Program

The sports game program addresses the lack of originality in sports games by allowing players to select difficulty levels and dynamically changing game elements, enhancing player engagement through varied gameplay experiences.

JP2025164619APending Publication Date: 2025-10-30COLOPL
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024068723
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-20
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

Sports games based on real sports rules lack originality, leading to a potential loss of player interest due to limited gameplay variety.

Method used

A sports game program that allows players to select difficulty levels, dynamically changes stage settings and rewards based on difficulty, and makes rewards usable only within the current game session, ensuring varied gameplay experiences.

Benefits of technology

Enhances player interest by providing dynamic gameplay elements that change with difficulty levels, offering unique experiences and encouraging continued engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025164619000001_ABST
    Figure 2025164619000001_ABST
Patent Text Reader

Abstract

To enhance a user's interest in sports games.SOLUTION: A program is configured to cause a computer to execute, in a sports game composed of multiple playable stages: processing where a player can select a difficulty level at the start of the sports game and, in accordance with the selected difficulty level, the program changes the settings related to the stages and rewards obtainable based on clearing of the stages; and processing such that the rewards obtained based on clearing of a stage can be used in stages played after the cleared stage in the sports game, but become unavailable once the sports game ends.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a program. [Background technology]

[0002] Conventionally, for example, a program that provides a sports game based on a predetermined sport has been known (see Patent Document 1). Such sports games are set to progress based on the rules of the motif sport. For example, the sports game itself ends when a condition for ending the motif sport is met (for example, in a volleyball game with a five-set match, one team must win three sets first, or in a golf game with a predetermined number of holes, all holes must be completed (the ball must be put in the cup)). Such sports games allow players to simulate the experience of real sports in a virtual space, thereby increasing the player's interest. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 10-113471 Summary of the Invention [Problem to be solved by the invention]

[0004] However, because sports games such as those described above progress based on the rules of the sport they are based on and end when the conditions for that sport are met, the gameplay does not go beyond the scope of real sports, and players may feel that the games lack originality, which could ultimately lead to a loss of interest among players.

[0005] The present invention aims to increase users' interest in sports games. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows.

[0007] The program of the present invention is configured to cause a computer to execute the following processes in a sports game consisting of multiple playable stages: allowing a player to select a difficulty level at the start of the sports game, and changing the stage settings and rewards that can be earned upon clearing a stage according to the selected difficulty level; and making the rewards earned upon clearing a stage available for use in stages played after that stage in the sports game, but making them unavailable when the sports game ends.

[0008] The program according to the present invention may also be configured to control the number of stages to be changed depending on the selected difficulty level.

[0009] The program according to the present invention may also be configured to control the change of the structure of the route in which the order of playable stages is determined, depending on the selected difficulty level.

[0010] The program according to the present invention may also be configured to control the difficulty of play in a stage so as to change in accordance with the selected difficulty level.

[0011] The program according to the present invention may also be configured to control the amount of reward that can be obtained by clearing a stage so as to change according to the selected difficulty level.

[0012] Furthermore, the program according to the present invention may be configured to control the possibility of acquiring a reward of a predetermined rarity upon clearing a stage to change according to the selected difficulty level.

[0013] The program according to the present invention may also be configured to control the possibility of acquiring a predetermined type of reward upon clearing a stage to change according to the selected difficulty level.

[0014] Furthermore, the program according to the present invention may be configured to be able to determine the settings for the stage from a plurality of setting patterns, and to control the determination ratio of the setting patterns to be changed depending on the selected difficulty level.

[0015] The program according to the present invention may also be configured to control the change of the arrangement of objects on the stage in accordance with the selected difficulty level.

[0016] The program according to the present invention may also be configured to control the starting position of play on a stage to change according to the selected difficulty level.

[0017] The program according to the present invention may also be configured to control the change of environmental parameters set in the stage in accordance with the selected difficulty level.

[0018] The program according to the present invention may also be configured to control the game so that the reward that can be obtained upon clearing a stage changes depending on the result of playing the stage.

[0019] In addition, the program of the present invention may be configured to control the possibility of obtaining advantageous rewards for playing on a stage when the degree of deviation between the results of playing on the stage and the clearing conditions for clearing the stage is less than a predetermined value.

[0020] The program according to the present invention may also be configured to control the game so that the rewards that can be obtained based on the completion of a stage are changed according to the results of playing a plurality of stages. [Effects of the Invention]

[0021] According to the present invention, it is possible to increase the user's interest in sports games. [Brief explanation of the drawings]

[0022] [Figure 1] FIG. 1 is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] FIG. 2 is an explanatory diagram of the hardware configuration of a server and a user terminal. [Figure 3] FIG. 2 is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 4] FIG. 10 is an explanatory diagram showing an example of a play mode selection screen. [Figure 5] FIG. 10 is an explanatory diagram showing an example of a mode difficulty level selection screen. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a route map screen. [Figure 7] FIG. 10 is an explanatory diagram showing an example of a route map screen. [Figure 8] FIG. 10 is an explanatory diagram showing an example of a route map screen. [Figure 9] FIG. 10 is an explanatory diagram showing an example of a hole setting content table. [Figure 10] FIG. 10 is an explanatory diagram illustrating an example of a grant execution number determination table. [Figure 11] FIG. 10 is an explanatory diagram illustrating an example of an item group determination table. [Figure 12] FIG. 10 is an explanatory diagram showing an example of an item confirmation screen. [Figure 13] FIG. 10 is an explanatory diagram showing an example of a hole information screen. [Figure 14] FIG. 10 is an explanatory diagram showing an example of a play screen. [Figure 15] FIG. 10 is an explanatory diagram showing an example of a successful strategy screen. [Figure 16] FIG. 10 is an explanatory diagram showing an example of a route map screen. [Figure 17] FIG. 10 is an explanatory diagram illustrating an example of an option number determination table. [Figure 18] FIG. 10 is an explanatory diagram showing an example of a club group item determination table. [Figure 19] FIG. 10 is an explanatory diagram showing an example of a ball character group item determination table. [Figure 20] FIG. 10 is an explanatory diagram illustrating an example of a special group item determination table. [Figure 21] FIG. 10 is an explanatory diagram showing an example of a route map screen. [Figure 22] FIG. 10 is an explanatory diagram showing an example of a successful reward granting execution screen. [Figure 23] FIG. 10 is an explanatory diagram showing an example of a failed strategy screen. [Figure 24] FIG. 10 is an explanatory diagram showing an example of a challenge mode end screen. [Figure 25] 10 is a flowchart illustrating an example of a challenge mode start process. [Figure 26] 10 is a flowchart illustrating an example of a hole clearing process. [Figure 27] 10 is a flowchart illustrating an example of processing when a strategy fails. DETAILED DESCRIPTION OF THE INVENTION

[0023] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one mode for explaining the present invention, and the numerical values ​​and the like shown in the embodiment are merely examples and do not limit the present invention. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to avoid redundant explanations, and elements not directly related to the present invention are not shown.

[0024] (Configuration of Information Processing System S) 1, the information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, a case will be described in which a game is provided by the information processing system S.

[0025] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are respectively responsible for executing various functions in the game and controlling the progress of the game, and the various functions and the game are executed through cooperation between the server 100 and the user terminal 200.

[0026] The server 100 is connected to a plurality of user terminals 200 via a network 300 so as to be able to communicate with each other. Each user terminal 200 can send and receive various information to and from the server 100 via the network 300. Furthermore, each user terminal 200 can send and receive various information to and from other user terminals 200 via the network 300 and the server 100. The server 100 can store various information for each player playing a game using the user terminal 200 (for example, the player's account information, the status of the character controlled by the player, in-game currency, possessed items, and other game information). Furthermore, the server 100 can perform processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on input operations from the user terminal 200. Note that each user terminal 200 may be able to send and receive various information directly between the user terminals 200 without going through the network 300 or the server 100, using its own wireless communication function.

[0027] The network 300 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100 and the user terminal 200 are connected via the network 300 wirelessly or by wire.

[0028] (Hardware configuration of server 100) 2, the server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input interface 170 of the server 100 will also be referred to as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, and server input / output interface 170, respectively.

[0029] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game in accordance with the programs and data stored in the server memory 120 .

[0030] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game, progressing the game, etc. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus (not shown).

[0031] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.

[0032] The server communication unit 140 is configured with a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 and the like are transmitted to the user terminal 200 by the server communication unit 140.

[0033] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on input operations by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data.

[0034] The server output unit 160 is configured with a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on input operations by the server input unit 150 are output by the server output unit 160.

[0035] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to a server input / output interface 170, which is connected to an internal bus of the server (not shown).

[0036] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described as an example.

[0037] 2, the user terminal 200 has a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.

[0038] The terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, and therefore detailed explanations thereof will be omitted with some exceptions.

[0039] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via a terminal internal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to a terminal input / output interface 270, which is connected to the terminal internal bus (not shown). The user terminal 200 also performs various processes, such as executing various game functions and progressing through the game, in accordance with the programs and data stored in the terminal memory 220. The user terminal 200 also receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or the terminal storage unit 230. Information regarding the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 by the terminal communication unit 240.

[0040] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., which can input operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable, etc. Furthermore, the terminal input unit 250 may be a microphone capable of voice input, or an acceleration sensor capable of detecting the tilt, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 which functions as both the terminal input unit 250 and the terminal output unit 260.

[0041] (Outline of the game provided by information processing system S) The game provided by the information processing system S according to this embodiment is a sports game (i.e., a golf game) that is based on golf and progresses based on the rules of golf. In this game, a plurality of play modes, including a challenge mode described below, are provided as play modes that the player can play. The player can select one of the plurality of play modes and play the game in the selected play mode.

[0042] The challenge mode is a play mode in which the player aims to reach the goal by playing holes (stages) located along a route from the start to the goal. In this challenge mode, if the player finishes a hole within a certain number of strokes, the player is considered to have succeeded in conquering that hole (the clearing condition is met) and can proceed to the next hole located along the route. However, if the player exceeds the certain number of strokes, the player is considered to have failed in conquering that hole (the clearing condition is not met) and cannot proceed to the next hole. Furthermore, in this challenge mode, the challenge mode continues until the number of failed attempts to conquer a hole (the number of holes exceeding the certain number of strokes) reaches a predetermined end count (e.g., three times). However, once the number of failed attempts to conquer a hole reaches the end count, the challenge mode ends and the game is over. In other words, the challenge mode ends when the player completes multiple holes from the start to the goal (a first end condition is met) or when the number of failed attempts to conquer a hole reaches the end count (a second end condition is met).

[0043] The challenge mode also has a set of mode difficulty levels that the player can select, and the player can select one of these mode difficulty levels when starting the challenge mode. Depending on the selected mode difficulty level, the content of the constructed route (the number of holes placed on the route, the configuration of the route from the start to the goal (branching patterns of the route, etc.)) changes, and the settings for each hole (settings related to obstacles (objects) (the number of obstacles, difficulty of obstacle placement, etc.)) changes (i.e., the difficulty of playing each hole changes).

[0044] In this game, there are provided multiple types of item groups that can be used to play golf, such as clubs and balls, and each item group contains multiple items. At the start of the challenge mode, items from a specific item group are given to the player. These given items become the items owned by the player at the start of the challenge mode (hereinafter also referred to as initial equipment items), and the player can use the initial equipment items when playing subsequent holes.

[0045] In the challenge mode, if the player finishes a hole in the specified number of strokes or less, after finishing the hole (before play on the next hole begins), a reward is awarded to the player based on the player's successful completion of the hole (hereinafter also referred to as a "success reward award"). This success reward award is performed by presenting the player with multiple items included in the item group and having the player select one item from the presented items. By executing this single success reward award, the player will be able to obtain one item as a reward. This success reward award may be executed multiple times on the hole that has been finished, in which case the player will be able to obtain multiple items as rewards by executing multiple success reward awards. In this embodiment, the number of successful rewards to be awarded on a hole that has been completed (i.e., the number of rewards the player can obtain), the possibility of being awarded an item included in a predetermined type of item group, the possibility of being awarded an item of a predetermined rarity among the rarities preset for items, etc., change depending on the selected mode difficulty level. Furthermore, the reward awarded changes depending on the result of play on a hole that has been completed (specifically, if the difference between the actual number of strokes taken to complete the hole (hereinafter also referred to as the actual number of strokes) and the required number of strokes is less than 1 (i.e., 0), an item with relatively high performance from a predetermined item group (an item that is advantageous in playing golf) is more likely to be awarded than if the difference is 1 or more). The items acquired by executing the successful reward grant can be used in play on subsequent holes. However, the initial equipment items and the items acquired by the player by executing the successful reward grant can only be used in play in the challenge mode that is currently being executed, and become unusable after the challenge mode ends. In other words, in this embodiment, the initial equipment items granted in the challenge mode and the items acquired by executing the successful reward grant cannot be used in a challenge mode that is newly executed after the challenge mode ends, or in other play modes.

[0046] In this embodiment, a predetermined number of play points can be accumulated by playing the challenge mode. Specifically, each time a hole is completed in a predetermined number of strokes or less, a certain number of play points corresponding to the hole is accumulated, and a predetermined benefit is awarded according to the accumulated play points. In this embodiment, when the accumulated play points reach a predetermined value, a new mode difficulty level is added (i.e., a new mode difficulty level is unlocked), and thereafter, the player can select this new mode difficulty level to play the challenge mode. Note that the play points are not cleared even when play in the challenge mode ends, but continue to accumulate.

[0047] (Functional configuration of the server 100 and the user terminal 200) Hereinafter, the functional configuration of the server 100 and the user terminal 200 in the information processing system S that provides the above-described game (golf game) will be described with reference to FIG.

[0048] (Functional configuration of server 100) The server memory 120 of the server 100 stores programs for executing the above-mentioned games, various information related to the games, information related to the players, etc. The server CPU 110 of the server 100 executes the stored programs, thereby causing the server 100 to function as functional units such as a data transmission / reception unit 182, a storage processing unit 184, and a server-side control unit 186.

[0049] The data transmission / reception unit 182 transmits and receives data (information) between the server 100 and the user terminal 200. Specifically, it receives terminal-side data transmitted from the user terminal 200, and transmits to the user terminal 200 server-side data generated by a server-side control unit 186 (described later) based on the received terminal-side data.

[0050] The storage processing unit 184 stores various information and data (terminal side data, etc.) received from the user terminal 200 in the server memory 120 and the server storage unit 130.

[0051] The server-side control unit 186 generates server-side data including information necessary for progressing the game based on the terminal-side data received from the user terminal 200. The generated server-side data is transmitted to the user terminal 200 via the data transmission / reception unit 182 described above. The terminal-side control unit 286 provides the player with the game based on the received server-side data. In this manner, the game is configured to progress by repeating the exchange of data between the user terminal 200 and the server 100. Below, the main function performed by the server-side control unit 186 (generation of server-side data) will be specifically described, but all or part of these functions may be configured to be performed by the terminal-side control unit 286.

[0052] For example, when the server-side control unit 186 receives login information for logging into the game as terminal-side data from the user terminal 200 when the game is launched, the server-side control unit 186 generates data (hereinafter also referred to as startup data) including information such as the player's name, the in-game currency owned by the player (currency that can be used to purchase items in the game, etc.), and the mission being executed as server-side data to be sent to the user terminal 200 based on the account information associated with the login information.

[0053] When the server-side control unit 186 receives challenge mode selection information indicating that challenge mode has been selected as terminal-side data when a player selects a play mode, it generates data (hereinafter also referred to as challenge mode selection data) based on that information as server-side data to be sent to the user terminal 200, including information such as the play points owned by the player, the mode difficulty levels selectable by the player in challenge mode (i.e., the unlocked mode difficulty levels), and the stamina points owned by the player (points consumed to play challenge mode).

[0054] When the server-side control unit 186 receives mode difficulty selection information indicating the selected mode difficulty as terminal-side data when selecting a mode difficulty level for the challenge mode, the server-side control unit 186 constructs a route according to the selected mode difficulty level and configures the granting of a reward upon success based on the information, and generates data regarding the constructed route and the configured granting of a reward upon success (hereinafter also referred to as initial setting data). This initial setting data includes, for example, the configuration of the route from the start to the goal, the configuration of the holes located on the route (information such as the required number of strokes, the distance from the tee (the starting position of play) to the cup (the ending position of play), the layout of the hole (course layout), and environmental parameters of the hole (e.g., weather, wind speed, wind direction), etc.), the number of times the reward upon success is granted on each hole, and the type of reward granted upon success on each hole. In addition to this information, the initial setting data also includes information about the player that is configured when starting the challenge mode (e.g., information such as the initial equipment items to be granted and the number of attempts remaining until the end of the challenge (i.e., the number of attempts remaining until the end of the challenge, hereinafter also referred to as the number of remaining lives)).

[0055] When the server-side control unit 186 receives play start information indicating the start of play on the hole as terminal-side data at the start of play on the hole, it generates, based on the information, data for constructing a virtual space (game space) of the hole where play will be performed (hereinafter also referred to as hole construction data) as server-side data to be transmitted to the user terminal 200. This hole construction data includes, for example, detailed information on the settings of the hole where play will be performed (such as the prescribed number of strokes, the course layout of the hole (the arrangement of fairways, rough, greens, obstacles (bunkers, ponds, etc.)), and information on environmental parameters of the hole).

[0056] When the server-side control unit 186 receives, as terminal-side data at the end of play on a hole, hole completion success information indicating that the hole was completed in the specified number of strokes or less and actual stroke number information indicating the actual number of strokes, the server-side control unit 186 generates, based on this information, data for awarding a reward when successful and awarding play points according to the play result (actual stroke number) on the hole (hereinafter also referred to as hole completion setting data) as server-side data to be sent to the user terminal 200. This hole completion setting data includes, for example, information such as items to be presented to the player when awarding a reward when successful, and play points to be accumulated.

[0057] When the server-side control unit 186 receives challenge mode success information as terminal-side data indicating that the number of failed attempts to conquer the hole did not reach the final number of attempts and the player completed the final hole on the route (the hole corresponding to the goal) in the specified number of strokes or less (i.e., the challenge mode was cleared), the server-side control unit 186 generates, based on the information, data for granting a bonus upon clearing the challenge mode (hereinafter also referred to as challenge mode clear setting data) as server-side data to be sent to the user terminal 200. This challenge mode clear setting data includes, for example, information such as bonus points accumulated as play points upon clearing the challenge mode, and special items that are granted upon clearing the challenge mode and can be used in other play modes.

[0058] (Functional configuration of user terminal 200) A program for executing the above-described game (golf game), various information related to the game, etc. are stored in the terminal memory 220 of the user terminal 200. The terminal CPU 210 of the user terminal 200 executes each stored program, causing the user terminal 200 to function as functional units such as a data transmission / reception unit 280, a storage processing unit 282, an operation control unit 284, a terminal-side control unit 286, and a screen control unit 288.

[0059] The data transmission / reception unit 280 transmits and receives data (information) between the server 100 and the user terminal 200. Specifically, it receives server-side data transmitted from the server 100 and transmits terminal-side data (for example, the above-mentioned player's login information, challenge mode selection information, mode difficulty level type information, play start information, hole strategy success information, actual stroke count information, challenge mode success information, etc.) to the server 100.

[0060] The storage processing unit 282 stores various information and data (server-side data, etc.) received from the server 100 in the terminal memory 220 and the terminal storage unit 230.

[0061] The operation control unit 284 accepts the player's operations input by the terminal input unit 250 via the touch panel 262. Specifically, it detects the type of input operation (for example, touch operation, tap operation, swipe operation, flick operation, pinch-in operation, pinch-out operation, etc.) based on the player's operation position (contact position) and operation direction (movement direction from the contact position) on the touch panel 262. It is also capable of detecting long press operations and touch-off operations.

[0062] The terminal-side control unit 286 controls the progress of the game based on the server-side data generated by the server-side control unit 186. For example, the terminal-side control unit 286 instructs the screen control unit 288 to display on the touch panel 262 a route map RM including display elements such as the constructed route, holes located on the route, the number of successful reward awards on each hole, and the type of reward awarded in the successful reward award on each hole, based on the initial setting data (server-side data) received from the server 100. The terminal-side control unit 286 also instructs the screen control unit 288 to display the virtual space of the hole where play is to be performed, based on the hole construction data (server-side data) received from the server 100. The terminal-side control unit 286 also instructs the screen control unit 288 to award successful rewards and play points, based on the hole completion setting data (server-side data) received from the server 100, and to display various screens related to these executions. In addition, the terminal-side control unit 286 executes the granting of a bonus upon clearing the challenge mode based on the setting data (server-side data) received from the server 100, and instructs the screen control unit 288 to display various screens related to the granting of a bonus.

[0063] The screen control unit 288 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230 in response to instructions from the terminal-side control unit 286. For example, the screen control unit 288 causes the touch panel 262 to display a route map RM or a virtual space of a hole. The screen control unit 288 also displays, superimposed on the visible area of ​​the touch panel 262, a UI (User Interface) such as various icons, various buttons, status displays, and menu screens that are used to operate the game or display game information.

[0064] The above-described functional units are merely examples, and the server 100 and the user terminal 200 may include various other functional units. Each functional unit may be provided in either the server 100 or the user terminal 200, or functional units performing the same function may be provided in both the server 100 and the user terminal 200. The functional units and the hardware devices that implement them do not necessarily need to be located in one place. For example, hardware devices connected via a network may be located separately across municipalities, prefectures, or even across countries. In this embodiment, the server-side control unit 186 of the server 100 and the terminal-side control unit 286 of the user terminal 200 are configured to perform all game-related control. However, functional units may be provided that separately perform various controls during the game, and each functional unit may perform the corresponding control.

[0065] (Outline of the game and control provided by the information processing system S) Next, a more detailed description will be given of the game provided by the information processing system S according to this embodiment and various controls during the game. Below, play in the challenge mode will be mainly described, and other descriptions will be omitted.

[0066] When playing a game for the first time, the player installs a dedicated game application on the user terminal 200 in advance and registers the player with the server 100 (e.g., registering information such as a player ID and player name). When the application is subsequently launched, the terminal-side control unit 286 transmits login information to the server 100 as terminal-side data. Upon receiving the startup data (server-side data) generated by the server-side control unit 186 based on the login information and various data stored in the server 100, the terminal-side control unit 286 instructs the screen control unit 288 to display an image related to the game. Upon receiving the instruction from the terminal-side control unit 286, the screen control unit 288 generates and displays a corresponding image. When the application is launched (logged in to the game), a start screen (not shown) for starting the game is displayed on the touch panel 262. When a start operation for starting the game (e.g., a tap on a start icon for starting the game) is performed on this start screen, the game begins.

[0067] (Play mode selection screen SC1) When the game starts, a play mode selection screen SC1 is displayed on the touch panel 262, as shown in Fig. 4. In this embodiment, the play modes available to the player include a free match mode in which the player can compete against other players in match play, and a challenge mode in which the player aims to complete all holes from the start to the finish on a constructed route in a specified number of strokes or less without failing to complete the holes (the number of holes exceeding the specified number of strokes) to the end number. The play mode selection screen SC1 displays an icon I1 for selecting the free match mode and an icon I2 for selecting the challenge mode (see Fig. 4).

[0068] The play modes provided in the game are not limited to the free battle mode and challenge mode described above, and may include other play modes such as a practice mode in which players can practice hitting or putting, a team battle mode in which teams made up of multiple players can battle each other, etc. Furthermore, the display items displayed on the play mode selection screen SC1 are not limited to those described above, and may include, for example, the player's status (e.g., player name, owned play points and stamina points, etc.), a reward acquisition icon for acquiring a reward based on logging into the game or completing a mission assigned to the player (e.g., playing in the free battle mode a predetermined number of times, obtaining a predetermined item, etc.), etc.

[0069] (Mode difficulty selection screen SC2) In response to a tap operation on icon I2 displayed on the play mode selection screen SC1, the terminal-side control unit 286 transmits the above-mentioned challenge mode selection information (information indicating that the challenge mode has been selected) as terminal-side data to the server 100, and upon receiving the above-mentioned challenge mode selection data generated by the server-side control unit 186 based on the challenge mode selection information, instructs the screen control unit 288 to display the mode difficulty level selection screen SC2. As a result, the mode difficulty level selection screen SC2 is displayed on the touch panel 262, as shown in FIG.

[0070] As described above, the challenge mode has multiple modes of difficulty that the player can select, and settings are made for constructing a route and awarding a reward when the player succeeds according to the mode difficulty selected by the player (the route and the settings for awarding a reward when the player succeeds change depending on the mode difficulty). In this embodiment, three modes of difficulty are provided as modes of difficulty that the player can select in the challenge mode: "easy," "normal," and "hard." Routes are constructed such that completing the challenge mode becomes increasingly difficult in the order of "easy," "normal," and "hard" (for example, the number of holes placed from the start to the finish increases, the number of obstacles placed on the holes increases, the difficulty of the obstacle placement increases, etc.). Note that the selectable mode difficulty levels are not limited to those described above, and two or less modes of difficulty may be provided, or four or more modes of difficulty may be provided. Furthermore, a mode difficulty level that makes it easier to complete the challenge mode than "easy," or a mode difficulty level that makes it more difficult to complete the challenge mode than "hard," etc. may be provided.

[0071] In this embodiment, when the game is played for the first time, all three difficulty levels in the challenge mode cannot be selected; only "easy" can be selected (only "easy" is unlocked). Each time a player successfully conquers a hole in the challenge mode, a predetermined number of play points are awarded. When the accumulated play points reach a predetermined value, other difficulty levels can be selected (other difficulty levels are unlocked). When the game is played for the first time, the player's play points are 0. For example, when the accumulated play points reach a first unlock value (e.g., 100), the player can select "normal" ("normal" is unlocked). When the accumulated play points reach a second unlock value (e.g., 500), the player can select "hard" ("hard" is unlocked). The difficulty levels available for selection from the first play of the game are not limited to those described above; two or more difficulty levels may be selectable. Alternatively, all difficulty levels may be selectable from the first play of the game without providing play points. Furthermore, the benefits granted when accumulated play points reach a predetermined value are not limited to the addition of new selectable mode difficulty levels (opening up new mode difficulty levels), but may also be, for example, the addition of new items that can be granted when a reward is awarded upon success, an increase in the upper limit of stamina points (described below), an increase in the number of times the game can be ended, etc.

[0072] In this embodiment, a player can select a mode difficulty level by consuming a predetermined number of stamina points corresponding to the mode difficulty level, and can play the challenge mode at that mode difficulty level. In other words, if the player does not have the stamina points corresponding to the mode difficulty level, the player cannot select the mode difficulty level and cannot play the challenge mode at that mode difficulty level. For example, the stamina points consumed to select the "easy" mode difficulty level are set to a first specific amount (e.g., 30), the stamina points consumed to select the "normal" mode difficulty level are set to a second specific amount (e.g., 80) that is greater than the first specific amount, and the stamina points consumed to select the "hard" mode difficulty level are set to a third specific amount (e.g., 150) that is greater than the second specific amount. Selecting a mode difficulty level and playing the challenge mode consumes the player's stamina points corresponding to the mode difficulty level, but the stamina points are restored by fulfilling a predetermined stamina recovery condition (e.g., the passage of a predetermined time, the use of a predetermined item, the consumption of in-game currency, the viewing of a predetermined video or advertisement, etc.). The challenge mode may be playable at any time without providing stamina points.

[0073] The mode difficulty selection screen SC2 displays a pull-down menu PM for the player to select the mode difficulty levels available to them, the play points owned by the player, the stamina points owned by the player, and the stamina points consumed depending on the mode difficulty level, as well as an icon I3 for starting play in challenge mode and an icon I4 for returning to the play mode selection screen SC1 (see Figure 5).

[0074] (Route map screen SC3) When a mode difficulty level is selected using the pull-down menu PM displayed on the mode difficulty selection screen SC2 and the icon I3 is tapped, the terminal control unit 286 transmits the above-described mode difficulty selection information (information indicating the selected mode difficulty level) to the server 100 as terminal data. Upon receiving the mode difficulty selection information, the server control unit 186 executes settings related to the construction of a route according to the selected mode difficulty level and the granting of a reward upon success based on the information, and also generates initial setting data related to the content of the constructed route and the content of the set reward upon success, and transmits the data to the user terminal 200. Upon receiving the above-described initial setting data generated by the server control unit 186, the terminal control unit 286 instructs the screen control unit 288 to display a route map screen SC3. As a result, the route map screen SC3 is displayed on the touch panel 262, as shown in FIG. 6 .

[0075] Here, the construction of the above route executed by the server-side control unit 186 and the settings related to the awarding of rewards upon success will be described.

[0076] (Route Construction) In this embodiment, each time the challenge mode is started, a new route from the start to the goal is constructed according to the mode difficulty level selected by the player. This allows the player to play along a different route each time the challenge mode is executed, increasing the player's interest.

[0077] The server-side control unit 186 determines the mode difficulty level selected by the player based on the mode difficulty level selection information received from the user terminal 200, and sets a route pattern according to that mode difficulty level. A route pattern is data relating to the structure of a route from the start to the goal (data constituting the route), and multiple route patterns are provided. Specifically, in this embodiment, route patterns RP1, RP2, and RP3 are provided. The server-side control unit 186 sets route pattern RP1 when the mode difficulty level of "easy" is selected, sets route pattern RP2 when the mode difficulty level of "normal" is selected, and sets route pattern RP3 when the mode difficulty level of "hard" is selected.

[0078] As shown in Figure 6, route pattern RP1 has one hole A10 as the first hole to be played (hereinafter referred to as hole 1), two holes A20 and A21 as the holes to be played after hole 1 (hereinafter referred to as hole 2), and one hole A30 as the last hole to be played (hereinafter referred to as hole 3), and there are two routes from the start to the goal: A10 → A20 → A30 and A10 → A21 → A30. In this route pattern RP1, there are three holes on each route, and no matter which route the player chooses, the challenge mode is cleared by successfully conquering the three holes on the route. As shown in Figure 7, route pattern RP2 has one hole B10 as the first hole, two holes B20 and B21 as the second hole, three holes B30, B31, and B32 as the hole played after the second hole (hereinafter also referred to as the third hole), and one hole B40 as the final hole, and is configured with four routes from the start to the goal: B10 → B20 → B30 → B40, B10 → B20 → B31 → B40, B10 → B21 → B31 → B40, and B10 → B21 → B32 → B40. In this route pattern RP2, four holes are located on each route, and regardless of which route the player selects, the player can clear the challenge mode by successfully conquering the four holes located on the route. As shown in FIG. 8, the route pattern RP3 has one hole C10 as the first hole, three holes C20, C21, and C22 as the second holes, two holes C30 and C31 as the third holes, four holes C40, C41, C42, and C43 as the hole played after the third hole (hereinafter also referred to as the fourth hole), and one hole C50 as the final hole. There are eight routes: C10 → C20 → C30 → C40 → C50, C10 → C20 → C30 → C41 → C50, C10 → C21 → C30 → C40 → C50, C10 → C21 → C30 → C41 → C50, C10 → C21 → C31 → C42 → C50, C10 → C21 → C31 → C43 → C50, C10 → C22 → C31 → C42 → C50, and C10 → C22 → C31 → C43 → C50. In this route pattern RP3, five holes are located on each route, and no matter which route the player chooses, the challenge mode can be cleared by successfully conquering the five holes located on the route.

[0079] Then, the server-side control unit 186 determines the setting contents of the holes from the first hole to the final hole in the set route pattern. Specifically, the server storage unit 130 has a hole setting content table HT for determining the setting content for each hole, as shown in FIG. 9. In this embodiment, for example, setting patterns H11 to H50 are provided, and for each setting pattern, the setting content for the hole (such as the required number of strokes, fairway, rough, green, number of obstacles (bunkers, ponds, etc.), difficulty of placement, and environmental parameters) are determined. Each setting pattern is also categorized into one of the predetermined setting difficulty levels A to D according to the number of obstacles and the difficulty of placement. Setting difficulty level A is a category in which the number of obstacles placed on the hole is small and the difficulty of placement is low, and setting patterns H11 to H20 are included in setting difficulty level A. Setting difficulty level B is a category in which the number of obstacles placed on the hole is medium and the difficulty of placement is low, and setting patterns H21 to H30 are included in setting difficulty level B. Setting difficulty level C is a category in which the number of obstacles placed on the hole is medium and the difficulty of placement is low, and setting patterns H31 to H40 are included in setting difficulty level C. Setting difficulty level D is a category in which the number of obstacles placed within the hole is large and the difficulty of their placement is high, and setting patterns H41 to H50 are included in setting difficulty level D. That is, each setting pattern is set in the order of setting difficulty level A → setting difficulty level B → setting difficulty level C → setting difficulty level D, with the number of obstacles gradually increasing and the difficulty of obstacle placement gradually increasing, so that the difficulty of play gradually increases (i.e., it becomes more difficult to successfully conquer the hole).

[0080] As shown in Fig. 9, the hole setting content table HT defines the setting pattern (setting difficulty level) to be determined in association with the selected mode difficulty level and each hole (hole to be determined) from the first hole to the final hole. The server-side control unit 186 determines the setting content for each hole by holding a predetermined setting pattern determination lottery based on this hole setting content table HT. The percentage values ​​in Fig. 9 indicate the rate (determination probability) at which the corresponding setting pattern (setting difficulty level) is determined in the setting pattern determination lottery. As shown in Figure 9, according to the hole setting content table HT, when the selected mode difficulty level is "easy," for the first hole (hole A10), the probability of determining a setting pattern included in setting difficulty level A (any of H11 to H20) is set to 100%, for the second hole (A20, A21), the probability of determining a setting pattern included in setting difficulty level A is set to 80%, and the probability of determining a setting pattern included in setting difficulty level B (any of H21 to H30) is set to 20%, and for the final hole (A30), the probability of determining a setting pattern included in setting difficulty level A is set to 60%, the probability of determining a setting pattern included in setting difficulty level B is set to 35%, and the probability of determining a setting pattern included in setting difficulty level C (any of H31 to H40) is set to 5%. When the selected mode difficulty is "Normal," for the first hole (B10), the probability of determining a setting pattern included in setting difficulty level A is set to 70%, and the probability of determining a setting pattern included in setting difficulty level B is set to 30%. For the second hole (B20, B21), the probability of determining a setting pattern included in setting difficulty level A is set to 50%, the probability of determining a setting pattern included in setting difficulty level B is set to 45%, and the probability of determining a setting pattern included in setting difficulty level C is set to 5%. For the third hole (B30, B31, B32), the probability of determining a setting pattern included in setting difficulty level A is set to 30%, the probability of determining a setting pattern included in setting difficulty level B is set to 60%, and the probability of determining a setting pattern included in setting difficulty level C is set to 10%. For the final hole (B40), the probability of determining a setting pattern included in setting difficulty level A is set to 20%, the probability of determining a setting pattern included in setting difficulty level B is set to 65%, the probability of determining a setting pattern included in setting difficulty level C is set to 15%, and the probability of determining a setting pattern included in setting difficulty level D (any of H41 to H50) is set to 5%. When the selected mode difficulty is "Hard," for the first hole (C10), the probability of determining a setting pattern included in setting difficulty A is set to 40%, the probability of determining a setting pattern included in setting difficulty B is set to 50%, and the probability of determining a setting pattern included in setting difficulty C is set to 10%. For the second hole (C20, C21, C22), the probability of determining a setting pattern included in setting difficulty A is set to 20%, the probability of determining a setting pattern included in setting difficulty B is set to 50%, and the probability of determining a setting pattern included in setting difficulty C is set to 30%. For the third hole (C30, C31), the probability of determining a setting pattern included in setting difficulty B is set to 10%. The probability of determining a fixed pattern is set to 55%, the probability of determining a setting pattern included in setting difficulty level C is set to 40%, and the probability of determining a setting pattern included in setting difficulty level D is set to 5%.For the fourth hole (C40, C41, C42, C43), the probability of determining a setting pattern included in setting difficulty level B is set to 30%, the probability of determining a setting pattern included in setting difficulty level C is set to 60%, and the probability of determining a setting pattern included in setting difficulty level D is set to 10%.For the final hole (C50), the probability of determining a setting pattern included in setting difficulty level C is set to 60%, and the probability of determining a setting pattern included in setting difficulty level D is set to 40%.

[0081] That is, in this embodiment, as the mode difficulty level changes from "easy" to "normal" to "hard," the number of holes arranged on the route gradually increases and the route configuration becomes more complex. In addition, as the mode difficulty level changes from "easy" to "normal" to "hard," the number of obstacles arranged on the hole gradually increases and the difficulty of the obstacle arrangement gradually increases (i.e., the number of obstacles tends to gradually increase and the difficulty of the obstacle arrangement tends to gradually increase). This allows the difficulty of playing on each hole to gradually increase (i.e., the difficulty of playing tends to gradually increase) as the mode difficulty level changes from "easy" to "normal" to "hard," which can increase the player's interest. Furthermore, in this embodiment, regardless of which mode difficulty level is selected, the number of obstacles tends to gradually increase and the difficulty of arranging the obstacles tends to gradually increase as you progress from the first hole to the final hole (the number of obstacles tends to gradually increase and the difficulty of arranging the obstacles tends to gradually increase), which makes it possible to increase the player's interest.

[0082] In this embodiment, one type of route pattern is set for each mode difficulty level, but this is not limited to this. For example, multiple types of route patterns may be set for each mode difficulty level, and one of the multiple route patterns may be selected and set depending on the set mode difficulty level. Furthermore, instead of setting a predetermined route pattern, a new route pattern may be generated depending on the selected mode difficulty level each time the challenge mode is started, and this newly generated route pattern may be set. Furthermore, in this embodiment, the number of holes arranged on the route is fixed for each mode difficulty level, but this is not limited to this. For example, the number of holes arranged on the route may be set to 2 to 4 in the "easy" mode difficulty level, 3 to 5 in the "normal" mode difficulty level, and 4 to 6 in the "hard" mode difficulty level. In addition, in this embodiment, all routes have the same number of holes from the start to the goal, but this is not limited to this, and the number of holes from the start to the goal may differ depending on the route. In this embodiment, the difficulty of playing each hole is changed by varying the number of obstacles placed on the hole and the difficulty of the obstacle placement according to the difficulty mode. However, the method of changing the difficulty of playing according to the difficulty mode is not limited to this. For example, as the difficulty mode changes from "easy" to "normal" to "hard," the distance from the tee to the cup on each hole tends to become gradually longer (i.e., the starting position of play on each hole tends to become gradually farther from the cup), or the number of obstacles around the tee tends to become gradually more numerous (i.e., the difficulty of hitting the ball from the starting position of play on each hole tends to become gradually higher). The difficulty of playing may also be changed by changing environmental parameters (weather, wind speed, wind direction, etc.), for example. Specifically, for example, sunny and rainy weather may be set as the weather conditions for each hole, with the ball being set to travel a longer distance in sunny weather than in rainy weather (and a shorter distance in rainy weather than in sunny weather), and as the mode difficulty level changes from "easy" to "normal" to "hard," rainy weather may be set more frequently than sunny weather for each hole. Furthermore, weak wind and strong wind may be set as the wind speed for each hole, with the ball being less affected by the wind and less likely to curve in weak wind than in strong wind (and the ball being more affected by the wind and more likely to curve in strong wind than in weak wind), and as the mode difficulty level changes from "easy" to "normal" to "hard," strong wind may be set more frequently than weak wind as the wind speed for each hole.

[0083] (Settings for rewarding success) As described above, in this embodiment, multiple types of item groups are provided that can be used in playing golf, and each item group includes multiple items. Specifically, seven types of item groups are provided: a driver (a club for long distances), an L iron (a club for medium distances), an S iron (a club for short distances), a putter (a club for the green), a ball, a character (a player playing), and a special item (an item that provides a special effect). The driver item group includes four types of drivers, D0, D1, D2, and D3, with the distances increasing (performance improving) in the order of D0 → D1 → D2 → D3. The L iron item group includes four types of L irons, L0, L1, L2, and L3, with the distances increasing (performance improving) in the order of L0 → L1 → L2 → L3. The iron S item group includes three types of irons: S1, S2, and S3. Ball control becomes progressively easier (performance improves) in the order of S1 → S2 → S3. The putter item group includes four types of putters: P0, P1, P2, and P3. Balls become progressively less likely to curve (performance improves) in the order of P0 → P1 → P2 → P3. The ball item group includes four types of balls: B0, B1, B2, and B3. Ball spin increases progressively (performance improves) in the order of B0 → B1 → B2 → B3. The character item group includes four types of characters: C0, C1, C2, and C3. Each club's flight distance increases progressively (performance improves) in the order of C0 → C1 → C2 → C3. The special items group includes three types of special items: SI1, which allows you to re-hit the ball; SI2, which allows you to successfully complete a hole without making a play; and SI3, which restores a specified number of remaining lives (for example, 1) (increases the number of remaining times you can fail to complete a hole by a specified number before reaching the end number of plays).These items have increasing rarity (an indicator of how rare an item is) in the order of SI1 → SI2 → SI3. Note that the item groups and the items included in each item group are not limited to the above, and other item groups and items may be included. Also, rarity may be set for items included in item groups other than special items, and performance may be set for items included in special item groups.

[0084] Then, once a route corresponding to the selected mode difficulty level has been constructed as described above, the server-side control unit 186 performs settings related to the granting of rewards upon success on holes on the constructed route. Here (at the start of the challenge mode), the server-side control unit 186 determines the number of times that the reward will be granted upon success in the hole (when the player finishes the hole in the specified number of strokes or less), and the group of items to be granted in the reward upon success, and determines the specific items that will be presented to the player as rewards and that can be selected from them at the time of hole-out (when the player has successfully completed the hole) based on the results of play on the hole.

[0085] The server storage unit 130 has a reward execution count determination table PT for determining the number of times successful rewards will be awarded (i.e., the number of items that a player can acquire as a reward when the player successfully conquers a hole), as shown in Fig. 10. The server-side control unit 186 determines the number of times successful rewards will be awarded for all holes except the final hole based on the reward execution count determination table PT.

[0086] As shown in FIG. 10, the awarding execution count determination table PT defines the number of times successful rewards will be awarded in association with the selected mode difficulty level. The server-side control unit 186 determines the number of times successful rewards will be awarded for each hole (the number of items awarded as rewards) by conducting a predetermined awarding execution count determination lottery based on this awarding execution count determination table PT for all holes except the final hole. In this embodiment, as shown in FIG. 10, successful rewards are awarded once, twice, or three times for each hole, regardless of the mode difficulty level (i.e., one, two, or three items can be acquired as rewards). The percentage values ​​in FIG. 10 indicate the proportion (determination probability) at which the corresponding number of successful rewards will be awarded in the awarding execution count determination lottery. As shown in Figure 10, according to the award execution count determination table PT, when the selected mode difficulty is "easy," the probability that the number of times the reward is awarded in the event of success in the hall will be determined to be one is 55%, the probability that it will be determined to be two is 30%, and the probability that it will be determined to be three is 15%. When the selected mode difficulty is "Normal," the probability that the number of times the reward is awarded when successful in the hole will be determined as 1 is 40%, as is the probability that it will be determined as 2, and as 25% as is the probability that it will be determined as 3. When the selected mode difficulty is "Hard," the probability that the number of times the reward is awarded when successful in a hole will be determined as 1 is 15%, as is the probability that it will be determined as 2, and as is the probability that it will be determined as 3.

[0087] In other words, in this embodiment, as the mode difficulty level increases from "easy" to "normal" to "hard," the number of times that rewards are awarded when a player succeeds on each hole increases (i.e., the amount of items that the player can obtain as rewards increases), which can increase the player's interest.

[0088] As shown in FIG. 11 , the server storage unit 130 has an item group determination table GT for determining the group of items to be awarded upon success. As described above, once the number of times the successful reward award is to be executed for each hole is determined, the server-side control unit 186 determines, based on the item group determination table GT, the item group containing the items to be awarded upon each successful reward award execution. In this embodiment, three types of item groups are provided: a club group including a driver, large iron, small iron, and putter item group; a ball / character group including a ball and character item group; and a special group including a special item group. When a club group is determined, an item included in any of the driver, large iron, small iron, and putter item groups is awarded upon the determined successful reward award. When a ball / character group is determined, an item included in any of the ball and character item groups is awarded upon the determined successful reward award. When a special group is determined, an item included in the special item group is awarded upon the determined successful reward award. It should be noted that the item group groups are not limited to the above, and for example, an iron group group may be provided that includes only the large iron and small iron item groups among the club-related item groups (a group in which an item included in either the large iron or small iron item group will be awarded when a successful reward is granted), or an all item group group that includes all item groups (a group in which an item included in either the driver, large iron, small iron, putter, ball, character, or special item item group will be awarded when a successful reward is granted).

[0089] As shown in FIG. 11 , the item group determination table GT defines the item group groups that can be determined in association with the selected mode difficulty level. The server-side control unit 186 determines the item group for each successful reward grant by conducting a predetermined item group determination lottery based on this item group determination table GT for each successful reward grant. In this embodiment, as shown in FIG. 11 , a club group, ball / character group, or special group is determined regardless of the mode difficulty level. Note that the percentage values ​​in FIG. 11 indicate the proportion (determination probability) at which the corresponding item group is determined in the item group determination lottery. As shown in Figure 11, according to the item group determination table GT, when the selected mode difficulty is "easy," the probability that the club group will be determined for the reward upon success is set to 60%, the probability that the ball / character group will be determined to be 30%, and the probability that the special group will be determined to be 10%. When the selected mode difficulty is "Normal," the probability of a successful reward being determined as a club group is 50%, a ball / character group is 40%, and a special group is 10%. When the selected mode difficulty is "Hard," the probability of a successful reward being determined as a club group is 40%, a ball / character group is 50%, and a special group is 10%.

[0090] That is, in this embodiment, as the mode difficulty level changes from "easy" to "normal" to "hard," it becomes gradually more difficult to determine a club group (i.e., when a reward is awarded upon success, it becomes more difficult to award items included in the driver, large iron, small iron, and putter item group), and it becomes gradually easier to determine a ball / character group (i.e., when a reward is awarded upon success, it becomes more likely to award items included in the ball and character item group).

[0091] In this embodiment, the same number of times (either 1, 2, or 3) is determined as the number of times successful reward awarding is performed for each hole regardless of the mode difficulty level, but this is not limited to this. For example, when the selected mode difficulty level is "easy," the number of times successful reward awarding is not determined to be 3, but 1 or 2, and when the selected mode difficulty level is "hard," the number of times successful reward awarding is not determined to be 1, but 2 or 3, and so on. The number of times successful reward awarding is determined may vary depending on the mode difficulty level. Also, the number of times may be set to 4 or more, or depending on the mode difficulty level, successful reward awarding may not be performed even if the player succeeds in conquering a hole (0 may be determined as the number of times successful reward awarding is performed). In addition, in this embodiment, the mode difficulty level is set so that the number of times that the reward is awarded when a player succeeds on each hole tends to gradually increase (the player is likely to acquire more items as a reward) as the mode difficulty level changes from "easy" to "normal" to "hard," but this is not limited to this. For example, the mode difficulty level may be set so that the number of times that the reward is awarded when a player succeeds on each hole tends to gradually decrease (the player is likely to acquire fewer items as a reward) as the mode difficulty level changes from "easy" to "normal" to "hard." In addition, in this embodiment, the same item group (either a club group, a ball / character group, or a special group) is determined for each successful reward regardless of the mode difficulty, but this is not limited to this. For example, if the selected mode difficulty is "easy," no special group is determined, and a club group or a ball / character group is determined, and if the selected mode difficulty is "hard," no club group is determined, and a ball / character group or a special group is determined, and so on. The item group determined may differ depending on the mode difficulty. In addition, in this embodiment, as the mode difficulty level changes from "easy" to "normal" to "hard," it is set so that it becomes gradually more difficult to determine a club group (items included in the driver, large iron, small iron, and putter item group are less likely to be awarded in the successful reward award) and it becomes gradually easier to determine a ball / character group (items included in the ball and character item group are more likely to be awarded in the successful reward award), but this is not limited to this. For example, as the mode difficulty level changes from "easy" to "normal" to "hard," it may be set so that it becomes gradually easier to determine a club group and it becomes gradually more difficult to determine a ball / character group. Also, it may be set so that it becomes easier (or harder) to determine a special group group as the mode difficulty level changes from "easy" to "normal" to "hard."

[0092] Then, when the challenge mode starts, the player constructs a route according to the mode difficulty level selected by the player and configures the reward to be awarded upon success. The server-side control unit 186 then generates initial setting data including the details of the constructed route and the details of the reward to be awarded upon success. As described above, in this embodiment, at the start of the challenge mode, items (initial equipment items) included in a specific group of items to be used in playing on holes are provided. Specifically, regardless of which mode difficulty level is selected, the following items are provided as initial equipment items: a driver D0, an iron L0 (iron L), a putter P0, a ball B0, and a character C0. Note that instead of always providing the same items as the initial equipment items, different items may be provided by conducting a predetermined lottery each time the challenge mode is executed. Also, different items may be provided as initial equipment items depending on the selected mode difficulty level (for example, the performance of the items provided as initial equipment items may gradually increase (or decrease) as the mode difficulty level increases from "easy" to "normal" to "hard"). Also, as mentioned above, in this embodiment, when the number of times that a player fails to conquer a hole (the number of holes that exceed the specified number of strokes) reaches a predetermined number of times (for example, three times), the challenge mode ends and the game is over. The initial setting data also includes the contents of initial equipment items and an initial value for the number of remaining lives (the number of times corresponding to the number of times the game can be ended, i.e., three). The server-side control unit 186 then transmits the generated initial setting data to the user terminal 200, causing a route map screen SC3 based on the initial setting data to be displayed on the touch panel 262. The number of remaining lives included in the initial setting data is stored in the terminal storage unit 230, and the number of remaining lives is decremented by one each time an attempt to complete a hole is unsuccessful (each time the number of strokes exceeds a predetermined number for the hole), and is incremented by a predetermined number (e.g., one) when a predetermined life recovery condition, described below, is met. In this way, the number of remaining lives is managed in the user terminal 200.

[0093] Below, we return to the explanation of the route map screen SC3. The route map screen SC3 displays a route map RM of the route constructed according to the mode difficulty level by the server-side control unit 186. Specifically, the route map screen SC3 displays, as the route map RM, setting information for each hole (such as the required number of strokes), the number of times a reward will be awarded if the player succeeds on each hole, a group suggestion image suggesting an item group, and the like, superimposed on an overall image of the constructed route (an image of the route from the start to the goal, and images of holes arranged on the route), as well as an icon I5 for checking or changing owned items and items being used (equipped items) (see FIG. 6). The route map screen SC3 also has a remaining life display section LD (see FIG. 6) that indicates the number of remaining lives (the number of times a player can fail to complete a hole before reaching the final number of strokes). The remaining life display section LD displays a number of life suggestion images corresponding to the number of remaining lives (see FIG. 6). Each time a player fails to complete a hole (each time the player exceeds the predetermined number of strokes for that hole), one of the life suggestion images is erased. When a predetermined life recovery condition, described below, is met, the number of remaining lives is restored by a predetermined number (e.g., 1), and the predetermined number of life suggestion images are additionally displayed. When all of the life suggestion images are erased, the number of remaining lives becomes 0, the number of failed attempts to complete a hole reaches the final number of strokes, and the challenge mode ends and the game is over, as described above. The player can determine how many more times they can fail to complete a hole by looking at the number of life suggestion images displayed in the remaining life display section LD. The setting information for each hole may include the required number of strokes, distance, and environmental parameters (weather, wind speed, wind direction, etc.).

[0094] The group suggestion images include a club group suggestion image GP1 suggesting a club group, a ball / character group suggestion image GP2 suggesting a ball / character group, and a special group suggestion image GP3 suggesting a special group (see FIG. 6). A group suggestion image is displayed for each hole according to the number of times successful rewards are granted and the item group for each hole, as determined by the server-side control unit 186. For example, when the selected mode difficulty is "easy," if the number of times successful reward granting is performed on hole A10 is determined to be "1 time" and the "club group" is determined as the item group corresponding to the successful reward granting, one club group suggestion image GP1 is displayed corresponding to hole A10 on the route map screen SC3 (see FIG. 6). Also, if the number of times successful reward granting is performed on hole A20 is determined to be "2 times" and the "club group" and the "ball / character group" are determined as the item groups corresponding to these two successful reward granting times, one club group suggestion image GP1 and one ball / character group suggestion image GP2 are displayed corresponding to hole A20 on the route map screen SC3 (see FIG. 6). This allows the player to check the type and number of group suggestion images displayed corresponding to each hole on the route map screen SC3, and thereby understand the number of items that can be obtained as a reward if the player succeeds in conquering the hole (the number of times that the reward will be awarded upon success), and also roughly estimate what types of items can be obtained.Therefore, the player can use these displays as a reference when progressing through the holes, which increases the player's interest.

[0095] (Item confirmation screen SC4) Furthermore, when an icon I5 displayed on the route map screen SC3 is tapped, the terminal-side control unit 286 instructs the screen control unit 288 to display an item confirmation screen SC4. As a result, the item confirmation screen SC4 is displayed on the touch panel 262, as shown in FIG. 12. The item confirmation screen SC4 includes a currently used item display section ID1 that displays items currently being used (equipped items) by the player, and a currently unused item display section ID2 that displays items owned but not being used. This allows the player to grasp the items currently being used and the items not being used. Furthermore, the currently used item can be changed by performing a predetermined change operation (e.g., a drag operation, etc.) on a predetermined item on the item confirmation screen SC4. Furthermore, special items can be used by performing a predetermined use operation (e.g., a tap operation, etc.). Note that a predetermined special item may be automatically used upon acquisition without performing the above-described use operation. When a predetermined icon (not shown) is tapped on the item confirmation screen SC4, the route map screen SC3 is displayed on the touch panel 262 (i.e., the screen returns to the route map screen SC3).

[0096] (Hall information screen SC5) Furthermore, when the image of a hole displayed on the route map screen SC3 is tapped, the terminal-side control unit 286 instructs the screen control unit 288 to display a hole information screen SC5. As a result, as shown in FIG. 13, the hole information screen SC5 for the hole on which the tapping operation was performed is displayed on the touch panel 262. The hole information screen SC5 displays various information about the settings of the hole on which the tapping operation was performed (course layout, environmental parameters (weather, wind speed, wind direction), required number of strokes (PAR), conditions for failure in the strategy, group suggestion images related to the award of rewards in the event of success, etc.), as well as an icon I6 for starting play on that hole (see FIG. 13). This allows the player to decide whether or not to play on that hole while referring to the various information about the settings of the hole displayed on the hole information screen SC5. As will be described later, tapping icon I6 starts play on that hole, but if the conditions for playing that hole are not met, for example, if the player has not successfully conquered the hole placed before that hole, icon I6 is grayed out and play does not start even if the player taps. Also, if a specific icon (not shown) is tapped on this hole information screen SC5, the route map screen SC3 is displayed on the touch panel 262 (i.e., the screen returns to the route map screen SC3).

[0097] (Play screen SC6) In response to a tap operation on the icon I6 displayed on the hole information screen SC5, the terminal control unit 286 transmits the above-mentioned play start information (information indicating the start of play on the tapped hole) as terminal data to the server 100. Upon receiving the above-mentioned hole construction data generated by the server control unit 186 based on the play start information, the terminal control unit 286 instructs the screen control unit 288 to display a play screen SC6. As a result, the play screen SC6 is displayed on the touch panel 262, as shown in FIG. 14. The play screen SC6 displays the virtual space (game space) of the hole where play is to be performed, as well as a club change icon (not specifically shown) for changing the club to be used (see FIG. 14). The play screen SC6 also has a remaining life count display section LD similar to that on the route map screen SC3 (see FIG. 14). In addition to the above-mentioned displays, the play screen SC6 may also display, for example, a character image indicating the type of character being used, information such as the distance to the cup, wind direction, wind speed, the required number of strokes, the current number of strokes, etc.

[0098] Then, in a virtual space displayed on the play screen SC6, a game is executed in which a ball hit from a tee is put into a cup. Specifically, in this embodiment, the play screen SC6 displays a target TG that performs a predetermined periodic movement and an arrow AR extending from a predetermined starting position toward the target TG (see FIG. 14 ). The player can hit the ball by performing a flick operation along the arrow AR so that the ball passes through a predetermined range of the cyclically moving target TG. The flight distance and flight direction of the ball change depending on the result of the flick operation (whether or not the flick operation was performed so that the ball passes through the predetermined range), the type of club, ball, character, special item used, environmental parameters, and the like. As the game progresses on a hole, if the ball goes into the cup in a predetermined number of strokes or less set for that hole (if the player finishes the hole in a predetermined number of strokes or less), the player is considered to have succeeded in conquering that hole. However, if the number of strokes exceeds the predetermined number, the player is considered to have failed in conquering that hole.

[0099] (Successful strategy screen SC7) If the ball goes into the cup in a specified number of strokes or less set for the hole being played (if the ball finishes in a specified number of strokes or less), the terminal-side control unit 286 determines that the player has succeeded in conquering the hole, and instructs the screen control unit 288 to display a successful conquer screen SC7. As a result, the successful conquer screen SC7 is displayed on the touch panel 262, as shown in FIG. 15. The successful conquer screen SC7 displays a success image SP indicating that the player has succeeded in conquering the hole. The successful conquer screen SC7 also has a remaining life count display section LD similar to the route map screen SC3 and the play screen SC6 (see FIG. 15).

[0100] Furthermore, when the terminal-side control unit 286 determines that the hole has been successfully completed (when the player has completed the hole in the specified number of strokes or less), it transmits the above-mentioned hole completion success information (information indicating that the player completed the hole in the specified number of strokes or less) and actual stroke number information (information indicating the actual number of strokes it took to complete the hole) as terminal-side data to the server 100. Upon receiving the hole completion success information and actual stroke number information, the server-side control unit 186 determines specific items to be awarded as part of the success reward award and sets the awarding of play points based on this information, and also generates hole completion setting data related to the determined items and play points and transmits it to the user terminal 200. Upon receiving the hole completion setting data generated by the server-side control unit 186, the terminal-side control unit 286 instructs the screen control unit 288 to display a route map screen SC3 updated based on the hole completion. As a result, the above-mentioned hole completion success screen SC7 is displayed on the touch panel 262, and the route map screen SC3 updated based on the hole completion is displayed (see FIG. 16 ).

[0101] (Determine the specific items to be awarded as rewards upon success) Here, the determination of items to be awarded in the successful reward awarding executed by the server-side control unit 186 will be explained. As described above, in this embodiment, at the start of the challenge mode, the number of times the successful reward awarding will be executed when the player has successfully conquered a hole (when the player has finished in the specified number of strokes or less) and the item group have been determined. Here (when the player has finished in the specified number of strokes or less), the server-side control unit 186 determines specific items to be presented to the player as rewards and to be selectable based on the results of play on the successfully conquered hole.

[0102] The server storage unit 130 is provided with an option number determination table CT for determining the number of options of items that the player can select as a reward when granting a reward upon success, as shown in Fig. 17. The server-side control unit 186 determines the number of options of items that the player can select when granting a reward upon success, based on the option number determination table CT.

[0103] As shown in FIG. 17, the option number determination table CT defines the number of item options that the player can select, corresponding to the selected mode difficulty level. The server-side control unit 186 determines the number of items to be presented to the player when the successful reward is awarded (the number of item options that the player can select) by conducting a predetermined option number determination lottery based on this option number determination table CT for each successful reward award executed in the hole. In this embodiment, as shown in FIG. 17, two or three items are presented in the successful reward award (i.e., the player can select any item from two or three options) regardless of the mode difficulty level. The percentage values ​​in FIG. 17 indicate the proportion (probability) at which the corresponding number of options is determined in the option number determination lottery. As shown in Figure 17, according to the option number determination table CT, when the selected mode difficulty is "easy," the probability that the number of options for items that the player can select when the reward is awarded upon success will be determined to be two is set to 70%, and the probability that it will be determined to be three is set to 30%. If the selected mode difficulty is "Normal," the probability that the number of items the player can select when receiving a reward upon success is set to two is 50%, and the probability that it is set to three is 50%. When the selected mode difficulty is "hard," the probability that the number of items the player can select when receiving a reward upon success is determined to be two is set to 30%, and the probability that the number of items is determined to be three is set to 70%.

[0104] That is, in this embodiment, as the mode difficulty level goes from "easy" to "normal" to "hard," the number of item options that the player can choose from when the reward is awarded upon success tends to gradually increase (i.e., it becomes easier to select an item from a large number of options). This makes it possible to increase the player's interest in the award of rewards upon success.

[0105] 18 to 20, the server storage unit 130 is provided with the following tables for determining items selectable by the player when a reward is awarded upon success: a club group item determination table IT1 for determining items included in the club group, a ball / character group item determination table IT2 for determining items included in the ball / character group, and a special group item determination table IT3 for determining items included in the special group. If a club group has been determined as the item group corresponding to the reward award upon success at the start of the challenge mode, the server-side control unit 186 determines the items selectable by the player when a reward is awarded upon success based on the club group item determination table IT1; if a ball / character group has been determined as the item group corresponding to the reward award upon success at the start of the challenge mode, the server-side control unit 186 determines the items selectable by the player when a reward is awarded upon success based on the ball / character group item determination table IT2; and if a special group has been determined as the item group corresponding to the reward award upon success at the start of the challenge mode, the server-side control unit 186 determines the items selectable by the player when a reward is awarded upon success based on the special group item determination table IT3.

[0106] As shown in Fig. 18, the club group item determination table IT1 defines items that can be selected by the player in association with the selected mode difficulty level and the play result on the hole (value of the required number of strokes minus the actual number of strokes). If a club group has been determined as the item group corresponding to the award of a reward upon success at the start of the challenge mode, the server-side control unit 186 determines the items that can be selected by the player by conducting a predetermined item determination lottery based on this club group item determination table IT1 for the number of options determined as described above. The percentage values ​​in Fig. 18 indicate the rate at which the corresponding item is determined in the item determination lottery (determination probability). As shown in FIG. 18, according to the club group item determination table IT1, when the selected mode difficulty level is "easy," and the value of the required number of strokes minus the actual number of strokes is 1 or more (that is, when the player finishes holing out with one or more strokes less than the required number of strokes (so-called finishing with a birdie or better)), the probability that the driver D1 will be determined as an item selectable by the player is 25%, the probability that the driver D2 will be determined is 10%, the probability that the driver D3 will be determined is 5%, the probability that the iron L1 will be determined is 15%, the probability that the iron L2 will be determined is 10%, the probability that the iron L3 will be determined is 5%, the probability that the iron S1 will be determined is 10%, the probability that the iron S2 will be determined is 7%, the probability that the iron S3 will be determined is 3%, the probability that the putter P1 will be determined is 5%, and the probability that the putter P2 will be determined is 5%. The probability that Putter P2 will be determined is set to 3%, and the probability that Putter P3 will be determined is set to 2%, and when the value of the standard stroke count - actual stroke count is 0 (i.e., when the player finishes holing in the standard number of strokes (so-called when the player finishes holing with a par)), the items that the player can select are set to a 5% probability that Driver D1 will be determined, a 25% probability that Driver D2 will be determined, a 10% probability that Driver D3 will be determined, a 5% probability that Iron L1 will be determined, a 15% probability that Iron L2 will be determined, a 10% probability that Iron L3 will be determined, a 3% probability that Iron S1 will be determined, a 10% probability that Iron S2 will be determined, a 7% probability that Iron S3 will be determined, a 2% probability that Putter P1 will be determined, a 5% probability that Putter P2 will be determined, and a 3% probability that Putter P3 will be determined. When the selected mode difficulty is "Normal," and the value of the required number of strokes minus the actual number of strokes is 1 or greater, the items that the player can select are: Driver D1 15%; Driver D2 10%; Driver D3 5%; Iron L1 25%; Iron L2 10%; Iron L3 5%; Iron S1 10%; Iron S2 7%; Iron S3 3%; Putter P1 5%; Putter P2 3%; and Putter P3. When the probability is set to 2% and the value of the required number of strokes minus the actual number of strokes is 0, the items that the player can select are set to have a 5% probability that the driver D1 will be determined, a 15% probability that the driver D2 will be determined, a 10% probability that the driver D3 will be determined, a 5% probability that the iron L1 will be determined, a 25% probability that the iron L2 will be determined, a 10% probability that the iron L3 will be determined, a 3% probability that the iron S1 will be determined, a 10% probability that the iron S2 will be determined, a 7% probability that the iron S3 will be determined, a 2% probability that the putter P1 will be determined, a 5% probability that the putter P2 will be determined, and a 3% probability that the putter P3 will be determined. When the selected mode difficulty is "Hard," and the value of the required number of strokes minus the actual number of strokes is 1 or more, the items that the player can select are: Driver D1 10%; Driver D2 7%; Driver D3 3%; Iron L1 15%; Iron L2 10%; Iron L3 5%; Iron S1 25%; Iron S2 10%; Iron S3 5%; Putter P1 5%; Putter P2 3%; and Putter P3. When the probability is set to 2% and the value of the required number of strokes minus actual number of strokes is 0, the items that the player can select are set to have a 3% probability that the driver D1 will be determined, a 10% probability that the driver D2 will be determined, a 7% probability that the driver D3 will be determined, a 5% probability that the iron L1 will be determined, a 15% probability that the iron L2 will be determined, a 10% probability that the iron L3 will be determined, a 5% probability that the iron S1 will be determined, a 25% probability that the iron S2 will be determined, a 10% probability that the iron S3 will be determined, a 2% probability that the putter P1 will be determined, a 5% probability that the putter P2 will be determined, and a 3% probability that the putter P3 will be determined.

[0107] That is, in this embodiment, when determining the items that the player can select from the club group for the successful reward award, as the mode difficulty level goes from "easy" to "normal" to "hard", it is set so that it becomes gradually more difficult to select a driver (40% in total for "easy", 30% in total for "normal", and 20% in total for "hard"), and it becomes gradually easier to select an S iron (20% in total for "easy", 30% in total for "normal", and 40% in total for "hard"). This makes it possible to increase the player's interest in the successful reward award. Furthermore, regardless of the mode difficulty level, the system is set up so that a higher-performance item is more likely to be determined among items of the same type when the value of the specified number of strokes minus the actual number of strokes is 0 than when the value is equal to or greater than 1. In other words, since a poor playing result (when the value of the specified number of strokes minus the actual number of strokes is 1 or greater) is more likely to result in a high-performance item being acquired as a reward than a good playing result (when the value of the specified number of strokes minus the actual number of strokes is 1 or greater), even beginners and other players who are not accustomed to playing can easily complete the challenge mode, which can increase the player's interest.

[0108] Like the club group item determination table IT1, the ball / character group item determination table IT2 defines the items selectable by the player in association with the selected mode difficulty level and the play result on the hole (the value of the required number of strokes minus the actual number of strokes) (see FIG. 19). If a ball / character group has been determined as the item group corresponding to the award of a reward upon success at the start of the challenge mode, the server-side control unit 186 determines the items selectable by the player by conducting a predetermined item determination lottery based on this ball / character group item determination table IT2 for the number of options determined as described above. The percentage values ​​in FIG. 19 indicate the rate at which the corresponding item is determined in the item determination lottery (determination probability). The ball / character group item determination table IT2 has almost the same configuration as the club group item determination table IT1, so detailed explanation of the determination probability and the like will be omitted.

[0109] In this embodiment, as shown in FIG. 19, when determining the items that the player can select from the ball / character group when awarding a reward upon success, as the mode difficulty level changes from "easy" to "normal" to "hard", it is set so that it becomes gradually more difficult to determine a ball (60% in total for "easy", 50% in total for "normal", and 40% in total for "hard"), and it becomes gradually easier to determine a character (40% in total for "easy", 50% in total for "normal", and 60% in total for "hard"). Also, just as when determining an item from a club group, regardless of the mode difficulty, the system is set up so that an item with higher performance is more likely to be determined among items of the same type when the value of the specified number of strokes minus the actual number of strokes is 0 than when the value is 1 or greater.

[0110] As shown in Fig. 20, the special group item determination table IT3 defines the items selectable by the player in association with the selected mode difficulty level (see Fig. 19). If the special group has been determined as the item group corresponding to the success reward at the start of the challenge mode, the server-side control unit 186 determines the items selectable by the player by conducting a predetermined item determination lottery based on this special group item determination table IT3 for the number of options determined as described above. The percentage values ​​in Fig. 20 indicate the rate at which the corresponding item is determined in the item determination lottery (determination probability). As shown in Figure 20, according to the special group item determination table IT3, when the selected mode difficulty is "easy," the probability that special item SI1 will be determined as an item selectable by the player is set to 70%, the probability that special item SI2 will be determined to be 20%, and the probability that special item SI3 will be determined to be 10%. When the selected mode difficulty is "Normal," the probability that special item SI1 will be selected as an item selectable by the player is set to 60%, the probability that special item SI2 will be selected is 25%, and the probability that special item SI3 will be selected is 15%. When the selected mode difficulty is "Hard," the probability that special item SI1 will be selected as an item selectable by the player is set to 50%, the probability that special item SI2 will be selected is 30%, and the probability that special item SI3 will be selected is 20%.

[0111] That is, in this embodiment, when determining the items that the player can select from the special group for the successful reward award, as the mode difficulty level changes from "easy" to "normal" to "hard," it is set so that it becomes increasingly difficult to select special items of lower rarity and increasingly easier to select special items of higher rarity. This increases the player's interest because the possibility of obtaining an item of a predetermined rarity as a reward changes depending on the mode difficulty level.

[0112] In this embodiment, the number of item options that the player can select when a reward is awarded upon success is set to gradually increase as the mode difficulty level changes from "easy" to "normal" to "hard," but this is not limited to this. For example, the number of item options that the player can select when a reward is awarded upon success may be set to gradually decrease as the mode difficulty level changes from "easy" to "normal" to "hard." In this embodiment, the possibility of obtaining a high-performance item as a reward is higher when the player has performed poorly on a given hole than when the player has performed well, but the present invention is not limited to this. For example, the possibility of obtaining a high-performance item as a reward may be lower when the player has performed poorly than when the player has performed well. Furthermore, in this embodiment, the number of item options presented in the successful reward award is the same (2 or 3) regardless of the mode difficulty, but this is not limited to this. For example, in the "easy" mode difficulty, the number of item options presented in the successful reward award is not determined to be 3, but only 2, whereas in the "hard" mode difficulty, the number of item options presented in the successful reward award is not determined to be 2, but only 3. For example, the number of item options presented in the successful reward award may differ depending on the mode difficulty. Furthermore, the number of options for items presented when a reward is awarded upon success may be one, or four or more. In addition, the items presented in the multiple options for awarding a reward upon success may be determined so that the same item is not included (so that duplicate items are not included), or may be determined so that the same item can be included (so that duplicate items may be included).

[0113] Once the specific items to be awarded as part of the successful reward award have been determined as described above, the server-side control unit 186 also determines the play points to be awarded according to the results of play on the hole. The server-side control unit 186 then generates hole-clearing setting data including the determined items and play points, and transmits this data to the user terminal 200. As a result, the route map screen SC3 updated based on the hole completion, as described above, is displayed on the touch panel.

[0114] Returning to the explanation of the route map screen SC3 that has been updated based on hole clearing, below. On this route map screen SC3, for each hole that has been successfully conquered, a completion image CP is displayed indicating that the hole has been conquered (see Figure 16), and then an icon I7 for granting a reward upon success is displayed (see Figure 21).

[0115] (Successful reward execution screen SC8) In response to a tap operation on the icon I7 displayed on the route map screen SC3, the terminal-side control unit 286 instructs the screen control unit 288 to display a success-time reward granting execution screen SC8. As a result, the success-time reward granting execution screen SC8 is displayed on the touch panel 262, as shown in FIG. 22. Images of multiple items (hereinafter also referred to as granted item images IP) determined by the server-side control unit 186 are displayed as options selectable by the player on the success-time reward granting execution screen SC8. When any of the granted item images IP is tapped, the terminal-side control unit 286 stores the item corresponding to the granted item image IP in the device storage unit 230 as an item owned by the player. This allows the player to acquire the item as a reward. Furthermore, if the number of times the success-time reward granting is to be executed is determined to be two or more, a continuation execution icon (not shown) for executing the next success-time reward granting is displayed after the granted item image IP is tapped and an item is acquired as described above. In response to the tap operation on the continuous execution icon, the terminal-side control unit 286 instructs the screen control unit 288 to display the granted item image IP for the next successful reward grant. The flow of acquiring the item is the same as that for the first successful reward grant, so a description thereof will be omitted.

[0116] For example, if the selected mode difficulty level is "easy," and the number of executions of the successful reward grant on hole A10 is "1," and the corresponding item group is determined to be "club group," one club group suggestion image GP1 corresponding to hole A0 is displayed on the route map screen SC3 at the start of the challenge mode (see FIG. 6). Thereafter, if the player successfully conquers hole A10 and the number of item options presented to the player in the successful reward grant is "2," and the presented items are determined to be "driver D0" and "iron L2," the successful reward grant execution screen SC8 displays a grant item image IP corresponding to "driver D0" and a grant item image IP corresponding to "iron L2" (see FIG. 22). Then, by tapping on any of the grant item images IP, the item corresponding to the tapped grant item image IP is acquired as a reward.

[0117] The items acquired by the player through the successful reward granting can be used in play on subsequent holes. Meanwhile, when the currently running challenge mode ends, the terminal control unit 286 clears the initial equipment items and the items acquired by the player through the successful reward granting. As a result, the initial equipment items and the items acquired by the player through the successful reward granting can only be used in play in the currently running challenge mode, and cannot be used after the challenge mode ends. In other words, the initial equipment items granted in the challenge mode and the items acquired by the player through the successful reward granting cannot be used in a challenge mode or another play mode that is newly executed after the challenge mode ends.

[0118] As described above, in this embodiment, the rewards that can be earned by setting holes and providing rewards upon success change depending on the mode difficulty level selected by the player when the challenge mode begins, and the rewards earned by the player through the provision of rewards upon success can be used in playing holes executed after the reward is earned in the ongoing challenge mode, but cannot be used after the challenge mode ends. This makes it possible to provide players with a game that goes beyond the scope of real golf (sports), making playing a golf game (sports game) more innovative and increasing the player's interest in the golf game.

[0119] (Capture failure screen SC9) If the number of strokes exceeds the prescribed number set for the hole being played, the terminal-side control unit 286 determines that the player has failed to conquer the hole, and instructs the screen control unit 288 to display a failed attempt screen SC9. As a result, the failed attempt screen SC9 is displayed on the touch panel 262, as shown in FIG. 23. The failed attempt screen SC9 displays a failure image FP indicating that the player has failed to conquer the hole. The failed attempt screen SC9 also has a remaining life count display section LD similar to the route map screen SC3, play screen SC6, and successful attempt screen SC7 (see FIG. 23).

[0120] Based on the failure to conquer the hole, the terminal side control unit 286 decrements the number of remaining lives stored in the terminal memory unit 230 by 1 and instructs the screen control unit 288 to erase one life suggestion image displayed in the remaining life number display unit LD of the conquer failure screen SC9. After these processes are performed, if the number of remaining lives stored in the terminal storage unit 230 is 1 or more (if the number of life suggestion images displayed in the remaining lives display unit LD is 1 or more), the terminal-side control unit 286 determines that the number of failed attempts to conquer the hole has not reached the end number, and instructs the screen control unit 288 to display the route map screen SC3 in the state immediately before play on that hole began (the state in which that hole is selectable), and continues the ongoing challenge mode. This causes the challenge mode to resume from the state immediately before play on that hole began. On the other hand, when the number of remaining lives stored in the terminal storage unit 230 is 0 (when the life suggestion image displayed on the remaining lives display unit LD is 0), the terminal-side control unit 286 determines that the number of failed attempts to conquer the hole has reached the end count, and instructs the screen control unit 288 to display a challenge mode end screen SC10 (see FIG. 24) indicating that the ongoing challenge mode will end, and to display a play mode selection screen SC1 (see FIG. 4), thereby ending the ongoing challenge mode. This results in game over. The terminal control unit 286 may determine that the player has failed to complete a hole when the number of strokes from the start of the hole exceeds a specified number during play of the hole, and may perform control to forcibly end the play and display the failed completion screen SC9. The terminal control unit 286 may also determine that the player has failed to complete a hole when the actual number of strokes from the start of the hole to the end of the hole exceeds a specified number at the time of hole completion, and may perform control to display the failed completion screen SC9 after hole completion.

[0121] (Recover remaining life) If a predetermined life recovery condition is met when the number of remaining lives stored in the server storage unit 230 is less than an initial value (e.g., 3), the terminal-side control unit 286 increments the number of remaining lives stored in the server storage unit 230 by a predetermined number (e.g., 1), and instructs the screen control unit 288 to additionally display a predetermined number of life suggestion images on the remaining lives display unit LD. This restores the number of remaining lives, increasing the possibility of clearing the challenge mode and increasing the player's interest. Conditions for restoring life include, for example, using the special item SI3, consuming a predetermined amount of in-game currency, watching a predetermined video or advertisement, and the like.

[0122] (Processing when challenge mode is cleared) When the challenge mode is cleared (the player finishes the final hole in the specified number of strokes or less without the number of failed attempts to complete the hole reaching the final number of strokes), the terminal control unit 286 transmits the above-mentioned challenge mode success information (information indicating that the challenge mode has been cleared) as terminal data to the server 100. Upon receiving the above-mentioned challenge mode clear setting data generated by the server control unit 186 based on the challenge mode success information, the terminal control unit 286 instructs the screen control unit 288 to display a challenge mode clear screen (not shown) indicating that the challenge mode has been cleared. As a result, a challenge mode clear screen SC6 (not shown) is displayed on the touch panel 262. The terminal control unit 286 also executes processes such as accumulating bonus points included in the received challenge mode clear setting data into play points stored in the device storage unit 230 and granting special items, and then ends the challenge mode that was being executed. This results in game over.

[0123] As described above, in this embodiment, the challenge mode ends when the player completes multiple holes from the start to the finish in a specified number of strokes or less, or when the number of failed attempts at a hole reaches the limit. This allows the player to play a game that goes beyond the scope of real golf (sports), and the golf game (sports game) becomes more innovative, thereby increasing the player's interest in the golf game.

[0124] (Processing of information processing system S) Next, an example of the processing of the information processing system S in this embodiment will be described. Here, among the processing executed by the server 100 and the user terminal 200, the challenge mode start processing that executes the setting related to the construction of a route and the granting of a reward when the challenge mode is started, the hole clear processing that executes the selection of an item when the hole is cleared, and the strategy failure processing that executes when the strategy for the hole is failed will be mainly described, and the other processing will be omitted.

[0125] First, the challenge mode start process in this embodiment will be described with reference to the flowchart in FIG. The terminal-side control unit 286 of the user terminal 200 transmits mode difficulty level selection information to the server 100 (step 100). Upon receiving the mode difficulty level selection information transmitted from the user terminal 200 (step 101), the server-side control unit 186 of the server 100 determines the mode difficulty level selected by the player, sets a route pattern corresponding to the selected mode difficulty level (step 102), determines hole setting details based on the hole setting details table HT (step 103), determines the number of attempts for granting a reward upon success based on the reward execution count determination table PT (step 104), and determines an item group based on the item group determination table GT (step 105). The server-side control unit 186 also generates initial setting data including the details of the constructed route and the details of the set reward upon success, and transmits the data to the user terminal 200 (step 106). Upon receiving the initial setting data transmitted from the server 100 (step 107), the terminal-side control unit 286 executes control to display a route map screen SC3 based on the initial setting data (step 108), thereby terminating the challenge mode start process.

[0126] Next, the hole clearing process in this embodiment will be described with reference to the flowchart in FIG. The terminal-side control unit 286 of the user terminal 200 transmits hole completion success information and actual stroke count information to the server 100 (step 200). After receiving the hole completion success information and actual stroke count information transmitted from the user terminal 200 (step 201), the server-side control unit 186 of the server 100 determines the number of item options to be presented to the player when a reward is awarded upon success based on the option number determination table CT (step 202), and determines the items that the player can select when a reward is awarded upon success (step 203). The server-side control unit 186 also generates hole completion setting data including the contents of the determined items, and transmits this to the user terminal 200 (step 204). The terminal side control unit 286 receives the hole clear setting data sent from the server 100 (step 205), and then executes control to display the route map screen SC3 that has been updated based on the hole clear (step 206). In response to a tap on the icon I7 displayed on the route map screen SC3, the terminal side control unit 286 executes control to display the successful reward grant execution screen SC8 (step 207). Furthermore, in response to a tap on the granted item image IP displayed on the successful reward grant execution screen SC8, the terminal side control unit 286 executes processing to grant the corresponding item as a reward (step 208), thereby terminating the hole clear processing.

[0127] Next, the process when a strategy fails in this embodiment will be described with reference to the flowchart in Fig. 27. Note that this process when a strategy fails is a process executed by the user terminal 200. The terminal control unit 286 of the user terminal 200 determines whether the number of strokes has exceeded the specified number of strokes for the hole being played (step 300), and if it determines that the number of strokes has exceeded the specified number (Y in step 300), executes control to display a failed strategy screen SC9 (step 301), and if it determines that the number of strokes has not exceeded the specified number of strokes (N in step 300), ends the failed strategy processing. The terminal control unit 286 also updates the number of remaining lives stored in the terminal storage unit 230 (decrements it by 1), and executes processing to erase one life suggestion image displayed on the remaining lives display unit LD (step 302). The terminal-side control unit 286 then determines whether the number of remaining lives stored in the terminal storage unit 230 is 0 (step 303), and if it determines that it is 0 (Y in step 303), executes control to display a challenge mode end screen SC10 (step 304) and control to display a play mode selection screen SC1 (step 305), and also executes processing to end the challenge mode by making the initial equipment items and items acquired by the player through the successful reward unavailable (clearing them) (step 306), and terminates the processing for when the game fails.On the other hand, if it determines that the number of remaining lives stored in the terminal storage unit 230 is not 0 (1 or more), it executes control to display a route map screen SC3 in the state immediately before play on the hole was started (step 307), and terminates the processing for when the game fails while continuing the ongoing challenge mode.

[0128] (Variation) Although one aspect of the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various modifications are possible without departing from the spirit of the present invention.

[0129] (1) In the above embodiment, the item awarded as a reward in the successful reward awarding process changes depending on the play result (the value of the specified number of strokes minus the actual number of strokes) on one hole that was successfully conquered. However, this is not limited to this. For example, the reward awarded in the successful reward awarding process may change depending on the play results on multiple holes. Specifically, for example, the average number of actual strokes on multiple (e.g., three) holes played most recently may be compared with the average number of specified strokes on these holes. If the difference between the average number of actual strokes and the average number of specified strokes is equal to or greater than a predetermined value, an item with higher (or lower) performance (or rarity) may be awarded in the successful reward awarding process, or the number of times the successful reward awarding process is executed may be increased (or decreased) compared to when the difference is less than the predetermined value. In the above-described case, the same effects as those of the above embodiment are achieved.

[0130] (2) In the above embodiment, the challenge mode is designed to be played by one player, but this is not limited to this and may be set up so that it can be played by a team of multiple players, for example. In this case, when a team of multiple players plays the challenge mode, the number of remaining lives may be stored for each player, and when any player fails to complete a hole, the number of remaining lives corresponding to that player may decrease. When any player's remaining lives reaches 0 (when the number of failed attempts reaches the end count), the team's challenge mode play may end (i.e., the game is over). Specifically, when a team of three players, Player A, Player B, and Player C, plays the challenge mode, the number of remaining lives of that player may decrease when any player fails to complete a hole. For example, when Player A's remaining lives reaches 0, the challenge mode play for all players may end even if Player B and Player C's remaining lives are 1 or more. In this case, for example, when any player uses a special item SI3 that restores remaining lives and a predetermined life restoration condition is met, the remaining lives of that player may be restored, or the remaining lives of all players may be restored. Furthermore, when playing the Challenge Mode with a team of multiple players, the remaining life count of 1 may be stored for the team rather than for each player (i.e., all players share the remaining life count of 1), and if any player fails to conquer a hole, the team's remaining life count may decrease, and when the team's remaining life count reaches 0, the team's Challenge Mode play may end. Specifically, when playing the Challenge Mode with a team of three players, Player A, Player B, and Player C, if any player fails to conquer a hole, the team's remaining life count may decrease, and when the team's remaining life count reaches 0, the Challenge Mode play for all players may end. In such a case, the team's remaining life count may be restored when a predetermined life restoration condition is met, for example, by any player using a special item SI3 that restores remaining lives. In the above case, the same effects as those of the above embodiment are achieved.

[0131] (3) In the above embodiment, when a player fails to conquer a hole, the life suggestion image is erased (decreased), and when all of the life suggestion images are erased, the number of times the player has failed to conquer reaches the end count. However, this is not limited to this. For example, when a player fails to conquer a hole, a predetermined number of failure suggestion images may be additionally displayed (increased), and when a number of failure suggestion images equivalent to the end count are displayed, the number of times the player has failed to conquer reaches the end count. In the above case, the same effects as those of the above embodiment are achieved.

[0132] (4) The holes placed on the route are not limited to normal holes that are considered successful when the actual number of strokes is equal to or less than a predetermined number. For example, a bonus hole that is considered successful when the player simply selects it without playing may be provided, and the bonus hole may be placed on the route. Furthermore, the possibility of the bonus hole being placed on the route may change depending on the selected mode difficulty (for example, the possibility of the bonus hole being placed gradually increases (or decreases) as the difficulty level changes from "easy" to "normal" to "hard"). In this case, the same effects as those of the above embodiment can be achieved, and a more strategic route can be selected, enhancing the player's interest.

[0133] (5) In the above embodiment, the end of the challenge mode is controlled using the dedicated parameter of the number of remaining lives, but this is not limited to this. For example, instead of the number of remaining lives, the end of the challenge mode may be controlled using a predetermined possession of the player in the active challenge mode (items (characters, predetermined clubs (drivers), etc.), in-game currency, etc.). Specifically, for example, at the start of the challenge mode, the player may be given a number of characters equivalent to the number of times to end the challenge mode (e.g., 3) as items used to control the end of the challenge mode, and if the player fails to conquer a hole, the characters used to play that hole may be lost, and when all characters are lost, the challenge mode may end (the game is over). In this case, the same effects as those of the above embodiment may be achieved.

[0134] (6) In the above embodiment, a dedicated parameter called stamina points is provided, and the challenge mode is set to be playable on the condition that a predetermined amount of stamina points corresponding to the mode difficulty level is consumed. However, this is not limited to this. For example, instead of stamina points, the challenge mode may be playable by consuming a predetermined amount of the player's possessions (e.g., predetermined items such as medals or in-game currency) corresponding to the mode difficulty level. In this case, the same effects as those of the above embodiment are achieved.

[0135] (7) A special reward may be awarded to a player when the challenge mode is cleared after satisfying special conditions (e.g., not failing to complete a single hole during the challenge mode, finishing all holes in less than one stroke less than the required number of strokes, etc.). For example, when the challenge mode is cleared after satisfying special conditions, the player may be awarded more bonus points than would be awarded if the challenge mode were cleared without satisfying the special conditions, or may be awarded an item with higher performance (or rarity) than the special item that would be awarded if the challenge mode were cleared without satisfying the special conditions. Furthermore, when the challenge mode is cleared after satisfying special conditions, the special reward awarded may vary depending on the status of acquisition of predetermined rewards during the challenge mode, the results of play on the holes, etc. In the above cases, the same effects as those of the above embodiment can be achieved.

[0136] (8) A function may be provided that allows multiple players to compete for play points and items acquired in the challenge mode. For example, the number of play points and predetermined items acquired by each player through play in the challenge mode during a predetermined period may be stored in a predetermined storage unit (e.g., the server storage unit 130, the terminal storage unit 230, etc.), and after the predetermined period has elapsed, the number of play points and predetermined items may be reported in a ranking format (e.g., reporting the ranking of players with the highest total number of points and items acquired in all play in the challenge mode during the predetermined period, or reporting the ranking of players with the highest number of points and items acquired in a single play in the challenge mode). Players may also be awarded special rewards according to their rankings. In the above case, the same effects as those of the above embodiment can be achieved.

[0137] (9) The various processes and controls described in the above embodiments may be applied to sports games other than golf games. For example, a baseball-themed sports game may include a play mode in which a player plays against opposing teams located along multiple routes. If the player wins a game by a predetermined margin, the player is deemed to have successfully defeated the opposing team and can move on to a subsequent game against the opposing team. However, if the player wins or loses a game by less than the predetermined margin, the player is deemed to have failed to defeat the opposing team and cannot move on to a subsequent game against the opposing team. The play mode may end when a predetermined number of failed attempts to defeat the opposing team are reached. Furthermore, if the player successfully defeats the opposing team in this play mode, the player may receive a reward, such as a bat or spikes with different performance, that can be used in subsequent games against the opposing team. The rewarded item may become unavailable when the play mode ends.

[0138] (10) Each process in the above embodiment may be executed by at least one of the server 100 and the user terminal 200, and there are no particular limitations on the timing or device by which it is executed. Furthermore, the functions of the server 100 may be provided entirely in one server 100, or may be distributed across multiple servers 100.

[0139] (11) In the above embodiment, a smartphone was used as the user terminal 200, and a game could be executed using a dedicated application installed on the user terminal 200. However, the type of user terminal 200 and the tools for executing the game are not limited to this. For example, a personal computer may be used as the user terminal 200, and the game may be executed using a general web browser. In this case, the game may be progressed by dragging or clicking with a mouse.

[0140] (12) The program for executing the processes in the above-described embodiments may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above-described embodiments may be implemented not as a client-server information processing system S, but as an information processing device that stores the program and is capable of independently executing the same processes as the information processing system S, or as an information processing method that realizes each function and step shown in the flowchart.

[0141] (13) The contents and configurations of the above-described embodiments and their modifications may be combined, substituted, modified, or partially deleted as appropriate. Furthermore, configurations of publicly known technologies at the time of filing that are not explicitly stated in this specification may also be adopted as appropriate.

[0142] Note that the holes in the above embodiments correspond to an example of a stage in the present invention. The mode difficulty in the above embodiments corresponds to an example of a difficulty in the present invention. The set difficulty (settings related to the holes) in the above embodiments corresponds to an example of a setting related to a stage in the present invention. The items awarded by executing the successful reward award in the above embodiments correspond to an example of a reward that can be acquired by clearing a stage in the present invention. The obstacles in the above embodiments correspond to an example of an object in the present invention. The specified number of strokes in the above embodiments corresponds to an example of a clearing condition in the present invention.

[0143] (Addendum) Some of the features of the present invention will be described below.

[0144] <Issues> For example, it increases the interest of the user. <Solution> (1) A program that causes a computer to execute the following processes in a sports game consisting of multiple playable stages: allowing a player to select a difficulty level at the start of the sports game; changing the stage settings and rewards that can be earned upon clearing a stage according to the selected difficulty level; and making the rewards earned upon clearing a stage available for use in stages played after that stage in the sports game, but making them unavailable when the sports game ends. (2) The program in (1) controls the number of stages to change depending on the selected difficulty level. (3) The program (1) that controls the change of the route configuration in which the order of playable stages is determined depending on the selected difficulty level. (4) The program (1) controls the game so that the difficulty of the gameplay in the stage changes depending on the selected difficulty level. (5) The program (1) that controls the amount of reward that can be obtained based on clearing a stage to vary depending on the selected difficulty level. (6) A program (1) that controls the possibility of obtaining a reward of a predetermined rarity based on clearing a stage to change according to the selected difficulty level. (7) The program of (1) that controls the possibility of obtaining a predetermined type of reward based on clearing a stage to change depending on the selected difficulty level. (8) The program of (1) that can determine the stage settings from a plurality of setting patterns and controls the setting pattern determination ratio to change depending on the selected difficulty level. (9) The program (1) that controls the change of the arrangement of objects on the stage depending on the selected difficulty level. (10) A program (1) that controls the starting position of the game on the stage to change depending on the selected difficulty level. (11) The program (1) that controls the change of environmental parameters set in the stage depending on the selected difficulty level. (12) A program (1) that controls the game so that the rewards that can be obtained based on the completion of a stage change depending on the results of the play on the stage. (13) A program (12) that controls the game so as to increase the possibility of obtaining a reward advantageous for playing the stage when the degree of deviation between the result of playing the stage and the clearing condition for clearing the stage is less than a predetermined value. (14) The program (12) that controls the game so that rewards that can be obtained based on clearing a stage are changed according to the results of playing multiple stages. The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. <Effects> According to the program (1) above, for example, it is possible to increase the user's interest in the game. According to the programs (2) to (4) above, for example, it is possible to provide a wide variety of stages that can be conquered depending on the difficulty level selected by the player. According to the programs (5) to (7) above, for example, rewards can be given in a variety of ways depending on the difficulty level selected by the player. According to the programs (8) to (11) above, for example, it is possible to provide a wide variety of stages that can be conquered depending on the difficulty level selected by the player. According to the programs (12) to (14) above, for example, rewards can be given in a variety of ways depending on the results of play on a stage. [Explanation of symbols]

[0145] S Information Processing System MS main screen 100 servers 186 Server-side control unit 200 user terminals 262 Touch Panel 284 Operation control section 286 Terminal side control unit 288 Screen Control Unit

Claims

1. In a sports game consisting of a plurality of playable stages, a process is performed in which a player can select a difficulty level at the start of the sports game, and settings related to the stages and rewards that can be acquired based on clearing the stages are changed according to the selected difficulty level; The program causes a computer to execute a process of making a reward acquired upon clearing a stage available for use in a stage played after the cleared stage in the sports game, but making the reward unavailable when the sports game is finished.

2. 2. The program according to claim 1, wherein the number of stages is controlled to be changed according to the selected difficulty level.

3. 2. The program according to claim 1, wherein the program controls to change the structure of a route in which the order of playable stages is determined according to the selected difficulty level.

4. 2. The program according to claim 1, wherein the difficulty level of play in a stage is changed in accordance with the selected difficulty level.

5. 2. The program according to claim 1, wherein the amount of reward that can be obtained by clearing a stage is controlled to vary depending on the selected difficulty level.

6. 2. The program according to claim 1, wherein the program controls so as to change the possibility of acquiring a reward of a predetermined rarity upon clearing a stage according to the selected difficulty level.

7. 2. The program according to claim 1, wherein the program controls so that the possibility of acquiring a predetermined type of reward upon clearing a stage is changed according to the selected difficulty level.

8. The stage settings can be determined from multiple setting patterns, 2. The program according to claim 1, wherein the determination ratio of the set pattern is controlled to be changed according to the selected difficulty level.

9. 2. The program according to claim 1, wherein the program controls so that the arrangement of objects on the stage is changed according to the selected difficulty level.

10. 2. The program according to claim 1, wherein the program controls so that the starting position of play in the stage is changed according to the selected difficulty level.

11. 2. The program according to claim 1, wherein the program controls to change parameters relating to the environment set in the stage in accordance with the selected difficulty level.

12. 2. The program according to claim 1, wherein the reward that can be obtained upon clearing a stage is changed according to the result of playing the stage.

13. The program of claim 12, which controls to increase the possibility of obtaining a reward advantageous for playing on a stage when the degree of deviation between the result of playing on the stage and the clearing condition for clearing the stage is less than a predetermined value.

14. 13. The program according to claim 12, wherein the reward that can be obtained by clearing a stage is changed according to the results of playing the plurality of stages.

Citation Information

Patent Citations

  • Video game machine and medium with video game program recorded

    JP1998113471A