Game system, game control method, and program
The game system addresses the burden of progressing through multiple games by linking progress in one game to another, enabling players to skip easier stages and receive rewards, thus reducing the overall playtime and effort.
Patent Information
- Application Number
- JP2023116061
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-14
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2043-07-14
AI Technical Summary
Players face a heavy burden when progressing through multiple games with varying difficulty levels, as each game needs to be cleared individually.
A game system that controls multiple games with different difficulty levels by allowing progress in one game to affect the progress in another, using a game control unit to change the progress status of subsequent stages based on the player's performance in a specific stage.
Reduces the load on players by allowing them to skip playing initial stages in games with lower difficulty levels after clearing higher difficulty stages, providing incentives and rewards for continued play.
Smart Images

Figure 2025012891000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to games. [Background technology]
[0002] Various techniques have been proposed for reflecting the results of playing a specific game in other games. For example, Patent Document 1 discloses a configuration in which a new game mode in a second game becomes available when the results of playing a first game satisfy a predetermined condition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6006967 Summary of the Invention [Problem to be solved by the invention]
[0004] In a configuration in which a player can play multiple games, it is anticipated that some players will feel that the burden of completing each of the multiple games is heavy. In consideration of the above circumstances, one aspect of the present disclosure aims to reduce the burden on players who aim to progress through (e.g., complete) multiple games. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to one embodiment of the present disclosure includes a game control unit that controls a plurality of games including a first game and a second game having different levels of difficulty, and the game control unit changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, according to the progress as a result of a player playing a specific first stage among a plurality of first stages in the first game.
[0006] A game control method according to one embodiment of the present disclosure is a method for controlling multiple games including a first game and a second game having different difficulty levels, and changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, in accordance with the progress made by a player as a result of playing the specific first stage among a plurality of first stages in the first game.
[0007] A program according to one embodiment of the present disclosure is a program that causes a computer system to function as a game control unit that controls a plurality of games including a first game and a second game having different levels of difficulty, wherein the game control unit changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, in accordance with the progress made as a result of a player playing a specific first stage among a plurality of first stages in the first game. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a block diagram of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating an example of the functional configuration of the game system. [Diagram 3] FIG. [Figure 4] FIG. 2 is an explanatory diagram of a search block and a battle block. [Diagram 5] FIG. 4 is a schematic diagram of progress status data and enemy data. [Figure 6] FIG. 2 is a schematic diagram of quiz data. [Figure 7] 13 is a flowchart of a control process. [Figure 8] FIG. 2 is a schematic diagram of a screen displayed by a display device. [Figure 9] FIG. 13 is an explanatory diagram of how the progress status of each stage is changed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The embodiments of the present disclosure will be described with reference to the drawings. The embodiments exemplified below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments exemplified below.
[0010] [First embodiment] FIG. 1 is a block diagram of a game system 100 according to a first embodiment of the present disclosure. The game system 100 is installed in, for example, a gaming facility. The gaming facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The game system 100 provides a game to a player in the gaming facility. The game of the first embodiment is a quiz game that progresses as the player answers quizzes.
[0011] 1, the game system 100 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. The game system 100 may be realized as a single device, or may be realized as a plurality of devices configured separately from each other.
[0012] The control device 11 is composed of one or more processors that control each element of the game system 100. For example, the control device 11 is composed of one or more types of processors such as a central processing unit (CPU), a graphics processing unit (GPU), a sound processing unit (SPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC).
[0013] The communication device 13 communicates with an external device via a communication network 200 such as the Internet. Specifically, the communication device 13 can communicate with other game systems 100 via the communication network 200. A game in which a plurality of players participate is realized by the plurality of game systems 100 communicating with each other. Note that the plurality of game systems 100 may communicate with each other via a management device (e.g., a web server) that manages a game played by a plurality of players.
[0014] The storage device 12 is one or more memories that store the programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is configured with a known recording medium such as a magnetic recording medium or a semiconductor recording medium. The storage device 12 may be configured with a combination of multiple types of recording media. In addition, a portable recording medium that is detachable from the game system 100, or a recording medium (e.g., cloud storage) that can be written to or read by the control device 11 via the communication network 200 may be used as the storage device 12.
[0015] The display device 14 displays an image under the control of the control device 11. The display device 14 is configured with a display panel such as a liquid crystal panel or an organic EL (Electroluminescence) panel. The operation device 15 is an input device that receives instructions from the player. The operation device 15 is, for example, a control operated by the player, or a touch panel that detects contact by the player.
[0016] 2 is a block diagram illustrating an example of the functional configuration of the game system 100. The control device 11 executes a program stored in the storage device 12 to realize a plurality of functions (an instruction receiving unit 21, a game control unit 22) for controlling the game played by the player.
[0017] The instruction receiving unit 21 receives instructions from the player. Specifically, the instruction receiving unit 21 receives operations from the player on the operation device 15. The game control unit 22 controls the game played by the player. Specifically, the game control unit 22 progresses the game in accordance with the instructions received by the instruction receiving unit 21 from the player.
[0018] FIG. 3 is an explanatory diagram of a game in the first embodiment. As illustrated in FIG. 3, the game control unit 22 in the first embodiment controls a plurality of game modes with different levels of difficulty (low difficulty game, normal game, high difficulty game). The "difficulty" in the first embodiment is the degree of difficulty related to the content of the quiz given to the player. For example, a quiz with a generally low correct answer rate has a high level of difficulty. For example, a quiz related to an event with low general recognition, a quiz requiring specialized knowledge to answer correctly, or a quiz requiring a change of perspective to answer correctly is a quiz with a high level of difficulty.
[0019] The difficulty of a high difficulty game is greater than the difficulty of a normal game, which in turn is greater than the difficulty of a low difficulty game. A high difficulty game is an example of a "first game," a normal game is an example of a "second game," and a low difficulty game is an example of a "third game."
[0020] Each of the multiple game modes is composed of multiple (N) stages T1 to TN. Each stage Tn (n=1 to N) is a step that is a unit of progress in the game mode. Specifically, whether or not each stage Tn can be cleared is determined depending on the play by the player. In the first embodiment, for convenience, a case in which the total number N of stages Tn is the same in the multiple game modes is illustrated. However, the total number N of stages Tn may differ for each game mode. Each stage Tn of the high difficulty game is an example of a "first stage", each stage Tn of the normal game is an example of a "second stage", and each stage Tn of the low difficulty game is an example of a "third stage".
[0021] In each of the multiple game modes, N stages T1 to TN are played in a predetermined order. Specifically, each of the N stages T1 to TN is played in ascending order of the number n of each stage Tn (T1 → T2 → T3 → ... → TN). In each game mode, the later the stage Tn in the order of play, the higher the difficulty level. Specifically, in one game mode, the first stage T1 has the lowest difficulty level, and the difficulty level increases as each stage Tn progresses, with the final stage TN being the highest difficulty level.
[0022] Fig. 4 is an explanatory diagram of one stage Tn. Fig. 4 illustrates a screen displayed on the display device 14 during the progress of the stage Tn. As illustrated in Fig. 4, in each stage Tn, a plurality of quizzes are sequentially presented to the player. The quiz in the first embodiment is a multiple-choice question in which the player selects one of four options. One of the four options is the correct answer, and the remaining three options are incorrect answers.
[0023] As illustrated in FIG. 4, the player plays the stage Tn using the self character C. For the self character C, as illustrated in FIG. 1, a skill parameter X and a level L are stored in the storage device 12. The level L is an index showing the degree of growth of the self character C. The skill parameter X is a parameter representing the skills of the self character C, and specifically includes a vitality value Xh, an attacking power Xa, and a defensive power Xd. The skill parameter X increases with each increase in the level L.
[0024] As illustrated in Fig. 4, each of the stages Tn includes a search block and a battle block. A screen G4 in Fig. 4 is displayed in the search block, and a screen G5 is displayed in the battle block.
[0025] The search block is a game in which the player answers each of a number of quizzes in sequence. Specifically, in the search block, each time the player answers a quiz incorrectly, the vitality value Xh decreases by an amount corresponding to the defensive power Xd (i.e., damage). For example, the smaller the defensive power Xd of the player's character C, the greater the decrease in the vitality value Xh. On the other hand, if the player answers a quiz correctly, the vitality value Xh of the player's character C is maintained.
[0026] If the vitality value Xh reaches zero before the end of the predetermined number of quizzes, the search block is determined to have been unsuccessfully cleared. On the other hand, if the vitality value Xh exceeds zero when the predetermined number of quizzes is completed, the search block is determined to have been successfully cleared. After the search block is cleared, the battle block begins. In other words, the search block is the first half of the stage Tn, and the battle block is the second half of the stage Tn.
[0027] The battle block is a game in which the player answers each of a number of quizzes in sequence, and a battle between the player's character C and an enemy character E progresses according to the answer result (correct / incorrect answer). A skill parameter Y is set for the enemy character E. The skill parameter Y is a parameter that represents the skill of the enemy character E, and includes a vitality value Yh, an attacking power Ya, and a defensive power Yd, as exemplified in FIG. 5.
[0028] If the answer given by the player is correct, the player's character C attacks the enemy character E. Specifically, the enemy character E's vitality value Yh decreases by an amount corresponding to the attack power Xa of the player's character C and the defense power Yd of the enemy character E. For example, the greater the attack power Xa of the player's character C or the smaller the defense power Yd of the enemy character E, the greater the decrease in the enemy character E's vitality value Yh.
[0029] On the other hand, if the answer given by the player is incorrect, the enemy character E attacks the player's character C. In other words, the player's character C defends. Specifically, the vitality value Xh of the player's character C decreases by an amount corresponding to the defensive power Xd of the player's character C and the offensive power Ya of the enemy character E. For example, the smaller the defensive power Xd of the player's character C is, or the larger the offensive power Ya of the enemy character E is, the greater the decrease in the vitality value Xh of the player's character C is.
[0030] If the vitality value Yh of the enemy character E reaches zero before the end of the predetermined number of quizzes, the player is judged as having successfully cleared the battle block. On the other hand, if the vitality value Xh of the player's character C reaches zero before the end of the predetermined number of quizzes, the player is judged as having failed to clear the battle block. By successfully clearing the battle block, the player clears the stage Tn.
[0031] To control the above game, the storage device 12 of the first embodiment stores progress status data P, a plurality of enemy data Z, and a plurality of quiz data Q, as illustrated in Fig. 1. Fig. 5 is a schematic diagram of the progress status data P and the plurality of enemy data Z.
[0032] 5, the progress status data P is data in which the progress status of the player in the game is registered. Specifically, the progress status data P specifies the progress status of each stage Tn for each of a plurality of game modes (low difficulty / normal / high difficulty). The progress status in the first embodiment is set to either "cleared" or "not cleared."
[0033] "Cleared" is a state in which the player has cleared the stage Tn. Specifically, "cleared" refers to a state in which the player has cleared both the search block and the battle block of the stage Tn. On the other hand, "not cleared" refers to a state in which the player has not cleared the stage Tn. In other words, "not cleared" refers to a state in which the player has not played the stage Tn, or a state in which the player failed to clear the search block or the battle block in a previous play of the stage Tn.
[0034] Each of the multiple enemy data Z is data relating to an enemy character E. Specifically, the enemy data Z includes ability parameters Y (Yh, Ya, Yd) of the enemy character E and image data Ze of the enemy character E.
[0035] The enemy data Z is stored in the storage device 12 for each stage Tn. That is, in stages Tn having a common number n, common enemy data Z is used across a plurality of game modes. That is, in the first embodiment, the difficulty level of the quiz differs for each game mode, but the ability parameter Y and image data Ze of the enemy character E are common across a plurality of game modes. That is, the type of enemy character E and the difficulty level of conquering in each stage Tn are common across a plurality of game modes.
[0036] FIG. 6 is a schematic diagram of each quiz data Q. Each of the multiple quiz data Q is data for setting a quiz question and judging whether the answer is correct or incorrect. Specifically, each quiz data Q includes range data Q1 and question data Q2. The range data Q1 is data for specifying the range in which the quiz is set. Specifically, the range data Q1 specifies one of multiple game modes (i.e., difficulty levels) and one or more stages Tn in the game mode. The question data Q2 is data for setting a quiz question and judging whether the answer is correct or incorrect. Specifically, the question data Q2 includes a character string representing a quiz question (i.e., a question sentence), four options for selection candidates, and an option for the correct answer to the quiz.
[0037] The game control unit 22 asks the player a quiz represented by the question data Q2 in the stage Tn specified by the range data Q1 among N stages T1 to TN in the game mode specified by the range data Q1. As described above, the difficulty level for each game mode and the difficulty level for each stage Tn in the game mode are controlled by the configuration in which the range data Q1 corresponds to the question data Q2.
[0038] 7 is a flowchart of the control process executed by the control device 11. For example, the control process is started in response to an operation of the operation device 15 by the player.
[0039] When the control process is started, the control device 11 (instruction receiving unit 21) receives a selection of one of a plurality of game modes (hereinafter referred to as a "selected game") from the player (S1). Specifically, the control device 11 displays a screen G1 of Fig. 8 on the display device 14, and receives instructions from the player regarding the screen G1.
[0040] The screen G1 includes three options B1 (e.g., operation buttons) corresponding to different game modes. The player selects one of the options B1 by operating the operation device 15. The control device 11 (instruction receiving unit 21) receives the selection of one option B1 as an instruction to select the game mode corresponding to that option B1.
[0041] When an instruction for a selection game is received, the control device 11 (instruction receiving unit 21) receives a selection of one stage (hereinafter referred to as a "selected stage") Tn in the selection game from the player (S2). Specifically, the control device 11 displays the screen G2 of Fig. 8 on the display device 14, and receives an instruction from the player for the screen G2.
[0042] The screen G2 includes five options B2 (e.g., operation buttons) corresponding to different stages Tn of the selected game. FIG. 8 illustrates a case where the player has cleared up to stage T10 in normal mode. As illustrated in FIG. 8, among the N stages T1 to TN of the selected game, the player can select four stages Tn-3 to Tn located before the last cleared stage Tn (=T10) and an incomplete stage Tn+1 located immediately after stage Tn. For the option B2 corresponding to the incomplete stage Tn+1, an image B21 is displayed indicating that the stage is incomplete.
[0043] The player selects one of the multiple options B2 on the screen G2 by operating the operation device 15. The control device 11 (instruction receiving unit 21) receives the selection of one option B2 as an instruction to select the stage (selection stage) Tn corresponding to the option B2.
[0044] The control device 11 (instruction receiving unit 21) receives from the player a selection of an item to be used in the selection stage Tn (S3). For example, an item related to a tool, equipment, magic, or the like is selected by the player. Specifically, the control device 11 displays the screen G3 of FIG. 8 on the display device 14, and receives instructions from the player regarding the screen G3.
[0045] The screen G3 includes a plurality of options B3 (e.g., operation buttons) corresponding to different items. Each item is an object that allows the player to advantageously progress through the selected stage Tn. For example, the player selects various items, such as an item that increases the ability parameter X of the player's character C, an item that decreases the ability parameter Y of the enemy character E, an item that changes the genre of the quiz to be asked, and the like. Each item selected on the screen G3 is used at any point in the search block or battle block in response to an instruction from the player.
[0046] After executing the above processes (S1 to S3), the control device 11 (game control unit 22) controls the progress of the selection stage Tn in the selection game (S4 to S7). That is, the control device 11 of the first embodiment controls the progress of the game mode selected by the player from among multiple game modes.
[0047] First, the control device 11 starts the search block of the selection stage Tn (S4). Specifically, the control device 11 displays the screen G4 of FIG. 4 on the display device 14, and controls the progress of the search block in response to instructions from the player. The control device 11 determines whether or not a first condition for clearing the search block is met (S5). As described above, the first condition is that the vitality value Xh of the self-character C exceeds zero when a predetermined number of quizzes are completed.
[0048] If the first condition is met (S5: YES), the control device 11 starts the battle block of the selected stage Tn (S6). Specifically, the control device 11 displays the screen G5 of FIG. 4 on the display device 14, and controls the progress of the battle block in response to instructions from the player. The control device 11 determines whether or not the second condition for clearing the battle block is met (S7). As described above, the second condition is that the vitality value Yh of the enemy character E reaches zero by the end of a predetermined number of quizzes.
[0049] If the second condition is met (S7: YES), the control device 11 grants a reward to the player (S8). For example, a predetermined number of experience points, virtual currency that can be used to purchase various items, and various items are granted to the player as rewards. When the experience points reach a predetermined threshold, the control device 11 increases the level L of the player's character C. As described above, the game control unit 22 of the first embodiment grants a reward to the player according to the results of the player's playing each stage Tn.
[0050] Furthermore, when a reward is awarded as a result of the second condition being met (S8), the control device 11 (game control unit 22) changes the progress status of the selected stage Tn to "cleared" (S9). Specifically, the control device 11 changes the progress status designated by the progress status data P for the selected stage Tn of the selected game to "cleared."
[0051] When the progress status of the selected stage Tn is changed to "cleared" by the above procedure, the control device 11 (game control unit 22) changes the progress status of the stage Tn corresponding to the selected stage Tn among the N stages T1 to TN of each game mode having a lower difficulty level than the selected game to "cleared" (S10). That is, the stage Tn of each game mode having a lower difficulty level than the selected game is considered to be cleared even if the player has not actually cleared it. Note that no reward is given to the player for the stage Tn that is considered to be cleared in conjunction with the clearing of another game mode.
[0052] If the first condition or the second condition is not met, it means that the player has failed to clear the search block or the battle block. If the first condition or the second condition is not met (S5: NO, S7: NO), the control device 11 (game control unit 22) shifts the process to step S11 without granting a reward (S8) or changing the progress status (S9, S10). Note that if the first condition or the second condition is not met, a reward such as a predetermined amount of experience points may be granted to the player.
[0053] After executing the above process, the control device 11 judges whether or not a predetermined end condition is met (S11). The end condition is, for example, that the player issues an instruction to end the game by operating the operation device 15.
[0054] If the end condition is not met (S11: NO), the control device 11 transitions the process to step S1. As can be understood from the above explanation, the selection of the game mode and stage Tn (S1, S2), the selection of the item (S3), the control of the selected stage Tn (S4-S8), and the change of the progress status (S9, S10) are repeated until the end condition is met. In the selection of the stage Tn (S2), the player can also select a stage Tn that has been deemed cleared in conjunction with the clearing of another game mode. If the end condition is met (S11: YES), the control device 11 ends the control process.
[0055] Fig. 9 is an explanatory diagram of how the progress status of each stage Tn in a plurality of game modes is changed. In Fig. 9, cleared as a result of the actual play by the player (actual cleared) and cleared in conjunction with the clearing of another stage (deemed cleared) that is not actually cleared by the player are distinguished by different symbols. Also, in Fig. 9, the stages Tn that the player can select on the screen G2 are illustrated by shading.
[0056] 9 is an initial state in which none of the stages Tn in any of the game modes have been cleared. When the player clears stage T1 of the high difficulty game, the progress status of the selected stage T1 is changed to "Cleared" (S9), as shown in state 2, and the progress status of the stages T1 in the low difficulty game and the normal game is also changed to "Cleared" (S10).
[0057] State 3 in Fig. 9 is a state in which the progress status of stages T1 to T5 of the high difficulty game has been changed to "cleared" as a result of actual play (S9). In conjunction with the clearing of stages T1 to T5 of the high difficulty game, the progress status of stages T1 to T5 in the low difficulty game and the normal game are also changed to "cleared" (S10).
[0058] In state 3, for example, assume that the player attempts stage T6 of a high difficulty game but fails to clear it, and then switches from the high difficulty game to the normal game and selects stage T6. When stage T6 of the normal game is actually cleared, the progress status of the stage T6 is changed to "Cleared" (S9), as illustrated as state 4 in Fig. 9, and the progress status of stage T6 in the low difficulty game is also changed to "Cleared" (S10). On the other hand, the progress status of stage T6 in a high difficulty game, which is more difficult than the normal game, is not changed from state 3.
[0059] As shown in the above example, the progress status of a game mode that is more difficult than the game mode that has actually been cleared is not changed. Therefore, in order to change the progress status of each stage Tn after stage T6 in the high difficulty game in state 4 to "Cleared," the player must actually clear each stage Tn.
[0060] State 5 in FIG. 9 is a state in which the progress status of stages T6 to T10 in the normal game has been changed to "cleared" as a result of actual play (S9). In conjunction with the clearing of stages T6 to T10 in the normal game, the progress status of stages T6 to T10 in the low difficulty game is also changed to "cleared" (S10).
[0061] In state 5, for example, assume that the player has attempted but failed to clear stage T11 in the normal game, and has changed from the normal game to a low difficulty game and selected stage T11. When stage T11 in the low difficulty game is actually cleared, the progress status of the stage T11 is changed to "cleared" (S9), as exemplified as state 6 in FIG. 9. On the other hand, the progress status of stage T11 in the normal game and the high difficulty game is not changed from state 5. Therefore, in order to change the progress status of each stage Tn after stage T11 in the high difficulty game or the normal game in state 6 to "cleared," the player needs to actually clear each stage Tn.
[0062] As described above, when the progress status is changed to "cleared" as a result of the player playing a specific stage Tn out of the N stages T1 to TN in the high difficulty game, the game control unit 22 changes the progress status of the stage Tn with the same number n to "cleared" in the normal game and the low difficulty game. Also, when the progress status is changed to "cleared" as a result of the player playing a specific stage Tn out of the N stages T1 to TN in the normal game, the game control unit 22 in the first embodiment changes the progress status of the stage Tn with the same number n to "cleared" in the low difficulty game.
[0063] As described above, in the first embodiment, the progress of the stage Tn in the normal game and the low difficulty game is changed according to the progress of the stage Tn in the high difficulty game. Therefore, a player who has cleared the stage Tn in the high difficulty game does not need to play the stage Tn in the normal game and the low difficulty game from an initial state (e.g., not cleared). According to the above embodiment, the burden on a player who aims to progress through multiple game modes can be reduced compared to an embodiment in which the progress of the high difficulty game does not affect the progress of the normal game and the low difficulty game.
[0064] Furthermore, in the first embodiment, the progress of the stage Tn in the low difficulty game is changed according to the progress of the stage Tn in the normal game. Therefore, compared to a form in which the progress of the normal game does not affect the progress of the low difficulty game, the burden on the player aiming to progress in the normal game and the low difficulty game can be reduced.
[0065] In particular, in the first embodiment, when a player clears a stage Tn in a high difficulty game, the progress status of the stage Tn in the normal game and the low difficulty game is also changed to "cleared." That is, the player is deemed to have cleared the stage Tn in the normal game and the low difficulty game. Therefore, a player who has cleared the stage Tn in the high difficulty game does not need to clear the stage Tn in the normal game and the low difficulty game again. That is, compared to a form in which the progress status of the high difficulty game does not affect the progress status of the normal game and the low difficulty game, the burden on a player who aims to clear multiple game modes can be reduced.
[0066] In the first embodiment, the progress of the stage Tn in the high difficulty game is reflected in the progress of the stage Tn in games (normal game and low difficulty game) that are less difficult than the high difficulty game. Therefore, an incentive to challenge the high difficulty game can be given to the player. Furthermore, in the first embodiment, the progress of the stage Tn in the normal game is reflected in the progress of the stage Tn in the low difficulty game. Therefore, an incentive to challenge the normal game that is more difficult than the low difficulty game can be given to the player.
[0067] Furthermore, among the N stages T1 to TN in each game mode, the later the stage Tn, the higher the difficulty level. Therefore, as illustrated in FIG. 9, for example, at the initial stage of the start of the game, the progress of the normal game or the low difficulty game is changed by playing the stage Tn of the high difficulty game, and then, as the game progresses, a later stage Tn of the normal game or the low difficulty game is played, making it possible to provide a highly entertaining game in which a strategy is effective. In particular, in the first embodiment, a player can select one of a plurality of game modes. Therefore, for example, a highly strategic game can be provided in which the progress of the stage Tn in the normal game is changed by selecting and clearing the stage Tn of the high difficulty game, and the normal game after the change is continued to be played to progress to stage Tn+1.
[0068] In the first embodiment, a reward is given to a player according to the result of actually playing each stage Tn in a plurality of game modes. Therefore, an incentive can be given to the player to replay a stage Tn that has been deemed cleared in conjunction with the clearing of another game mode.
[0069] [Second embodiment] A second embodiment will be described. Note that, for elements having the same functions as those in the first embodiment in each of the following exemplary aspects, the same reference numerals as those in the first embodiment will be used, and detailed descriptions of each will be omitted as appropriate.
[0070] The second embodiment differs from the first embodiment in the method of awarding a reward when the player actually clears the stage Tn. The configuration and operation other than the awarding of the reward (S8) are the same as those of the first embodiment. Therefore, the second embodiment also achieves the same effects as the first embodiment.
[0071] As described above with reference to screen G2 in FIG. 8, the player can select not only an uncleared stage Tn (Tn+1) but also a cleared stage Tn (Tn-3 to Tn). The cleared stage Tn includes a stage that the player has cleared by actual play, as well as a stage that is deemed to have been cleared in conjunction with the clearing of a stage Tn in a game mode with a high level of difficulty (hereinafter referred to as a "fictitiously cleared stage"). In other words, the player can clear a fictitiously cleared stage that has already been deemed to have been cleared by actual play.
[0072] In the second embodiment, the reward given when the player clears the fictitiously cleared stage is larger than the reward given when the player clears the stage Tn from an incomplete state. That is, when the player clears the fictitiously cleared stage, the game control unit 22 gives the player a reward that exceeds the reward given when the stage Tn is normally cleared (hereinafter referred to as the "normal reward") (S8).
[0073] As described above, when a stage Tn is cleared, experience points, virtual currency, and various items are given to the player as rewards. Therefore, for example, when a fictitiously cleared stage is cleared, a player is given a quantity of experience points that exceeds the quantity given as a normal reward. Similarly, a quantity of virtual currency that exceeds the quantity given as a normal reward and a number of items that exceeds the number given as a normal reward are given to the player when a fictitiously cleared stage is cleared.
[0074] As described above, in the second embodiment, when a player clears a fictitiously cleared stage that is considered to have been cleared in conjunction with a stage Tn in another game mode, the reward given to the player is increased compared to when the stage Tn is not considered to have been cleared. Therefore, an incentive can be given to the player to play the fictitiously cleared stage again.
[0075] [Variations] The above-mentioned exemplary embodiments can be modified in various ways. Specific modified embodiments that can be applied to the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0076] In the following description, for the sake of convenience, attention is focused on the process (S9) of changing the progress of the stage Tn in the normal game and the low difficulty game in conjunction with the progress of the stage Tn in the high difficulty game. However, the following modified examples are also applicable to the process of changing the progress of the stage Tn in the low difficulty game in conjunction with the progress of the stage Tn in the normal game.
[0077] (1) In each of the above-mentioned forms, when a player clears a selected stage Tn of a high difficulty game, among the N stages T1 to TN of the normal game and the low difficulty game, a stage Tn having the same number n as the selected stage Tn is deemed to have been cleared, but the relationship between the selected stage Tn and the stage Tn that is considered to have been cleared in conjunction with the selected stage Tn is not limited to the above example (i.e., having the same number n). For example, when a player clears a selected stage T10 of a high difficulty game, a stage T12 of the normal game and a stage T14 of the low difficulty game may be deemed to have been cleared.
[0078] Furthermore, the stage Tn that is deemed to have been cleared by clearing the selected stage Tn may be selected, for example, randomly from the normal game and the low difficulty game. According to the above embodiment, it is possible to interest the player as to whether a stage Tn in the normal game or the low difficulty game is deemed to have been cleared by clearing the selected stage Tn in the high difficulty game.
[0079] As can be understood from the above description, the game control unit 22 changes the second stage corresponding to the first stage among the N stages T1 to TN in the normal game or the low difficulty game to "cleared" in response to clearing of the first stage in the high difficulty game. One example of the correspondence between the first stage and the second stage is that the number n is the same as in the examples of each of the above-mentioned forms.
[0080] (2) In each of the above-mentioned forms, the player plays the N stages T1 to TN in order starting from stage T1, but the order in which the player plays each stage Tn is arbitrary. For example, any stage Tn selected by the player among the N stages T1 to TN may be started. In a state in which the N stages T1 to TN of the high difficulty game are not cleared, for example, if the player clears the last stage TN, the game control unit 22 may consider the N stages T1 to TN in the normal game and the low difficulty game as having been cleared. The (N-1) stages T1 to TN-1 in the high difficulty game are maintained in an uncleared state.
[0081] (3) In each of the above-mentioned embodiments, when a player clears a selection stage Tn of a high difficulty game, one stage Tn in each of the normal game and the low difficulty game is considered to have been cleared. However, the stage Tn that is considered to have been cleared in conjunction with the selection stage Tn is not limited to one stage Tn in each game mode. In other words, multiple stages Tn in other game modes may be considered to have been cleared in conjunction with the selection stage Tn. For example, when a player clears a selection stage T10 of a high difficulty game, stages T10 and T11 of the normal game and stages T10 to T14 of the low difficulty game may be considered to have been cleared.
[0082] (4) In each of the above-mentioned embodiments, when a player clears one selected stage Tn in the high difficulty game, the stages Tn in the normal game and the low difficulty game are deemed to have been cleared, but the number of stages Tn required to be cleared in the high difficulty game is not limited to 1. For example, when a player clears two stages Tn (e.g., T10 and T11) in the high difficulty game, the stage T10 in each of the normal game and the low difficulty game may be deemed to have been cleared.
[0083] (5) In each of the above-mentioned forms, an example was given of a form in which a stage Tn in a normal game and a low difficulty game is changed from "uncleared" to "cleared" in conjunction with a selected stage Tn in a high difficulty game, but the changed state of other stages Tn in conjunction with the selected stage Tn is not limited to "cleared."
[0084] For example, when a player clears a selection stage Tn of a high difficulty game, the stages Tn of the normal game and the low difficulty game may be changed to a "selectable state." The selectable state is a state in which the player can select and play the stage Tn on the screen G2. Also, when a player clears a selection stage Tn of a high difficulty game, the stages Tn of the normal game and the low difficulty game may be changed to a "high reward state." The high reward state is a state in which the reward given to the player for clearing the stage Tn is increased compared to the normal state.
[0085] As can be understood from the above explanation, the game control unit 22 is sufficient to change the progress status of the stage Tn in the normal game or the low difficulty game in accordance with the progress status of the selected stage Tn in the high difficulty game, and the progress status of the stage Tn after the change is not limited to "cleared."
[0086] The game control unit 22 may change the stage Tn that has been changed to the "selectable state" or "high reward state" to a normal "uncleared" state when a predetermined condition is met. The predetermined condition is, for example, that a predetermined time has passed since the stage Tn was changed to the "selectable state" or "high reward state" without being cleared. It is also possible that the progress status may be changed to the "uncleared" state when the player clears a predetermined number of stages Tn, or that the progress status may be changed to the "uncleared" state when the player ends the game.
[0087] (6) In the second embodiment, the reward for clearing a fictitious cleared stage is increased, but the conditions for the reward given when the fictitious cleared stage is cleared are not limited to the above example. For example, when a fictitious cleared stage is cleared, a reward different from the reward given when the stage Tn is cleared from an uncleared state may be given to the player. For example, a rarer item may be given when the fictitious cleared stage is cleared.
[0088] (7) In each of the above-mentioned embodiments, when a stage Tn of one game mode is cleared, a stage Tn of a game mode having a lower difficulty level than the game mode is considered to have been cleared. However, when a stage Tn of one game mode is cleared, a stage Tn of a game mode having a higher difficulty level than the game mode may also be considered to have been cleared. For example, when a player clears a stage Tn of a low difficulty game, the progress status of the stages Tn of the normal game and the high difficulty game may be changed to "cleared." According to the above-mentioned embodiment, a player who was unable to clear a high difficulty game and changed to a low difficulty game and cleared it can be given an incentive to play the high difficulty game again.
[0089] (8) In each of the above-mentioned embodiments, the progress status data P sets the progress status of each stage Tn to either "cleared" or "not cleared", but the progress status of each stage Tn is not limited to the two stages of "cleared" and "not cleared". For example, in addition to "not cleared" and "cleared", clearing of a search block may be specified as the progress status. Also, the degree of progress of each stage Tn (e.g., X% cleared) may be specified as the progress status. The progress status of an uncleared stage Tn in a normal game or a low difficulty game is changed to the same progress status as that stage Tn in a high difficulty game.
[0090] (9) In each of the above-mentioned embodiments, the enemy data Z is shared among stages Tn in a plurality of game modes. In the above-mentioned embodiments, the type and ability of the enemy character E in each stage Tn are common across a plurality of game modes. However, the enemy data Z may be prepared separately for each game mode. That is, the type and ability of the enemy character E in each stage Tn may differ for each game mode. For example, it is assumed that the enemy character E in the high difficulty game is more difficult to beat than the enemy character E in the normal game, and the enemy character E in the normal game is more difficult to beat than the enemy character E in the low difficulty game. As can be understood from the above examples, the difficulty level of each game mode includes the difficulty level of the quiz content as well as the difficulty level of beating the enemy character E.
[0091] (10) In each of the above-mentioned modes, the difficulty level of the quiz content is exemplified, but the difficulty level of each game mode is not limited to the above examples. For example, a mode in which the number of options that a player can select in a multiple-choice quiz differs for each game mode is also envisioned. For example, the number of options in a high difficulty game exceeds the number of options in a normal game, and the number of options in a normal game exceeds the number of options in a low difficulty game.
[0092] It is also assumed that the quiz format differs for each game mode. As the question format, for example, a true / false format in which a player answers by selecting true or false, a multiple choice format in which a player selects one of a number of options, or a written format in which a player answers by typing a character string are assumed. In general, the multiple choice format is more difficult than the true / false format, and the written format is more difficult than the single choice format. Therefore, a written quiz may be asked in a high difficulty game, a multiple choice quiz may be asked in a normal game, and a true / false quiz may be asked in a low difficulty game. As can be understood from the above explanation, the difficulty level of each game mode includes the difficulty level resulting from the question format.
[0093] (11) Although the above embodiments have been described with reference to quiz games, the types of games to which the present disclosure is applicable are not limited to these examples. The present disclosure is applicable to any type of game in which the progress can change, such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, music games, or table games.
[0094] (12) In each of the above-described embodiments, the game system 100 is installed in an amusement facility, but the form of the game system 100 is not limited to the above-described examples. For example, the game system 100 in each of the above-described embodiments may be realized by an information device owned by a player, such as a smartphone, a tablet terminal, or a personal computer.
[0095] Moreover, the game system 100 in each of the above-mentioned embodiments may be realized by a server device capable of communicating with various information devices. The game system 100 receives operation data representing an operation from a player to the information device from the information device, and executes the above-mentioned control process in response to the operation. The game system 100 also transmits image data to the information device, thereby causing the information device to sequentially display the screens G1 to G5 exemplified in each of the above-mentioned embodiments.
[0096] (13) The functions of the game system 100 according to the above-mentioned embodiment are realized by the cooperation of one or more processors constituting the control device 11 and the program stored in the storage device 12. The program according to the above-mentioned embodiment can be provided in a form stored in a computer-readable recording medium and installed in the computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, the recording medium that stores the program in the distribution device corresponds to the above-mentioned non-transitory recording medium.
[0097] [Note] From the above description, for example, preferred aspects of the present disclosure can be understood as follows. In addition, in order to facilitate understanding of each aspect, reference numerals in the drawings are conveniently written in parentheses below, but this is not intended to limit the present disclosure to the illustrated aspects.
[0098] [Appendix 1] In order to solve the above problems, a game system (100) according to one embodiment (Supplementary Note 1) of the present disclosure includes a game control unit (22) that controls a plurality of games including a first game and a second game having different levels of difficulty, and the game control unit (22) changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, according to the progress of a player as a result of playing the specific first stage among a plurality of first stages in the first game.
[0099] In the above embodiment, the progress of the second stage corresponding to the first stage in the second game is changed according to the progress of the first stage in the first game. Therefore, a player who has progressed through the first stage of the first game does not need to play the second stage from an initial state. According to the above embodiment, the burden on a player who aims to progress through the first and second games can be reduced compared to a form in which the progress of the first stage does not affect the progress of the second stage.
[0100] "Difficulty" refers to the degree of difficulty (difficult / easy) with which a player progresses through a stage. Specifically, the greater the numerical value or number of factors that impede progress through a stage, the higher the "difficulty." For example, if defeating an enemy character is a condition for clearing a stage, the higher the enemy character's ability value, the higher the "difficulty." If the condition for clearing a stage is the fulfillment of multiple conditions, the greater the number of conditions that the player must achieve, the higher the "difficulty." "Difficulty" is not limited to being expressed in numerical terms. For example, if the condition for clearing a stage is to answer a quiz correctly, the "difficulty" is conceived in terms of the content of the quiz that is asked. For example, a game that asks quizzes with a low rate of correct answers in general has a high "difficulty."
[0101] The "first game" and the "second game" are basically games of the same type that can be compared in difficulty. However, the "first game" and the "second game" may be games of different types. The distinction between the "first game" and the "second game" is also expressed as "mode." For example, two of the low difficulty mode (EASY mode), normal mode (NORMAL mode), and high difficulty mode (HARD mode) are the "first mode" and the "second mode." The distinction between the "first game" and the "second game" may be expressed as "area," "round," "chapter," "block," "scenario," "episode," "period," or "phase" in addition to "mode."
[0102] A "stage" is a unit that makes up each of multiple games. For example, a player aims to clear each of multiple stages in order. A "stage" is also expressed as an "area," "round," "chapter," "block," "scenario," "episode," "period," or "phase."
[0103] "Progress status" refers to the progress status in a stage. For example, "not cleared" and "cleared" are examples of "progress status." In addition, the degree of progress in one stage (for example, X% cleared) is also included in "progress status."
[0104] A "change in progress" regarding the second stage means changing the progress of the second stage from an initial state to another state. For example, when the progress of the first stage is changed from "not cleared" to "cleared", the action of changing the progress of the second stage corresponding to the first stage from "not cleared" to "cleared" is an example of a "change in progress". In other words, "cleared", which is an example of the progress of a stage, includes not only a state in which the player has cleared the stage as a result of actually playing, but also a state in which the player has not actually cleared the stage but is considered to be "cleared" according to the "cleared" status of another stage. In addition, when the progress of the first stage is "X% clear", the action of changing the progress of the second stage from "0% clear" to "X% clear" is also included in the "change in progress". In addition, the action of changing the second stage to a "playable state" is also an example of a "change in progress".
[0105] The correspondence between each of the multiple first stages and each of the multiple second stages is arbitrary. For example, a second stage with the same number as a first stage is a typical example of a "second stage corresponding to the first stage", but the correspondence between the first stage and the second stage is not limited to a relationship in which the numbers are the same. A second stage with a number higher than (or lower than) the number of the first stage may be the "second stage corresponding to the first stage". In addition, the correspondence between the first stage and the second stage is not limited to one-to-one. For example, the progress status of two or more second stages may be changed according to the progress status as a result of the player playing the first stage.
[0106] [Appendix 2] In a specific example (Supplementary Note 2) of Supplementary Note 1, the progress status includes "not cleared" and "cleared," and when the progress status of the specific first stage is changed to "cleared," the game control unit (22) changes the progress status of the second stage corresponding to the specific first stage to "cleared." In the above embodiment, when a player clears a specific first stage, the progress status of the second stage corresponding to the specific first stage is also changed to "cleared." In other words, the player is considered to have cleared the second stage. Therefore, a player who has cleared the first stage does not need to clear the second stage corresponding to the first stage in the second game. According to the above embodiment, the burden on a player who aims to clear the first and second games can be reduced compared to an embodiment in which the progress status of the first stage does not affect the second stage.
[0107] "Cleared" a stage means that the conditions set for that stage have been met (i.e., the goal has been achieved), whereas "not cleared" means that the conditions have not been met (the goal has not been achieved).
[0108] [Appendix 3] In the specific example (Supplementary Note 3) of Supplementary Note 1 or Supplementary Note 2, the difficulty level of the first game is higher than that of the second game. In the above embodiment, the progress of the first stage in the first game is reflected in the progress of the second stage in the second game, which is lower in difficulty than the first game. Therefore, an incentive can be given to the player to challenge the first game, which is higher in difficulty than the second game.
[0109] [Appendix 4] In any specific example (Supplementary Note 4) of Supplementary Note 1 to Supplementary Note 3, the multiple first stages are played in a predetermined order, and the later first stages in the order among the multiple first stages have a higher degree of difficulty, and the multiple second stages are played in a predetermined order, and the later second stages in the order among the multiple second stages have a higher degree of difficulty. In the above aspect, the later first stages among the multiple first stages have a higher degree of difficulty, and the later second stages among the multiple second stages have a higher degree of difficulty. Therefore, for example, at the initial stage of the start of the game, a highly entertaining game can be provided in which a strategy of changing the progress of the second stage by playing the first stage, and then playing a later second stage in the second game at a later stage of the game can be effectively used.
[0110] [Appendix 5] In a specific example (Supplementary Note 5) of any of Supplementary Notes 1 to 4, the plurality of games include a third game having a difficulty level different from that of the first game and the second game, and the game control unit (22) changes the progress status of a second stage corresponding to the specific first stage among the plurality of second stages in the second game and the progress status of a third stage corresponding to the specific first stage among the plurality of third stages in the third game according to the progress status as a result of the player playing a specific first stage among the plurality of first stages in the first game, and changes the progress status of a third stage corresponding to the specific second stage among the plurality of third stages in the third game according to the progress status as a result of the player playing a specific second stage among the plurality of second stages. In the above aspect, a player who has played a first stage of the first game does not need to play the third stage corresponding to the first stage from an initial state in addition to the second stage corresponding to the first stage. Furthermore, a player who has progressed through the second stage of the second game does not need to play the third stage corresponding to the second stage from the initial state. Therefore, the burden on a player who aims to progress through the second and third games can be reduced compared to a case in which the progress of the second stage does not affect the third stage.
[0111] [Appendix 6] In a specific example (Supplementary Note 6) of Supplementary Note 5, the difficulty level of the first game is higher than that of the second game, which is higher than that of the third game. In the above embodiment, the progress of the second stage in the second game is reflected in the progress of the third stage in the third game, which is lower in difficulty than the second game. Therefore, an incentive can be given to the player to challenge the second game, which is higher in difficulty than the third game.
[0112] [Appendix 7] In any of the specific examples (Supplementary Note 7) of Supplementary Note 1 to Supplementary Note 6, an instruction receiving unit (21) that receives a selection of one of the plurality of games from the player is further provided, and the game control unit (22) controls the game selected by the player from the plurality of games. In the above aspect, the player can select one of the plurality of games. Therefore, for example, a highly strategic game can be provided in which the progress status of the second stage in the second game is changed by selecting and playing the first stage, and the second stage is progressed by playing the second game after the change.
[0113] [Appendix 8] In any specific example (Supplementary Note 8) of Supplementary Note 1 to Supplementary Note 7, the game control unit (22) grants a reward to the player according to the result of playing each of the first stages, and grants a reward to the player according to the result of playing each of the second stages. In the above embodiment, a reward is granted to the player according to the result of playing each of the first stages and each of the second stages. Therefore, even if the progress of the second stage is changed according to the progress of the first stage, an incentive can be given to the player to play the second stage after the change.
[0114] A "reward" is any element that benefits a player. For example, typical examples of a "reward" include various items that can be applied to a game to progress in the game with an advantage. Also, for example, the right to play a special game may be given to a player as a "reward." Also, in a form in which a player can play a game in exchange for the use of a gaming medium, the gaming medium may be given to a player as a "reward." Gaming media include tangible gaming media such as physical medals, as well as intangible gaming media such as electronic medals or credits.
[0115] [Appendix 9] In a specific example (Supplementary Note 9) of Supplementary Note 8, the reward given to the player in response to a result of playing the second stage in which the progress status has been changed in response to the progress status of the specific first stage among the plurality of second stages is larger than the reward given to the player in response to a result of playing the second stage in which the progress status has not been changed in response to the progress status of the first stage. In the above aspect, when the player plays the second stage in which the progress status has been changed in conjunction with the first stage, the reward given to the player is increased compared to when the progress status of the second stage has not been changed. Therefore, an incentive can be given to the player to play the second stage in which the progress status has been changed in conjunction with the first stage again.
[0116] The size of the reward is, for example, the size of the numerical value when the reward is expressed as a numerical value. In addition, in a case where various items are given as rewards, the number of items corresponds to the "size of the reward". The rarity of an item may also be interpreted as the "size of the reward". For example, a rarer item is evaluated as a larger reward.
[0117] [Appendix 10] A game control method according to one embodiment (Appendix 10) of the present disclosure is a method for controlling a plurality of games including a first game and a second game having different levels of difficulty, and changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, according to the progress as a result of a player playing the specific first stage among a plurality of first stages in the first game.
[0118] [Appendix 11] A program according to one embodiment (Appendix 11) of the present disclosure is a program that causes a computer system to function as a game control unit (22) that controls a plurality of games including a first game and a second game having different levels of difficulty, and the game control unit (22) changes the progress of a second stage, among a plurality of second stages in the second game, that corresponds to a specific first stage, in accordance with the progress as a result of a player playing a specific first stage among a plurality of first stages in the first game. [Explanation of symbols]
[0119] 100: game system, 11: control device, 12: storage device, 13: communication device, 14: display device, 15: operation device, 21: instruction receiving section, 22: game control section.
Claims
1. a game control unit that controls a plurality of games including a first game and a second game having different levels of difficulty; The game control unit: According to a progress status as a result of a player playing a specific first stage among a plurality of first stages in the first game, a progress status of a second stage among a plurality of second stages in the second game corresponding to the specific first stage is changed. Game system.
2. The progress status includes not yet cleared and cleared, When the progress status of the specific first stage is changed to "cleared," the game control unit changes the progress status of the second stage corresponding to the specific first stage to "cleared." The game system of claim 1.
3. The difficulty level of the first game is greater than the difficulty level of the second game. The game system according to claim 1 or 2.
4. the plurality of first stages are played in a predetermined order, and the later the first stages are in the order, the higher the difficulty level of the first stages is; The plurality of second stages are played in a predetermined order, and the later the second stages are in the order, the higher the difficulty level is. The game system of claim 1.
5. the plurality of games includes a third game having a difficulty level different from that of the first game and the second game, The game control unit: changing a progress status of a second stage corresponding to the specific first stage among a plurality of second stages in the second game and a progress status of a third stage corresponding to the specific first stage among a plurality of third stages in the third game according to a progress status as a result of the player playing the specific first stage among a plurality of first stages in the first game; changing a progress status of a third stage corresponding to the specific second stage among a plurality of third stages in the third game according to a progress status as a result of the player playing the specific second stage among the plurality of second stages; The game system of claim 1.
6. a difficulty level of the first game is greater than a difficulty level of the second game; The difficulty level of the second game is greater than the difficulty level of the third game. The game system of claim 5.
7. an instruction receiving unit that receives a selection of one of the plurality of games from the player, The game control unit controls a game selected by the player from among the plurality of games. The game system of claim 1.
8. The game control unit: providing a reward to the player according to a result of playing each of the first stages; A reward is given to the player according to the result of playing each of the second stages. The game system of claim 1.
9. A reward given to the player in response to a result of playing the second stage, the progress of which has been changed in response to the progress of the specific first stage, among the plurality of second stages, is greater than a reward given to the player in response to a result of playing the second stage, the progress of which has not been changed in response to the progress of the first stage. The game system of claim 8.
10. A method for controlling a plurality of games including a first game and a second game having different levels of difficulty, comprising: According to a progress status as a result of a player playing a specific first stage among a plurality of first stages in the first game, a progress status of a second stage among a plurality of second stages in the second game corresponding to the specific first stage is changed. A game control method implemented by a computer system.
11. A program for causing a computer system to function as a game control unit that controls a plurality of games including a first game and a second game having different levels of difficulty, The game control unit: According to a progress status as a result of a player playing a specific first stage among a plurality of first stages in the first game, a progress status of a second stage among a plurality of second stages in the second game corresponding to the specific first stage is changed. program.
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