Game system, program, and game control method

The game system sets minimum conditions for clearing game ranges and offers enhanced rewards for exceeding them, addressing the lack of engagement in conventional skip features by increasing player interest and enjoyment.

JP2025116290AActive Publication Date: 2025-08-07BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025095413
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-09
Publication Date
2025-08-07
Estimated Expiration
2041-09-29

AI Technical Summary

Technical Problem

Conventional games allow players to skip game content without engaging, leading to a lack of interest and reduced entertainment value.

Method used

A game system that sets minimum conditions for clearing a specified game range, determines if these conditions are met based on player operation, and allows the game to be cleared without player play when conditions are met, with additional rewards for exceeding these conditions.

Benefits of technology

Increases game interest by allowing players to clear game ranges without play while providing enhanced rewards and experiences based on exceeding minimum conditions, enhancing player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system, etc. capable of improving amusement properties of a game that can clear a given game range without depending on a player's play.SOLUTION: A game system includes: a condition setting unit for setting a minimum condition for regarding a designated game range as being cleared when a game range is designated by a player; a determination unit for determining whether or not the minimum condition is met on the basis of an operation of the player; and a game processing unit for regarding the designated game range as being cleared without depending on the player's play when the minimum condition is met. The game processing unit regards the designated game range as being cleared in a better situation when a condition exceeding the minimum condition is met than when only the minimum condition is met.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

[0001] The present invention relates to a game system, a program, and a game control method. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are known games in which game content that has been cleared once can be cleared without the player having to play again (game content can be skipped or automatically played). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6585206 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional games, the player simply exercises the skip right to skip the game content, which is uninteresting.

[0005] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game system, program, and game control method that can increase the entertainment value of a game in which a given game range can be cleared without relying on the player's play. [Means for solving the problem]

[0006] (1) The present invention is a game system for a game in which a given game range can be cleared without the player's play, the game system including: a condition setting unit that sets a minimum condition for determining that the specified game range has been cleared when the game range is specified by the player; and a determination unit that determines whether the minimum condition has been met based on the player's operation. The present invention relates to a game system including a game processing unit that, when the minimum conditions are met, considers the specified game range to have been cleared regardless of the player's play, and when conditions exceeding the minimum conditions are met, considers the game to have been cleared in a better situation than if only the minimum conditions had been met.The present invention also relates to a program for causing a computer to function as each of the above units.The present invention also relates to a computer-readable information storage medium that stores the program.

[0007] The present invention also relates to a game control method for a game in which a given game range can be cleared without relying on player play, the game control method including: a condition setting step for setting minimum conditions for deeming the specified game range to have been cleared when the game range is specified by a player; a determination step for determining whether the minimum conditions have been met based on the player's operation; and a game processing step for deeming the specified game range to have been cleared without relying on player play when the minimum conditions have been met, wherein in the game processing step, when conditions exceeding the minimum conditions are met, the game is deemed to have been cleared in a better situation than if only the minimum conditions were met.

[0008] According to the present invention, a minimum condition is set for determining that a game range designated by a player has been cleared, and when conditions exceeding the minimum condition are met, the game is determined to have been cleared in a better situation than if only the minimum condition had been met. This makes it possible to increase the interest of a game in which a given game range can be cleared without relying on the player's play. .

[0009] (2) In the game system, program, information storage medium, and game control method according to the present invention, the minimum condition may be the consumption of a given number of points.

[0010] (3) In the game system, program, information storage medium, and game control method according to the present invention, the points may be game points or items set within the game.

[0011] (4) In the game system, program, information storage medium, and game control method according to the present invention, the points may be based on the number of quests that the player has cleared in the game.

[0012] (5) In addition, in the game system, program, information storage medium, and game control method according to the present invention, the condition setting unit (in the condition setting step) may set the minimum condition based on at least one of the content and length of the specified game range.

[0013] (6) In addition, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may determine the degree of the excellent situation depending on the degree to which the minimum condition is exceeded when a condition exceeding the minimum condition is met.

[0014] (7) In addition, in the game system, program, information storage medium, and game control method of the present invention, the game processing unit (in the game processing step) may change the benefits that are awarded when a condition exceeding the minimum condition is met and the game is deemed to have been cleared.

[0015] (8) In addition, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may execute automatic play for the specified game range, independent of player play, when the minimum conditions are met.

[0016] (9) In addition, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may change the difficulty level of the game range when the automatic play is executed if a condition exceeding the minimum condition is met.

[0017] (10) In addition, in the game system, program, information storage medium, and game control method according to the present invention, the game processing unit (in the game processing step) may generate a special event when the automatic play is executed if a condition exceeding the minimum condition is met.

[0018] (11) In the game system, program, information storage medium, and game control method according to the present invention, the condition setting unit may set the minimum condition based on player information or past play information of the player.

[0019] (12) The present invention also provides a game system for a game in which a given game range can be cleared without the player's play, comprising: a condition setting unit that sets minimum conditions for determining that the specified game range has been cleared when the game range is specified by the player; a determination unit that determines whether the minimum conditions can be satisfied based on the player's operation; and a determination unit that determines whether conditions exceeding the minimum conditions can be satisfied when it is determined that the minimum conditions can be satisfied, and if the conditions exceeding the minimum conditions can be satisfied, only the minimum conditions can be cleared. and a notification unit that notifies the player that the game is considered to have been completed in a better situation than if the conditions had been met. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores the program.

[0020] The present invention also relates to a game control method for a game in which a given game range can be cleared without relying on player play, comprising: a condition setting step for setting minimum conditions for deeming the specified game range to have been cleared when the game range is specified by the player; a determination step for determining whether or not the minimum conditions can be met based on the player's operation; and a notification step for determining whether or not a condition exceeding the minimum conditions can be met when it is determined that the minimum conditions can be met, and notifying the player that the game is deemed to have been cleared in a better situation than if only the minimum conditions were met.

[0021] According to the present invention, minimum conditions are set for a game range specified by a player to be considered as having been cleared, and if a condition exceeding the minimum conditions is met, the player is notified that the game will be considered to have been cleared in a better situation than if only the minimum conditions were met, thereby increasing the interest of a game in which a given game range can be cleared regardless of the player's play. [Brief explanation of the drawings]

[0022] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of functional blocks of a server according to the present embodiment. [Figure 3] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the present embodiment. [Figure 4] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 5] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 6] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 7] FIG. 3 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 8]4 is a flowchart showing the flow of processing in the game system of the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0023] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.

[0024] 1. Configuration Fig. 1 shows a game system of this embodiment. In this embodiment, the game system is configured with a plurality of terminals 10 and a server 20 (server device). In other words, as shown in Fig. 1, the game system of this embodiment is configured so that the server 20 that provides services and the terminals 10 (10A, 10B, 10C, etc.) can be connected to a network.

[0025] The server 20 is an information processing device that provides online game services in response to requests from the terminal 10. The server 20 can be configured from one or more servers (such as an authentication server, a matching server, a game processing server, a communication server, a billing server, and a database server).

[0026] In this embodiment, a game is executed on the terminal 10 of the player, and the server 20 performs processes such as controlling the progress of the game executed on the terminal 10 and granting benefits to the player according to the progress of the game. The server 20 also stores account information of the player, game results of the game executed on the terminal 10, and game media (characters, items, etc.) that can be used in the game. Information such as the game's currency and other in-game currency is managed.

[0027] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.

[0028] 2 shows an example of a functional block diagram of the server 20 of this embodiment. Note that the server of this embodiment may have a configuration in which some of the components (each unit) of FIG. 2 are omitted.

[0029] The storage unit 270 stores programs and various data for causing the computer to function as each unit of the processing unit 200, and also functions as a work area for the processing unit 200, and this function can be realized by a hard disk, RAM, etc. The storage unit 270 includes a storage unit 272 (for example, a database).

[0030] The storage unit 272 stores player information for each of a plurality of players participating in an online game executed in the game system of this embodiment. For example, the storage unit 272 stores, as player information, player names (player accounts), passwords, destination information (IP addresses, etc.) of the terminals 10, etc., in association with player identification information (player IDs, terminal IDs used by the players, etc.) for each of the plurality of players. The storage unit 272 also stores, as player information, information for identifying other players who have friend relationships (an example of predetermined relationships) with the player. The storage unit 272 also stores, as player information, information regarding game media and in-game currency owned by the player in association with the player identification information.

[0031] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0032] The processing unit 200 (processor) performs various processes such as player information management, login / logout processing, and communication control processing based on data, programs, etc. transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 performs various processes using the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 200 includes a condition setting unit 210, a determination unit 212, a game processing unit 214, and a notification unit 216.

[0033] When a game range (a stage (quest), event, etc. that has been cleared once) is specified by the player based on the player's operation information from the terminal 10, the condition setting unit 210 sets a minimum condition for considering the specified game range as cleared. The condition setting unit 210 may set the minimum condition based on at least one of the content and length of the specified game range. Note that the game range may be specified by an operation specifying one or more stages or events, or may be specified by an operation in which the player specifies the start position (game start timing) and end position (game end timing) of the game range. Furthermore, the condition setting unit 210 may set the minimum condition based on the player's information or the player's past play information.

[0034] The determination unit 212 determines whether the minimum requirement is met based on the player's operation information from the terminal 10 (for example, information on an operation that consumes given points in the game held by the player). Here, the minimum requirement is the number of given points set for the player (held by the player). The given points may be game points or items set in the game (for example, tickets required for autoplay or skipping). The game points may be points based on the number of quests the player has cleared in the game (points awarded when a quest is cleared), action points (stamina) that decrease as the player plays the game and increase over time, in-game currency, or points awarded through a charge.

[0035] When the determination unit 212 determines that the minimum conditions are met, the game processing unit 214 performs processing to grant a bonus to the player by regarding the game range specified by the player as having been cleared without the player's play. For example, the game processing unit 214 may consider the specified game range as having been cleared by skipping it (without displaying game images of the game in progress on the player's terminal 10), or may perform automatic play for the game range without the player's play and consider the game range as having been cleared.

[0036] Furthermore, when a minimum condition is satisfied, the game processing unit 214 may determine whether a condition exceeding the minimum condition is satisfied, and if the condition exceeding the minimum condition is satisfied, the game may be deemed to have been cleared in a better situation than if only the minimum condition were satisfied. Here, "a situation better than if only the minimum condition were satisfied" may mean changing the bonus awarded when the game is deemed cleared (at the time of deemed clearing) to a bonus different from (higher in value than) that awarded when only the minimum condition is satisfied. Furthermore, when automatic play is executed and the game is deemed to have been cleared, "a situation better than if only the minimum condition were satisfied" may mean changing the difficulty level of the game range during automatic play execution to a different (e.g., higher) difficulty level than when only the minimum condition is satisfied, or may mean generating a special event during automatic play execution that would not occur when only the minimum condition is satisfied. Furthermore, when a condition exceeding the minimum condition is satisfied, the game processing unit 214 may determine the degree of "a situation better than if only the minimum condition were satisfied" depending on the degree to which the minimum condition is exceeded. For example, the more the minimum requirements are exceeded, the more valuable the bonus granted upon deemed completion may be changed, the difficulty level when automatic play is executed may be changed to a higher level, or more special events (or rarer special events) may be generated when automatic play is executed.

[0037] If it is determined that the minimum conditions can be met based on the player's operation before skipping a specified game range or executing automatic play, the notification unit 216 determines whether conditions exceeding the minimum conditions can be met, and if conditions exceeding the minimum conditions can be met, notifies the player that the game will be deemed to have been cleared in a better situation than if only the minimum conditions were met (the bonuses granted at the time of deemed clear will be changed, the difficulty level of the game range when automatic play is executed will be changed, and a special event will occur when automatic play is executed).

[0038] An example of functional blocks of the terminal 10 of this embodiment is shown in Fig. 3. Note that the terminal of this embodiment may have a configuration in which some of the components (each unit) of Fig. 3 are omitted.

[0039] The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, a touch pad, a mouse, directional keys or buttons, a keyboard, or the like.

[0040] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, and this function can be realized by a hard disk, RAM, etc.

[0041] The display unit 190 outputs the game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.

[0042] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.

[0043] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0044] Note that the programs and various data stored in an information storage medium or storage unit of the server 20 for causing a computer to function as each unit of the processing unit 100 may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases of receiving programs and various data and causing a terminal to function are also included within the scope of the present invention.

[0045] The processing unit 100 (processor) performs processes such as game progression, image generation, and sound generation, based on input information (operation information) from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs. The processing unit 100 includes a game control unit 110, an image generation unit 120, and a sound generation unit 130.

[0046] The game control unit 110 executes a game based on the player's operation (for example, a game in which the player's character's actions are controlled based on the player's operation, and the player's character fights an enemy character). In addition, when the player performs an operation to specify the game range or an operation to consume given points for a deemed completion, the game control unit 110 transmits operation information related to the operation to the server 20.

[0047] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 120 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).

[0048] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .

[0049] The game system of this embodiment may also be configured as a server system. The server system may be configured with one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, and a database server). In this case, the server system performs processing in each unit of the processing unit 100 based on operation input (data input to an input unit of a terminal) transmitted from one or more terminals (e.g., a smartphone, a mobile phone, a portable game console, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data refers to data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (such as object data and game processing result data) used by each terminal to generate an image.

[0050] 2. Method of this embodiment Next, the method of this embodiment will be described with reference to the drawings. The game system of this embodiment is configured to execute a game in which a game range (cleared stages) specified by a player can be cleared without relying on the player's play.

[0051] 4 is a diagram showing an example of a game screen (game image) for a player to specify a game range. The game screen GI is displayed on the display unit 190 (touch panel) of the terminal 10, and the player can perform an operation input by touching the touch panel with a contact medium such as a fingertip or a touch pen (touch operation).

[0052] The game screen GI displays a list of multiple stages ST that the player has already cleared. Here, stages "1" to "3" are displayed as stages ST that the player can specify. When the player performs an operation (touch operation) to specify one or more arbitrary stages ST, a minimum condition for deeming the specified stages to be cleared (for automatic play to be executed) is set. In the example shown in FIG. 5, the player specifies stage "2," so the minimum condition for deeming stage "2" to be cleared is set to consume only "100" game points, and this minimum condition is displayed on the game screen GI.

[0053] The minimum requirements for deeming a stage cleared are determined based on the content of the specified stage and the number of specified stages (the length of the game range). Examples of the content of a stage include the strength and number of enemy characters appearing in the stage, the content of events occurring in the stage, items obtainable in the stage, and gimmicks that appear in the stage (e.g., pitfalls, hidden passages). For example, the higher the difficulty of the specified stage (e.g., the stronger the enemy characters that appear, the greater the number of enemy characters that appear, the higher the difficulty of the events and gimmicks that occur, the higher the value of obtainable items, and the greater the number of obtainable items), and the greater the number of specified stages, the more points will be consumed to satisfy the minimum requirements. Furthermore, instead of (or in addition to) setting the minimum requirements based on the content of the specified stage and the number of specified stages, the minimum requirements may be set based on player information or the player's past play information (such as a history of bonus awards). For example, the more bonuses a player has received in the past (or the more times bonuses have been received), the more points will be consumed to satisfy the minimum requirements.

[0054] The game screen GI displays an input area IA for the player to input the points to be consumed. When the player inputs the minimum number of points required for the specified stage in the input area IA, the game screen GI displays the details of the bonus that will be awarded when the stage is deemed cleared. In the example shown in FIG. 6, the player inputs "100" points, the minimum number of points required for stage "2," in the input area IA, and therefore the game screen GI displays that the player will be awarded "100" experience points and an item "A" of rarity "N (normal)" as a bonus when stage "2" is deemed cleared.

[0055] Here, if the player inputs points in the input area IA that exceed the minimum requirement for the specified stage, it is determined that the condition exceeding the minimum requirement can be met, and the content of the reward for deemed clearing the stage is changed, and this is displayed on the game screen GI. In the example shown in FIG. 7, the player inputs points "200" in the input area IA, which exceeds the minimum requirement of points "100," so the reward for deemed clearing stage "2" is changed from the reward for satisfying only the minimum requirement (experience points "100" and an item "A" with rarity "N") to experience points "250" and an item "A" with rarity "R (rare)," and this is displayed on the game screen GI. In this way, if the points input in the input area IA satisfy the condition exceeding the minimum requirement, the player is notified that the stage will be deemed cleared in a better situation than if only the minimum requirement was met. Note that the reward for deemed clearing when the condition exceeding the minimum requirement can be met is determined according to the degree to which the minimum requirement is exceeded. For example, the greater the difference between the input points and the minimum required points, the more experience points and items will be awarded as a bonus when the game is deemed cleared, and the rarity of the items awarded will be higher.

[0056] When the player inputs points that satisfy the minimum requirements for one or more designated stages (the minimum requirement points or points exceeding the minimum requirement points) into the input area IA and presses (touches) the auto-play execution button RB to instruct the execution of auto-play, the input points are consumed (subtracted from the points held by the player), and auto-play of one or more designated stages is executed. During auto-play of the designated stages, the game progresses automatically, with the player's character fighting an enemy character appearing in that stage, regardless of the player's play (operations for game progression), and game images as the game progresses are displayed on the display unit 190 of the player's terminal 10. Then, when auto-play of the designated stages ends, the player is awarded a bonus for deemed completion.

[0057] Here, when conditions exceeding the minimum requirements are met, instead of (or in addition to) changing the bonus for deemed completion, the difficulty level of the stage during automatic play execution (e.g., the strength of the player character, the strength of enemy characters appearing in the stage, and the appearance of enemy characters and gimmicks) may be changed. In this way, by spending points exceeding the minimum requirement, the player can watch the player character fight a powerful enemy character or see gimmicks that did not appear when the game was previously cleared, on the game screen during automatic play execution. In this case, the greater the degree to which the minimum requirements are exceeded (the greater the difference between the input points and the minimum requirement points), the higher (or lower) the difficulty level of the stage during automatic play execution may be. Furthermore, when conditions exceeding the minimum requirements are met, a message indicating that the difficulty level of the stage during automatic play execution will be changed may be displayed on the game screen GI before automatic play is executed.

[0058] Furthermore, when conditions exceeding the minimum requirements are met, instead of (or in addition to) changing the bonus for a deemed clear or changing the stage difficulty during automatic play execution, a special event may be generated during automatic play execution (for example, by causing an additional rare enemy character to appear on the stage or by causing a conversation event that would not normally occur). In this way, by spending points exceeding the minimum requirement, the player can view a special event that is not normally visible on the game screen during automatic play execution. In this case, the special event to be generated during automatic play execution may be determined depending on the degree to which the minimum requirements are exceeded (the difference between the input points and the minimum requirement points). Furthermore, if conditions exceeding the minimum requirements can be met, a message indicating that a special event will occur during automatic play execution may be displayed on the game screen GI before automatic play is executed.

[0059] According to this embodiment, when a player consumes more points than the minimum required points for a specified stage (conditions exceeding the minimum required points are met), the stage is deemed to have been cleared in a better state than if only the minimum required conditions had been met (by changing bonuses for deemed clearing, the difficulty level of the stage when autoplay is executed, or by generating a special event when autoplay is executed), allowing the player to enjoy changes in the game according to the consumed points even if the stage is deemed to have been cleared, thereby increasing the enjoyment of games that allow deemed clearing. Furthermore, when a player inputs more points than the minimum required points for a specified stage (satisfying conditions exceeding the minimum required conditions), the player is notified that the stage will be deemed to have been cleared in a better state than if only the minimum required conditions had been met, allowing the player to enjoy strategic play by deciding how many points to consume in consideration of the points to be consumed and the corresponding changes in the deemed cleared state.

[0060] 3. Processing Next, an example of the processing of the game system (server 20) of this embodiment will be described with reference to the flowchart of FIG.

[0061] First, the condition setting unit 210 determines whether or not it has received information from the terminal 10 regarding an operation that specifies one or more cleared stages (game range) (step S10), and if it has received such information (Y in step S10), it sets the minimum conditions for deeming the specified stages to be cleared based on the content and number of the specified stages (step S11).

[0062] Next, the determination unit 212 determines whether or not information regarding an operation to input points to be consumed has been received from the terminal 10 (step S12), and if the information has been received (Y in step S12), determines whether or not the input points have reached the minimum required points (step S13).If the input points have reached the minimum required points (Y in step S13), the determination unit 212 determines whether or not the input points have exceeded the minimum required points (step S14).

[0063] If the input points do not exceed the minimum required points (equal to the minimum required points) (N in step S14), the process proceeds to step S17. If the input points exceed the minimum required points (Y in step S14), the game processing unit 214 changes the bonus for deemed completion in accordance with the difference between the input points and the minimum required points (step S15), and the notification unit 216 controls the display unit 190 of the terminal 10 to display (notify the player that the bonus for deemed completion has been changed) the changed bonus (step S16).

[0064] Next, the game processing unit 214 determines whether or not information regarding an operation instructing execution of automatic play has been received from the terminal 10 (step S17), and if such information has been received (Y in step S17), it consumes the input points (step S18) and executes automatic play of the specified stage (step S19). Next, the game processing unit 214 awards the player a bonus for deemed completion (step S20).

[0065] The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings. [Explanation of symbols]

[0066] 10...terminal, 20...server, 100...processing unit, 110...game control unit, 120...image generation unit, 130...sound generation unit, 150...input unit, 170...storage unit, 190...display unit, 192...sound output unit, 196...communication unit, 200...processing unit, 210...condition setting unit, 212...determination unit, 214...game processing unit, 216...notification unit, 270...storage unit, 272...storage unit, 296...communication unit

Claims

1. A game system for a game in which a given game range can be cleared without the player's play, comprising: a condition setting unit that sets a minimum condition for determining that the specified game range has been cleared when the specified game range is specified by a player; a determination unit that determines whether the minimum condition is met based on an operation by a player; a game processing unit that, when the minimum condition is satisfied, considers the designated game range to have been cleared regardless of the player's play; The game processing unit If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. The condition setting unit A game system characterized in that the minimum conditions are set based on player information or past play information of the player.

2. A game system for a game in which a given game range can be cleared without the player's play, comprising: a condition setting unit that sets a minimum condition for determining that the specified game range has been cleared when the specified game range is specified by a player; a determination unit that determines whether the minimum condition is met based on an operation by a player; a game processing unit that, when the minimum condition is satisfied, considers the designated game range to have been cleared regardless of the player's play; The game processing unit If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. The game processing unit A game system characterized in that, when the minimum conditions are met, automatic play is executed for the specified game range independent of player play, and when conditions exceeding the minimum conditions are met, a special event is generated during execution of the automatic play that would not be generated if only the minimum conditions were met.

3. In claim 2, The game processing unit A game system characterized in that the special event to be generated when the automatic play is executed is determined according to the degree to which the minimum condition is exceeded.

4. In claim 2 or 3, A game system characterized in that it further comprises a notification unit that notifies the player, before the automatic play is executed, that the special event will occur when the automatic play is executed, if conditions exceeding the minimum conditions can be met.

5. In any one of claims 1 to 4, The condition setting unit A game system characterized in that the minimum conditions are set based on at least one of the content and length of the specified game range.

6. In any one of claims 1 to 5, The game processing unit If any condition exceeding the minimum requirement is met, the amount of compensation will be increased according to the extent to which the minimum requirement is exceeded. and determining the degree of the superior situation.

7. In any one of claims 1 to 6, The game processing unit A game system characterized in that when conditions exceeding the minimum conditions are met, the benefits given when the game is deemed to have been cleared are changed.

8. A program for a game in which a given game range can be cleared without the player's play, a condition setting unit that sets a minimum condition for determining that the specified game range has been cleared when the specified game range is specified by a player; a determination unit that determines whether the minimum condition is met based on an operation by a player; causing the computer to function as a game processing unit that, when the minimum condition is satisfied, considers the designated game range to have been cleared regardless of the player's play; The game processing unit If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. The condition setting unit A program that sets the minimum conditions based on player information or past play information of the player.

9. A program for a game in which a given game range can be cleared without the player's play, a condition setting unit that sets a minimum condition for determining that the specified game range has been cleared when the specified game range is specified by a player; a determination unit that determines whether the minimum condition is met based on an operation by a player; causing the computer to function as a game processing unit that, when the minimum condition is satisfied, considers the designated game range to have been cleared regardless of the player's play; The game processing unit If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. The game processing unit A program characterized by executing automatic play for the specified game range independent of player play when the minimum conditions are met, and generating a special event during execution of the automatic play when conditions exceeding the minimum conditions are met, which would not occur if only the minimum conditions were met.

10. A game control method for a game in which a given game range can be cleared without the player's play, comprising: The computer a condition setting step of setting a minimum condition for determining that the specified game range has been cleared when the game range has been specified by a player; a determination step of determining whether or not the minimum condition is met based on an operation by a player; a game processing step of determining that the specified game range has been cleared regardless of the player's play if the minimum condition is satisfied; In the game processing step, If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. In the condition setting step, A game control method characterized in that the minimum conditions are set based on player information or past play information of the player.

11. A game control method for a game in which a given game range can be cleared without the player's play, comprising: The computer a condition setting step of setting a minimum condition for determining that the specified game range has been cleared when the game range has been specified by a player; a determination step of determining whether or not the minimum condition is met based on an operation by a player; a game processing step of determining that the specified game range has been cleared regardless of the player's play if the minimum condition is satisfied; In the game processing step, If conditions exceeding the minimum requirements are met, the event will be deemed to have been cleared in a better situation than if only the minimum requirements had been met. In the game processing step, A game control method characterized by executing automatic play for the specified game range independent of player play when the minimum conditions are met, and generating a special event during execution of the automatic play when conditions exceeding the minimum conditions are met, which would not occur if only the minimum conditions were met.

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