In the case of (3) in the display message determination table in Fig. 8, the setting of "mock battle" is performed in the tower battle, and the setting is made to use the skip function at the start of the battle game type for which the challenge operation unit 82f shown in Fig. 6A is operated. In this case, it is set to display the text "Mock battle skip setting" in the information display area 87.

[0109] In addition, in the case of (4) in the display text determination table of Fig. 8, the setting of "mock battle" is performed in the tower battle, and the use of the skip function at the start of the battle game type for which the challenge operation unit 82f shown in Fig. 6A is operated is not set. In this case, it is set not to display text in the information display area 87.

[0110] In this way, it is possible to display appropriate information in the information display area 87 based on whether or not a "mock battle" has been set in the tower battle, and whether or not the skip function is set to be used at the start of each type of tower battle game (i.e., "normal floor," "boss floor," "EX floor," and "top floor exploration").

[0111] 9A and 9B are diagrams for explaining an example of a battle game screen 100 in the "boss floor" of the tower battle. Here, the battle game screen 100 in the "boss floor" of the tower battle is explained as an example, but the battle game screens in the "normal floor", "EX floor", and "top floor search" of the tower battle are similar to the battle game screen 100 in the "boss floor", so detailed explanations are omitted. FIG. 9C is a diagram for explaining an example of a skip screen. When the party formation is completed as shown in FIG. 6B and the battle start operation unit 86 shown in FIG. 6B is operated (tapped), the battle game starts, and the battle game screen 100 is displayed on the display 26 as shown in FIG. 9A.

[0112] The battle game screen 100 in Fig. 9A is a screen that is displayed when the skip function is not set to be used at the start of the battle game of the "boss floor" of the tower battle. At the bottom of the battle game screen 100, as shown in Fig. 9A, an ally character display area 101 is provided. In the ally character display area 101, life points 101a and a special move gauge 101b for each ally character are displayed.

[0113] Furthermore, as the battle game progresses, ally characters and enemy characters whose life points become "0" (unable to fight) during the battle game are hidden on the battle game screen 100 as shown in Fig. 9B. Furthermore, ally characters whose life points become "0" during the battle game are given a display indicating that they are in an unfit to fight state in the ally character display area 101 as shown in Fig. 9B. In this way, the battle situation in the battle game is notified to the player in an easily understandable manner.

[0114] Furthermore, an auto selection operation unit 102a, a smart auto selection operation unit 102b, and a fast-forward selection operation unit 102c are displayed on the battle game screen 100. The auto selection operation unit 102a, the smart auto selection operation unit 102b, and the fast-forward selection operation unit 102c are the same as the auto selection operation unit 72a, the smart auto selection operation unit 72b, and the fast-forward selection operation unit 72c shown in FIG. 5A, so detailed explanations will be omitted.

[0115] As shown in FIG. 9A, the battle game screen 100 displays a skip selection operation unit 103.

[0116] When the player operates the skip selection operation unit 103, the skipping screen 110 shown in Fig. 9C is displayed for a certain period of time on the display 26. In this embodiment, the certain period of time during which the skipping screen 110 is displayed on the display 26 when the skip function is used is shorter than the time required when the battle game is progressed without using the skip function and the time required when the fast-forward selection operation unit 102c is operated to fast-forward the execution of the battle in the battle game. In other words, the execution time of the battle game is shorter in the shortened mode (when the skip function is used) than in the normal mode (when the skip function is not used).

[0117] On the skipping screen 110, the entire display 26 is darkened and the word "skipping" is displayed in the center to notify the player that the skip function has been used. In other words, when the skip function is used and the skipping screen 110 is displayed on the display 26, some or all of the animation is omitted compared to when the skip function is not used and the battle game screen 100 is displayed on the display 26. By omitting some or all of the animation in this way, it is possible to reduce the processing load on the player terminal 1. Note that the sound output performed simultaneously with the animation may also be omitted some or all. This makes it possible to reduce the processing load on the player terminal 1.

[0118] In addition, when the skip function is set to be used at the start of the battle game, when the battle start operation unit 86 shown in FIG. 6B is operated (tapped) and the battle game is started, the battle game screen 100 shown in FIG. 9A is not displayed, and the skipping screen 110 shown in FIG. 9C is displayed. Therefore, the skipping screen 110 can be displayed without the player operating the skip selection operation unit 103 on the battle game screen 100. Therefore, the time required to display the battle game screen 100 and the time required for the player to operate the skip selection operation unit 103 can be omitted, and the execution time of the battle game can be further shortened. However, this is not limited to this, and when the skip function is set to be used at the start of the battle game, the battle game screen 100 being fast-forwarded may be displayed instead of the skipping screen 110 shown in FIG. 9C, or a part of the battle game screen 100 may be partially displayed, or it may not be displayed at all. In this way, when the skip function is set to be used at the start of the battle game, the battle game screen 100 may be displayed so that part or all of the animation drawing is omitted. Also, when the skip function is used during the battle game after the start of the battle game, the battle game screen 100 being fast-forwarded may be displayed instead of the skipping screen 110 shown in FIG. 9C, or a part of the battle game screen 100 may be displayed partially, or no display may be performed at all. Here, in normal fast-forward (double speed) by operating the fast-forward selection operation unit 102c, the fast-forward function can be canceled (i.e., ON / OFF switching is possible) midway through the battle game until the end of the battle game. In addition, in the case of auto and smart auto by operating the auto selection operation unit 102a and the smart auto selection operation unit 102b, the auto function and smart auto function can be canceled (i.e., ON / OFF switching is possible) midway through the battle game until the end of the battle game. However, the fast-forward skip function in which the battle game screen 100 being fast-forwarded is displayed is a function that allows the battle game to proceed in fast-forward and automatic mode without being able to cancel the skip function (i.e., ON / OFF switching is impossible) midway through the battle game until the end of the battle game.

[0119] Here, as described above, in the tower battle, after the battle game ends and the result of the battle game is determined, the next battle game starts with the status parameters of the characters at the time when the result of the previous battle game is determined. In such a tower battle, if the skip function of the battle game is used and an unexpected game result is derived, the player's motivation to play may decrease. Here, the unexpected game result is a result in which an ally character thought that he / she could win against an enemy character but loses, a result in which an ally character wins against an enemy character but the life points of the ally character are reduced more than expected, or a specific ally character is defeated by an enemy character (life points are reduced to 0). The reason for this unexpected game result is that the enemy character is stronger than the player expected, or the result of the battle game differs depending on the result of calculations during the battle process even when the battle game is played with the same ally character (party) and the same enemy character (party).

[0120] Therefore, in this embodiment, the skip function is executed, and after the shortened mode result (skip result), which is the result of the battle game based on the shortened mode, is displayed, a process is performed to determine whether to reflect or discard the shortened mode result (skip result) based on the player's operation.

[0121] 10A and 10B are diagrams illustrating an example of a skip result confirmation screen 120. Fig. 10C is a diagram illustrating an example of a report screen 130. After the skipping screen 110 shown in Fig. 9C is displayed on the display 26 for a certain period of time, the skip result confirmation screen 120 is displayed on the display 26.

[0122] 10A, the word "VICTORY" is displayed in the center of the skip result confirmation screen 120 to notify the player that he or she has won the battle game. At this time, the skip result confirmation screen 120 displays information about the status parameters (life points and special move gauge values) of the ally characters.

[0123] On the other hand, if the player loses the battle game, as shown in FIG. 10B, "LOSE..." is displayed in the center of the skip result confirmation screen 120 to notify the player that he or she has lost the battle game. At this time, information regarding the enemy character's status parameters (life points and the value of the special move gauge) is displayed on the skip result confirmation screen 120. That is, at least a part of the game result information of the battle game is displayed on the skip result confirmation screen 120.

[0124] 10A and 10B, the skip result confirmation screen 120 displays a report display operation section 121 marked "REPORT", a skip selection operation section 122 marked "SKIP", and a retire selection operation section 123 marked "RETIRE". A replay selection operation section for displaying a replay of the battle game may be provided on the skip result confirmation screen 120. By operating the replay selection operation section, it is possible to display a battle game in which animation is drawn, instead of the skipping screen 110, based on the result of the current battle game (the calculation result from the start to the end of the battle game).

[0125] When report display operation unit 121 is operated (tapped) on skip result confirmation screen 120, report screen 130 shown in Fig. 10C is displayed on display 26. The contents displayed on report screen 130 are similar to those of report screen 76 shown in Fig. 5C described above, and therefore will not be described.

[0126] Furthermore, a close operation section 131 is displayed on the report screen 130. When the close operation section 131 is operated (tapped), the skip result confirmation screen 120 shown in FIG.

[0127] Furthermore, when the skip selection operation unit 122 is operated (tapped) on the skip result confirmation screen 120, the display on the display 26 switches to a skip confirmation dialog 140 shown in FIG. 11A.

[0128] FIG. 11A is a diagram for explaining an example of the skip confirmation dialogue 140. In the center of the skip confirmation dialogue 140, for example, the text "Do you want to reflect the skip result?" is displayed. In addition, in the lower part of the skip confirmation dialogue 140, a decision operation unit 141 marked with "OK" and a cancellation operation unit 142 marked with "Cancel" are displayed. When the decision operation unit 141 is operated (tapped), the result of the battle game is confirmed (reflected), and the result screen 160 shown in FIG. 12A is displayed. That is, at the timing when the decision operation unit 141 is operated (tapped), the result of the battle game (result information) is confirmed (reflected), and this result information is associated with the player information and stored in the player terminal 1 and the server 1000. Therefore, in the subsequent tower battle game, ally characters and enemy characters having status parameters based on the result information of the current battle game stored in the player terminal 1 and the server 1000 will be used. Furthermore, when the cancel operation unit 142 is operated (tapped), the skip result confirmation screen 120 is displayed on the display 26.

[0129] Furthermore, when the retirement selection operation section 123 is operated on the skip result confirmation screen 120, the display on the display 26 is switched to a retirement confirmation dialogue 150 shown in FIG. 11B.

[0130] FIG. 11B is a diagram for explaining an example of the retirement confirmation dialog 150. In the center of the retirement confirmation dialog 150, for example, a message is displayed stating, "When you retire, the life points and special move gauges of the enemy character and ally character will return to the state before the battle. Are you sure?" In addition, in the lower part of the retirement confirmation dialog 150, a decision operation unit 151 marked with "OK" and a cancellation operation unit 152 marked with "Cancel" are displayed. When the decision operation unit 151 is operated (tapped), the battle game is retired (i.e., the result of the battle game is discarded), and the event battle screen 80 shown in FIG. 6A is displayed. In other words, when the decision operation unit 151 is operated (tapped), the result (result information) of the battle game is erased, and this result information is not associated with the player information, and is not stored in the player terminal 1 and the server 1000. Therefore, in the subsequent tower battle game, ally characters and enemy characters will be used that have status parameters based on the result information of the previous battle game stored in the player terminal 1 and the server 1000. In addition, when the cancel operation unit 152 is operated (tapped), a skip result confirmation screen 120 is displayed on the display 26.

[0131] In FIG. 11B, a method of retiring from a battle game in the shortened mode (i.e., when the skip function is used) has been described. Here, in a battle game in the normal mode (i.e., when the skip function is not used), rather than in a battle game in the shortened mode (i.e., when the skip function is used), the player can retire from the battle game during the battle game (between the start and end of the battle game). Specifically, in the battle game screen 100 of the tower battle shown in FIG. 9A and FIG. 9B, the player can operate a retire selection operation unit for retiring from the battle game by operating a menu operation unit (not shown) during the battle game. When the retire selection operation unit is operated, the battle game is retired (i.e., the result of the battle game is discarded) in the same manner as when the above-mentioned determination operation unit 151 is operated, and the event battle screen 80 shown in FIG. 6A is displayed. That is, when the retire selection operation unit is operated, the result of the battle game (result information) is erased, and this result information is not associated with the player information, and is not stored in the player terminal 1 and the server 1000. Therefore, in the subsequent tower battle game, ally characters and enemy characters having status parameters based on the result information of the previous battle game stored in the player terminal 1 and the server 1000 will be used.

[0132] Figures 12A and 12B are diagrams illustrating an example of a result screen 160. Figure 12C is a diagram illustrating an example of a report screen 170. When the battle game on the battle game screen 100 shown in Figures 9A and 9B ends, or when the decision operation unit 141 of the skip confirmation dialog 140 shown in Figure 11A is operated, a result screen 160 is displayed on the display 26.

[0133] When the player wins the battle game, as shown in FIG. 12A, "VICTORY" is displayed in the center of the result screen 160 to notify the player that he or she has won the battle game.

[0134] On the other hand, when the player loses the battle game, as shown in Fig. 12B, "LOSE..." is displayed in the center of the result screen 160 to notify the player that he or she has lost the battle game. That is, the result screen 160 displays at least a portion of the game result information of the battle game.

[0135] As shown in FIGS. 12A and 12B, a result screen 160 displays a report display operation section 161 marked "REPORT" and a next operation section 162 marked "NEXT."

[0136] When report display operation section 161 is operated (tapped) on result screen 160, report screen 170 shown in Fig. 12C is displayed on display 26. The contents displayed on report screen 170 are similar to those of report screen 76 shown in Fig. 5C described above, and therefore will not be described.

[0137] Furthermore, a close operation section 171 is displayed on the report screen 170. When the close operation section 171 is operated (tapped), the result screen 160 shown in FIG.

[0138] Furthermore, when the next operation unit 162 is operated on the result screen 160, the event battle screen 80 shown in FIG. 6A is displayed on the display 26.

[0139] In this embodiment, the skip function is executed in the tower battle, and after the shortened mode result (skip result), which is the result of the battle game based on the shortened mode, is displayed, a process is performed to determine whether to reflect or discard the shortened mode result (skip result) based on the player's operation. As a result, even if the skip function is executed in the tower battle, if the content of the result of the battle game is disadvantageous to the player, the result of the battle game can be discarded, so that the decrease in the player's motivation to play can be suppressed.

[0140] Next, the basic configuration and communication process of the player terminal 1 and the server 1000 for executing the game of this embodiment will be described. Note that here, an example of basic communication process for progressing the game and main communication process related to image display process will be described, and a description of other processes will be omitted.

[0141] (Functional configuration of player terminal 1) 13 is a diagram for explaining the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0142] The terminal-side game control program includes a game execution control program 300, a battle game control program 301, a player information storage program 302, a calculation program 303, a drawing program 304, and a skip processing program 305. Note that the programs listed in Fig. 13 are just examples, and the terminal-side game control program includes many other programs.

[0143] The data storage area 12b is provided with a game information storage area 400 and a player information storage area 401 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 12b is provided with many other storage areas.

[0144] 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 game control unit 1A. The terminal game control unit 1A includes a game execution control unit 300a, a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and a skip processing unit 305a.

[0145] Specifically, the CPU 10 runs a game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs a battle game control program 301, a player information storage program 302, a calculation program 303, a drawing program 304, and a skip processing program 305, causing them to function as a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and a skip processing unit 305a, respectively.

[0146] The game execution control unit 300a controls the progress of the entire game. For example, when logging in to the game, the game execution control unit 300a transmits login information to the server 1000. In addition, the game execution control unit 300a transmits setting information set by the player and result information that is the result of the battle game to the server 1000 based on the player's operation. The setting information includes, for example, information regarding whether or not to execute a skip function at the start of the battle game.

[0147] The battle game control unit 301a is responsible for control for executing the battle game. For example, the battle game control unit 301a controls the battle game based on at least a play mode selected by a player from among a plurality of play modes including a normal mode and a shortened mode in which the execution time is shorter than that of the normal mode, based on an operation input to the player terminal 1.

[0148] The player information saving unit 302 a saves the player information received from the server 1000 in the player information storage unit 401 .

[0149] The calculation unit 303a derives the progress and results of the battle game through calculation processing. Specifically, it performs processing related to the determination and execution of attacks by each character in the battle game, processing to determine the presence or absence of damage and the amount of damage, processing to select motions related to position changes and dropouts of each character, and processing to determine the winner and loser of the battle game.

[0150] The drawing unit 304a draws animation on the display 26 based on the results of the calculation process at least during a battle game in normal mode. The drawing unit 304a also draws animation on the display 26 based on the results of the calculation process when the battle game is replayed. The drawing unit 304a displays the results of the battle game based on the normal mode and the shortened mode on the display 26 after the calculation of the results of the battle game based on the normal mode and the shortened mode is completed.

[0151] After displaying the result of the battle game based on the shortened mode, the skip processing unit 305a executes a process of reflecting or discarding the result of the battle game based on the shortened mode, according to an operation by the player.

[0152] (Functional configuration of server 1000) 14 is a diagram for explaining the configuration of the memory 1120 in the server 1000 and its functions as a computer. The memory 1120 is provided with a program storage area 1120a and a data storage area 1120b. When a game is started, the CPU 1100 stores a server-side game control program (module) in the program storage area 1120a.

[0153] The server-side game control program includes a game execution control program 500, a player information storage program 501, a battle game control program 502, and a reward granting program 503. Note that the programs listed in Fig. 14 are just examples, and the server-side game control program includes many other programs.

[0154] The data storage area 1120b is provided with a game information storage unit 600 and a player information storage unit 601 as storage units for storing data. Note that the above storage units are merely examples, and the data storage area 1120b is provided with many other storage units.

[0155] The CPU 1100 runs each program stored in the program storage area 1120a and updates data in each storage unit in the data storage area 1120b. The CPU 1100 runs each program stored in the program storage area 1120a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 500a, a player information storage unit 501a, a battle game control unit 502a, and a reward granting unit 503a.

[0156] Specifically, the CPU 1100 runs a game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 1100 runs a player information storage program 501, a battle game control program 502, and a reward granting program 503, causing them to function as a player information storage unit 501a, a battle game control unit 502a, and a reward granting unit 503a, respectively.

[0157] The game execution control unit 500a controls the progress of the entire game. For example, when the game execution control unit 500a receives login information from the player terminal 1, it enables the player terminal 1 to download the player information stored in the player information storage unit 601.

[0158] When the player information saving unit 501a downloads player information (for example, progress information and game result information) from the player terminal 1, the player information saving unit 501a saves the downloaded player information in the player information storage unit 601.

[0159] The battle game control unit 502a stores the results of the battle game and information on whether or not the skip function in the battle game has been executed, transmitted from the player terminals 1, in the player information storage unit 601 in association with the player ID.

[0160] The reward granting unit 503a grants rewards to players. Specifically, the reward granting unit 503a adds an item (clear reward) to the player information corresponding to the player ID of the player based on the result of the battle game, and stores the player information in the player information storage unit 601.

[0161] (Communication processing between player terminal 1 and server 1000) 15 is a sequence diagram for explaining basic processing of the player terminal 1 and the server 1000. In the following explanation, processing performed in the player terminal 1 is indicated as Pn (n is an arbitrary integer), and processing performed in the server 1000 is indicated as Sn (n is an arbitrary integer).

[0162] When a player launches a game application on the player terminal 1 (P1), the drawing unit 304a executes a screen display process for displaying a title screen 30 on the display 26 (P2).

[0163] When the title screen 30 is displayed on the display 26, if the player operates the title screen 30 (P3), the game execution control unit 300a transmits login information to the server 1000.

[0164] When the game execution control unit 500a of the server 1000 receives the login information, it identifies the player ID associated with the login information and performs login processing (S1). Here, the server 1000 enables the player terminal 1 to download the player information corresponding to the identified player ID from the player information storage unit 601. The player information includes a plurality of ally character IDs associated with the player ID, game release information indicating whether or not a battle game is released for each type of battle game, information regarding whether or not a skip function is executed at the start of a battle game, the player's level, the player's stamina, in-game currency, and lottery items.

[0165] When the event selection operation unit 43 is operated on the home screen 40 or the quest screen 50 (P4), the drawing unit 304a of the player terminal 1 executes an event battle screen display process that displays the event battle screen 80 shown in FIG. 6A on the display 26 (P5).

[0166] When the challenge operation unit 82f is operated on the event battle screen 80 (P6), the drawing unit 304a executes a party selection screen display process to display the party selection screen 83 on the display 26 (P7).

[0167] At this time, the skip processing unit 305a determines whether or not to display text in the information display area 87 of the player terminal 1 and the display pattern thereof, based on whether or not the "mock battle" is set in the tower battle and whether or not the skip function is set to be used at the start of the battle game for each type of tower battle (i.e., "normal floor", "boss floor", "EX floor", and "top floor search"). The drawing unit 304a displays text in the information display area 87 in the manner determined by the skip processing unit 305a.

[0168] When the battle start operation unit 86 on the party selection screen 83 is operated (tapped) (P8), the terminal game control unit 1A executes a battle game control process (P9).

[0169] FIG. 16 is a diagram for explaining an example of the battle game control process of this embodiment. Here, an example of the battle game control process in the tower battle of the event battle will be explained. The calculation unit 303a executes a calculation process for deriving the progress and result of the battle game (P9-1). Specifically, the calculation unit 303a executes a calculation process for determining and executing an attack of each character in the battle game, determining the presence or absence of damage and the amount of damage, selecting a motion related to the position movement and dropout of each character, and determining the outcome of the battle game. In other words, the calculation process executes a process related to the outcome of the battle game. In this embodiment, the calculation process for deriving the progress and result of the battle game by the calculation unit 303a and the drawing process for drawing an animation on the display 26 by the drawing unit 304a are performed in parallel.

[0170] The skip processing unit 305a of the player terminal 1 judges whether or not the skip function is set to be used at the start of the battle game (P9-2). Here, the skip processing unit 305a refers to the skip information on whether or not the skip function is set to be used at the start of the battle game for each type of tower battle (i.e., "normal floor", "boss floor", "EX floor", "top floor search"), and judges whether or not the type of tower battle selected by the player (the type of tower battle operated by the challenge operation unit 82f shown in FIG. 6A) corresponds to the type of tower battle included in the skip information. As a result, if the skip function is not set to be used at the start of the battle game (NO in P9-2), the process proceeds to step P9-3 described later, and if the skip function is set to be used at the start of the battle game (YES in P9-2), the process proceeds to step P9-7 described later.

[0171] If the skip function is not set to be used at the start of the battle game (NO in P9-2), the drawing unit 304a displays the battle game screen 100 on the display 26. In addition, the drawing unit 304a executes a skip selection operation unit display process to display the skip selection operation unit 103 on the battle game screen 100 (P9-3).

[0172] Based on the result of the calculation process in step S9-1, the drawing unit 304a executes a drawing process for drawing animation on the display 26 (P9-4). Specifically, as the drawing process, the drawing unit 304a performs a process for outputting motions related to the position change and dropping out of each character, a process for drawing animations related to the attack motions and special move performances of each character, a process for updating the life points 101a and special move gauges 101b of each character, and a process for displaying UIs (user interfaces) such as the auto selection operation unit 102a, the smart auto selection operation unit 102b, and the fast forward selection operation unit 102c.

[0173] The battle game control unit 301a judges whether or not the skip selection operation unit 103 has been operated (P9-5). If the skip selection operation unit 103 has not been operated, the process proceeds to step P9-6, which will be described later, and if the skip selection operation unit 103 has been operated, the process proceeds to step P9-7, which will be described later.

[0174] The battle game control unit 301a judges whether it is time to end the battle game (P9-6). If it is time to end the battle game (YES in P9-6), the process proceeds to step P9-13 (described later), and if it is not time to end the tower battle game (NO in P9-6), the process proceeds to step P9-4.

[0175] Here, when it is time to end the battle game (YES at P9-6), the game execution control unit 300a executes a transmission process to transmit to the server 1000 the result of the calculation process at step S9-1 described below in P9-13, and game result information including skip information indicating whether or not the skip function was used in the battle game.

[0176] Here, the end timing of the battle game judged in step P9-6 is the timing when the outcome of the battle game is decided based on the result of the calculation process in step S9-1. The timing when the outcome of the battle game is decided is the timing when the life points of the last character in the party of friendly characters or enemy characters become 0. Here, if animation is being drawn on the battle game screen 100, it is the timing when the drawing of all animations that were occurring at the time when the life points of the last character in the party of friendly characters or enemy characters become 0 is completed.

[0177] However, without being limited thereto, the timing at which the outcome of the battle game is decided may be the timing at which the life points of the last character in the party of friendly characters or enemy characters reach 0, even if the animation is being drawn on the battle game screen 100. The timing at which the outcome of the battle game is decided also includes the timing at which the time limit of the battle game has elapsed and the time is over. Here, even if the animation is being drawn on the battle game screen 100, the timing at which the time is over is decided.

[0178] If it is set that the skip function is to be used at the start of the battle game (YES in P9-2), the drawing unit 304a of the player terminal 1 executes a skipping screen display process to display the skipping screen 110 shown in FIG. 9C on the display 26 (P9-7).

[0179] The battle game control unit 301a judges whether or not the display of the skipping screen 110 on the display 26 for a certain period of time has been completed at the end timing (P9-8). As a result, if the display of the skipping screen 110 on the display 26 for a certain period of time has been completed at the end timing, the process proceeds to step P9-9 described later, and if the display of the skipping screen 110 on the display 26 for a certain period of time has not been completed at the end timing, the process proceeds to step P9-7 described above. The skipping screen 110 is displayed until the calculation process related to the battle game is completed, and the timing at which the calculation is completed is set as the display end timing. In other words, the certain period of time during which the skipping screen 110 is displayed on the display 26 does not have to be a fixed time, and may be the time until the calculation process is completed. However, the present invention is not limited to this, and the display of the skipping screen 110 may be started after the calculation process related to the battle game is completed, or any timing after the calculation process is completed may be set as the display end timing.

[0180] When the end timing comes when the display of the skipping screen 110 for a certain period of time is completed, the drawing unit 304a executes a skip result screen display process to display the skip result confirmation screen 120 shown in FIG. 10A or FIG. 10B on the display 26 (P9-9).

[0181] The skip processing unit 305a judges whether or not the skip selection operation unit 122 has been operated on the skip result confirmation screen 120 (P9-10). If the skip selection operation unit 122 has been operated (YES in P9-10), the drawing unit 304a executes a skip confirmation dialog display process (P9-11) to display the skip confirmation dialog 140 shown in Fig. 11A on the display 26. On the other hand, if the skip selection operation unit 122 has not been operated (NO in P9-10), the process proceeds to step P9-14, which will be described later.

[0182] When the skip confirmation dialog 140 is displayed on the display 26 and the player operates the decision operation unit 141, the skip processing unit 305a decides to reflect the results of the battle game, and executes a reflection process to reflect the results of the battle game (P9-12). Then, the game execution control unit 300a executes a transmission process to transmit to the server 1000 the result of the calculation process in the above step S9-1 (the result of the battle game) and game result information including skip information indicating whether or not the skip function was used in the battle game (P9-13).

[0183] If the skip selection operation unit 122 has not been operated (NO in P9-10), the skip processing unit 305a determines whether or not the retire selection operation unit 123 has been operated on the skip result confirmation screen 120 (P9-14).

[0184] If the retire selection operation unit 123 is operated (YES in P9-14), the drawing unit 304a executes a retire confirmation dialog display process (P9-15) to display the retire confirmation dialog 150 shown in Fig. 11B on the display 26. On the other hand, if the retire selection operation unit 123 is not operated (NO in P9-14), the process proceeds to step P9-9.

[0185] When the resignation confirmation dialogue 150 is displayed on the display 26 and the player operates the decision operation unit 151, the skip processing unit 305a decides to discard the results of the battle game, executes a discarding process to discard the results of the battle game (P9-16), and ends the battle game control process. Here, the skip processing unit 305a erases (deletes) the result information which is the result of the battle game, so that this result information is not associated with the player information, and is not stored in the player information storage units 401 and 601. Therefore, in the subsequent tower battle game, an ally character having a status parameter based on the result information of the previous battle game stored in the player information storage units 401 and 601 will be used.

[0186] The drawing unit 304a executes a win / loss result display process for displaying the result screen 160 on the display 26 based on the result of the calculation process in the above step S9-1 (P9-17).

[0187] The battle game control unit 301a judges whether or not the report display operation unit 161 of the result screen 160 has been operated (P9-18). As a result, if the report display operation unit 161 has been operated, the process proceeds to step P9-19, which will be described later, and if the report display operation unit 161 has not been operated, the process proceeds to step P9-21, which will be described later.

[0188] The drawing unit 304a executes a report screen display process for displaying the report screen 170 on the display 26 based on the result of the calculation process in the above step S9-1 (P9-19).

[0189] The battle game control unit 301a judges whether or not the close operation unit 171 of the report screen 170 has been operated (P9-20). As a result, if the close operation unit 171 has been operated, the process proceeds to the above step P9-17, and if the close operation unit 171 has not been operated, the process proceeds to the above step P9-19.

[0190] The battle game control unit 301a judges whether or not the NEXT operation unit 162 on the result screen 160 has been operated (P9-21). If the NEXT operation unit 162 has not been operated, the process proceeds to step P9-18, and if the NEXT operation unit 162 has been operated, the battle game control process ends.

[0191] 15, when the battle game control unit 502a of the server 1000 receives the game result information, it executes a game result saving process (S2) for associating the game result information with the player information corresponding to the player's player ID and saving the game result information in the player information storage unit 601. At this time, if the ally character wins the battle game based on the game result information, the reward giving unit 503a executes a process for associating the clear reward for the battle game with the player information corresponding to the player's player ID and saving the player information in the player information storage unit 601.

[0192] As described above, the player terminal 1 is provided with the game execution control program 300, the battle game control program 301, the player information storage program 302, the calculation program 303, the drawing program 304, and the skip processing program 305. The player terminal 1 also functions as a game execution control unit 300a, a battle game control unit 301a, a player information storage unit 302a, a calculation unit 303a, a drawing unit 304a, and a skip processing unit 305a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0193] The server 1000 is also provided with a game execution control program 500, a player information storage program 501, a battle game control program 502, and a reward granting program 503. The server 1000 also functions as a game execution control unit 500a, a player information storage unit 501a, a battle game control unit 502a, and a reward granting unit 503a. However, some or all of these programs and functional units may be provided in the player terminal 1. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.

[0194] The information processing program in the above embodiment may be stored in a computer-readable storage medium and provided as the storage medium. Furthermore, the information processing program may be provided as a player terminal or an information processing system including the storage medium. The above embodiment may also be an information processing method for realizing each function and step shown in the flowchart.

[0195] Although 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 come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0196] It should be noted that the certain period of time during which the skipping screen 110 shown in FIG. 9C is displayed on the display 26 when the skip function is used is shorter than the time required if the battle game is progressed without using the skip function and than the time required when the fast-forward selection operation unit 102c is operated to fast-forward the execution of the battle in the battle game.

[0197] Also, as an example of the shortened mode, when the skip function is used, the battle in the battle game may be executed faster (e.g., 8 times faster or faster) than when the fast-forward selection operation unit 102c in the above embodiment is operated to fast-forward the execution of the battle in the battle game.

[0198] That is, even when the skip function is used, the drawing of the animation in the battle game may be executed. As a result, the execution time of the drawing of the animation in the battle game when the skip function is used is shorter than the execution time when the fast-forward selection operation unit 102c is operated and the execution of the battle in the battle game is fast-forwarded. As a result, the execution time of the battle game when the skip function is used is shorter than the execution time when the fast-forward selection operation unit 102c is operated and the execution of the battle in the battle game is fast-forwarded. In this way, while shortening the execution time of the battle game, it is possible to suppress the risk of the interest in the battle game decreasing because the change in the battle situation of the battle game becomes visually easy to understand. As described above, the fast-forward function by the fast-forward selection operation unit 102c, the auto function by the auto selection operation unit 102a, and the smart auto function by the smart auto selection operation unit 102b can be canceled (i.e., ON / OFF can be switched) midway before the end of the battle game. However, the skip function of this embodiment is a function that allows the battle game to proceed automatically and fast forward without being able to cancel the skip function midway through the battle game (i.e., it is impossible to switch between ON and OFF) until the end of the battle game.

[0199] In the above embodiment, an example in which the skip function is available at the start of a battle game or during a battle game in a tower battle has been described, but the skip function may also be available in battle games other than tower battles. Here, as described above, in the "EX floor" of a tower battle, after the battle game ends and the result of the battle game is determined, the status parameters of the characters at the time when the result of the previous battle game is determined (at the time of ending) are not carried over to the next battle game. Therefore, in the "EX floor" of a tower battle, after the battle game ends using the skip function, the result of the battle game (result information) cannot be selected to be reflected or discarded, and the result of the battle game is always reflected. Similarly to this "EX floor", in battle games other than tower battles, after the battle game ends using the skip function, the result of the battle game (result information) cannot be selected to be reflected or discarded, and the result of the battle game may always be reflected. [Explanation of symbols]

[0200] S Information Processing System 26 Display (Display unit) 301a Battle game control unit 303a Arithmetic unit 304a Drawing Department 305a Skip processing unit

Claims

1. A game in which a character's status parameters change during the game, and the status parameters of the character at the time the result of the game is determined are carried over to the next game, comprising: a process for controlling the game based on a shortened mode in which the execution time is shortened compared to a normal mode; calculating an outcome of the game based on the shortened mode; a process of displaying, on a display unit, a skip result including information indicating whether the game has been cleared as a result of the game based on the shortened mode after the calculation is completed; a process of determining whether or not to reflect the skip result based on a player's operation, regardless of the result of the game, after the skip result is displayed; a process of storing the status parameters of the character at the end of the game when it is determined that the skip result is to be reflected, and maintaining the status parameters of the character before the start of the game when it is determined that the skip result is not to be reflected; The computer executes the following: Information processing program.

2. The process of controlling the game includes: omitting a part or all of the drawing of the animation on the display unit based on the result of the calculation during the game based on the shortened mode; The information processing program according to claim 1 .

3. An information processing method performed by a computer, comprising: The computer a process for controlling a game in which a character's status parameters change during the game, and the status parameters of the character when the result of the game is determined are carried over to a next game, based on a shortened mode in which the execution time is shortened compared to a normal mode; calculating an outcome of the game based on the shortened mode; a process of displaying, on a display unit, a skip result including information indicating whether the game has been cleared as a result of the game based on the shortened mode after the calculation is completed; a process of determining whether or not to reflect the skip result based on a player's operation, regardless of the result of the game, after the skip result is displayed; a process of storing the status parameters of the character at the end of the game when it is determined that the skip result is to be reflected, and maintaining the status parameters of the character before the start of the game when it is determined that the skip result is not to be reflected; To carry out the Information processing methods.

4. one or more computers; The computer a process for controlling a game in which a character's status parameters change during the game, and the status parameters of the character when the result of the game is determined are carried over to a next game, based on a shortened mode in which the execution time is shortened compared to a normal mode; calculating an outcome of the game based on the shortened mode; a process of displaying, on a display unit, a skip result including information indicating whether the game has been cleared as a result of the game based on the shortened mode after the calculation is completed; a process of determining whether or not to reflect the skip result based on a player's operation, regardless of the result of the game, after the skip result is displayed; a process of storing the status parameters of the character at the end of the game when it is determined that the skip result is to be reflected, and maintaining the status parameters of the character before the start of the game when it is determined that the skip result is not to be reflected; To carry out the Game device.