Information processing program, information processing method, game device, and information processing system

By allowing players to update and store parameter values from gameplay in a first mode and apply them in a second mode with rewards, the system enhances gameplay quality, preventing a decrease in player motivation.

JP2025167954APending Publication Date: 2025-11-07CYGAMES INC
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Patent Information

Application Number
JP2024072995
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-26
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

When a game is skipped using a skip feature, players lose motivation due to the lack of improvement in gameplay quality, leading to a decrease in their desire to play.

Method used

Implement a system where players can select a first mode to update a parameter value based on gameplay conditions, store this value, and use it to enhance gameplay in a second mode, providing rewards for achieving predetermined parameter values, thereby maintaining engagement.

Benefits of technology

This approach maintains player motivation by offering rewards and enhancing gameplay experience, preventing a decrease in play desire.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suppress a risk of decrease in a player's desire to play a game.SOLUTION: As an execution mode of a predetermined game that can be executed for multiple times, a computer is allowed to execute processing for receiving a player's operation for selecting a first mode or a second mode, processing for executing a predetermined game by updating a parameter value to be updated according to a predetermined condition when the first mode is selected, processing for storing an update value of a parameter value in one predetermined game executed in the first mode as a specific update value, processing for executing a predetermined game by updating a parameter value on the basis of a specific update value when the second mode is selected, and processing for setting a parameter value when starting a next predetermined game on the basis of a parameter value when a predetermined game is completed.SELECTED DRAWING: Figure 20
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Description

[Technical Field]

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

[0002] Patent Document 1 proposes an information processing system that allows a game to be skipped based on a predetermined operation by the player, and treats the game as having been cleared. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-57981 Summary of the Invention [Problem to be solved by the invention]

[0004] As mentioned above, when a game is skipped, the player has a common result of clearing the game regardless of the quality of the gameplay if they had played the game without using the skip feature. Therefore, there is no benefit to improving the gameplay, and there is a risk that the player's motivation to play will decrease.

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

[0006] In order to solve the above problem, an information processing program a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; The computer performs the following.

[0007] The process of storing the update value of the parameter value in one predetermined game executed in the first mode as the specific update value includes: The highest value among the updated values ​​of the parameter values ​​in one predetermined game executed in the first mode may be stored as the specific updated value.

[0008] The process of setting the parameter value at the start of the next predetermined game includes: If the parameter value at the end of the predetermined game is not a predetermined value, the parameter value at the end of the predetermined game is set as the parameter value at the start of the next predetermined game; If the parameter value at the end of the predetermined game is the predetermined value, the parameter value at the start of the next predetermined game may be set to an initial value.

[0009] The information processing program a process of receiving a player's operation for selecting the number of times the predetermined game is to be played in the second mode; a process of deriving the number of times that the parameter value will be updated to the predetermined value according to the number of times of execution selected by a player; a process of displaying the number of times the derived parameter value will be updated to the predetermined value in a manner that is recognizable to a player before the predetermined game is executed in the second mode; may be performed by a computer.

[0010] The information processing program a process of granting a first reward to the player based on the parameter value being updated to the predetermined value; a process of granting a second reward benefit to the player based on a cumulative value obtained by updating the parameter value in the predetermined game; may be performed by a computer.

[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; Includes:

[0012] In order to solve the above problem, the game device one or more computers; The computer a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; Carry out the following.

[0013] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; Carry out [Effects of the Invention]

[0014] According to the present invention, it is possible to suppress the risk of a player's motivation to play decreasing. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2]Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, and Fig. 3B is a diagram illustrating an example of an ally character confirmation screen. [Figure 4] FIG. 4 is a first diagram illustrating an example of the reinforcement screen. [Figure 5] Fig. 5A is a second diagram illustrating an example of an enhancement screen, and Fig. 5B is a first diagram illustrating an example of an enhancement medium details dialog. [Figure 6] Fig. 6A is a third diagram illustrating an example of an enhancement screen, and Fig. 6B is a second diagram illustrating an example of an enhancement medium details dialog. [Figure 7] Fig. 7A is a diagram illustrating an example of a quest screen, and Fig. 7B is a diagram illustrating an example of a main quest screen. [Figure 8] Fig. 8A is a diagram illustrating an example of a main quest selection screen, and Fig. 8B is a diagram illustrating an example of a party selection screen. [Figure 9] Fig. 9A is a diagram illustrating an example of a battle game screen, and Fig. 9B is a diagram illustrating an example of a result screen. [Figure 10] Fig. 10A is a diagram illustrating an example of a skip ticket confirmation dialog, and Fig. 10B is a diagram illustrating an example of a skip result dialog. [Figure 11] FIG. 11 is a diagram illustrating an example of the event screen. [Figure 12] Fig. 12A is a diagram illustrating an example of a preparation quest selection screen, Fig. 12B is a diagram illustrating an example of a formation bonus details dialog, and Fig. 12C is a diagram illustrating an example of a bulk skip confirmation dialog. [Figure 13] Fig. 13A is a diagram illustrating an example of a cumulative score reward dialog, and Fig. 13B is a diagram illustrating an example of a boss difficulty level selection dialog. [Figure 14] FIG. 14 is a diagram illustrating an example of the boss selection screen. [Figure 15] Fig. 15A is a diagram illustrating an example of a first result screen, Fig. 15B is a diagram illustrating an example of a boss result dialogue, and Fig. 15C is a diagram illustrating an example of a second result screen. [Figure 16] FIG. 16 is a diagram illustrating an example of the skip confirmation dialog. [Figure 17] Fig. 17A is a first diagram illustrating an example of a skip screen, Fig. 17B is a second diagram illustrating an example of a skip screen, and Fig. 17C is a third diagram illustrating an example of a skip screen. [Figure 18] FIG. 18 is a diagram illustrating an example of the skip result dialog. [Figure 19] FIG. 19 is a diagram illustrating an example of the score rate. [Figure 20] FIG. 20 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 21] FIG. 21 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 22] FIG. 22 is a flowchart illustrating an example of an event boss battle management process in a player terminal. [Figure 23] FIG. 23 is a flowchart illustrating an example of a battle execution process in a player terminal. [Figure 24] FIG. 24 is a flowchart illustrating an example of the skip management process in the player terminal. [Figure 25] FIG. 25 is a flowchart illustrating an example of the reward determination process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0019] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0020] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. Based on operations input from the player terminals 1, the server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1.

[0021] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0022] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0023] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0024] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0025] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0026] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0027] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0028] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0029] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0030] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0031] (Game Contents) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle enemy characters. In the game of this embodiment, multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by lottery, known as gacha, or distributed by the operator.

[0032] A player can select multiple (five in this example) of the ally characters they own and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and earn rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.

[0033] Fig. 3A is a diagram showing an example of a home screen 40. The home screen 40 shown in Fig. 3A is the screen that is first displayed after the player taps the display 26 on a title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen 40, a menu bar 41 is displayed at the bottom of the display 26.

[0034] A plurality of operation sections that can be operated (tapped) by the player are provided on the menu bar 41. The menu bar 41 is provided with a home screen selection operation section 41a marked "HOME," an ally character confirmation screen selection operation section 41b marked "CHARACTER," an enhancement screen selection operation section 41c marked "ENHANCE," a quest screen selection operation section 41d marked "QUEST," a gacha screen selection operation section 41e marked "GACHA," and a menu screen selection operation section 41f marked "MENU."

[0035] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, an ally character confirmation screen 50 (FIG. 3B), which will be described later, is displayed on the display 26. When the strengthening screen selection operation unit 41c of the menu bar 41 is tapped, an strengthening screen 60 (FIG. 4), which will be described later, is displayed on the display 26. When the quest screen selection operation unit 41d of the menu bar 41 is tapped, a quest screen 90 (FIG. 7B), which will be described later, is displayed on the display 26. When the gacha screen selection operation unit 41e is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed description will be omitted, the gacha screen allows a gacha lottery to be held, in which an ally character can be acquired by lottery.

[0036] Furthermore, the menu screen allows the player to check game settings and various information. For example, the menu screen may allow the player to set friends, etc. In the friend setting, the player can register other players as friends. Friend registration is performed when a player sends a friend request to another player and the other player accepts the friend request, or when a player accepts a friend request sent from another player. Once friend registration is complete, the player ID and the other player ID are associated as friends, and the other player ID is stored in the server 1000 as the player's friend ID. Note that the player ID is used to identify the player, and a different ID is assigned to each player. In other words, the player ID is assigned an ID different from the IDs of other players. For example, a player may be able to play a battle game (hereinafter referred to as a friend battle game) with a player whose friend registration has been completed.

[0037] In the menu bar 41, the operation sections corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.

[0038] 3A, a header display area 42 is provided at the top of the home screen 40. The header display area 42 displays player information associated with a player ID. For example, the header display area 42 displays level information 42a indicating the player level and a stamina display bar 42b indicating the player's stamina. As shown in FIG. 3A, the player's stamina is displayed numerically below the stamina display bar 42b.

[0039] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required for play, a maximum number of times that the game can be played per day, etc. When playing a battle game in which a stamina consumption value required for play is set, the player consumes stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0040] Although a detailed explanation will be omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level. As the player level increases, the stamina upper limit increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 42b displays the current remaining stamina amount relative to the upper limit so that it can be visually grasped. Furthermore, the stamina value displayed at the bottom of the stamina display bar 42b, "260 / 277" in the example of FIG. 3A, displays the stamina upper limit "277" in the denominator and the player's current stamina "260" in the numerator.

[0041] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on the stamina display bar 42b, battle game completion information, in-game currency information indicating the amount of in-game currency owned by the player, and item information indicating the type and amount of items owned by the player. The player information also includes enhancement function information related to the first enhancement function, second enhancement function, and third enhancement function, which will be described later. The player information also includes event information related to events, which will be described later.

[0042] Furthermore, as shown in FIG. 3A, an event selection operation unit 43 may be displayed in the upper right portion of the home screen. When an event, which will be described in detail later, is held, the event selection operation unit 43 is displayed with the words "Event in progress" written on it during the event period. Furthermore, as shown in FIG. 3A, information indicating the period during which the event is held is displayed on the event selection operation unit 43. Furthermore, in the example shown in FIG. 3A, an image with a "fire" motif and the word "fire" written on it are displayed on the event selection operation unit 43 as information indicating the general type of the event. When the event selection operation unit 43 is tapped, an event screen 170 (FIG. 11), which will be described later, is displayed on the display 26.

[0043] Fig. 3B is a diagram illustrating an example of the ally character confirmation screen 50. When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 shown in Fig. 3B is displayed on the display 26. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0044] That is, all of the ally characters owned by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.

[0045] The ally character ID is stored in association with information about experience points and information about levels. Experience points increase when a character wins a battle game, which will be described later, or when a predetermined item is used. A level is set corresponding to the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit set, and the level can only increase up to the upper limit.

[0046] Furthermore, base values ​​for combat power, such as life points, attack power, and defense power, are set for each ally character based on their level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values ​​set for each ally character increase as the level increases.

[0047] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.

[0048] Furthermore, in this embodiment, the game is provided with a first strengthening function, a second strengthening function, and a third strengthening function for strengthening an ally character. Each strengthening function can increase the degree of strengthening by consuming a predetermined item that has been set in advance. An additional value according to the degree of strengthening by each strengthening function is added to the base value, thereby increasing the combat power of the ally character. Strengthening function information indicating the degree of strengthening by each strengthening function is configured as part of the player information.

[0049] Fig. 4 is a first diagram illustrating an example of the enhanced screen 60. When the enhanced screen selection operation unit 41c is tapped, the enhanced screen 60 shown in Fig. 4 is displayed on the display 26. As shown in Fig. 4, an enhanced function bar 61 is displayed at the top of the enhanced screen 60.

[0050] The enhanced function bar 61 is provided with a plurality of operation units that can be operated by the player. Specifically, as shown in FIG. 4, the enhanced function bar 61 is provided with a first enhanced function operation unit 61a labeled "First Enhanced Function," a second enhanced function operation unit 61b labeled "Second Enhanced Function," and a third enhanced function operation unit 61c labeled "Third Enhanced Function." The selected operation unit is highlighted on the enhanced function bar 61. In FIG. 4, the first enhanced function operation unit 61a is currently selected, and therefore the first enhanced function operation unit 61a is highlighted.

[0051] As shown in FIG. 4, a rank display section 62a and a rank bar 62b are displayed on the left side of the enhancement screen 60. The rank display section 62a displays a "RANK" value indicating a level that increases according to the level of enhancement achieved by the first enhancement function, the second enhancement function, and the third enhancement function. In this embodiment, the "RANK" value increases as the level of enhancement achieved by each enhancement function increases. In the example shown in FIG. 4, an image labeled "RANK 30" is displayed. As shown in FIG. 4, a rank bar 62b is displayed so that the progress of "RANK" to the next level can be visually grasped.

[0052] For example, a specific value may be set as a parameter for increasing "RANK." In this case, the cumulative total of specific values ​​(hereinafter referred to as "accumulated specific value") required to increase "RANK" by one may be predetermined. For example, "RANK" may be increased by one for every increase of "10,000" in the cumulative specific value. Furthermore, for example, each time a player consumes an attribute enhancement item (described below), item A (described below), and item B (described below), a specific value corresponding to the type of consumed item may be assigned to the player's player ID, thereby updating the cumulative specific value. In this case, the amount of the assigned specific value may be a common value regardless of the type of consumed item, or may be a value that varies depending on the type of consumed item. Furthermore, the amount of the assigned specific value may be greater the more difficult it is to obtain the consumed item, and may be smaller the more difficult it is to obtain the consumed item. For example, when an attribute-enhancing item described below is used, a specific value of "1" may be granted, when item A described below is consumed, a specific value of "10" may be granted, and when item B described below is consumed, a specific value of "100" may be granted. Each time the cumulative specific value associated with the player's player ID reaches a preset value, the "RANK" may be increased by one. However, the "RANK" may also be increased by consuming the cumulative specific value associated with the player's player ID. Furthermore, the cumulative specific value required to increase the "RANK" by one may be set to be larger the larger the "RANK" value.

[0053] In addition, in this embodiment, the "RANK" is shown as a numerical value, but it may also be shown as a stage that increases according to the degree of enhancement by each enhancement function using an indicator other than a numerical value, such as C rank, B rank, A rank, or S rank.

[0054] In this embodiment, the higher the "RANK" value, the higher the strengthening performance of the ally character. By checking the "RANK" value on the strengthening screen 60, the player can grasp the degree of increase in the strengthening performance of the ally character.

[0055] 4, an enhanced function details display area 63 is provided in the center of the enhanced screen 60. When the first enhanced function operation unit 61a is tapped, various information and operation units related to the first enhanced function are displayed in the enhanced function details display area 63, as shown in FIG.

[0056] In this embodiment, ally characters are classified into one of the following attributes: "fire," "water," "wind," "light," and "dark." In the first strengthening function, each attribute can be strengthened by consuming an attribute strengthening item. Attribute strengthening items are provided for each attribute. That is, in this embodiment, an attribute strengthening item for the fire attribute, an attribute strengthening item for the water attribute, an attribute strengthening item for the wind attribute, an attribute strengthening item for the light attribute, and an attribute strengthening item for the dark attribute are provided. Each attribute strengthening item can be acquired by winning a predetermined battle game that has been set in advance.

[0057] Note that each attribute enhancement item may be purchased by the player using in-game currency owned by the player. Furthermore, the method for obtaining each attribute enhancement item is not limited to the above example. For example, each attribute enhancement item may be available as a bonus when a player logs into the game for the first time within a predetermined period (e.g., one day). Furthermore, each attribute enhancement item may be distributed to a player by the management or given as a reward during an event. Furthermore, each attribute enhancement item may be available based on the amount of stamina consumed by a player within a predetermined period (e.g., one day) or based on the player's progress in various games. Furthermore, each attribute enhancement item may be available based on the execution of the above-mentioned friend battle game. Furthermore, each attribute enhancement item may be available through, for example, a gacha lottery. Furthermore, for example, each attribute enhancement item may be available as a bonus when a player acquires (wins) a predetermined character in a gacha lottery.

[0058] When the first enhancing function operation unit 61a is tapped, as shown in FIG. 4, an attribute display area 64 corresponding to each attribute is displayed in the enhancing function detail display area 63. As shown in FIG. 4, the attribute display area 64 displays an icon indicating the attribute, a numerical value indicating the enhancement level of the attribute, an attack power addition value according to the enhancement level of the attribute, the amount of attribute enhancement items required to increase the enhancement level of the attribute, and the amount of attribute enhancement items owned by the player. In addition, an enhancing operation unit 64a is provided below the attribute display area 64. When the enhancing operation unit 64a is tapped, the attribute enhancement items owned by the player are consumed, and the enhancement level of the attribute is increased. In other words, with the first enhancing function, it is possible to increase the degree of enhancement by consuming attribute enhancement items to increase the enhancement level of the target attribute.

[0059] Note that if the amount of attribute enhancement items owned by the player is equal to or greater than the amount of attribute enhancement items required to increase the enhancement level of the attribute, the enhancement operation unit 64a is displayed in an operable manner. Also, if the amount of attribute enhancement items owned by the player is less than the amount of attribute enhancement items required to increase the enhancement level of the attribute, the enhancement operation unit 64a is displayed in an inoperable manner. FIG. 4 shows a case where the enhancement operation unit 64a corresponding to the fire attribute is displayed in an operable manner. Also, FIG. 4 shows a case where the enhancement operation units 64a corresponding to the water, wind, light, and dark attributes are displayed in an inoperable manner.

[0060] 4, when the first enhancing function operation unit 61a is tapped, an acquisition method operation unit 65 marked "Acquisition Method" and a collective enhancement operation unit 66 marked "Comprehensive Enhancement" are provided at the bottom of the enhancement function detail display area 63. When the acquisition method operation unit 65 is tapped, an acquisition method dialog (not shown) is displayed. The acquisition method dialog may display, for example, an operation unit for selecting a battle game in which each attribute enhancement item can be acquired. The acquisition method dialog may also display an operation unit for displaying a purchase screen (not shown) for purchasing each attribute enhancement item by consuming in-game currency owned by the player.

[0061] When the collective strengthening operation unit 66 is tapped, the strengthening levels of the attributes that can be strengthened are increased collectively within the range that can be strengthened. For example, in the case shown in FIG. 4 , when the collective strengthening operation unit 66 is tapped, an attribute strengthening item for the fire attribute is consumed, and the strengthening level of the fire attribute is increased by one level. Also, for example, if a player possesses a quantity of attribute strengthening items that can increase the strengthening level by multiple levels, when the collective strengthening operation unit 66 is tapped, the attribute strengthening items are consumed, and the strengthening level is increased by multiple levels. Also, for example, if a player possesses a quantity of attribute strengthening items that can increase the strengthening levels of the fire attribute and the wind attribute, when the collective strengthening operation unit 66 is tapped, the attribute strengthening items for the fire attribute and the wind attribute are consumed, and the attribute strengthening levels of the fire attribute and the wind attribute are increased.

[0062] As described above, in this embodiment, by providing the collective strengthening operation unit 66, it becomes possible to increase the attribute strengthening level within the possible range by simply tapping the collective strengthening operation unit 66 once, without operating the strengthening operation unit 64a multiple times. This improves convenience for the player.

[0063] FIG. 5A is a second diagram illustrating an example of the enhancement screen 60. When the second enhancement function operation unit 61b is tapped, various information and operation units related to the second enhancement function are displayed in the enhancement function details display area 63, as shown in FIG. 5A. When the second enhancement function operation unit 61b is tapped, an enhancement tree 67 including multiple enhancement medium operation units is displayed in the enhancement function details display area 63, as shown in FIG. 5A. In the example shown in FIG. 5A, the enhancement tree 67 includes a first enhancement medium operation unit 67a, a second enhancement medium operation unit 67b, and a third enhancement medium operation unit 67c. As shown in FIG. 5A, the first enhancement medium operation unit 67a and the second enhancement medium operation unit 67b are connected by a line. As shown in FIG. 5A, the first enhancement medium operation unit 67a and the third enhancement medium operation unit 67c are connected by a line.

[0064] In the second enhancement function, the enhancement medium can be enhanced by consuming a preset item A. Item A can be acquired by winning a preset battle game. Item A may also be purchased by consuming in-game currency owned by the player. The method for acquiring item A is not limited to the above example. For example, item A may be available as a bonus when a player logs into the game for the first time within a predetermined period (e.g., one day). Item A may also be distributed to players by the management or given as a reward during an event. Item A may also be available based on the amount of stamina consumed by a player within a predetermined period (e.g., one day) or based on the player's progress in various games. Item A may also be available based on the player's completion of the above-mentioned friend battle game. Item A may also be available through a gacha lottery or the like. Item A may also be available as a bonus when a player acquires (wins) a predetermined character in a gacha lottery.

[0065] Furthermore, when the second enhancing function operation unit 61b is tapped, the number of items A owned by the player may be displayed on the enhancement screen 60 shown in Fig. 5A. Furthermore, a predetermined operation unit for displaying a screen for acquiring items A by purchase or the like may be displayed near the area displaying the number of items A owned by the player. This can improve convenience for the player.

[0066] By tapping and selecting at least one of the first reinforcement medium operation unit 67a, the second reinforcement medium operation unit 67b, and the third reinforcement medium operation unit 67c, the player can reinforce the reinforcement medium corresponding to the selected reinforcement medium operation unit.

[0067] 5B is a diagram illustrating an example of the enhancement medium details dialog 70. When an enhancement medium operation unit of the enhancement tree 67 shown in FIG. 5A is tapped (selected), the enhancement medium details dialog 70 showing details of the enhancement medium corresponding to the tapped enhancement medium operation unit is displayed on the display 26.

[0068] As shown in Figure 5B, the strengthening medium details dialog 70 notifies the player of the strengthening target items, which are the status of the ally character that will increase by strengthening the strengthening medium. In the case shown in Figure 5B, an image is displayed stating, "Physical attack power of Lv1 fire attribute character increased by 2%."

[0069] The enhancement medium details dialog 70 also displays the amount of item A required to enhance the enhancement medium, i.e., the consumed amount of item A and the player's current owned amount of item A. This allows the player to be notified of the consumed amount of item A required to enhance the enhancement medium and the owned amount of item A.

[0070] Each strengthening medium may be strengthened to a predetermined number of stages. However, depending on the strengthening medium, only one stage may be strengthened. The strengthening stage may differ for each strengthening medium, or may be common to all strengthening media. For example, the strengthening medium may be strengthened to five stages from Lv1 to Lv5. In this case, the player may be able to specify the stage (e.g., level) at which the strengthening medium is strengthened. For example, if the player specifies Lv5, item A required to strengthen the strengthening medium to Lv5 is consumed, and the strengthening medium is strengthened to Lv5. The amount of item A required to strengthen the strengthening medium to the stage specified by the player may be notified to the player before the strengthening medium is strengthened to the stage specified by the player.

[0071] The strengthening medium details dialog 70 also displays a cancel operation unit 72 for canceling the strengthening of the strengthening medium, and an strengthening operation unit 74 for confirming the strengthening of the strengthening medium. When the cancel operation unit 72 is tapped, the strengthening screen 60 shown in Fig. 5A is displayed. When the strengthening operation unit 74 is tapped, item A is consumed and the strengthening of the strengthening medium selected by the player is executed.

[0072] In this embodiment, each strengthening medium operation unit included in the strengthening tree 67 is configured with a strengthening target item for the status of an ally character of a predetermined attribute. For example, when the strengthening medium corresponding to the first strengthening medium operation unit 67a is strengthened, the strengthening target item, "Physical Attack Power of a Fire-Attribute Character," is increased as shown in FIG. 5B. The strengthening target items for the ally character's status may include, for example, "HP," "Physical Attack Power," "Magic Attack Power," "Physical Defense Power," "Magic Defense Power," "Physical Critical Hit," "Magic Critical Hit," "Physical Critical Hit Damage," "Magic Critical Hit Damage," "HP Absorption," "Recovery Amount," "TP," "TP Consumption Reduction," and "Accuracy." "TP" is a value required for an ally character to activate a special move in a battle game. When TP reaches a certain value or higher, the ally character can activate the special move. While FIG. 5B illustrates a case in which strengthening target items are configured exclusively for fire-attribute ally characters, strengthening mediums with strengthening target items limited to water, wind, light, and dark attributes are also provided. That is, in the second strengthening function, it is possible to increase the degree of strengthening by consuming item A and strengthening each strengthening medium set with strengthening target items that are limited to the target attributes. Note that some of the strengthening media may include strengthening media set with strengthening target items that correspond to all attributes.

[0073] Also, as shown in Figure 5A, when the second strengthening medium operation unit 67b is tapped, an strengthening point operation unit 68 marked "To strengthening point" and a collective strengthening operation unit 69 marked "Strengthen all at once" are provided at the bottom of the strengthening function details display area 63.

[0074] When the enhancement point operation section 68 is tapped, an enhancement medium operation section corresponding to the enhancement medium that can be enhanced is displayed approximately in the center of the enhancement function details display area 63. This allows the player to easily identify the enhancement medium operation section corresponding to the enhancement medium that can be enhanced, thereby improving convenience for the player.

[0075] Furthermore, when the collective strengthening operation unit 69 is tapped, strengthening media that can be strengthened in the second strengthening function are increased collectively within the strengthening range. Specifically, for example, if the second strengthening medium operation unit 67b and the third strengthening medium operation unit 67c can be strengthened, tapping the collective strengthening operation unit 69 may strengthen both the second strengthening medium operation unit 67b and the third strengthening medium operation unit 67c collectively. Alternatively, when the collective strengthening operation unit 69 is tapped, a predetermined dialog box is displayed on the display 26, and when the player performs a confirm operation on this dialog box, both the second strengthening medium operation unit 67b and the third strengthening medium operation unit 67c collectively are strengthened. Note that the dialog box displayed on the display 26 when the collective strengthening operation unit 69 is tapped may identifiably display the type of strengthening medium to be strengthened. Furthermore, the dialog box displayed on the display 26 when the collective strengthening operation unit 69 is tapped may display the amount of item A required to strengthen the strengthening media, i.e., the amount of item A consumed and the amount of item A currently owned by the player.

[0076] In this embodiment, by providing the collective strengthening operation unit 69, it is possible to strengthen the strengthening medium to the extent possible in the second strengthening function by simply tapping the collective strengthening operation unit 69 once, without operating the strengthening medium operation unit multiple times. This improves convenience for the player.

[0077] FIG. 6A is a third diagram illustrating an example of the enhancement screen 60. When the third enhancement function operation unit 61c is tapped, various information and operation units related to the third enhancement function are displayed in the enhancement function details display area 63, as shown in FIG. 6A. When the third enhancement function operation unit 61c is tapped, an enhancement tree 77 including multiple enhancement medium operation units is displayed in the enhancement function details display area 63, as shown in FIG. 6A. In the example shown in FIG. 6A, the enhancement tree 77 includes a first enhancement medium operation unit 77a and a second enhancement medium operation unit 77b. Furthermore, as shown in FIG. 6A, the first enhancement medium operation unit 77a and the second enhancement medium operation unit 77b are connected by a line.

[0078] In the third enhancement function, the enhancement medium can be enhanced by consuming a preset item B. Item B may be purchased by consuming in-game currency owned by the player. Item B may be awarded to the player as a bonus when the player acquires (wins) a predetermined character in a gacha. Item B may be acquired by winning a predetermined battle game. The method for acquiring item B is not limited to the above example. For example, item B may be available as a bonus when the player first logs into the game within a predetermined period (e.g., one day). Item B may also be distributed to the player by the operator or granted as a reward during an event. Item B may also be available based on the amount of stamina consumed by the player within a predetermined period (e.g., one day) or based on the player's progress in various games. Item B may also be available based on the player's execution of the friend battle game. Item B may also be available through a gacha lottery or the like.

[0079] Furthermore, when the third enhancing function operation unit 61c is tapped, the number of items B owned by the player may be displayed on the enhancement screen 60 shown in Fig. 6A. Furthermore, a predetermined operation unit for displaying a screen for acquiring items B by purchasing or the like may be displayed near the area displaying the number of items B owned by the player. This can improve convenience for the player.

[0080] Furthermore, as will be described in more detail below, it may be possible to generate (synthesize) item B by consuming a predetermined number (e.g., 200) of "item B fragments," which are items for generating item B. However, it may also be possible to consume a predetermined number (e.g., 200) of "item B fragments" in the same way as one "item B," without generating (synthesizing) item B. As will be described in more detail below, in this embodiment, "item B fragments" can be acquired by the player as a reward in an event.

[0081] By tapping and selecting at least one of the first reinforcement medium operation unit 77a and the second reinforcement medium operation unit 77b, the player can reinforce the reinforcement medium corresponding to the selected reinforcement medium operation unit.

[0082] 6B is a second diagram illustrating an example of the enhancement medium details dialog 80. When an enhancement medium operation unit of the enhancement tree 77 shown in FIG. 6A is tapped (selected), the enhancement medium details dialog 80 showing details of the enhancement medium corresponding to the tapped enhancement medium operation unit is displayed on the display 26.

[0083] As shown in Figure 6B, the strengthening medium details dialog 80 notifies the player of the strengthening target items, which are the status of ally characters that will increase by strengthening the strengthening medium. In the case shown in Figure 6B, an image is displayed stating "Level 1: Physical attack power of all characters increased by 2%."

[0084] The enhancement medium details dialog 80 also displays the amount of item B required to enhance the enhancement medium, i.e., the consumed amount of item B, and the amount of item B currently owned by the player. This allows the player to be notified of the consumed amount of item B required to enhance the enhancement medium and the amount of item B owned.

[0085] Each strengthening medium may be strengthened to a plurality of predetermined stages. However, depending on the strengthening medium, only one stage may be strengthened. The strengthening stage may differ for each strengthening medium, or may be common to all strengthening media. For example, the strengthening medium may be strengthened to five stages from Lv1 to Lv5. In this case, the player may be able to specify the stage (e.g., level) at which the strengthening medium is strengthened. For example, if the player specifies Lv5, item B required to strengthen the strengthening medium to Lv5 is consumed, and the strengthening medium is strengthened to Lv5. The amount of item B required to strengthen the strengthening medium to the stage specified by the player may be notified to the player before the strengthening medium is strengthened to the stage specified by the player.

[0086] The strengthening medium details dialog 80 also displays a cancel operation unit 82 for canceling the strengthening of the strengthening medium, and an strengthening operation unit 84 for confirming the strengthening of the strengthening medium. When the cancel operation unit 82 is tapped, the strengthening screen 60 shown in Fig. 6A is displayed. When the strengthening operation unit 84 is tapped, item B is consumed, and the strengthening of the strengthening medium selected by the player is executed.

[0087] In this embodiment, each strengthening medium operation unit included in the strengthening tree 77 has a different strengthening target item for the ally character's status. For example, when the strengthening medium corresponding to the first strengthening medium operation unit 77a is strengthened, the "Physical Attack Power of All Characters" is increased as shown in FIG. 6B . The strengthening target items for the ally character's status may include, for example, "HP," "Physical Attack Power," "Magic Attack Power," "Physical Defense Power," "Magic Defense Power," "Physical Critical Power," "Magic Critical Power," "Physical Critical Damage," "Magic Critical Damage," "HP Absorption," "Recovery Amount," "TP," "TP Consumption Reduction," and "Accuracy." In other words, with the third strengthening function, by consuming item B to strengthen each strengthening medium with an unrestricted strengthening target item set, the degree of strengthening can be increased. Some strengthening mediums may include strengthening mediums with an unrestricted strengthening target item set.

[0088] Also, as shown in Figure 6A, when the third enhancement function operation unit 61c is tapped, an enhancement point operation unit 78 marked "To enhancement point" and a collective enhancement operation unit 79 marked "All enhancements" are provided at the bottom of the enhancement function details display area 63.

[0089] When the enhancement point operation section 78 is tapped, an enhancement medium operation section corresponding to the enhancement medium that can be enhanced is displayed approximately in the center of the enhancement function details display area 63. This allows the player to easily identify the enhancement medium operation section corresponding to the enhancement medium that can be enhanced, thereby improving convenience for the player.

[0090] Furthermore, when the collective strengthening operation unit 79 is tapped, the strengthening media that can be strengthened in the third strengthening function are raised all at once within the range that can be strengthened. In this way, in this embodiment, by providing the collective strengthening operation unit 79, it is possible to strengthen the strengthening media within the possible range in the third strengthening function by simply tapping the collective strengthening operation unit 79 once, without operating the strengthening medium operation unit multiple times. This improves convenience for the player.

[0091] In games with a large number of characters, developing each character tends to be a burden on the player. Therefore, in this embodiment, as described above, the first, second, and third strengthening functions are provided. That is, a function for commonly strengthening multiple ally characters, such as all of the ally characters owned by the player or all of the ally characters with a specific attribute owned by the player, is provided. This makes it possible to improve the strength and abilities of multiple ally characters and develop them without increasing the burden on the player. Therefore, even if new characters are added one after another and the number of ally characters owned by the player increases, the strengthening provided by the first, second, and third strengthening functions is applied. This reduces the burden on the player of developing each character and allows the player to enjoy using various ally characters, thereby improving the enjoyment of the game.

[0092] 7A is a diagram illustrating an example of a quest screen 90. When the quest screen selection operation unit 41d of the menu bar 41 is tapped, the quest screen 90 shown in FIG. 7A is displayed on the display 26. As shown in FIG. 7A, the quest screen 90 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation units 91 listing the types of battle games that are available. Here, five types of battle games are available, and five game type selection operation units 91 are displayed.

[0093] The game type selection operation section 91 includes a main quest selection operation section 91a marked "Main Quest," a special quest selection operation section 91b marked "Special Quest," a 1V1 battle selection operation section 91c marked "1V1 Battle," a 3V3 battle selection operation section 91d marked "3V3 Battle," and an event selection operation section 91e marked "Event." The event selection operation section 91e is displayed when an event is being held and is hidden when no event is being held.

[0094] When the main quest selection operation unit 91a is tapped, a main quest screen 100 (FIG. 7B), which will be described later, is displayed on the display 26. When the special quest selection operation unit 91b is tapped, a special quest screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 91c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 91d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26. When the event selection operation unit 91e is tapped, an event screen 170 (FIG. 11), which will be described later, is displayed on the display 26.

[0095] Note that some types of battle games have release conditions set. Examples of the release conditions include a player level being equal to or higher than a predetermined value, or clearing other predetermined battle games. Furthermore, each battle game type includes multiple battle games (hierarchical levels or loops). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.

[0096] In the player terminal 1, it is determined whether or not a battle game has been released based on the game release information, and only the game type selection operation unit 91 of a battle game that satisfies the release condition will accept a tap by the player. Therefore, the player can only play battle games that satisfy the release condition.

[0097] When main quest selection operation section 91a in quest screen 90 shown in FIG. 7A is tapped, main quest screen 100 shown in FIG. 7B is displayed on display 26.

[0098] 7B is a diagram illustrating an example of a main quest screen 100. The main quest screen 100 displays a menu bar 41, a header display area 42, and a main quest operation unit 101 for selecting a plurality of battle games (levels) belonging to the main quest.

[0099] In the main quest, each area has multiple levels. For example, the first area has 15 levels of battle games, from "1-1" to "1-15." The second area has 15 levels of battle games, from "2-1" to "2-15." For example, there are several dozen areas with multiple levels like this.

[0100] The main quest operation unit 101 also displays completion information for each battle game. The completion information is indicated by, for example, three stars. When a battle game belonging to a main quest is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.

[0101] In the example of Figure 7B, three stars are earned in the battle game "1-1," two stars are earned in the battle game "1-2," and one star is earned in the battle game "1-3." In addition, no stars are earned in the battle game "1-4," and it is announced that this battle game has not been cleared.

[0102] In the main quest, the unlocking condition is set to be clearing the previous battle game. For example, in the example of Figure 7B, the "1-4" battle game is unlocked because the "1-3" battle game has been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.

[0103] Furthermore, when the battle game on the last hierarchical level belonging to a predetermined area is cleared, the next area is unlocked. Specifically, for example, when the battle game "1-15," which is the battle game on the last hierarchical level belonging to the first area, is cleared, the second area is unlocked. Once the second area is unlocked, the player can select "2-1," which is the first battle game belonging to the second area. Similarly, once the battle game "2-15," which is the battle game on the last hierarchical level belonging to the second area, is cleared, the third area is unlocked. Once the third area is unlocked, the player can select "3-1," which is the first battle game belonging to the third area.

[0104] In this way, the player can unlock areas one by one by clearing the selectable battle games one by one. However, when the last battle game (e.g., "60-15") in the last area (e.g., the 60th area) implemented in the game is cleared, the next area (e.g., the 61st area) is not unlocked immediately. In this case, the next area (e.g., the 61st area) is unlocked at the timing when the next area (e.g., the 61st area) is implemented. For example, a predetermined number (e.g., one or more) of new areas may be implemented (added) every predetermined period (e.g., one month).

[0105] Also, as shown in FIG. 7B, the main quest screen 100 has a menu operation section 102 marked "menu." When the menu operation section 102 is tapped, a menu display section 103 is displayed on the display 26, as shown in FIG. 7B. As shown in FIG. 7B, an event selection operation section 104 marked "event" is displayed on the menu display section 103. When the event selection operation section 104 is tapped, an event screen 170 (FIG. 11), which will be described later, is displayed on the display 26. The event selection operation section 104 is displayed when an event is being held, and is hidden when no event is being held.

[0106] Furthermore, when the main quest operation section 101 of the battle game "1-1", for example, is tapped on the main quest screen 100, the main quest selection screen 110 shown in FIG. 8A is displayed on the display 26.

[0107] Fig. 8A is a diagram illustrating an example of a main quest selection screen 110. As shown in Fig. 8A, the main quest selection screen 110 displays enemy characters that appear in the battle game and items (rewards) that can be acquired in the battle game.

[0108] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the main quest selection screen 110. Specifically, as shown in Fig. 8A, the main quest selection screen 110 displays that when the battle game "1-1" is played, stamina will be consumed from the current stamina of 260 to 252.

[0109] The main quest selection screen 110 shown in FIG. 8A also has a ticket display area 111. The ticket display area 111 displays the number of skip tickets owned by the player, i.e., the number of skip tickets linked to the player ID. Skip tickets are linked to the player's player ID as a reward for playing or clearing various battle games. The method for obtaining skip tickets is not limited to the above example. For example, a player may be able to obtain skip tickets as a bonus when logging into a game for the first time within a predetermined period (e.g., one day). Also, skip tickets may be distributed to players by the management or given as a reward during an event. Also, skip tickets may be obtained based on the amount of stamina consumed by a player within a predetermined period (e.g., one day) or based on the player's progress in various games. Also, skip tickets may be obtained based on playing the friend battle game described above. Also, skip tickets may be obtained through a gacha lottery or the like. Furthermore, a player may be able to obtain skip tickets by consuming unnecessary items that the player owns. In other words, skip tickets may be linked to the player's player ID at various times during the game progression.

[0110] Additionally, a skip operation section 111a, a minus operation section 111b, and a plus operation section 111c are provided in the ticket display area 111. These skip operation section 111a, minus operation section 111b, and plus operation section 111c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.

[0111] When skip operation section 111a, minus operation section 111b, and plus operation section 111c are enabled, each time plus operation section 111c is tapped, the characters written in skip operation section 111a are displayed increasing by one, such as "use two" or "use three." Also, each time minus operation section 111b is tapped, the characters written in skip operation section 111a are displayed decreasing by one, such as "use two" or "use one."

[0112] Then, as shown in FIG. 8A, when the enabled skip operation unit 111a is tapped, a skip ticket confirmation dialog 150 (FIG. 10A) described later is displayed on the display 26.

[0113] Also, as shown in FIG. 8A, the main quest selection screen 110 displays a challenge operation section 112 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 113 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.

[0114] When the cancel operation unit 113 is tapped, the main quest screen 100 shown in FIG. 7B is displayed on the display 26, and the challenge to the selected "1-1" battle game is canceled.

[0115] Furthermore, when the challenge operation unit 112 is tapped, a party selection screen 120 shown in FIG. 8B is displayed on the display 26.

[0116] 8B is a diagram illustrating an example of the party selection screen 120. All ally characters owned by the player are displayed on the party selection screen 120. Also, below the party selection screen 120, a selected ally character display area 122 is displayed, which displays the selected ally character.

[0117] When the player taps on a displayed ally character on the party selection screen 120, the tapped ally character is displayed in the selected ally character display area 122. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among multiple ally character IDs associated with the player ID. A party is organized by the player selecting multiple ally characters.

[0118] Note that tabs of "All / Fire / Water / Wind / Light / Dark / Active / Support" may be displayed at the top of the screen in FIG. 8B , and the ally characters to be displayed may be switched based on the selection of the tab. For example, when the "All" tab is selected, all ally characters owned by the player may be displayed on the party selection screen 120. Also, for example, when the "Fire" tab is selected, all ally characters with a fire attribute owned by the player may be displayed on the party selection screen 120. Also, for example, when the "Water" tab is selected, all ally characters with a water attribute owned by the player may be displayed on the party selection screen 120. Also, for example, when the "Wind" tab is selected, all ally characters with a wind attribute owned by the player may be displayed on the party selection screen 120. Also, for example, when the "Light" tab is selected, all ally characters with a light attribute owned by the player may be displayed on the party selection screen 120. Also, for example, when the “darkness” tab is selected, all of the dark attribute ally characters possessed by the player may be displayed on the party selection screen 120.

[0119] Furthermore, enemy characters appearing in a battle game may be set with a weak attribute (hereinafter referred to as a weak attribute). When a weak attribute is set for an enemy character, it is possible to progress through the battle game to an advantage by organizing ally characters with attributes that match the weak attribute into a party. When the "Enabled" tab described above is selected, all ally characters possessed by the player and with attributes that match the weak attribute may be displayed on the party selection screen 120.

[0120] Furthermore, a player may be able to set one of his or her allied characters as a support character. Other players may be able to borrow a support character set by a player when playing a battle game. Similarly, a player may be able to borrow a support character set by another player when playing a battle game. When the "Support" tab described above is selected, the support characters set by other players may be displayed on the party selection screen 120.

[0121] Additionally, the party selection screen 120 displays a cancel operation section 121 marked "Cancel" and a battle start operation section 123 marked "Start Battle."

[0122] When the party formation is completed and the battle start operation unit 123 is tapped, the battle game starts and a battle game screen 130 (FIG. 9A) is displayed on the display 26.

[0123] FIG. 9A is a diagram illustrating an example of a battle game screen 130. FIG. 9B is a diagram illustrating an example of a result screen 140. During a battle game, the battle game screen 130 is displayed as shown in FIG. 9A. On the battle game screen 130, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from enemy characters. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from ally characters.

[0124] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.

[0125] Here, as shown in FIG. 9A , an ally character display area 131 is provided at the bottom of the battle game screen 130. The ally character display area 131 displays life points 131a and a special move gauge 131b for each ally character. The special move gauge 131b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 131b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the life points of the ally character, or imparts a special effect to the enemy character.

[0126] Here, two patterns are provided for using a special move. One is a method in which the player taps on an ally character displayed in the ally character display area 131 when the special move gauge 131b has reached its maximum value. The other is a method in which, when the special move gauge 131b reaches its maximum value in the auto-activation state, the ally character uses the special move under computer control. Note that an auto-selection operation unit 132 is displayed on the battle game screen 130, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 132. When the auto-selection operation unit 132 is tapped in the manual activation state, the state changes to the auto-activation state in which the special move is automatically used. Also, when the auto-selection operation unit 132 is tapped in the auto-activation state, the state changes to the manual activation state in which the special move is manually used. Note that, even in the auto-activation state, when the special move gauge 131b has reached its maximum value and the special move has not been used under computer control, the player can tap on the ally character to use the special move.

[0127] Then, when the battle game ends normally (normal end), as shown in Fig. 9B, a result screen 140 is displayed on the display 26. Fig. 9B shows, as an example, the result screen 140 when an ally character wins.

[0128] At least a portion of the game result information of the battle game is displayed on the result screen 140. Also, the result screen 140 displays a close operation section 141 marked "Close."

[0129] When the close operation unit 141 is tapped, the display of the battle game screen 130 ends, and the main quest screen 100 is displayed on the display 26.

[0130] Returning to Fig. 8A, when skip operation unit 111a is tapped, skip ticket confirmation dialog 150 shown in Fig. 10A is displayed on display 26. Fig. 10A is a diagram illustrating an example of skip ticket confirmation dialog 150. Fig. 10A shows skip ticket confirmation dialog 150 that is displayed when skip operation unit 111a is tapped when the text written on skip operation unit 111a reads "use one ticket."

[0131] As shown in FIG. 10A, the skip ticket confirmation dialog 150 displays the amount of stamina to be consumed, the amount of stamina possessed by the player, the amount of skip tickets to be consumed, and the amount of skip tickets possessed by the player.

[0132] As shown in FIG. 8A, the skip ticket confirmation dialog 150 is provided with an OK operation section 152 marked "OK" and a cancel operation section 154 marked "Cancel."

[0133] When the cancel operation unit 154 is tapped, the main quest selection screen 110 is displayed on the display 26, and the use of the skip ticket is canceled.

[0134] When the OK operation unit 152 is tapped, one skip ticket and eight stamina are consumed, the creation of a party on the party selection screen 120 shown in FIG. 8B and the execution of the battle game on the battle game screen 130 shown in FIG. 9A are omitted (skipped), and it is treated as if the specified number of battle games (here, one time) have been cleared, and the skip result dialog 160 shown in FIG. 10B is displayed on the display 26.

[0135] Fig. 10B is a diagram illustrating an example of the skip result dialog 160. As shown in Fig. 10B, the skip result dialog 160 displays all of the items acquired in the skipped battle game.

[0136] In this way, by consuming a skip ticket, a battle game for which three stars have been acquired as clear information is skipped, and the battle game is treated as cleared. This allows the player to collect items in a shorter time.

[0137] 10B, the skip result dialog 160 is provided with an OK operation section 162 marked with "OK." When the OK operation section 162 is tapped, the main quest screen 100 is displayed on the display .

[0138] When event selection operation unit 43 (FIG. 3A), event selection operation unit 91e (FIG. 7A), or event selection operation unit 104 (FIG. 7B) is tapped, event screen 170 shown in FIG.

[0139] Fig. 11 is a diagram illustrating an example of the event screen 170. As shown in Fig. 11, the event screen 170 displays a menu bar 41.

[0140] In this embodiment, the battle games that can be played in the event are broadly divided into battle games that belong to preparation quests and battle games that belong to boss quests. By winning a battle game that belongs to a preparation quest, a player can acquire a boss ticket. Then, by using the boss ticket that the player owns, the player can challenge a battle game that belongs to a boss quest.

[0141] In addition, in this embodiment, a formation bonus function is provided in the event battle game, which allows the player to progress through the battle game more advantageously the more ally characters with a predetermined specific attribute are organized.

[0142] In this embodiment, an event is shown in which the specific attribute of the formation bonus function is set to the fire attribute. For example, the specific attribute set for the formation bonus function may be different for the current event and the next event. In this way, by changing the specific attribute set for the formation bonus function for each event, the player is motivated to develop ally characters of all attributes, which can increase the player's motivation to play.

[0143] Furthermore, in a battle game belonging to a preparation quest and a battle game belonging to a boss quest, an enemy character appearing in the battle game may be set to a weak attribute. When a weak attribute is set for an enemy character, by forming a party with an ally character having an attribute that matches the weak attribute, it is possible to progress through the battle game to an advantage. For example, the damage amount may be calculated so that the amount of damage caused by an attack by an ally character that matches the weak attribute is increased by 50%. Alternatively, the damage amount may be calculated so that a predetermined fixed value is added to the amount of damage caused by an attack by an ally character that matches the weak attribute. Note that the rate or fixed value used to add the damage amount based on the weak attribute may be set according to the type of ally character. Also, the rate or fixed value used to add the damage amount based on the weak attribute may be set according to the type of enemy character. Also, the rate or fixed value used to add the damage amount based on the weak attribute may be set according to the type of battle game. Also, the rate or fixed value used to add the damage amount based on the weak attribute may be a uniform value regardless of the ally character, enemy character, or type of battle game.

[0144] In this embodiment, the preparation quest includes a plurality of battle games with different difficulty levels. Specifically, three battle games are provided: a battle game set to normal, which is the lowest difficulty level; a battle game set to hard, which is a medium level difficulty level; and a battle game set to very hard, which is the highest difficulty level.

[0145] In this embodiment, the maximum number of times each battle game belonging to the preparation quest can be played per day is set to 10. For example, if the maximum number of times each battle game can be played per day were unlimited, there would be a large imbalance in the number of boss tickets that can be acquired per day among players, which could have a negative impact on game balance. In this embodiment, by setting a limit on the maximum number of times each battle game can be played per day, it is possible to effectively limit the number of boss tickets that a player can acquire per day. This makes it possible to reduce the risk of adverse effects on game balance.

[0146] As shown in FIG. 11 , a preparation quest display section 171 is displayed on the event screen 170. The preparation quest display section 171 displays a normal operation section 172a marked "NORMAL," which functions as an operation section for selecting a battle game belonging to a preparation quest whose difficulty level is set to normal. The preparation quest display section 171 also displays a hard operation section 172b marked "HARD," which functions as an operation section for selecting a battle game belonging to a preparation quest whose difficulty level is set to hard. The preparation quest display section 171 also displays a very hard operation section 172c marked "VERY HARD," which functions as an operation section for selecting a battle game belonging to a preparation quest whose difficulty level is set to very hard. Each operation section 172a, 172b, and 172c also displays the remaining number of attempts. As shown in FIG. 11 , the denominator of the remaining number of attempts displays the maximum number of attempts that can be made in one day, and the numerator displays the remaining number of attempts that can be made within the day.

[0147] When any of the normal operation section 172a, the hard operation section 172b, and the very hard operation section 172c is tapped on the event screen 170, the preparation quest selection screen 180 (FIG. 12A) corresponding to the tapped operation section is displayed on the display 26.

[0148] Fig. 12A is a diagram illustrating an example of the preparation quest selection screen 180. Fig. 12A shows the preparation quest selection screen 180 that is displayed on the display 26 when the normal operation section 172a is tapped.

[0149] As shown in FIG. 12A, the preparation quest selection screen 180 displays enemy characters that appear in the battle game and items (rewards) that can be acquired in the battle game.

[0150] Furthermore, when stamina is consumed to challenge a battle game, the stamina after consumption is displayed on the preparation quest selection screen 180. Specifically, as shown in Fig. 12A, the preparation quest selection screen 180 displays that when a battle game belonging to a preparation quest with a difficulty level set to normal is played, stamina will be consumed from the current stamina of 260 to 252.

[0151] Also, as shown in FIG. 12A, the preparation quest selection screen 180 displays a formation bonus icon 182. The formation bonus icon 182 allows the player to identify the specific attribute set for the formation bonus function. In FIG. 12A, an image indicating the fire attribute is displayed on the formation bonus icon 182, notifying the player that the fire attribute will be set for the formation bonus. Furthermore, the formation bonus icon 182 functions as an operation unit that can be operated by the player.

[0152] When the formation bonus icon 182 is tapped, a formation bonus detail dialog 185 shown in FIG. 12B is displayed on the display 26. FIG. 12B is a diagram illustrating an example of the formation bonus detail dialog 185. As shown in FIG. 12B, the formation bonus detail dialog 185 displays an additional value to be added to the base value of the fighting power of each ally character, depending on the number of ally characters of each attribute organized into the party. Specifically, for example, when calculating the amount of damage inflicted on an enemy character by an attack from an ally character, a calculation may be performed in which an additional value equal to a percentage of the formation bonus is added to the damage. Furthermore, for example, the calculation may be performed so that only the amount of damage is added, or the calculation method may be changed for one or more elements related to the battle with the enemy character, such as the subtraction of the amount of damage received by the ally character, an increase in stamina value, or action speed.

[0153] In this embodiment, the specific attribute of the formation bonus function is set to the fire attribute, and therefore, as shown in Figure 12B, the player is notified that the additional value is set so that the more ally characters with the fire attribute that are formed, the more advantageously the player will be able to progress through the battle game.

[0154] Specifically, as shown in FIG. 12B , in an event battle game, if an ally character other than a fire attribute is organized into a party, no additional value is awarded based on the inclusion of the ally character other than a fire attribute into the party. On the other hand, as shown in FIG. 12B , in an event battle game, if two or more ally characters with the fire attribute are organized into a party, the more ally characters with the fire attribute are organized, the larger the additional value becomes. Note that in this embodiment, no additional value is awarded based on the inclusion of only one ally character with the fire attribute into the party. However, an additional value may be awarded based on the inclusion of one or more ally characters with the fire attribute into the party. However, when an ally character other than a fire attribute is organized into a party, an additional value may be awarded based on the inclusion of an ally character other than a fire attribute into the party. In this case, the additional value based on the inclusion of an ally character other than a fire attribute into the party may be set to be smaller than the additional value based on the inclusion of an ally character with the fire attribute into the party. In any case, in an event battle game, it is sufficient that the more ally characters with a predetermined specific attribute are organized, the more advantageously a player can progress through the battle game.

[0155] In addition, in this embodiment, as shown in FIG. 12A, in an event battle game, the added value is set to be particularly large when four or more ally characters with the fire attribute are organized into a party. In other words, the advantage of organizing many ally characters with the attribute set in the organization bonus function into a party is particularly large. This provides the player with an incentive to develop ally characters with the attribute set in the organization bonus function during an ongoing event, thereby increasing the player's motivation to play.

[0156] 12A, a challenge operation unit 112 and a cancel operation unit 113 are displayed on preparation quest selection screen 180. When cancel operation unit 113 is tapped, event screen 170 (FIG. 11) is displayed on display 26, and the challenge to the battle game belonging to the preparation quest whose selected difficulty level is set to normal is canceled.

[0157] Furthermore, when the challenge operation unit 112 is tapped, a party selection screen 120 (FIG. 8B) is displayed on the display 26. Then, when the player organizes a party on the party selection screen 120 and taps the battle start operation unit 123, the battle game begins, and a battle game screen 130 (FIG. 9A) is displayed on the display 26. In the battle game, the battle game progresses in a state where the strengthening of the ally characters by the first strengthening function, the second strengthening function, the third strengthening function, and the organization bonus function described above is reflected. That is, the player terminal 1 adds the added values ​​by the first strengthening function, the second strengthening function, the third strengthening function, and the organization bonus function described above to the base values ​​of the ally characters organized into the party, and progresses the battle game in a state where the combat power of the ally characters is increased.

[0158] When the battle game ends normally (normal end), a result screen 140 (FIG. 9B) is displayed on the display 26. When the close operation unit 141 on the result screen 140 is tapped, the display of the battle game screen 130 ends, and the event screen 170 is displayed on the display 26.

[0159] 12A also has a ticket display area 111. The number of skip tickets owned by the player, i.e., the number of skip tickets linked to the player ID, is displayed in the ticket display area 111. The ticket display area 111 also has a skip operation unit 111a, a minus operation unit 111b, and a plus operation unit 111c.

[0160] In the battle game belonging to the preparation quest of this embodiment, these operation units 111a, 111b, and 111c are enabled only if the battle game has already been cleared without any ally characters having life points of 0. On the other hand, if the battle game has not yet been cleared, or if the battle game has not yet been cleared without any ally characters having life points of 0, the operation units 111a, 111b, and 111c are disabled. However, the operation units 111a, 111b, and 111c may be enabled if the battle game has already been cleared, and disabled if the battle game has not yet been cleared.

[0161] The functions of skip operation unit 111a, minus operation unit 111b, and plus operation unit 111c in Fig. 12A are the same as those of skip operation unit 111a, minus operation unit 111b, and plus operation unit 111c in Fig. 8A described above. That is, as shown in Fig. 12A, when skip operation unit 111a is tapped, skip ticket confirmation dialog 150 (Fig. 10A) is displayed on display 26. Then, when OK operation unit 152 of skip ticket confirmation dialog 150 is tapped, creation of a party on party selection screen 120 (Fig. 8B) and execution of a battle game on battle game screen 130 (Fig. 9A) are omitted (skipped), and it is treated as if the specified number of battle games (here, once) have been cleared, and skip result dialog 160 (Fig. 10B) is displayed on display 26.

[0162] 11, a collective skip operation section 173 labeled "Skip All" is displayed below the preparation quest display section 171. When the collective skip operation section 173 is tapped, a collective skip confirmation dialog 190 (FIG. 12C) for using the collective skip function is displayed on the display 26. The collective skip function is a function for skipping all battle games that belong to the preparation quest and that are skippable and have one or more remaining attempts until the remaining attempts reach zero. That is, in the example shown in FIG. 11, using the collective skip function results in 10 battle games with a normal difficulty level being skipped, 10 battle games with a hard difficulty level being skipped, and 10 battle games with a very hard difficulty level being skipped.

[0163] FIG. 12C is a diagram illustrating an example of a collective skip confirmation dialog 190. As shown in FIG. 12C, the collective skip confirmation dialog 190 displays a quest display section 192 for displaying, in a manner that allows the player to distinguish, among the battle games belonging to the preparation quest, those battle games with one or more remaining attempts. FIG. 12C illustrates a case in which quest display sections 192 corresponding to battle games of three difficulty levels belonging to the preparation quest are displayed. Note that, in the quest display section 192, the quest display section 192 corresponding to the battle game with zero remaining attempts may be hidden. Alternatively, in the quest display section 192, the display mode may be different between the quest display section 192 corresponding to the battle game with zero remaining attempts and the quest display section 192 corresponding to the battle game with one or more remaining attempts. For example, the display mode of the quest display section 192 corresponding to the battle game with zero remaining attempts may be grayed out.

[0164] Also, as shown in FIG. 12C, the bulk skip confirmation dialog 190 displays the current stamina, the stamina after using the bulk skip function, the current number of skip tickets, and the number of skip tickets after using the bulk skip function.

[0165] As shown in FIG. 12C, the collective skip confirmation dialog 190 is provided with a challenge operation section 194 marked "Challenge" and a cancel operation section 196 marked "Cancel."

[0166] When the cancel operation unit 196 is tapped, the event screen 170 is displayed on the display 26, and the use of the all-at-once skip function is canceled.

[0167] When the challenge operation unit 194 is tapped, the all-at-once skip function is used, skip tickets and stamina are consumed, the execution of the battle games is omitted (skipped), and all battle games belonging to the preparation quest that have one or more remaining attempts are treated as having been cleared until the remaining attempts reach zero. Then, a skip result dialog 160 (FIG. 10B) is displayed on the display 26, and the items acquired in the skipped battle games are displayed together. This allows the player to collect boss tickets in a shorter amount of time.

[0168] Note that if the player's various consumable media (e.g., skip tickets or stamina) are insufficient to skip all battle games with a remaining number of challenges of 1 or more until the remaining number of challenges reaches 0, skipping may be performed based on a predetermined priority. For example, the higher the difficulty level, the higher the priority may be set. That is, the priority may be set to decrease in the order of battle games with a very hard difficulty level, battle games with a hard difficulty level, and battle games with a normal difficulty level. Then, based on the priority, the player terminal 1 may control all battle games with a remaining number of challenges of 1 or more to the extent possible within the range of various consumable media linked to the player's player ID until the remaining number of challenges reaches 0. Note that in this embodiment, the skip function is applied to battle games of three difficulty levels belonging to the preparation quests collectively. However, the skip function may also be applied to both battle games belonging to the preparation quests and battle games belonging to the boss quests collectively. That is, quests classified into different types, such as preparation quests and boss quests, may also be skipped in a batch process.

[0169] Returning to FIG. 11 , the event screen 170 displays a boss quest display unit 176. In this embodiment, the boss quest includes multiple battle games with different difficulty levels. Specifically, three battle games are provided: a battle game set to normal, which is the lowest difficulty level; a battle game set to hard, which is a medium level of difficulty; and a battle game set to extreme, which is the highest level of difficulty. As shown in FIG. 11 , the boss quest display unit 176 displays a boss operation unit 177 that functions as an operation unit for displaying a boss difficulty level selection dialog 210 ( FIG. 13B ), which will be described later, for selecting a battle game belonging to the boss quest. As shown in FIG. 11 , the boss operation unit 177 displays an image corresponding to each battle game belonging to the boss quest. Also, as shown in FIG. 11 , the number of boss tickets owned by the player is clearly displayed in the lower right corner of the boss quest display unit 176.

[0170] The boss quest display unit 176 also displays the current value of the cumulative score, which is cumulatively added (updated) based on the results of the battle games belonging to the boss quest, as will be described in detail later. In this embodiment, the player is assigned a rank indicating a level of progression according to the value of the cumulative score. When the value of the cumulative score reaches a predetermined value, the rank increases, and the player is able to acquire a reward (hereinafter also referred to as a rank reward). For example, item A, item B, a fragment of item B, etc. may be set as the rank reward.

[0171] In addition, the "Until next reward" item displayed below the cumulative score in the boss quest display section 176 displays the difference between the cumulative score value at which a rank reward is awarded and the current cumulative score value.

[0172] 11, a detail operation section 178 labeled “Details” is displayed in the upper right corner of the boss quest display section 176. When the detail operation section 178 is tapped, a cumulative score reward dialog 200 shown in FIG. 13A is displayed on the display 26.

[0173] FIG. 13A is a diagram illustrating an example of a cumulative score reward dialog 200. As shown in FIG. 13A, the cumulative score reward dialog 200 displays multiple reward display sections 202, each corresponding to a cumulative score value for which a rank reward will be granted. Each reward display section 202 displays the cumulative score value for which a rank reward will be granted and the details of the rank reward to be granted. Each reward display section 202 also displays a gauge that allows the user to visually grasp the current cumulative score value relative to the cumulative score value for which a rank reward will be granted.

[0174] The reward display section 202 is displayed in a manner that allows the player to distinguish whether or not a rank reward has been acquired. For example, as shown in Fig. 13A, the reward display section 202 may display a grayed-out portion of the reward corresponding to a rank reward that has already been acquired.

[0175] 13A, reward display sections 202 corresponding to rank rewards that have not yet been acquired are displayed at the top of the figure. Reward display sections 202 corresponding to rank rewards that have already been acquired are displayed at the bottom of the figure. Furthermore, the reward display sections 202 corresponding to rank rewards that have not yet been acquired are displayed at the top of the figure, the smaller the cumulative score at which the rank reward is awarded. This makes it easy to visually grasp information regarding rank rewards that can be acquired based on the cumulative score, thereby improving convenience for players.

[0176] 13A, a close operation section 204 labeled “Close” is displayed at the bottom of the cumulative score reward dialog 200. When the close operation section 204 is tapped, the event screen 170 (FIG. 11) is displayed on the display 26.

[0177] 11 is tapped, a boss difficulty level selection dialog 210 shown in FIG. 13B is displayed on the display 26. FIG. 13B is a diagram illustrating an example of the boss difficulty level selection dialog 210. As shown in FIG. 13B, the boss difficulty level selection dialog 210 displays a selection operation unit 212a labeled "NORMAL" that functions as an operation unit for selecting a battle game belonging to a boss quest whose difficulty level is set to normal. The boss difficulty level selection dialog 210 also displays a selection operation unit 212b labeled "HARD" that functions as an operation unit for selecting a battle game belonging to a boss quest whose difficulty level is set to hard. The boss difficulty level selection dialog 210 also displays a selection operation unit 212c labeled "EXTREME" that functions as an operation unit for selecting a battle game belonging to a boss quest whose difficulty level is set to extreme. Each of the selection operation units 212a, 212b, and 212c displays an enemy character that appears in the battle game. Furthermore, each of the selection operation sections 212a, 212b, and 212c displays the number of boss tickets required to play that battle game once.

[0178] In this embodiment, various conditions are set so that the difficulty level of the battle games belonging to the boss quests is relatively higher than that of the battle games belonging to the preparation quests. Also, in this embodiment, in the battle games belonging to the preparation quests described above, the results of the current battle game, specifically, the life points of the enemy character at the end of the current battle game, are not carried over to the next battle game. Therefore, in the battle games belonging to the preparation quests, the battle game is considered to have been cleared only if the enemy character is defeated in one battle game.

[0179] On the other hand, in this embodiment, in a battle game belonging to a boss quest, the result of the current battle game, specifically, the life points of the enemy character at the end of the current battle game, are carried over to the next battle game. That is, in this embodiment, in a battle game belonging to a boss quest, it is possible to defeat the enemy character over multiple battle games. Here, advanced players tend to inflict more damage on the enemy character in one battle game than beginner players. Therefore, advanced players are able to defeat the enemy character with fewer battle games than beginner players.

[0180] Each of the selection operation units 212a, 212b, and 212c displays a gauge that allows the player to visually grasp the current remaining life point value relative to the initial life point value of an enemy character appearing in that battle game. Each of the selection operation units 212a, 212b, and 212c also displays the number of boss tickets required to play that battle game. In this embodiment, the battle games belonging to boss quests are set so that the higher the difficulty level, the greater the number of boss tickets required to play one battle game. However, the number of boss tickets required to play one battle game may also be set to be the same regardless of the difficulty level.

[0181] When an enemy character is defeated in one or more battle games, a preset reward (hereinafter referred to as a defeat reward) is awarded to the player. Note that if the player defeats an enemy character of a certain difficulty level for the first time since the event started, a first defeat reward will be awarded to the player in addition to the defeat reward.

[0182] Furthermore, if an enemy character is defeated, the enemy character of that difficulty level will reappear in the next battle game with its life points at their initial value (full), allowing the player to once again play a battle game against the enemy character of that difficulty level.

[0183] 13B, a close operation section 214 labeled "Close" is displayed at the bottom of the boss difficulty level selection dialog 210. When the close operation section 214 is tapped, the event screen 170 (FIG. 11) is displayed on the display 26.

[0184] In the boss difficulty level selection dialog 210, when any of the selection operation section 212a, 212b, and 212c is tapped, the boss quest selection screen 220 (FIG. 14) corresponding to the tapped selection operation section is displayed on the display 26.

[0185] Fig. 14 is a diagram illustrating an example of the boss quest selection screen 220. Fig. 14 shows the boss quest selection screen 220 that is displayed on the display 26 when the selection operation unit 212a is tapped.

[0186] As shown in FIG. 14, the boss quest selection screen 220 displays enemy characters that appear in the battle game, and the above-mentioned defeat reward and first defeat reward, which are items (rewards) that can be acquired in the battle game.

[0187] Furthermore, when boss tickets are consumed to challenge a battle game, the number of boss tickets after consumption is displayed on the boss quest selection screen 220. Specifically, as shown in Fig. 14, when a battle game belonging to a boss quest with a difficulty level set to normal is executed, the boss quest selection screen 220 displays that the current number of boss tickets, 100, will be consumed and changed to 95.

[0188] 14, the boss quest selection screen 220 displays a formation bonus icon 182 that can identify a specific attribute set in the formation bonus function. When the formation bonus icon 182 is tapped, the formation bonus details dialog 185 (FIG. 12B) described above is displayed on the display 26.

[0189] As shown in FIG. 14, the boss quest selection screen 220 also has a total number of kills display section 223 that displays the total number of kills, which is the total number of times enemy characters of that difficulty level have been killed during the event period.

[0190] Also, a gauge that allows the player to visually grasp the current remaining life points of an enemy character appearing in the battle game relative to the initial life points of the enemy character appearing in the battle game is displayed on the boss quest selection screen 220. Also, at the bottom of this gauge, the initial life points of the enemy character appearing in the battle game are displayed in the denominator, and the current remaining life points are displayed in the numerator.

[0191] 14, a challenge operation section 225 marked "Challenge" and a cancel operation section 227 marked "Cancel" are displayed on the boss quest selection screen 220. When the cancel operation section 227 is tapped, the boss difficulty level selection dialogue 210 (FIG. 13B) is displayed on the display 26, and the challenge to the battle game belonging to the boss quest whose selected difficulty level is set to normal is canceled.

[0192] Furthermore, when the challenge operation unit 225 is tapped, the party selection screen 120 (FIG. 8B) is displayed on the display 26. Then, when the player organizes a party on the party selection screen 120 and taps the battle start operation unit 123, the battle game starts and a battle game screen 130 (FIG. 9A) is displayed on the display 26. In the battle game, the strengthening of ally characters by the above-mentioned first strengthening function, second strengthening function, third strengthening function and organization bonus function is reflected in the state in which the battle game progresses.

[0193] FIG. 15A is a diagram illustrating an example of a first result screen 230. FIG. 15B is a diagram illustrating an example of a boss result dialogue 240. FIG. 15C is a diagram illustrating an example of a second result screen 250. When the battle game ends normally (normal end), the first result screen 230 shown in FIG. 15A is displayed on the display 26 for a predetermined period of time. FIG. 15A shows, as an example, the first result screen 230 when an ally character wins. The first result screen 230 displays at least a portion of the game result information of the battle game. Specifically, as shown in FIG. 15A, the outcome of the battle game, the enemy characters that appeared in the battle game, and the life points of the enemy characters at the end of the battle game are displayed.

[0194] When the predetermined period for displaying the first result screen 230 ends, a boss result dialog 240 shown in Fig. 15B is displayed on the display 26. The boss result dialog 240 displays at least a portion of the game result information for the battle game. Specifically, as shown in Fig. 15B, the total amount of damage inflicted on the enemy character in this battle game, the score rate (described in detail below), the score obtained in this battle game derived based on the score rate, and the first defeat score are displayed.

[0195] Although details will be given later, in this embodiment, the total amount of damage inflicted on enemy characters in a battle game is multiplied by the score rate, and the resulting value is treated as the acquired score.

[0196] In this embodiment, the maximum total amount of damage inflicted on enemy characters in a single battle game (hereinafter also referred to as the maximum damage value) is stored for each difficulty level of the battle game belonging to the boss quest. However, after a single battle game, the player may be able to arbitrarily select whether to store the maximum damage value as the damage value to be applied in a skip. In this case, even if a damage value higher than a previously stored damage value is derived in a battle game, if the player selects not to store the damage value as the damage value to be applied in a skip, the previously stored damage value will not be overwritten. Alternatively, multiple past damage values ​​may be stored, and a skip may be executed using any damage value selected by the player. Alternatively, multiple past damage values ​​may be stored, and a damage value selected in a predetermined lottery process may be used to execute a skip.

[0197] The player receives a score each time they play a battle game belonging to a boss quest. The player also receives a preset first-time defeat score when they defeat an enemy character of that difficulty level for the first time since the event began. The sum of the scores earned during the event period and the first-time defeat score is stored as a cumulative score, linked to the player's player ID. The cumulative score is configured as part of the player's player information.

[0198] Additionally, the "Until Next Rank" item displayed in the center of the boss result dialog 240 displays a gauge that allows the player to visually grasp the current cumulative score value against the cumulative score value by which the rank increases. The cumulative score value by which the rank increases is displayed in the denominator below this gauge, and the current cumulative score value is displayed in the numerator. The rank reward that the player can earn if their event rank increases to the next level is also clearly displayed to the right of this gauge.

[0199] Additionally, at the bottom of the boss result dialog 240, icons are displayed indicating the rewards (for example, first defeat, defeat reward, and rank reward) that the player has earned based on the results of the current battle game. In this embodiment, icons with the words "first defeat" or "defeat" are displayed so that the defeat reward and the first defeat reward can be distinguished. FIG. 15B shows a case where the player is notified that they have earned a defeat reward.

[0200] 15B, a close operation section 242 labeled "Close" is displayed at the bottom of the boss result dialog 240. When the close operation section 242 is tapped, a second result screen 250 shown in FIG. 15C is displayed on the display 26.

[0201] As shown in Fig. 15C, the second result screen 250 displays at least a portion of the game result information of the battle game, similar to the first result screen 230 (Fig. 15A). Furthermore, as shown in Fig. 15C, the second result screen 250 displays a next operation section 252 marked "Next," a rematch operation section 254 marked "Rematch," and a ticket rematch operation section 256 marked "Rematch with ticket."

[0202] When the next operation section 252 is tapped, the event screen 170 (FIG. 11) is displayed on the display 26.

[0203] Furthermore, when the rematch operation unit 254 is tapped, the boss ticket is consumed, the battle game is restarted, and the battle game screen 130 (FIG. 9A) is displayed on the display 26.

[0204] Furthermore, when the ticket rematch operation section 256 is tapped, the boss quest selection screen 220 (FIG. 14) is displayed on the display 26.

[0205] In this embodiment, a skip ticket can be used for a battle game belonging to a boss quest if that battle game has already been cleared during the event period. Using a skip ticket is considered to have dealt the maximum damage value stored for that battle game difficulty level to an enemy character for each skip ticket consumed, and the battle game is skipped. Note that the battle game may be skipped based at least on the stored maximum damage value. That is, the same value as the stored maximum damage value may be applied to the battle game at the time of skipping. Alternatively, a value obtained by multiplying the stored maximum damage value by a predetermined coefficient may be applied to the battle game at the time of skipping. The predetermined coefficient may be, for example, a coefficient that reduces the maximum damage value (e.g., 0.9). In this case, it is possible to provide the player with the benefit of playing the battle game without using the skip function. Alternatively, it may be a coefficient that increases the maximum damage value (e.g., 1.1). In this case, it is possible to actively encourage the player to use the skip function. Alternatively, the coefficient value may be increased by using a predetermined item. The coefficient may also be appropriately set depending on the event being executed by the management side.

[0206] 14, the number of skip tickets owned by the player, i.e., the number of skip tickets linked to the player ID, is displayed on the boss quest selection screen 220. The boss quest selection screen 220 also has a skip operation unit 229a, a minus operation unit 229b, and a plus operation unit 229c.

[0207] In the boss quest battle game of this embodiment, these operation units 229a, 229b, and 229c are enabled only if the battle game has already been cleared during the event period. On the other hand, if the battle game has not yet been cleared during the event period, the operation units 229a, 229b, and 229c are disabled. However, the operation units 229a, 229b, and 229c may be enabled if the battle game has been played at least once during the event period, in other words, if the maximum damage value corresponding to the battle game of that difficulty level is stored. In other words, the operation units 229a, 229b, and 229c may be enabled even if the battle game has not yet been cleared during the event period.

[0208] When the skip operation unit 229a, the minus operation unit 229b, and the plus operation unit 229c are enabled, each time the plus operation unit 229c is tapped, the text written in the skip operation unit 229a increases by one, such as "Use 2 tickets" or "Use 3 tickets." Furthermore, each time the minus operation unit 229b is tapped, the text written in the skip operation unit 229a decreases by one, such as "Use 2 tickets" or "Use 1 ticket." Furthermore, the value displayed as the skip damage is updated according to the number of skip tickets written in the skip operation unit 229a. Specifically, when the text written in the skip operation unit 229a reads "Use 1 ticket," the maximum damage value stored for the battle game of that difficulty level is displayed as the skip damage. When the text written in the skip operation unit 229a reads "Use 2 tickets," the skip damage displayed is double the maximum damage value stored for the battle game of that difficulty level. That is, the value obtained by multiplying the maximum damage value stored corresponding to the battle game of that difficulty level by the number of skip tickets used written on the skip operation unit 229a is displayed as the value displayed as skip damage.

[0209] 14 is tapped, a skip confirmation dialog 260 shown in FIG. 16 is displayed on the display 26. In addition, when the skip operation section 229a shown in FIG.

[0210] Fig. 16 is a diagram illustrating an example of the skip confirmation dialog 260. Fig. 16 shows the skip confirmation dialog 260 that is displayed when the skip operation unit 229a is tapped and the text written on the skip operation unit 229a reads "Use one ticket." As shown in Fig. 16, the skip confirmation dialog 260 displays the number of boss tickets and the number of skip tickets after consumption when the battle game is skipped a specified number of times (here, once).

[0211] The skip confirmation dialog 260 also displays the skip damage. As shown in FIG. 16, the number of defeats is displayed to the right of the skip damage. The number of defeats is displayed as the number of times that an enemy character will be defeated when a specified number of battle games (here, one) are skipped by the player. In other words, before skipping a battle game by consuming skip tickets and boss tickets, the number of times that an enemy character will be defeated when a specified number of battle games (here, one) are skipped is displayed. This allows the player to specify the number of skips taking the number of defeats into consideration, thereby improving convenience for the player.

[0212] As shown in FIG. 16, the skip confirmation dialog 260 is provided with an OK operation section 262 marked "OK" and a cancel operation section 264 marked "Cancel."

[0213] When the cancel operation unit 264 is tapped, the boss quest selection screen 220 (FIG. 14) is displayed on the display 26, and the use of the skip ticket is canceled.

[0214] When the OK operation unit 262 is tapped, it is treated as if the battle game has been played the designated number of times (here, once), and the skip screen 270 shown in Fig. 17A is displayed on the display 26. That is, when the OK operation unit 262 is tapped, one skip ticket and five boss tickets are consumed, and the creation of a party on the party selection screen 120 (Fig. 8B) and the playing of the battle game on the battle game screen 130 shown in Fig. 9A are omitted (skipped).

[0215] FIG. 17A is a first diagram illustrating an example of the skip screen 270. FIG. 17B is a second diagram illustrating an example of the skip screen 270. FIG. 17C is a third diagram illustrating an example of the skip screen 270. As shown in FIG. 17A, on the skip screen 270, first, an image of an ally character confronting an enemy character is displayed on the display 26. Then, as shown in FIG. 17B, on the skip screen 270, an image of the ally character and the enemy character fighting each other is displayed on the display 26. Then, as shown in FIG. 17C, an image notifying the player that the skip has been completed is displayed on the display 26.

[0216] 17C ends, a skip result dialog 280 shown in Fig. 18 is displayed on the display 26. When the operation unit 272 displayed in the upper right part of the skip screen 270 is tapped, the display of the skip screen 270 immediately ends, and the skip result dialog 280 shown in Fig. 18 is displayed on the display 26.

[0217] 18 is a diagram illustrating an example of the skip result dialog 280. At least a portion of the game result information of the skipped battle game is displayed in the skip result dialog 280. Specifically, as shown in FIG. 18, the total amount of damage inflicted on enemy characters in the skipped battle game, the score rate (described in more detail below), and the score obtained in the skipped battle game derived based on the score rate are displayed.

[0218] Additionally, a gauge is displayed in the center of the skip result dialog 280, allowing the player to visually grasp the current cumulative score value relative to the cumulative score value for increasing rank. The cumulative score value for increasing rank is displayed in the denominator below the gauge, with the current cumulative score value displayed in the numerator. The reward that the player can earn if their rank in the event increases to the next level is also clearly displayed to the right of the gauge.

[0219] Additionally, an icon indicating the reward the player has earned based on the results of the current battle game is displayed at the bottom of the skip result dialog 280. In this embodiment, an icon with the word "defeat" is displayed so that the defeat reward can be easily identified. Figure 18 shows a case where the player is notified that they have earned the defeat reward.

[0220] 18, a close operation section 282 labeled “Close” is displayed at the bottom of the skip result dialog 280. When the close operation section 282 is tapped, the event screen 170 (FIG. 11) is displayed on the display 26.

[0221] Fig. 19 is a diagram illustrating an example of the score rate. In this embodiment, as shown in Fig. 19, the difficulty level of the battle game belonging to the boss quest and the score rate according to the number of times enemy characters of that difficulty level have been defeated are set in advance.

[0222] In this embodiment, the score rate is a value used as a conversion value when converting the total amount of damage inflicted on enemy characters in a battle game into an acquired score. Specifically, in this embodiment, the total amount of damage inflicted on enemy characters in a battle game multiplied by the score rate is treated as the acquired score.

[0223] In this embodiment, the score rate is set so that the higher the difficulty level and the more times enemy characters of that difficulty level are defeated, the higher the score rate. This motivates the player to develop ally characters in order to defeat stronger bosses, thereby increasing the player's motivation to play. Furthermore, by motivating the player to continue playing the game in order to defeat enemy characters in boss quests more frequently, the player's motivation to play can be increased.

[0224] The score rate may be changed depending on the number of times enemy characters in boss quests are defeated. For example, the more enemy characters in boss quests are defeated, the higher the score rate. However, the score rate may be constant regardless of the number of times enemy characters in boss quests are defeated. The score rate may also be changed based on the player's rank in the event. For example, the higher the player's rank in the event, the higher the score rate. However, the score rate may be constant regardless of the player's rank in the event.

[0225] Note that the enemy characters in boss quests are set so that the more times an enemy character of that difficulty level is defeated, the stronger the enemy character becomes. For example, the enemy character may be set so that it is stronger when the enemy character of that difficulty level has been defeated 6 to 10 times or less than when the enemy character of that difficulty level has been defeated 5 times or less. In other words, in this embodiment, the score rate is set so that the more the event progresses and the stronger the enemy character becomes. This motivates the player to continue playing the event battle game, making it possible to increase the player's willingness to play.

[0226] As described above, according to this embodiment, when a battle game belonging to a boss quest is skipped, the skip is executed based on the maximum damage value stored for the battle game of that difficulty level. Therefore, in order to gain an advantage in the progress of the battle game belonging to the boss quest by skipping, it becomes necessary to increase the maximum damage value, which can increase the player's motivation to play. In other words, the player can enjoy the benefits of improving the gameplay and increasing the maximum damage value.

[0227] Furthermore, for example, the maximum damage value tends to be lower for beginner players and higher for advanced players. Therefore, if an advanced player with a high maximum damage value performs the same number of skips, the cumulative score reward will be updated to a larger value than a beginner player with a low maximum damage value. This makes it possible to prevent a sense of unfairness from arising between players and also to prevent the enjoyment of the game from being diminished.

[0228] Next, we will explain the basic configuration and communication processing of the player terminal 1 and the server 1000. Note that here we will explain an example of the main processing for executing a battle game belonging to a boss quest in the above-mentioned event, and will omit explanations of other processing.

[0229] (Functional configuration of player terminal 1) 20 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0230] The terminal-side game control program includes a game execution control program 500, a battle game execution program 502, and a display control program 504. Note that the programs listed in Fig. 20 are just examples, and the terminal-side game control program includes many other programs.

[0231] The data storage area 12b is provided with an information storage unit 550 as a storage unit for storing data. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.

[0232] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 500a, a battle game execution unit 502a, and a display control unit 504a.

[0233] Specifically, the CPU 10 runs a game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 10 runs a battle game execution program 502 and a display control program 504, causing them to function as a battle game execution unit 502a and a display control unit 504a, respectively.

[0234] The game execution control unit 500a controls the progress of the entire game. For example, when logging in, the game execution control unit 500a transmits login information to the server 1000. Furthermore, when general game information or player information for the game is updated, the game execution control unit 500a receives the game information or player information from the server 1000 and stores it in the information storage unit 550.

[0235] The battle game executing unit 502a is responsible for control for executing the battle game. For example, the battle game executing unit 502a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.

[0236] The display control unit 504a generates a screen to be displayed on the display 26, and causes the generated screen to be displayed on the display 26. For example, the display control unit 504a displays an event screen 170 (FIG. 11) on the display 26 based on the player's operation and the player information and game information stored in the information storage unit 550.

[0237] (Functional configuration of server 1000) 21 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0238] The server-side game control program includes a game execution control program 1500, a battle game execution program 1502, and a reward granting program 1504. Note that the programs listed in Figure 21 are just examples, and the server-side game control program includes many other programs.

[0239] The data storage area 1012b is provided with an information storage unit 1550 as a storage unit for storing data. Note that the above storage units are examples, and the data storage area 112b is provided with many other storage units.

[0240] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1500a, a battle game execution unit 1502a, and a reward granting unit 1504a.

[0241] Specifically, the CPU 1010 runs a game execution control program 1500, causing the computer to function as a game execution control unit 1500a. Similarly, the CPU 1010 runs a battle game execution program 1502 and a reward granting program 1504, causing them to function as a battle game execution unit 1502a and a reward granting unit 1504a, respectively.

[0242] The game execution control unit 1500a controls the progress of the entire game. For example, when the game execution control unit 1500a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the information storage unit 1550. Furthermore, when general game information or player information for the game is updated, the game execution control unit 1500a reads the updated game information and player information from the information storage unit 1550 and enables the player terminal 1 to acquire them.

[0243] The battle game execution unit 1502a is responsible for control for executing the battle game.

[0244] The reward granting unit 1504a grants a reward to a player. For example, the reward granting unit 1504a adds an item as a reward to the player information corresponding to the player ID of the player based on the result of the battle game, and stores the player information in the information storage unit 1550.

[0245] (Specific Processing in the Player Terminal 1 and the Server 1000) FIG. 22 is a flowchart illustrating an example of an event boss battle management process in the player terminal 1. The game execution control unit 500a of the player terminal 1 determines whether the detail operation unit 178 of the event screen 170 (FIG. 11) has been tapped (P1-1). If the detail operation unit 178 has not been tapped (NO in P1-1), the game execution control unit 500a proceeds to P1-3, which will be described later. If the detail operation unit 178 has been tapped (YES in P1-1), the display control unit 504a displays the cumulative score reward dialog 200 (FIG. 13A) on the display 26 based on the player information and game information stored in the information storage unit 550 (P1-2). In this embodiment, the game information includes rank reward information that associates the cumulative score value in the event and the rank in the event with the rank reward that the player can obtain. In addition, in this embodiment, the player information includes cumulative score information that indicates the player's cumulative score.

[0246] The game execution control unit 500a determines whether the boss operation unit 177 (FIG. 11) has been tapped (P1-3). If the boss operation unit 177 has not been tapped (NO in P1-3), the game execution control unit 500a proceeds to P1-5, which will be described later. If the boss operation unit 177 has been tapped (YES in P1-3), the display control unit 504a displays the boss difficulty level selection dialog 210 (FIG. 13B) on the display 26 based on the player information and game information stored in the information storage unit 550 (P1-4).

[0247] The game execution control unit 500a determines whether any of the selection operation units 212a, 212b, and 212c (FIG. 13B) has been tapped (P1-5). If any of the selection operation units 212a, 212b, and 212c has not been tapped (NO in P1-5), the game execution control unit 500a proceeds to P1-7, which will be described later. If any of the selection operation units 212a, 212b, and 212c (FIG. 13B) has been tapped (YES in P1-5), the display control unit 504a displays the boss quest selection screen 220 (FIG. 14) corresponding to the tapped selection operation unit on the display 26, based on the player information and game information (P1-6).

[0248] The game execution control unit 500a determines whether the enabled plus operation unit 229c (FIG. 14) or minus operation unit 229b (FIG. 14) has been tapped (P1-7). If neither the plus operation unit 229c nor the minus operation unit 229b has been tapped (NO in P1-7), the game execution control unit 500a proceeds to P1-9, which will be described later. If either the plus operation unit 229c or the minus operation unit 229b has been tapped (YES in P1-7), the display control unit 504a updates and displays the boss quest selection screen 220 (FIG. 14) based on the player information and game information (P1-8). In this embodiment, maximum damage value information indicating the maximum damage value, which is the highest total amount of damage inflicted on enemy characters in a single battle game, is stored for each difficulty level of battle games belonging to boss quests. This maximum damage value information is configured as part of the player's player information. Specifically, for example, the display control unit 504a updates the value displayed as skip damage based on the maximum damage value information stored corresponding to the battle game of that difficulty level and the number of skip tickets used specified by the player.

[0249] The value displayed as skip damage may be the cumulative total of skip damage when the currently selected number of skips is executed, or it may be the damage for one skip. When displaying the cumulative total of skip damage, the maximum damage value may be multiplied by the currently selected number of skips. Furthermore, if the difference between the remaining life points of an enemy character and the maximum damage value, as described below, is not carried over but is rounded down, the cumulative total of skip damage may be calculated by calculating the amount of damage to be updated to reduce the enemy character's life points, without including the amount of damage that is rounded down.

[0250] The game execution control unit 500a determines whether the challenge operation unit 225 on the boss quest selection screen 220 (FIG. 14) has been tapped (P1-9). If the challenge operation unit 225 has not been tapped (NO in P1-9), the game execution control unit 500a proceeds to P1-10, which will be described later. If the challenge operation unit 225 has been tapped (YES in P1-9), a battle execution process (P2) is executed. Details of this battle execution process (P2) will be described later.

[0251] The game execution control unit 500a determines whether the skip operation unit 229a on the boss quest selection screen 220 (FIG. 14) has been tapped (P1-10). If the skip operation unit 229a has not been tapped (NO in P1-10), the game execution control unit 500a ends the event boss battle management process. If the skip operation unit 229a has been tapped (YES in P1-10), the skip management process (P3) is executed. Details of this skip management process (P3) will be described later.

[0252] 23 is a flowchart illustrating an example of a battle execution process in the player terminal 1. The battle game execution unit 502a performs a battle game start process to start the battle game (P2-1). Here, for example, the battle game execution unit 502a reserves an area in the storage device 12 for progressing the battle game, and reads a predetermined program from the storage unit 18 into the storage device 12.

[0253] The battle game executing unit 502a performs a battle game control process for controlling the battle game until a battle game end condition is met (P2-2). In this battle game control process, an update process for updating various pieces of information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and the number of frames per second is, for example, 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms to 33 ms (milliseconds).

[0254] When the battle game termination condition is met (YES in P2-3), the battle game executing unit 502a derives the total amount of damage inflicted on enemy characters in the current battle game (P2-4). Specifically, for example, the battle game executing unit 502a derives the total amount of damage by referring to the parameters of each ally character organized by the player, the parameters of the enemy characters, weak attribute, organization bonus, and other values, as well as a predetermined random number, etc. Note that the parameters of each ally character organized by the player may be parameters that reflect the strengthening of the ally characters by the above-mentioned first strengthening function, second strengthening function, third strengthening function, organization bonus function, and weak attribute.

[0255] The battle game execution unit 502a refers to the maximum damage value information and determines whether the total amount of damage inflicted on enemy characters in the current battle game, derived in P2-4 above, is greater than the maximum damage value information (P2-5). If the total amount of damage inflicted on enemy characters is equal to or less than the maximum damage value (NO in P2-5), the game execution control unit 500a proceeds to step P2-7, which will be described later. If the total amount of damage inflicted on enemy characters is greater than the maximum damage value (YES in P2-5), the game execution control unit 500a updates the maximum damage value information (P2-6).

[0256] Note that when the maximum damage value information is updated, i.e., when it is determined that the maximum damage value information has been updated, the display control unit 504a may display a special image on the display 26. The special image may include, for example, text information such as "MAXIMUM DAMAGE VALUE UPDATED!" or an image of a character showing a happy expression. Furthermore, when it is determined that the maximum damage value information has been updated, for example, the display control unit 504a may display a predetermined image prepared in advance on any of the screens shown in FIGS. 15A to 15C. The predetermined image may be, for example, a predetermined icon image or text image that notifies the player that the maximum damage value has been updated.

[0257] The game execution control unit 500a derives the acquired score (P2-7). In this embodiment, the game information includes score rate information indicating the score rate shown in Fig. 19. Specifically, the game execution control unit 500a multiplies the total amount of damage inflicted on enemy characters in the current battle game, derived in P2-4 above, by the score rate defined in the score rate information to derive the acquired score.

[0258] The game execution control unit 500a derives the cumulative score and updates the cumulative score information (P2-8). Specifically, the cumulative score after the battle game is executed is derived by adding the acquired score derived in P2-7 above to the cumulative score, and the cumulative score information is updated. Note that, if the player defeats an enemy character of that difficulty level for the first time in the current battle game since the start of the event, the cumulative score after the battle game is executed is derived by adding a preset first defeat score and the acquired score derived in P2-7 above to the cumulative score, and the cumulative score information is updated.

[0259] The game execution control unit 500a transmits battle result information to the server 1000 (P2-9). The battle result information includes the outcome of the battle game, the ally character IDs (party) of the ally characters, the enemy character IDs of the enemy characters, etc. The battle result information also includes the remaining status of the ally characters and enemy characters at the end of the battle (whether or not the life points are 0 at the end of the battle game), etc. The battle result information also includes the total amount of damage inflicted on the enemy character, whether the game is in manual or automatic mode, the battle log ID, the type of battle game (preparation quest, boss quest, etc.), etc. The battle result information also includes information associated with each type of battle game (difficulty level, etc.), consumed stamina, consumed boss tickets, etc.

[0260] The battle result information also includes maximum damage value information, cumulative score information, etc. The battle result information also includes information indicating the enemy character's life points at the end of the current battle game. The battle result information also includes information indicating the enemy character's life points for the next battle game, which are set based on the enemy character's life points at the end of the current battle game. Specifically, if the enemy character is defeated in the current battle game, the game execution control unit 500a sets the enemy character's life points for the next battle game to the initial value (full). If the enemy character is not defeated in the current battle game, the game execution control unit 500a sets the enemy character's life points at the end of the current battle game as the enemy character's life points for the next battle game.

[0261] As will be described in detail later, the server 1000 sets reward information indicating rewards to be given to players so that the player terminals 1 can acquire the reward information based on the battle result information received from the player terminals 1. The game execution control unit 500a acquires the reward information set in the server 1000 (P2-10).

[0262] The display control unit 504a displays the first result screen 230 (FIG. 15A) on the display 26 based on the battle result information (P2-11). The display control unit 504a also displays the boss result dialog 240 (FIG. 15B) on the display 26 based on the battle result information and the reward information (P2-12).

[0263] Furthermore, when the close operation unit 242 of the boss result dialog 240 is tapped (YES in P2-13), the display control unit 504a displays the second result screen 250 on the display 26 (P2-14), and ends the battle execution process.

[0264] 24 is a flowchart illustrating an example of skip management processing in the player terminal 1. The game execution control unit 500a derives the number of defeats, which is the number of times an enemy character will be defeated when the battle game is skipped the number of skips specified by the player on the boss quest selection screen 220 (FIG. 14). For example, in the case shown in FIG. 14, the number of skips is 1, the skip damage value is 15 million, and the current life point value of the enemy character is 10 million, so the game execution control unit 500a derives the number of defeats to be 1.

[0265] In this embodiment, when the skip function is used and the enemy character's remaining life points are greater than the enemy character's maximum damage value, the difference between the enemy character's remaining life points and the enemy character's maximum damage value is discarded and discarded. In other words, in the case shown in Figure 14, after the skip, the enemy character's life points are reset to their initial values.

[0266] Here, as a specific example of a case where the difference between the remaining life points of an enemy character and its maximum damage value is rounded down without being carried over, the number of defeats calculated according to the number of skips will be described in detail when the enemy character's initial and current vitality values ​​are 20 million and its maximum damage value is 15 million. For example, if there is one skip, the enemy character's vitality will decrease from 20 million to 5 million, and the number of defeats will be calculated as 0. Also, for example, if there are two skips, the enemy character's vitality will decrease from 20 million to 5 million after the first skip, and the enemy character's vitality will decrease from 5 million to 0 after the second skip, and the number of defeats will be calculated as 1. In this case, when an enemy character is defeated, the enemy character's vitality will be reset to its initial vitality in the next battle game. Also, for example, if there are three skips, the first skip will reduce the enemy character's stamina from 20 million to 5 million, the second skip will reduce the enemy character's stamina from 5 million to 0, and the third skip will reduce the enemy character's stamina from 20 million to 5 million, and the number of times the enemy character has been defeated will be derived as 1. Also, for example, if there are four skips, the first skip will reduce the enemy character's stamina from 20 million to 5 million, the second skip will reduce the enemy character's stamina from 5 million to 0, the third skip will reduce the enemy character's stamina from 20 million to 5 million, and the fourth skip will reduce the enemy character's stamina from 5 million to 0, and the number of times the enemy character has been defeated will be derived as 2.

[0267] However, when the skip function is used and the enemy character's remaining life points are greater than the enemy character's maximum damage value, the difference between the enemy character's remaining life points and the enemy character's maximum damage value may be carried over. In this case, in the example situation shown in Figure 14, after the skip, the enemy character's life points will be set to 25 million.

[0268] The display control unit 504a displays the skip confirmation dialogue 260 (FIG. 16) on the display 26 based on the content displayed on the boss quest selection screen 220 and the number of defeats derived in P3-1 above (P3-2).

[0269] If the cancel operation unit 264 (FIG. 16) is tapped (YES in P3-3), the display control unit 504a terminates the display of the skip confirmation dialog 260 and terminates the skip management process. This cancels the execution of the skip, and the boss quest selection screen 220 is displayed on the display 26.

[0270] Furthermore, if the OK operation unit 262 (FIG. 16) is tapped (YES in P3-4), the battle game executing unit 502a derives the total amount of damage that is to be treated as having been inflicted on the enemy character in the skipped battle game (P3-5).

[0271] The battle game execution unit 502a also derives the acquired score (P3-6). Specifically, the game execution control unit 500a multiplies the total amount of damage that is treated as having been inflicted on the enemy character in the skipped battle game, derived in P3-5 above, by the score rate defined in the score rate information, to derive the acquired score.

[0272] The game execution control unit 500a derives the cumulative score and updates the cumulative score information (P3-7). Specifically, by adding the acquired score derived in P3-6 above to the cumulative score, the cumulative score after skipping the battle game is derived and the cumulative score information is updated.

[0273] The game execution control unit 500a transmits skip information to the server 1000 (P3-8). The skip information includes the outcome of the battle game, the ally character ID (party) of the ally character, the enemy character ID of the enemy character, etc. The skip information also includes the total amount of damage inflicted on the enemy character in the skipped battle game, the battle log ID, the type of battle game (preparation quest, boss quest, etc.), etc. The skip information also includes information associated with each type of battle game (difficulty level, etc.), consumed stamina, consumed skip tickets, consumed boss tickets, etc. The skip information also includes cumulative score information, etc. The skip information also includes information indicating the life points of the enemy character after the battle game is skipped. The skip information also includes information indicating the life points of the enemy character for the next battle game, which are set based on the life points of the enemy character after the battle game is skipped. Specifically, if the life points of the enemy character after the battle game is skipped are 0, the game execution control unit 500a sets the initial value (full) as the life points of the enemy character for the next battle game. Furthermore, if the life points of the enemy character after the skip of the battle game are greater than 0, the game execution control unit 500a sets the life points of the enemy character after the skip of the battle game as the life points of the enemy character for the next battle game.

[0274] As will be described in detail later, the server 1000 sets reward information indicating a reward to be given to a player so that the player terminal 1 can acquire it based on the skip information received from the player terminal 1. The game execution control unit 500a acquires the reward information set in the server 1000 (P3-9).

[0275] The display control unit 504a displays the skip screen 270 (FIGS. 17A, 17B, and 17C) on the display 26 (P3-10).

[0276] Furthermore, when the display of the skip screen 270 ends, the display control unit 504a displays the skip result dialog 280 (FIG. 18) on the display 26 based on the skip information and the reward information (P3-11), and ends the skip management process.

[0277] 25 is a flowchart illustrating an example of a reward determination process in the server 1000. The reward granting unit 1504a of the server 1000 determines whether or not skip information has been received from the player terminal 1 (S1-1). If skip information has been received from the player terminal 1 (YES in S1-1), the reward granting unit 1504a proceeds to S1-6, which will be described later.

[0278] If skip information has not been received from the player terminal 1 (NO in S1-1), the reward granting unit 1504a determines whether or not battle result information has been received from the player terminal 1 (S1-2). If battle result information has been received from the player terminal 1 (YES in S1-2), the reward granting unit 1504a determines whether or not the battle has been won based on the battle result information (S1-4).

[0279] If the battle result information has not been received from the player terminal 1 (NO in S1-2) and if the battle has not been won (NO in S1-3), the reward granting unit 1504a ends the reward determination process.

[0280] If the battle is won (YES in S1-3), the reward granting unit 1504a determines whether or not this is the first victory in which the player has defeated an enemy character of that difficulty level since the start of the event (S1-4). If it is not the first victory (NO in S1-4), the reward granting unit 1504a proceeds to S1-6, which will be described later.

[0281] If it is the first victory (YES in S1-4), the reward granting unit 1504a determines the content of the first defeat reward to be granted to the player (S1-5). Then, the reward granting unit 1504a determines the content of the defeat reward to be granted to the player (S1-6). Note that the content of the first defeat reward and the content of the defeat reward may be determined as preset content, or may be determined by a predetermined lottery.

[0282] The reward granting unit 1504a determines whether a predetermined rank-up condition is met (S1-7) based on the skip information received from the player terminal 1 or the battle result information received from the player terminal 1. Specifically, the reward granting unit 1504a determines that the rank-up condition is met when the cumulative score reaches a predetermined value.

[0283] If the rank-up condition is not met (NO in S1-7), the reward granting unit 1504a proceeds to S1-9, which will be described later. If the rank-up condition is met (YES in S1-7), the reward granting unit 1504a determines the content of the rank reward to be granted to the player (S1-8). In this embodiment, the content of the rank reward is determined to be a preset content. However, the content of the rank reward may also be determined by a predetermined lottery.

[0284] The reward granting unit 1504a sets reward information indicating the first defeat reward determined in S1-5 above, the defeat reward determined in S1-6 above, and the rank reward determined in S1-8 above so that it can be acquired by the player terminal 1, and then terminates the reward determination process.

[0285] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0286] 22 to 24 are executed on the player terminal 1 side. However, the present invention is not limited to this, and the processes shown in Fig. 22 to 24 may be executed on the server 1000 side. Alternatively, some of the processes shown in Fig. 22 to 24 may be executed on the player terminal 1 side, and the remaining processes may be executed on the server 1000 side.

[0287] Also, in the above embodiment, a case has been described in which the processing shown in Fig. 25 is executed on the server 1000 side. However, this is not limiting, and the processing shown in Fig. 25 may be executed on the player terminal 1 side. Alternatively, part of the processing shown in Fig. 25 may be executed on the player terminal 1 side, and the remaining processing may be executed on the server 1000 side.

[0288] The gameplay and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. Furthermore, a communication function is not essential, and for example, the game device G may be capable of executing a computer battle or a battle between multiple players. Furthermore, in the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. In any case, the information processing program may be one that causes a computer (in the embodiment, either one or both of the player terminal 1 and the server 1000) to perform the following processing.

[0289] (Processing performed by a computer) A process (P1-9, P1-10 in the above embodiment as an example) of accepting a player's operation to select a first mode (in the above embodiment as an example, an execution mode that does not use skips) or a second mode (in the above embodiment as an example, an execution mode that uses skips) as the execution mode of a predetermined game (in the above embodiment as an example, a battle game belonging to a boss quest) that can be executed multiple times. When the first mode is selected, a process (P2, for example, in the above embodiment) is performed to update the parameter value to be updated (for example, the enemy character's life points) according to predetermined conditions (for example, in the above embodiment, the first strengthening function, the second strengthening function, the third strengthening function, the formation bonus function, and the weak point attribute, etc.) and to execute a predetermined game. A process (S2-6, for example, in the above embodiment) of storing the update value of the parameter value in one predetermined game executed in the first mode as a specific update value (maximum damage value information, for example, in the above embodiment). If the second mode is selected, a process of updating the parameter values ​​based on the specific update values ​​and executing a predetermined game (S3 in the above embodiment, as an example). A process of setting parameter values ​​at the start of the next predetermined game based on parameter values ​​at the end of the predetermined game (in the above embodiment, P2-9 and P3-8 are examples).

[0290] In the above embodiment, as an example of the predetermined condition, the total amount of damage is calculated based on the first reinforcement function, the second reinforcement function, the third reinforcement function, the formation bonus function, and the weak point attribute, and the life points of the enemy character are updated. However, this is not limited to this. That is, the predetermined condition may be calculated using a predetermined calculation method. For example, the damage amount may be calculated by including the first reinforcement function, the second reinforcement function, the third reinforcement function, the formation bonus function, and the weak point attribute, or the damage amount may be calculated based only on the parameters of the enemy character (e.g., a boss character or an enemy character other than a boss character). That is, the predetermined condition may be calculated using a predetermined calculation method and can be set appropriately.

[0291] The process of storing the update value of the parameter value in one predetermined game executed in the first mode as the specific update value includes: The highest value among the update values ​​of the parameter values ​​in one specified game executed in the first mode may be stored as a specific update value (in the above embodiment, as an example, maximum damage value information) (in the above embodiment, as an example, S2-6).

[0292] In addition, the process of setting the parameter value at the start of the next specified game may set the parameter value at the end of the specified game as the parameter value at the start of the next specified game if the parameter value at the end of the specified game is not a specified value (in the above embodiment, as an example, the enemy character's life points are 0). In addition, the process of setting the parameter value at the start of the next specified game may set the parameter value at the start of the next specified game to an initial value (in the above embodiment, as an example, full) if the parameter value at the end of the specified game is a specified value.

[0293] The computer may be caused to perform a process (P1-7, P1-8, as an example, in the above embodiment) of accepting a player's operation to select the number of times a predetermined game is to be played in the second mode (in the above embodiment, as an example, the number of times to skip). The computer may be caused to perform a process (P3-1, for example, in the above embodiment) that derives the number of times that the parameter value will be updated to a predetermined value (the number of defeats, for example, in the above embodiment) depending on the number of executions selected by the player. The computer may also be caused to perform a process (P3-2 in the above embodiment, as an example) of displaying the number of times the derived parameter value will be updated to a predetermined value in a manner that is recognizable to the player before the execution of a predetermined game in the second mode (in the above embodiment, as an example, the number of defeats in the skip confirmation dialog 260 (Figure 16)).

[0294] In addition, the computer may be caused to perform a process (in the above embodiment, for example, S1-5, S1-6) of granting a first reward (in the above embodiment, for example, a defeat reward or a first defeat reward) to the player based on the parameter value being updated to a predetermined value. In addition, the computer may perform a process (S1-8, for example, in the above embodiment) of granting a second reward benefit (a rank reward, for example) to a player based on the cumulative value to which the parameter value is updated in a specified game.

[0295] Furthermore, in the above embodiment, in a battle game belonging to a boss quest, the life points of an enemy character at the end of the previous battle game are carried over to the next battle game. That is, in the above embodiment, the life points of the same enemy character are carried over and decremented in multiple battle games. However, this is not limited to this. For example, it is sufficient that the content of a game executed in one game is stored and applied again, and the game may have a game feature in which the life points are set to the initial value each time the game is played. Furthermore, if a high amount of damage can be calculated and stored in one game, the game may have a game feature in which the player can benefit from skipping multiple times.

[0296] In the above embodiment, a battle game in which enemy characters appear has been described as an example of the predetermined game, but the predetermined game is not limited to a battle game. The above-described technical matters can be applied to games of any genre, such as role-playing games (RPGs), simulation games, action games, racing games, and rhythm games. For example, the present invention may be applied to a game genre in which the player's ally character unilaterally attacks a game medium equivalent to a punching bag in which parameter values ​​to be updated are set, with the goal of achieving a high score.

[0297] Furthermore, for example, in a baseball or soccer game, if a game against the same opponent (Team A) can be played multiple times, the skip function may not only execute the results of past victories in the game, but may instead store the details of the game, such as "won 1-5." Then, when selecting to execute a skip, the result "won 1-5" may be applied to the game against Team A. Alternatively, a bonus may be awarded to the player based on the score difference, such as "won by a 4-point margin." Furthermore, when a single game against Team A is played using multiple skips, the game may proceed by applying the details of past games, such as "scored 5 points," "threw a ball at 150 km / h," or "pitched a pitch with a special skill." Even in this case, the player may be awarded a bonus based on the result of the skip, such as the score difference that resulted from the application of the skip.

[0298] Even in this case, the skip function may be used using the stored content or result as is. Alternatively, the stored content or result may be corrected based on predetermined conditions to derive the correction content or correction result. The skip function may then be used using the derived correction content or correction result. Specifically, for example, a correction process may be performed to change a memory of a past game, "I won 1-5," to "I won 1-6," thereby decreasing the score by one point. Alternatively, a correction process may be performed to change a memory of a past game, "I won 1-5," to "I won 1-7," thereby increasing the score by one point. The skip function may then be used using the correction content or correction result derived in this manner. In this case, the correction process may be performed based on a setting predetermined on the player terminal 1 side when the skip function is executed. Alternatively, the correction process may be performed on the server 1000 side, and the player terminal 1 may obtain the result of the correction process from the server 1000 and use the skip function using the obtained result of the correction process. The correction process may also be performed when an operation to execute the skip function by the player is accepted. Alternatively, the correction process may be performed in advance, and the results of the correction process may be stored on the player terminal 1 side or the server 1000 side.

[0299] Furthermore, in the case of skipping, the skip confirmation screen in FIG. 16 may display information such as "win 1 to 5" as the result of the match to which the skip is applied in the skip damage field. Furthermore, the skip confirmation screen may display "the reward obtained if the game is won by a 4-point margin" in the skip damage field. Note that, when the result of a correction process is applied to a skip, the corrected result and the reward content based on the corrected result may be displayed. Furthermore, in addition to the point margin, the stored execution content, such as "threw a ball at 150 km / h," may also be displayed, and the reward corresponding to the execution of "threw a ball at 150 km / h" may also be displayed on the skip confirmation screen. In the case of skipping multiple times, information indicating the rewards corresponding to the multiple skips may be displayed on the skip confirmation screen.

[0300] The process of storing the results of the match, the process of applying the details of the match stored at the time of skipping, and the process of setting a reward after skipping may be performed in the same manner as in the above-described embodiment. As described above, rewards to be awarded for the score difference of the match, events during the match, etc. may be set in advance, and a process of determining whether the setting applies and, if so, a process of linking the reward to the player's player ID may be performed.

[0301] In addition, in the case of car racing or horse racing games, skipping may be performed by applying race details and results from past races, such as "the race proceeded at an average speed of 100 km / h," "how much distance the racer won by," "how many seconds it took to finish," and "what place the racer finished." Race details and results, such as "the race proceeded at an average speed of 100 km / h," "how much distance the racer won by," "how many seconds it took to finish," and "what place the racer finished," may be applied as a single skip per race, or multiple skips per race. In this case, the skip function may be performed using the stored race details and results as they are, or the stored race details and results may be corrected based on predetermined conditions and the corrected results may be used to perform the skip function.

[0302] Furthermore, in the above embodiment, the case where the player can specify the number of skip tickets to use in the battle game belonging to the boss quest has been described, but the player may also specify the number of defeats. In this case, the battle game executing unit 502a of the player terminal 1 may derive the number of skips in the battle game required to achieve the number of defeats specified by the player. Then, the battle game executing unit 502a of the player terminal 1 may execute the battle game by skipping based on the derived number of skips.

[0303] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0304] 1. Player terminal 1000 servers S Information Processing System G Game Device

Claims

1. a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; An information processing program that causes a computer to carry out the above.

2. The process of storing the update value of the parameter value in one predetermined game executed in the first mode as the specific update value includes: storing the highest value among the update values ​​of the parameter values ​​in one predetermined game executed in the first mode as the specific update value; The information processing program according to claim 1 .

3. The process of setting the parameter value at the start of the next predetermined game includes: If the parameter value at the end of the predetermined game is not a predetermined value, the parameter value at the end of the predetermined game is set as the parameter value at the start of the next predetermined game; If the parameter value at the end of the predetermined game is the predetermined value, an initial value is set as the parameter value at the start of the next predetermined game.

3. The information processing program according to claim 1.

4. a process of receiving a player's operation for selecting the number of times the predetermined game is to be played in the second mode; a process of deriving the number of times that the parameter value will be updated to the predetermined value according to the number of times of execution selected by a player; a process of displaying the number of times the derived parameter value will be updated to the predetermined value in a manner that is recognizable to a player before the predetermined game is executed in the second mode; 4. The information processing program according to claim 3, which causes a computer to execute the steps of:

5. a process of granting a first reward to the player based on the parameter value being updated to the predetermined value; a process of granting a second reward benefit to the player based on a cumulative value obtained by updating the parameter value in the predetermined game; 4. The information processing program according to claim 3, which causes a computer to execute the steps of:

6. 1. An information processing method performed by one or more computers, comprising: a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; An information processing method including:

7. one or more computers; The computer a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; A game device that performs the above.

8. An information processing system comprising one or more computers, The computer a process of receiving a player's operation to select a first mode or a second mode as an execution mode of a predetermined game that can be executed multiple times; a process of updating a parameter value to be updated in accordance with a predetermined condition and executing the predetermined game when the first mode is selected; a process of storing an update value of the parameter value in one predetermined game executed in the first mode as a specific update value; a process of updating the parameter value based on the specific update value and executing the predetermined game when the second mode is selected; a process of setting the parameter value at the start of the next predetermined game based on the parameter value at the end of the predetermined game; An information processing system that carries out the above.

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