Computer program for game, game system, and control method of game system

The game system addresses the issue of inappropriate information presentation by categorizing users into demographics and tailoring reference information, enhancing user motivation and selection ease.

JP2025173639APending Publication Date: 2025-11-28KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2024079268
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-11-28

AI Technical Summary

Technical Problem

Existing game systems fail to provide information relevant to the user's demographic, leading to redundant or inappropriate information being presented during candidate selection, which can demotivate users.

Method used

A game system that differentiates and presents reference information based on user demographics by categorizing play candidates into groups, allowing users to select appropriate information tailored to their gaming experience.

Benefits of technology

Enhances user motivation and ease of selection by providing relevant information, catering to the specific needs and preferences of different user groups, thereby improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To present information suitable for a user who selects a play candidate to the user when selecting the play candidate.SOLUTION: A computer program for a game allows a computer to function so as to provide a game with a play candidate included in a candidate group selected from multiple candidate groups as a target while each of the multiple candidate groups includes multiple play candidates. The computer program for a game allows a computer to function as first selection means for presenting multiple candidate groups to a user as group options and selecting at least one candidate group from among multiple candidate groups, and second selection means for presenting multiple play candidates that belong to a selected candidate group as candidate options along with reference information that becomes a reference for selecting a play candidate, and selecting at least one play candidate, and the second selection means differentiates a type of reference information to be presented according to a selected candidate group.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a computer program for a game, a game system, and a method for controlling a game system, which provide a game targeting candidate players included in a selected candidate group. [Background technology]

[0002] Patent Document 1 describes a game device that displays a game screen with a different screen configuration depending on the user's level of game proficiency. When displaying a menu screen for selecting a song, this game device displays a beginner's menu screen to a beginner user. For example, the beginner's menu screen omits some of the information displayed on the regular menu screen. Alternatively, the beginner's menu screen includes easy-to-understand explanations for the displayed information. On the other hand, this game device displays a regular menu screen to a user who is experienced with games. For example, the regular menu screen displays information that is omitted from the beginner's menu screen. Alternatively, the regular menu screen does not display the easy-to-understand explanations that are added to the beginner's menu screen.

[0003] The game control unit of the game device also acquires a user ID read from the IC card. Then, the user information of the acquired user ID is stored in the user information storage unit. Next, the game control unit references the stored user information and a user determination condition table stored in the user determination condition storage unit to determine whether the user is a beginner. If the user is a beginner, the game control unit selects a beginner template and generates a beginner menu screen. On the other hand, if the user is not a beginner, the game control unit selects a normal template and generates a normal menu screen. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-192983 Summary of the Invention [Problem to be solved by the invention]

[0005] When a user selects a play candidate (e.g., a song) to play when playing a game, information that should be used as a reference for the selection may be presented to the user. Such information is an important factor that motivates or triggers the user to select a play candidate. However, among diverse user demographics, there are demographics with different goals for playing games or different gaming experiences. Information that is useful for selection for users belonging to one user demographic may be redundant information for users belonging to a different user demographic. Therefore, when selecting a play candidate, it is desirable to present the user with information that is appropriate for the user selecting the play candidate. [Means for solving the problem]

[0006] According to one aspect, there is provided a computer program for a game, the computer program causing a computer to function so as to provide a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of the plurality of candidate groups including a plurality of play candidates, the computer program comprising: The computer a first selection means for presenting the plurality of candidate groups to a user as group options and selecting at least one candidate group from the plurality of candidate groups; a second selection means for presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and for selecting at least one play candidate; The second selection means differentiates the type of the reference information to be presented depending on the selected candidate group.

[0007] Further, a game system according to another aspect is a game system that provides a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of the plurality of candidate groups including a plurality of play candidates, a first selection means for presenting the plurality of candidate groups to a user as group options and selecting at least one candidate group from the plurality of candidate groups; a second selection means for presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and for allowing the user to select at least one play candidate; The second selection means differentiates the type of the reference information to be presented depending on the selected candidate group.

[0008] Furthermore, a control method according to another aspect is a control method for a game system including a computer, wherein a plurality of candidate groups each include a plurality of candidate plays, and a game is provided in which the target is a candidate play included in a candidate group selected from the plurality of candidate groups, the control method comprising: The computer presenting the plurality of candidate groups as group options to a user, and selecting at least one candidate group from the plurality of candidate groups; presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and selecting at least one play candidate; When the at least one play candidate is selected, the type of the reference information to be presented is differentiated depending on the selected candidate group. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a schematic diagram of the entire game system. [Figure 2] FIG. 1 is a schematic perspective view of a game device. [Figure 3]FIG. 10 is a diagram showing an example of a game screen. [Figure 4] FIG. 10 is an explanatory diagram illustrating an overview of differentiation of presented information. [Figure 5] FIG. 1 is a schematic block diagram of a control system. [Figure 6] FIG. 10 is a diagram showing an example of a group selection screen. [Figure 7] FIG. 10 is a diagram showing an example of a simple selection screen. [Figure 8] FIG. 10 is a diagram showing an example of a detailed selection screen. [Figure 9] An example of a music panel [Figure 10] 10 is a flowchart of a differentiation process. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed depending on the configuration of the device or method to which the present invention is applied, or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0011] In the following description, identification information is data consisting of letters, numbers, symbols, images, or a combination thereof, and uniquely identifies the identification object associated with the identification information. Furthermore, the manner in which information is presented to the user includes display, audio output, vibration, light emission, etc. Furthermore, the term "game" includes games corresponding to each of multiple stages or mini-games, and games consisting of multiple stages or mini-games. Furthermore, the game may include a stage for setting display settings or operation settings, etc., and a stage for presenting game results or user performance, etc.

[0012] [First embodiment] The game system 100 shown in FIG. 1 provides a game targeting play candidates included in a candidate group selected from multiple candidate groups. Each of the multiple candidate groups includes multiple play candidates. These play candidates are options that identify elements that make up a game. For example, play candidates may be songs, difficulty levels, modes, genres, questions, stages, ranks, levels, characters, equipment, items, enemies, quests, and opponents. Play candidates may also be selectable option settings or play environments. A candidate group is a collection of play candidates, and is set for each group of play candidates that share common attributes. For example, in the case of songs, songs with the same genre attribute are included in a song folder, which is an example of the same candidate group. Alternatively, candidate groups may be divided by tabs, directories, items, types, or other types, instead of folders.

[0013] The game system 100 includes a game server 20 and a game device 40 on which a user plays a game. The game device 40 can be connected to the game server 20 via a predetermined network 50. Note that the game device 40 may function as the game system 100 on its own.

[0014] The network 50 is configured to connect the game server 20 and the game devices 40 to each other. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects the game server 20 to the Internet 51. The Internet 51 as a WAN and the local area network LAN are connected via a router 53. The game devices 40 are also configured to be connected to the Internet 51 via the router 53.

[0015] Alternatively, a local server may be installed between game device 40 and router 53 of the store or the like where game device 40 is installed. In this case, game device 40 is communicatively connected to game server 20 via the local server. Game server 20 and game device 40 may be interconnected via Internet 51 instead of or in addition to a local area network LAN. Network 50 may be any of a dedicated line, a telephone line, an in-house network, a mobile communication network, other communication lines, or a combination thereof, and may be wired or wireless.

[0016] The game server 20 is configured as a single logical server device by combining server units SU as multiple computers. However, the game server 20 may be configured by a single server unit SU. Alternatively, the game server 20 may be configured logically using cloud computing. The game server 20 may function in cooperation with an external server.

[0017] The game server 20 provides various services for game devices, including game services, to the game devices 40. These game services include a game distribution service that distributes and updates programs or data for the game devices 40 via the network 50. Through this distribution service, the game server 20 appropriately distributes various programs or data necessary to provide games to each game device 40.

[0018] The game service may include a service in which the game server 20 receives user identification information (hereinafter also referred to as a user ID) that uniquely identifies a user from the game device 40 and authenticates the user. The game service may also include a service in which the game server 20 receives and stores play data including the play results of the authenticated user from the game device 40. Furthermore, the game service may include a service in which the game server 20 provides the game device 40 with the play data stored by the game server 20. In addition, the game service may include a service in which the game server 20 matches users together when multiple users play a common game via the network 50.

[0019] The game service may also include a service in which the game server 20 collects fees from users. Furthermore, the game server 20 may provide web services to users via the network 50. These web services may include other services such as an information providing service that provides various information related to games, a community service that provides a forum for users to communicate, such as disseminating, exchanging, and sharing information, and a service that assigns a user ID to each user.

[0020] The game device 40 is a commercial or business-use game machine that allows users to play games within a range corresponding to the payment of a predetermined fee. This game device 40 is sometimes called an arcade game machine. The game device 40 is a computer device that is installed in a store or the like, with the main purpose of generating revenue by having many users repeatedly play games.

[0021] Alternatively, the game device 40 may be a mobile terminal device such as a stationary or notebook personal computer or a mobile phone including a smartphone. In addition, various computer devices such as a stationary home game device, a portable game device, and a portable tablet terminal device are included in the game device 40. By implementing various computer software, such game device 40 can allow users to enjoy various services provided by the game server 20.

[0022] As an example of a game, the game device 40 allows the user to play a music game in which the user performs predetermined game operations in time with music. For example, a game operation is an operation performed by the user to progress through the game. Specifically, a game operation is an operation performed by the user during the game, and is subject to evaluation that affects performance, such as an evaluation value, score, rank, or points. Note that the game device 40 may also allow the user to play other games besides music games, such as fighting games, puzzle games, quiz games, training games, or sports games. The following mainly describes an example in which the game system 100 provides a music game.

[0023] 2 and 3, a music game that a user plays on game device 40 will be described. Fig. 2 shows game device 40 as viewed from the front. Fig. 3 shows an example of a game screen S1 on which a user can perform game operations.

[0024] The game device 40 has a device main body 40A and a lower operating device 45 on which the user operates the game. The lower surface of the lower operating device 45 is in contact with the floor surface. The lower operating device 45 also has a flat first stage 45A and a flat second stage 45B. The first stage 45A and the second stage 45B are configured so as not to overlap each other. The upper surfaces of the first stage 45A and the second stage 45B are flush with each other and form the upper surface of the lower operating device 45.

[0025] For example, the game play modes include a single stage mode and a double stage mode. In the single stage mode, one user plays the game on the first stage 45A or the second stage 45B. The single stage mode also includes a single-player mode and a two-player mode. In the single-player mode, one user plays the game on the first stage 45A. Then, no one plays the game on the second stage 45B. In the two-player mode, one user plays a dance game on the first stage 45A. Then, the other user plays the game on the second stage 45B.

[0026] In the double stage mode, one user plays the game using both the first stage 45A and the second stage 45B. Therefore, one user plays the game with a home position near the boundary between the first stage 45A and the second stage 45B.

[0027] The center of each of the first stage 45A and the second stage 45B functions as a home position. A front panel, a rear panel, a left panel, and a right panel are located around the center. The user steps forward from the center to step on the front panel. The user steps backward from the center to step on the rear panel. The user steps left from the center to step on the left panel. The user steps right from the center to step on the right panel. The user performs game operations by stepping on each panel with their feet on the first stage 45A and the second stage 45B.

[0028] The device main body 40A is connected to a lower operating device 45. The device main body 40A has a liquid crystal display, which is an example of a display device 43 on which a game screen is displayed. Alternatively, the display device 43 may be an organic EL display, a touch panel, or the like. The device main body 40A also has a plurality of speakers 46, which are an example of an audio output device that outputs sounds such as music or operation sounds. Alternatively, the audio output device may be headphones or earphones. The device main body 40A also has an upper operating device 44 having an operation unit on which a user performs user operations.

[0029] The upper operation device 44 transmits signals corresponding to operations of the operation unit to the processor of the game device 40. As an example of the operation unit, the upper operation device 44 has a numeric keypad 44A, up / down / left / right buttons, and an enter button. Alternatively, the operation unit may be a lever, a joystick, a controller, a turntable, a switch, or the like. The user can perform user operations on the upper operation device 44. As an example, user operations include operations for setting up the game, operations for using items, and operations for inputting comments. Furthermore, user operations include game operations performed during the game. In addition to operations on the lower operation device 45 or the upper operation device 44, the user may also perform user operations using an operation unit or touch panel (not shown).

[0030] FIG. 3 shows an example of a game screen S1 displayed by display device 43. Game screen S1 displays at least one instruction object S1A moving from the bottom to the top of FIG. 3 toward a determination object S1C, and a character image S1B. Game screen S1 also displays at least one determination object S1C displayed at a fixed position. Note that in FIG. 3, five instruction objects S1A are displayed as the multiple instruction objects S1A. Note that in FIG. 3, four determination objects S1C are displayed as the multiple determination objects S1C.

[0031] Four determination objects S1C lined up from left to right in FIG. 3 each indicate a direction. Each determination object S1C corresponds to the left panel, rear panel, front panel, or right panel of the lower controller 45. Each instruction object S1A indicates a direction. Each instruction object S1A corresponds to the left panel, rear panel, front panel, or right panel of the lower controller 45. Each instruction object S1A indicates the reference timing for reaching the determination object S1C to the user. The user performs a game operation at the reference timing.

[0032] Each instruction object S1A indicates to the user which panel to operate the game on. Specifically, the left-facing instruction object S1A moves toward the left-facing determination object S1C. The user then performs a game operation by stepping on the left panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C. Similarly, the downward-facing instruction object S1A moves toward the downward-facing determination object S1C. The user then performs a game operation by stepping on the rear panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C.

[0033] Furthermore, the upward-facing instruction object S1A moves toward the upward-facing determination object S1C. The user then performs a game operation by stepping on the front panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C. Furthermore, the right-facing instruction object S1A moves toward the right-facing determination object S1C. The user then performs a game operation by stepping on the right panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C.

[0034] Alternatively, the instruction object S1A may instruct the user on which panels to step continuously over a predetermined period of time and the reference timing. Alternatively, the instruction object S1A may instruct the user on multiple panels to step on and the reference timing. Furthermore, the instruction object S1A may instruct the user on multiple panels to step on in order and the reference timing.

[0035] The user stands on the lower operation device 45 and plays the game while viewing the game screen S1 displayed on the display device 43. That is, the user plays the game while facing the display device 43. Therefore, the front panel is located on the display device 43 side relative to the center. The rear panel is located on the opposite side of the center from the display device 43. The left panel is located on the left side of the center relative to the user facing the display device 43. The right panel is located on the right side of the center relative to the user facing the display device 43.

[0036] The game device 40 also evaluates the game operation performed by the user. As an example, the game device 40 evaluates the game operation according to the time difference between the operation timing and the reference timing. The game device 40 then gives a high evaluation if the time difference is small. On the other hand, the game device 40 gives a low evaluation or maintains the evaluation if the time difference is large. In the example of FIG. 3, a gauge S1D is displayed that indicates an evaluation value that increases or decreases according to the evaluation.

[0037] For example, the amount of increase or decrease in the evaluation value is set in multiple stages. As an example, the amount of increase or decrease is set in five stages, in order from highest to lowest: "Marvelous," "Perfect," "Great," "Good," and "Miss." "Marvelous" is a rating given when an operation is performed within the smallest set time difference. "Perfect" is a rating given when an operation is performed within the second smallest set time difference. "Great" is a rating given when an operation is performed within the third smallest set time difference. "Good" is a rating given when an operation is performed within the fourth smallest set time difference. "Miss" is a rating given when a game operation is not performed, a game operation is performed on the wrong panel, or the time difference exceeds a predetermined limit.

[0038] As an example, the gauge S1D includes multiple scales that indicate the remaining amount after an increase or decrease. For example, when a rating of "Marvelous" is given, the rating value increases by 1 / 4 scale. On the other hand, when a rating of "Miss" is given, the rating value decreases by 2.5 scales. When a rating of "Perfect," "Great," or "Good" is given, the scale does not increase or decrease. As a result, when a high rating is given, the gauge S1D increases, and when a low rating is given, the gauge S1D remains the same or decreases. In the example of FIG. 3, the gauge S1D includes 26 scales. When the rating value indicated by the gauge S1D reaches zero, the player fails, and the game corresponding to the currently played stage ends.

[0039] A user can play multiple stages (e.g., three to four stages) in one play. Alternatively, a user may be able to play only one stage in one play. Furthermore, even if the rating value reaches zero, the game corresponding to the stage being played may continue. Note that the amount of increase or decrease in the rating value may differ depending on the progress of the game, the user's past performance, the target of play, or the like. Alternatively, the rating value may increase or decrease irreversibly. For example, the rating value may only decrease from the initial value, not increase. Furthermore, the rating value may only increase from the initial value, not decrease.

[0040] The gauge S1D is not limited to a horizontally elongated shape. For example, the gauge S1D may have other shapes, such as a vertically elongated shape or a circular shape. Furthermore, the gauge S1D may indicate the remaining amount of the evaluation value in a manner other than a lit or unlit scale. For example, the gauge S1D may indicate the remaining amount of the evaluation value by varying the color, shape, size, transparency, density, chromaticity, saturation, brightness, hue, or a combination thereof, or by varying the manner of change, such as blinking. Furthermore, the evaluation value may be indicated by a numerical value or a letter.

[0041] Each rating is displayed on the game screen S1 by a rating object S1E. In the example of Fig. 3, the rating object S1E is displayed as the character string "Marvelous." Alternatively, each rating may be presented to the user by an image, a symbol, a number, a color, brightness, vibration, sound, or the like.

[0042] Furthermore, the game device 40 assigns a high score if the time difference is small, and assigns a low score, no score, or a reduced score if the time difference is large. In the example of FIG. 3, scores are displayed in the score field S1F. The score in the score field S1F is increased or maintained according to the evaluation of the game operation. For example, when a "Marvelous" evaluation is assigned, the score is increased by the same amount as the reference score. When a "Perfect" evaluation is assigned, the score obtained by subtracting 10 points from the reference score is increased. When a "Great" evaluation is assigned, the score obtained by multiplying the reference score by 0.6 and then subtracting 10 points is increased. When a "Good" evaluation is assigned, the score obtained by multiplying the reference score by 0.2 and then subtracting 10 points is increased. When a "Miss" evaluation is assigned, the score is maintained without increasing.

[0043] Alternatively, the score may be decreased depending on the evaluation of the game operation. Furthermore, the score may be increased or decreased irreversibly. Note that the score may be indicated in other ways, such as a level, a symbol, a letter, a number of stars, or a rank.

[0044] Furthermore, the game device 40 may calculate and display the evaluation value and score in real time. Alternatively, the game device 40 may record the evaluation during the game and calculate and display the evaluation value and score at any timing. As an example, the any timing may be when the game ends or when the play object is switched. Furthermore, the game device 40 may record the evaluation value and score during the game and display them at any timing, such as when the game ends or when the play object is switched.

[0045] The game device 40 also counts the number of times a rating higher than a specific rating has been given, and presents this to the user as the combo number S1G. As an example, the game device 40 presents the number of times a rating of "Marvelous," "Perfect," "Great," and "Good" has been given to the user as the combo number S1G. When a rating of "Miss" is given, the game device 40 resets the combo number S1G to zero and again counts the number of times a high rating has been given. Instead of resetting the combo number S1G to zero, the game device 40 may decrease or maintain the combo number S1G instead of increasing it when a rating of "Miss" is given.

[0046] 3 shows the game screen S1 in the single-player mode. In the two-player mode, an instruction object S1A, a character image S1B, a determination object S1C, a gauge S1D, an evaluation object S1E, a score column S1F, and a combo number S1G are also displayed on the right side of FIG.

[0047] [Outline of information differentiation according to user segments] With reference to FIG. 4, a manner in which information presented to a user when selecting a song as a play candidate will be described. The differentiation is achieved by varying the type or presentation manner of the presented information. For example, the differentiation is achieved by varying the position, color, shape, size, transparency, density, chromaticity, saturation, brightness, hue, or a combination thereof of the displayed information. The differentiation may also be achieved by differentiating between a case in which information is displayed and a case in which information is output as audio. Furthermore, the differentiation may also be achieved by differentiating between a case in which information is presented in response to a user operation and a case in which information is presented as default information without requiring a user operation.

[0048] When playing a game, the user selects a song to play from a plurality of play candidates. To this end, the game device 40 presents the user with song folders as a plurality of candidate groups, each of which includes a plurality of play candidates, as group options S2A. Specifically, the game device 40 causes the display device 43 to display a group selection screen S2.

[0049] The user selects at least one music folder from among a plurality of music folders as a plurality of candidate groups. The game device 40 then accepts the user's selection. Alternatively, the game device 40 may automatically select a recommended music folder or a standard music folder. In this case, the user may be able to change the automatically selected music folder. The game device 40 then accepts the user's changed selection.

[0050] In the example of Figure 4, the music folders are divided according to music genre. As an example of music folders, the "FIRST STEP" music folder contains music of low difficulty for beginners. The "POP MUSIC" music folder contains Japanese and Western music. The "VIRTUAL POP" music folder contains music created using singing voice synthesis technology and music distributed over the Internet.

[0051] Furthermore, the "ANIME & GAME" music folder contains music related to anime or games. Furthermore, a music folder indicating the title of a specific game (for example, "TOUHOU") contains music related to that game. Furthermore, the "FOR MUSIC GAMERS" music folder contains well-known music. Finally, the "ALL MUSIC" music folder contains all music that can be played. Note that music may be common to multiple music folders. Furthermore, the music contained in each of the multiple music folders may all be different.

[0052] Here, the user demographic to which the user who selected the music folder belongs can be inferred from the attributes (e.g., genre) of the music contained in the selected music folder. In particular, in the case of a game with a large number of play options, it can be inferred that users who select a specific group tend to belong to a specific user demographic.

[0053] For example, in the case of a music game with a huge number of songs to play, a user playing for the first time is likely to select a song folder containing songs of low difficulty. Alternatively, the user is likely to select a standard song folder. On the other hand, an experienced user or a user participating in an event is likely to always select a specific song to play from the vast number of songs. Therefore, the user is likely to select a song folder containing all songs so that they can select a specific song.

[0054] In this way, since the user demographic can be estimated, appropriate information can be presented to the user by differentiating the information presented to the user depending on the selected candidate group. For example, in the example of Fig. 4, when folder F1 ("FIRST STEP" as an example) of user demographic A is selected, game device 40 causes display device 43 to display a default simple selection screen S3 suitable for user demographic A, to which users playing for the first time belong.

[0055] The simple selection screen S3 displays only common information S3X, which is a type of information common to multiple song folders, as reference information to help users select songs. This reference information may serve as a motivation or trigger for selecting a play candidate. Users consciously or unconsciously perceive the reference information to refer to when selecting a play candidate. For example, the reference information may include information that evokes a play candidate, information about selection or operation methods, and information about factors that affect performance. For example, the common information S3X may include song descriptions and song difficulty levels. This allows users selecting songs to be presented with information appropriate for user group A. Therefore, users belonging to user group A can select songs without being overwhelmed by various types of information. In particular, when selecting from a large number of songs, users can make song selections with ample time, even if there is a time limit for song selection. In the following description, the information included in the common information S3X may be collectively referred to as common information S3X.

[0056] On the other hand, when folder F2 (for example, "ALL MUSIC") of user group B is selected in the example of FIG. 4, game device 40 causes display device 43 to display a default detailed selection screen S4 suitable for user group B, which includes experienced users. Common information S3X is also displayed as reference information on detailed selection screen S4. Furthermore, additional information S4X of a type different from the common information S3X is displayed as reference information on detailed selection screen S4. For example, additional information S4X may include the user's performance, target score, and operation method of the operation unit. This allows information appropriate for user group B to be presented to users selecting songs. Therefore, users belonging to user group B can select songs suitable for achieving better performance. In the following description, the group of information included in additional information S4X may be collectively referred to as additional information S4X.

[0057] In this way, when a user selects a song, the user is presented with common information S3X and additional information S4X to use as a reference for the selection. This common information S3X and additional information S4X act as a motivation or trigger for the user to select a song. However, for users belonging to user group A, the additional information S4X is unnecessary information. Therefore, only the appropriate common information S3X is presented to users belonging to user group A. On the other hand, for users belonging to user group B, the additional information S4X serves as a reference for selecting a song. Therefore, for users belonging to user group B, the additional information S4X is presented in addition to the common information S3X.

[0058] For example, the additional information S4X includes information about the user playing the game, such as score, rank, and performance for each difficulty level. The additional information S4X also includes information about other users, such as the performance and ranking of rival users. Here, users belonging to user group B are motivated to play the game by competing with rival users. Therefore, if there is a lot of additional information S4X, it will provide motivation or an opportunity to select a song, and the convenience of selection will increase. On the other hand, for users belonging to user group A, if additional information S4X is presented, it will be difficult to know which song to select. Therefore, additional information S4X is not presented to users belonging to user group A.

[0059] In particular, when music folders are provided that are categorized by genre according to user demographics, the user can be directed to a specific music selection screen by selecting a music folder. This allows information appropriate for the user demographic to be presented based on the selected music folder. For example, if a music folder containing music for beginners is selected, only a limited number of types of information is displayed on the music selection screen. On the other hand, if a music folder containing music for experienced players is selected, a wide variety of information is displayed on the music selection screen. In this way, the user demographic is identified through the selection of a music folder, and the displayed content is differentiated.

[0060] In this way, depending on the selected music folder, it is possible to differentiate between displaying only the common information S3X and displaying both the common information S3X and the additional information S4X. This makes it possible to present information suited to the user demographic to which the user who selected the music folder belongs. This allows the user to more easily select music.

[0061] For example, the game device 40 presents information stored in the game device 40 or the game server 20 as reference information. Alternatively, the game device 40 obtains information stored in an external storage device and presents it as reference information. Note that no special operation or setting by the user is required to present the common information S3X and the additional information S4X. This prevents a decrease in convenience when presenting information. Furthermore, the simple selection screen S3 and the detailed selection screen S4 may allow the user to perform operations other than selecting a song. For example, the user may be able to change the difficulty level of each song by stepping on a panel of the lower operation device 45 or by operating the numeric keypad 44A.

[0062] Furthermore, differentiation is not limited to providing different presented information for beginners and experts. For example, the presented information may be different depending on the classification, such as a simple version and a detailed version, an event version and a normal version, or a high difficulty version and a low difficulty version. Also, depending on the selected song folder, information suitable for users who play to achieve a higher score, information suitable for users participating in an event, etc. may be presented. Furthermore, the presented information may be different depending on the classification, such as the user's performance, region, difficulty level, or genre. Also, the presented information may be different for each of all candidate groups.

[0063] 4 displays the same types of reference information as the reference information displayed on the simple selection screen S3. However, the simple selection screen S3 may display types of reference information that are not displayed on the detailed selection screen S4. In other words, at least some of the types of reference information displayed on the simple selection screen S3 may not be displayed on the detailed selection screen S4.

[0064] Furthermore, the layouts of the detailed selection screen S4 and the simple selection screen S3 are substantially the same except for the display area of ​​the additional information S4X. However, the layouts of the areas other than the display area of ​​the additional information S4X may be different. However, if the layouts of the other areas are the same on the detailed selection screen S4 and the simple selection screen S3, an increase in the amount of layout information can be suppressed. Furthermore, when a music folder is reselected, the display position of the same type of information will be the same, making it easier for the user to find the information they need.

[0065] [Control system] Next, the control system of the game system 100 will be described with reference to FIG. 5. The game server 20 includes a server unit 21 that controls the game server 20. The server control unit 21 is configured as a computer that combines a processor that executes various arithmetic processes and operation controls according to a predetermined program with other peripheral devices. The game server 20 also includes a server storage unit 22, which is an example of storage means that stores the server program PG1. The server storage unit 22 also stores a performance information group D1 that indicates the past performances of multiple users. As an example, the performance information group D1 includes evaluation values, scores, combo numbers, etc. that each user has previously achieved. For example, the performance of each user is stored in association with a user ID.

[0066] The processor of the server control unit 21 is a CPU (Central Processing Unit) or MPU (Micro-Processing Unit), which controls the entire game server 20 and also centrally controls various processes based on a server program PG1. The server storage unit 22 includes RAM (Random Access Memory), which is a system work memory for the processor to operate, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disc Drive), and SSD (Solid State Drive) that store programs and system software. For example, the CPU executes various processing operations such as calculations, controls, and determinations in accordance with the server program PG1 stored in the ROM or HDD.

[0067] An interface (not shown) including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 21 via a wired or wireless connection. A monitor for displaying the input status, setting status, measurement results, and various information of the device is also connected to the server control unit 21 via a wired or wireless connection. Furthermore, the server control unit 21 can also perform control according to a program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, or a USB (Universal Serial Bus) memory, or in an external storage medium such as a HDD connected to a cloud server on the Internet or the game server 20.

[0068] The server storage unit 22 is a storage device such as a hard disk or a semiconductor storage device that includes a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The server storage unit 22 may store all data on a single storage unit, or may store data in a distributed manner across multiple storage units. The server storage unit 22 stores a server program PG1 as an example of a computer program that causes the server control unit 21 to execute various necessary processes. The server control unit 21 executes the server program PG1 to provide a game service to a user playing the game device 40.

[0069] The server storage unit 22 also stores various types of data used to provide the game. For example, the server storage unit 22 stores image data of characters, backgrounds, etc. displayed on the display device 43 of the game device 40. The server storage unit 22 also stores audio data of music, operation sounds, etc. output from the speaker 46 of the game device 40. The server storage unit 22 also stores music score data that defines, for each piece of music, the display timing and display position of the instruction object S1A, the moving speed to the determination object S1C, etc.

[0070] Furthermore, the server control unit 21 transmits various data used to provide the game to the game device 40. The server control unit 21 also acquires play information related to game play, such as personal information of the user (e.g., user ID) and game results, as user data from the game device 40. The server control unit 21 then stores the play information in the server storage unit 22. Furthermore, the server control unit 21 may perform user authentication, etc.

[0071] [Game Device] The game device 40 includes a device control unit 41, which is an example of control means for controlling the game device 40, and a device storage unit 42, which is an example of storage means for storing a game program PG2. The game program PG2 is an example of a computer program for a game, and causes the device control unit 41 to function so that the user can play the game. The device control unit 41 is configured as a computer that combines a processor that executes various types of arithmetic processing and operation control in accordance with a predetermined program with other peripheral devices.

[0072] For example, the processor of the device control unit 41 is a CPU or MPU, which controls the entire game device 40 and also comprehensively controls various processes based on a game program PG2 stored in the device storage unit 42. The device storage unit 42 also includes RAM, which is a system work memory for the processor to operate, as well as storage devices such as ROM, HDD, and SSD, which store programs and system software. For example, the CPU executes various processing operations such as calculations, controls, and determinations in accordance with the game program PG2 stored in the ROM or HDD.

[0073] An upper operation device 44 including a numeric keypad 44A for inputting user operations, and a lower operation device 45 including a plurality of panels are connected to the device control unit 41 via wired or wireless connections. A display device 43 that displays a game screen S1 and a speaker 46 that outputs music, sound effects, etc. are also connected to the device control unit 41 via wired or wireless connections. Furthermore, the device control unit 41 can also perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or in an external storage medium such as a cloud server on the Internet or an HDD connected to the game device 40.

[0074] The device storage unit 42 is a storage device such as a hard disk or semiconductor storage device that includes a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The device storage unit 42 may store all data in a single storage unit, or may store data in a distributed manner across multiple storage units. The device storage unit 42 stores a game program PG2 as an example of a computer program that causes the device control unit 41 to execute various necessary processes. The device control unit 41 executes the game program PG2 to allow the user to play a game on the game device 40.

[0075] The device storage unit 42 also stores game information D2 for a music game. This game information D2 includes a score information group D3 for multiple songs. For example, the score information group D3 is data defining the game operation procedures, and includes data such as the display timing, display position, and movement speed of the instruction object S1A, and the type of the instruction object S1A. The game information D2 also includes image data and music data. The music data includes data such as songs, sound effects, operation sounds, and effect sounds that are played during the game. The image data also includes data such as characters, song jackets, the instruction object S1A, effect images, icons, various objects, and backgrounds.

[0076] The game information D2 also includes a reference information group D4 containing multiple types of information to be used as reference for selecting a candidate play. When selecting a candidate play, the game device 40 presents the user with appropriate reference information from the reference information group D4. The game device 40 also presents the user with reference information acquired from an external source. The game information D2 also includes an evaluation information group D5 used to evaluate the user's game operation. For example, the evaluation information group D5 includes the amount of increase or decrease in the evaluation value for each of the five-level evaluations, a time delay set for each evaluation, and the like.

[0077] The game program PG2 causes the device control unit 41, which is a computer, to function as a first selection unit 41A, a second selection unit 41B, a guidance unit 41C, an acquisition unit 41D, an evaluation unit 41E, and a progression unit 41F. In other words, the device control unit 41 has the first selection unit 41A, the second selection unit 41B, the guidance unit 41C, the acquisition unit 41D, the evaluation unit 41E, and the progression unit 41F as a logical device realized by a combination of computer hardware and software.

[0078] [First choice] A first selection unit 41A, which is an example of a first selection means, presents a plurality of candidate groups to the user as group options S2A. As shown in FIG. 6, the first selection unit 41A displays a plurality of music folders as a plurality of candidate groups on a group selection screen S2. In the example of FIG. 6, the music folders displayed are "FIRST STEP," "POP MUSIC," "VIRTUAL POP," and "ANIME & GAME." Each folder is represented by an icon that represents the characteristics of the music folder. The icon also displays the folder name, difficulty level, etc.

[0079] Then, the first selection unit 41A selects at least one candidate group from the plurality of candidate groups. For example, the first selection unit 41A selects a candidate group selected and determined by the user. Alternatively, the first selection unit 41A automatically selects a candidate group. In this case, the first selection unit 41A presents the automatically selected candidate group to the user, and the user can change the presented candidate group. Then, the first selection unit 41A selects the candidate group changed by the user. In the example of FIG. 6, the music folder for "FIRST STEP" is selected by the user. Alternatively, the first selection unit 41A may select a plurality of candidate groups selected and determined by the user.

[0080] Furthermore, the first selection unit 41A presents the user with information to be referred to when selecting a music folder, based on the reference information group D4. In the example of FIG. 6, a description of the selected music folder is displayed in a folder description field S2B as the information to be referred to. Furthermore, the group selection screen S2 has a stage field S2C indicating the current stage. In the example of FIG. 6, the character string "1st STAGE" indicating that this is the first of three stages is displayed in the stage field S2C. Note that the number of stages may be one or more. Furthermore, an additional playable stage (e.g., "EXTRA STAGE") may be included in the multiple stages.

[0081] The group selection screen S2 also has a play style field S2D that indicates the game's play mode. For example, the play style field S2D displays the character string "SINGLE" indicating the single-player mode, the character string "VERSUS" indicating the two-player mode, or the character string "DOUBLE" indicating the double stage mode. The group selection screen S2 also has a time field S2E that indicates the time during which a music folder can be selected. For example, the time field S2E displays the remaining time in countdown format.

[0082] Furthermore, the group selection screen S2 has an operation instruction field S2F. In the example of FIG. 6, the text "Please select a folder" is displayed as the operation instruction. The group selection screen S2 also has a switching operation field S2G that explains how to switch from the group selection screen S2 to the course mode screen. On the course mode screen, the user can select a course consisting of multiple songs and play the multiple songs included in the course.

[0083] The group selection screen S2 also displays a slider point S2H that indicates the position of the selected folder among multiple music folders. In the example of FIG. 6, the large slider point S2H corresponding to the selected folder indicates that the selected folder is located at the top of the six music folders lined up. The user can slide the slider icon to display music folders that are not yet displayed. The group selection screen S2 also displays character images C1. The group selection screen S2 also displays a background image.

[0084] [Second option] The second selection unit 41B, which is an example of a second selection means, presents a plurality of play candidates belonging to the selected candidate group as candidate options S3B and S4B to the user. The second selection unit 41B also presents reference information to the user to help the user select a play candidate. The second selection unit 41B differentiates the types of reference information presented depending on the selected candidate group. For example, when the user selects a music folder on the group selection screen S2 and presses the enter button on the upper operation device 44, the second selection unit 41B displays a simple selection screen S3 or a detailed selection screen S4.

[0085] Specifically, the second selection unit 41B displays a simple selection screen S3 as shown in FIG. 7 according to the selected music folder (e.g., "FIRST STEP"). Alternatively, the second selection unit 41B displays a detailed selection screen S4 as shown in FIG. 8 according to the selected music folder (e.g., "ALL MUSICS"). The content of the reference information displayed on the simple selection screen S3 and the detailed selection screen S4 differs. By displaying different screens in this manner, the second selection unit 41B differentiates the types of reference information presented to the user. Alternatively, the second selection unit 41B may present to the user reference information prepared in advance. (In other words, the second selection unit 41B does not necessarily acquire variable information according to the selected music folder and display the simple selection screen S3 or the detailed selection screen S4, but may display the simple selection screen S3 or the detailed selection screen S4 using information that is set in advance.) For example, the second selection unit 41B may display the simple selection screen S3 or the detailed selection screen S4 that is generated in advance to include differentiated reference information according to the selected candidate group. As an example, a simple selection screen S3 or a detailed selection screen S4 is set for each music folder, and the second selection unit 41B displays the screen set for the selected music folder.

[0086] In the example of FIG. 7, the second selection unit 41B presents the user with multiple songs belonging to the selected song group as candidate options S3B. The second selection unit 41B also presents the candidate options S3B together with reference information that should serve as a reference for selecting play candidates. As a result, the candidate options S3B are presented together with common information S3X of a type common to multiple candidate groups, which is an example of reference information. The candidate options S3B may be presented simultaneously with the reference information, or may be presented consecutively before or after the presentation of the reference information.

[0087] In the example of FIG. 8, the second selection unit 41B presents a plurality of songs belonging to the selected song group as candidate options S4B to the user. The second selection unit 41B also presents the candidate options S4B together with reference information that should serve as a reference for selecting play candidates. As a result, the candidate options S4B are presented together with the common information S3X and additional information S4X, which is another example of reference information and is a type different from the common information S3X. Specifically, when a candidate group associated with the additional information S4X (e.g., "ALL MUSICS") is selected, the second selection unit 41B presents the additional information S4X to the user together with the common information S3X. Note that the candidate options S4B may be presented simultaneously with the reference information, or may be presented consecutively before or after the presentation of the reference information.

[0088] As one example, among the music folders not associated with the additional information S4X, there is a music folder containing music groups belonging to a common genre. Furthermore, among the music folders associated with the additional information S4X, there is a music folder containing music groups belonging to all genres. As another example, a music folder containing music groups belonging to the theme songs of a specific course or mode, or a music folder containing music groups belonging to the theme songs of a specific event, may be associated with the additional information S4X. For example, the association is performed by directly or indirectly linking the additional information S4X with the identification information of the candidate group.

[0089] At least one play candidate included in a candidate group associated with the additional information S4X may also be included in other candidate groups not associated with the additional information S4X. This allows reference information to be presented according to the selected candidate group even if the same play candidate is included in multiple candidate groups. Specifically, the songs included in the music folder "ALL MUSICS" associated with the additional information S4X are also included in another music folder "FIRST STEP."

[0090] Then, the second selection unit 41B selects at least one play candidate from the multiple play candidates. For example, the second selection unit 41B selects a play candidate selected and determined by the user. Alternatively, the second selection unit 41B automatically selects a play candidate. In this case, the second selection unit 41B presents the automatically selected play candidates to the user, and the user can change the presented play candidate. Then, the second selection unit 41B selects the play candidate changed by the user. Alternatively, the second selection unit 41B may select multiple play candidates selected and determined by the user.

[0091] [Simple selection screen] The simple selection screen S3 will be described in more detail with reference to Fig. 7. In the example of Fig. 7, one song has been selected by the user. The simple selection screen S3 is provided with a song description field S3A that displays a description of the selected song as an example of common information S3X. Specifically, the BPM (Beats Per Minute), song title, and artist name are displayed in the song description field S3A. The song description field S3A may also display a name indicating the source of the song (for example, the title of an anime or game).

[0092] Furthermore, the simple selection screen S3 has a stage field S2C that indicates the current stage as another example of the common information S3X. The simple selection screen S3 also has a play style field S2D that indicates the game play mode as another example of the common information S3X. The simple selection screen S3 also has a time field S2E that indicates the time during which a song can be selected as another example of the common information S3X.

[0093] The simple selection screen S3 also has an operation instruction field S2F that displays operation instructions as another example of the common information S3X. In the example of FIG. 7, the character string "Please select a song" is displayed as the operation instruction. The simple selection screen S3 also has a folder name field S3C that displays the folder name of the selected song folder as another example of the common information S3X. The simple selection screen S3 also displays each character image C1. A background image is also displayed on the simple selection screen S3.

[0094] 9 shows an example of a song panel S5 that displays each song included in the candidate options S3B and S4B. This song panel S5 displays the song title S5A, artist name S5B, and jacket image S5C corresponding to the song as other examples of common information S3X. Furthermore, the song panel S5 of the selected song displays the word "OK" S5D to indicate that the song has been selected.

[0095] The music panel S5 also displays information such as a music level S5E, a score rank S5F, a completion type S5G, and a gauge rank S5H. The second selection unit 41B displays each piece of information based on the reference information group D4 and the performance information group D1 of the game server 20. In two-player mode, each piece of information is displayed on both the left and right sides of the music panel S5. In single-player mode, each piece of information is displayed on one side of the music panel S5.

[0096] The song level S5E is information indicating the difficulty level at which the song corresponding to the song panel S5 was previously cleared. As an example, the song level S5E is divided into ten levels, from one to ten, in order of difficulty, starting with the lowest. Furthermore, the score rank S5F indicates the highest rank that the user has achieved when previously playing the song corresponding to the song panel S5. As an example, the score rank S5F is divided into AAA, AA+, AA, AA-, A+, A, A-, B+, B, B-, C+, C, C-, D+, D, and E, in order of difficulty, starting with the highest.

[0097] The clear type S5G is a character string or icon indicating the best state when the song corresponding to the song panel S5 was previously cleared. As an example, if all game operations are rated "GOOD" or higher and the user performs the game without making any mistakes, the game can be cleared in a "GOOD FULL COMBO" state. In this case, the clear type S5G is indicated by the abbreviation "GFC" indicating the state in a greenish color. On the left side of FIG. 9, the abbreviation "PFC" indicating the "PERFECT FULL COMBO" state is displayed in a yellowish color. On the right side of FIG. 9, the abbreviation "MFC" indicating the "MARVELOUS FULL COMBO" state is displayed in a rainbow color.

[0098] If all game operations are rated "PERFECT" or higher and the user performs the game without making any mistakes, the game can be cleared with a "PERFECT FULL COMBO." Also, if all game operations are rated "MARVELOUS" and the user performs the game without making any mistakes, the game can be cleared with a "MARVELOUS FULL COMBO." As another example, if all game operations are rated "GREAT" or higher and the user performs the game without making any mistakes, the game can be cleared with a "GREAT FULL COMBO" (GFC).

[0099] The gauge rank S5H indicates the highest rank the user has achieved when playing the song corresponding to the song panel S5 in the past in a mode in which the gauge S1D irreversibly decreases. As an example, the gauge rank S5H is divided into EX, IX, VIII, VII, VI, V, IV, III, II, and I, in descending order of rank.

[0100] When the user moves the cursor on the simple selection screen S3 or the detailed selection screen S4 to align the cursor with the song panel S5, the song panel S5 is selected. If the cursor is kept aligned for a certain period of time, the song description field S3A is faded in and displayed near the song panel S5 (for example, below or above the song panel S5). If the user then moves the cursor, the song description field S3A fades out and is no longer displayed.

[0101] The types of information displayed on the song panel S5 are the same on the simple selection screen S3 and the detailed selection screen S4. Alternatively, the information displayed on the song panel S5 on the simple selection screen S3 and the detailed selection screen S4 may be differentiated. For example, the song panel S5 displayed on the detailed selection screen S4 may display more detailed information.

[0102] [Details selection screen] The detail selection screen S4 will be described in more detail with reference to Fig. 8. In the example of Fig. 8, one song has been selected by the user. The detail selection screen S4 has a song description field S3A as a field showing information related to an example of the common information S3X. The detail selection screen S4 also has a stage field S2C, a play style field S2D, a time field S2E, an operation description field S2F, and a folder name field S3C as fields showing information related to other examples of the common information S3X. Each character image C1 is also displayed on the detail selection screen S4. A background image is also displayed on the detail selection screen S4.

[0103] The second selection unit 41B presents the user's performance as additional information S4X. Specifically, the detailed selection screen S4 includes a user performance column S4A that shows the user's performance when the selected song was previously played as an example of the additional information S4X. This allows the user to select appropriate play options to achieve better performance. For example, the second selection unit 41B presents the user's performance based on the performance information group D1 acquired from the game server 20. In the example of FIG. 8, the difficulty level of the played music score, the song level, the best score, the score rank, the clear type, and the gauge rank are displayed in the user performance column S4A. Here, the presented user's performance is the best performance when the selected song was previously cleared. Alternatively, the user's performance may be all past performances, an average performance, the most frequently achieved performance, or the like.

[0104] The detailed selection screen S4 has a target score field S4C that indicates a target score as another example of additional information S4X. In the example of Fig. 8, the target score field S4C displays the user's own high score as the target score. This allows the user to select appropriate play options to achieve better results.

[0105] Furthermore, the second selection unit 41B presents, as additional information S4X, results extracted from the results of multiple users according to predetermined criteria. Specifically, the target score field S4C displays the extracted results as other examples of the additional information S4X. For example, the predetermined criteria may be first in the nation, first in any area, or first in the game device 40. Note that the predetermined criteria may be limited to a registered country or age, or may be third place or higher, a standard score, or the like. This allows the user to select appropriate play candidates to achieve better results.

[0106] For example, second selection unit 41B extracts and presents the scores of users who meet a predetermined criterion from score information group D1. In the example of Fig. 8, the target score field S4C displays, as target scores, the score of the top user nationwide, the score of the top user in the area where game device 40 is installed, and the score of the top user at game device 40.

[0107] In addition, the second selection unit 41B presents the results of other users linked to the user as additional information S4X. Specifically, the target score field S4C displays the results of other users as another example of the additional information S4X. As an example, the second selection unit 41B extracts and presents the results of other users linked to the user from the result information group D1. In the example of FIG. 8, the target score field S4C displays the scores of rival users linked to the user. Alternatively, the target score field S4C may display the scores of friend users linked to the user.

[0108] As an example, a user can set up to ten rival users in association with their own user ID. Then, the user can display up to three of the set rival users in the target score field S4C. However, the number of rival users to be set and the number of rival users to be displayed may be set arbitrarily, and may be one or zero. Alternatively, the scores of all rival users may be displayed in descending order of score.

[0109] The detail selection screen S4 also has a numeric keypad field S4D that displays operating instructions for the numeric keypad 44A as another example of the additional information S4X. In the example of FIG. 8, a user on the left side of the detail selection screen S4 has the numeric keypad field S4D displayed. A user on the right side of the detail selection screen S4 has the target score field S4C displayed. Specifically, the user can switch the target score displayed in the target score field S4C by pressing "0" on the numeric keypad 44A. The user can also switch between the display of the target score field S4C and the numeric keypad field S4D by pressing "1" on the numeric keypad 44A. For example, each time the user presses "1" on the numeric keypad 44A, the display of the target score field S4C and the numeric keypad field S4D is switched.

[0110] The user can also change the song level by pressing "2" on the numeric keypad 44A. For example, each time the user presses "2" on the numeric keypad 44A, the song level becomes higher and more difficult. The user can also display sort settings by pressing "3" on the numeric keypad 44A. For example, by changing the sort settings, the user can change the order of songs in the candidate options S4B. The user can also switch the display of the user's performance as additional information S4X by pressing "4" on the numeric keypad 44A. For example, each time the user presses "4" on the numeric keypad 44A, the display switches between the best score and the evaluation value obtained in a mode in which the gauge S1D irreversibly decreases.

[0111] The user can also change the song level by pressing "5" on the numeric keypad 44A. For example, each time the user presses "5" on the numeric keypad 44A, the song level becomes lower and easier. The user can also display filter settings by pressing "6" on the numeric keypad 44A. For example, by changing the filter settings, the user can apply a filter to the background of the game screen S1 to make the arrows easier to see. The user can also redisplay the group selection screen S2 by pressing "7" on the numeric keypad 44A.

[0112] The user can also change the game play mode by pressing "8" on the numeric keypad 44A. For example, each time the user presses "8" on the numeric keypad 44A, the game switches between single-player mode and two-player mode. The user can also display option settings by pressing "9" on the numeric keypad 44A. For example, the user can change the movement speed of the instruction object S1A by changing the option settings.

[0113] Furthermore, the detail selection screen S4 may be provided with an initial explanation field that displays an initial operation explanation as another example of the additional information S4X. Specifically, the initial explanation field displays hints or advice regarding the operation of the numeric keypad 44A.

[0114] The second selection unit 41B displays common information S3X at a common position common to multiple candidate groups on the display device 43 of the game device 40 on which the user plays the game. The second selection unit 41B then displays additional information S4X at a position different from the common position. Specifically, as shown in FIGS. 7 and 8, the simple selection screen S3 and the detailed selection screen S4 have a song description field S3A, a stage field S2C, a playing style field S2D, a time field S2E, an operation description field S2F, and a folder name field S3C provided at common positions. The detailed selection screen S4 also has a user performance field S4A, a target score field S4C, and a numeric keypad field S4D provided at positions different from the common positions.

[0115] The common information S3X is then displayed in each column at the common position. Furthermore, the additional information S4X is displayed in each column at a position different from the common position. In this way, since the common information S3X is displayed at the common position, the user can easily find the common information S3X when reselecting the play target. Furthermore, since the additional information S4X is displayed at a position different from the common position, the user will not confuse the common information S3X and the additional information S4X.

[0116] The second selection unit 41B displays a plurality of play candidates in a central area A1 of the screen displayed on the display device 43. The second selection unit 41B then displays additional information S4X in a horizontal area A2 located next to the central area A1. Specifically, as shown in FIG. 8, the central area A1 is provided in the center of the detail selection screen S4 in the width direction (i.e., the left-right direction in FIG. 8). Furthermore, horizontal areas A2 are provided on both sides of the central area A1 in the width direction (i.e., the left and right sides in FIG. 8).

[0117] Candidate options S4B as multiple play candidates are displayed in the central area A1. Additionally, additional information S4X is displayed in a horizontal area A2 located next to the central area A1 in the width direction of the detailed selection screen S4. In this way, the candidate options S4B are displayed next to the central area A1, making it easier for the user to find a play candidate. Additionally, additional information S4X is displayed in the horizontal area A2 next to the central area A1, allowing the user to select a play candidate while checking the play candidate and additional information S4X side by side.

[0118] The additional information S4X may be displayed only on the left or right side of the central area A1. Also, a portion of the additional information S4X may be displayed in the central area A1. Even in this case, the user can select a play candidate while checking the play candidate alongside the other additional information S4X displayed in the lateral area A2.

[0119] Furthermore, the user operation modes corresponding to the play candidates included in the candidate group associated with the additional information S4X are different from the user operation modes corresponding to the play candidates included in the other candidate groups. For example, the user operation modes corresponding to the songs included in the song group leading to the detailed selection screen S4 are different from the user operation modes corresponding to the songs included in the other song groups. As an example, the types of user operations corresponding to the play candidates included in the candidate group associated with the additional information S4X are greater than the types of user operations corresponding to the play candidates included in the other candidate groups.

[0120] For example, by disabling operations unnecessary for a specific user group, the types of user operations can be varied, thereby varying the manner of user operations. This allows users belonging to a specific user group to select play candidates without accidentally performing unnecessary operations. Furthermore, by enabling user operations that have been disabled in this way for users belonging to other user groups, it is possible to allow users to perform user operations that are appropriate for the purpose of playing the game. Alternatively, the manner of user operations may be varied by not displaying an operation screen to a specific user group.

[0121] As an example, the user operations to be disabled are operations that change the initial settings, including operations that change game settings, environment settings, operation settings, options, etc. Furthermore, the user operations to be disabled may include some game operations that the user performs when playing the game on the game screen S1. For example, game operations that earn a higher score than usual or game operations that are more difficult than usual may be disabled. Note that the manner of user operations may be different for all song groups.

[0122] Specifically, a song group, which displays a detailed selection screen S4 when selected, is associated with additional information S4X. Furthermore, all of the operations explained in the numeric keypad section S4D are valid for user operations corresponding to songs included in that song group. Therefore, the number of user operations related to that song group is greater than for songs included in other song groups.

[0123] On the other hand, a song group for which the simple selection screen S3 is displayed when selected is not associated with additional information S4X. Furthermore, some user operations via the numeric keypad 44A for songs included in the song group are disabled. Specifically, all operations via the numeric keypad 44A are disabled except for the operation to change the song level. Therefore, the simple selection screen S3 does not include a numeric keypad field S4D.

[0124] The information indicating invalid user operations is associated with a candidate group or a candidate play and stored in the device storage unit 42. Specifically, when the song folder "FIRST STEP" is selected, the simple selection screen S3 is displayed. Therefore, operations via the numeric keypad 44A, excluding operations for changing the song level, are associated with the song folder "FIRST STEP" as invalid user operations.

[0125] [Game progression method] 5, progression unit 41F (an example of game progression means) progresses the game in cooperation with guidance unit 41C (an example of guidance means), acquisition unit 41D (an example of acquisition means), and evaluation unit 41E (an example of evaluation means). This allows the user to play a game in which appropriate information is presented to the user, allowing them to select a play object, and the game operation performed on the selected play object is evaluated.

[0126] The guiding unit 41C notifies the user of the reference timing at which the user should perform a game operation. For example, the guiding unit 41C acquires score data of the selected music piece from the score information group D3 and moves the instruction object S1A shown in FIG. 3 toward the determination object S1C. The guiding unit 41C then notifies the user of the reference timing at which the instruction object S1A will reach the determination object S1C. The guiding unit 41C also notifies the user of the panel that the user should operate, depending on the type of instruction object S1A to be displayed. The user then operates the indicated panel in accordance with the reference timing. Alternatively, the guiding unit 41C may notify the user of the reference timing at which the instruction object S1A will assume a specific color, brightness, size, or shape.

[0127] The acquisition unit 41D acquires the operation timing at which the user performs a game operation. For example, the acquisition unit 41D acquires signals indicating the operation timing at which the user operates each panel of the lower operation device 45 and the operated panel from the lower operation device 45. Alternatively, the acquisition unit 41D may acquire signals indicating the operation timing at which the user operates the upper operation device 44 and the operated key or button from the upper operation device 44.

[0128] The evaluation unit 41E evaluates the game operation based on the reference timing and the operation timing. For example, the evaluation unit 41E determines whether an operation on a panel guided by the guidance unit 41C is performed within a predetermined time from the reference timing. If the operation is not performed within the predetermined time, the evaluation unit 41E evaluates the game operation as "Miss." On the other hand, if the operation is performed within the predetermined time, the evaluation unit 41E evaluates the game operation according to the time difference between the operation timing and the reference timing.

[0129] Specifically, the evaluation information group D5 includes time periods centered around the reference timing for each evaluation. The evaluation unit 41E then determines whether or not an operation was performed on the guided panel during each time period. If an operation was performed, the evaluation unit 41E assigns an evaluation corresponding to each time period. The evaluation unit 41E then displays the evaluation on the display device 43 and changes the gauge S1D.

[0130] The evaluation unit 41E also increases or decreases the evaluation value and score corresponding to the evaluation, and stores them as the user's performance in the device storage unit 42. The evaluation unit 41E also counts the number of evaluations given that are higher than a specific evaluation, and presents this to the user as a combo number S1G. The evaluation unit 41E also stores the combo number as the user's performance in the device storage unit 42.

[0131] The progression unit 41F progresses the game based on the evaluation result by the evaluation unit 41E. For example, when the evaluation value indicated by the gauge S1D reaches zero, the progression unit 41F performs an end process for the game to be played. The progression unit 41F also performs a start process for starting a game in which the selected play candidate is the play target. For example, the progression unit 41F performs the start process when the enter button is pressed as a user operation for confirming the selected song.

[0132] The game play time is the time from the start process to the end process. During the play time, the processes by the guiding unit 41C, the acquiring unit 41D, and the evaluating unit 41E are repeated. Furthermore, the progression unit 41F may start an additional game if the score, evaluation value, or combo number obtained by the user is higher than a predetermined value. Alternatively, the progression unit 41F may stop the game end process and resume the game, on the condition that a fee is paid.

[0133] [Differentiation processing] With reference to FIG. 10, a process for differentiating presented reference information in a control method of the game system 100 will be described. First, the first selection unit 41A presents a plurality of candidate groups to the user as group options S2A (S101). For example, the first selection unit 41A displays a plurality of music folders on a group selection screen S2. Then, the user selects a candidate group from the plurality of candidate groups. For example, the user operates the upper operation device 44 to position the cursor displayed on the group selection screen S2 at the position of the icon corresponding to the desired music folder. Then, the user operates the confirm button to confirm the selection of the music folder. In response to the confirmation of the selection, the first selection unit 41A selects the candidate group selected and confirmed by the user from the plurality of candidate groups (S102).

[0134] The second selection unit 41B differentiates the types of reference information to be presented depending on the selected candidate group. To this end, the second selection unit 41B acquires reference information linked to the selected candidate group (S103). For example, the second selection unit 41B acquires group identification information of the selected candidate group. Specifically, the second selection unit 41B acquires the music folder name as the group identification information. Then, the second selection unit 41B acquires the reference information stored in association with the group identification information from the reference information group D4.

[0135] Furthermore, if there is an extraction target stored in association with the group identification information, the second selection unit 41B obtains information indicating the extraction target from the reference information group D4. Specifically, the extraction targets are the user's performance, the performance of users who meet predetermined criteria, and the performance of set rival users. The second selection unit 41B then extracts and obtains the user's own performance stored in association with the user ID from the performance information group D1 of the game server 20. The second selection unit 41B also extracts and obtains the performance of users who meet predetermined criteria from the performance information group D1. The second selection unit 41B also extracts and obtains the performance stored in association with the user ID of rival users.

[0136] If the acquired reference information does not contain additional information S4X (NO in S104), the second selection unit 41B presents common information S3X and candidate options S3B as reference information (S105). Specifically, the second selection unit 41B acquires the common information S3X and layout information of the simple selection screen S3, which are stored in association with the group identification information, from the reference information group D4. The second selection unit 41B also acquires song identification information, which identifies the song stored in association with the group identification information, from the reference information group D4. The second selection unit 41B then acquires a song panel S5 of the song identified by the song identification information from the reference information group D4.

[0137] Next, the second selection unit 41B displays the simple selection screen S3 on the display device 43 based on the common information S3X, layout information, and music panel S5. The user then selects a play candidate from among multiple play candidates. For example, the user operates the upper operation device 44 to align the cursor displayed on the simple selection screen S3 with the desired music panel S5. The user then operates the confirm button to confirm the selection of music. In response to the confirmation of the selection, the second selection unit 41B selects the play candidate selected and confirmed by the user from among the multiple play candidates (S106). This ends the differentiation process, and the progression unit 41F starts a game in which the selected play candidate is the play target.

[0138] On the other hand, if the reference information includes additional information S4X (YES in S104), the second selection unit 41B presents the common information S3X and additional information S4X as reference information, and candidate options S4B (S107). Specifically, the second selection unit 41B acquires the common information S3X, additional information S4X (e.g., operating instructions for the numeric keypad 44A), and layout information for the detailed selection screen S4, which are stored in association with the group identification information, from the reference information group D4. Furthermore, the second selection unit 41B acquires information indicating the extraction target, which is stored in association with the group identification information, from the reference information group D4.

[0139] The second selection unit 41B then extracts and acquires additional information S4X corresponding to the extraction target from the performance information group D1 of the game server 20. The second selection unit 41B also acquires song identification information that identifies a song stored in association with the group identification information from the reference information group D4. The second selection unit 41B then acquires a song panel S5 of the song identified by the song identification information from the reference information group D4. Next, the second selection unit 41B displays a detail selection screen S4 on the display device 43 based on the common information S3X, additional information S4X, layout information, and song panel S5.

[0140] The user then selects a play candidate from among the multiple play candidates. For example, the user operates the upper operating device 44 to align the cursor displayed on the detailed selection screen S4 with the desired music panel S5. The user then operates the confirm button to confirm the selection of music. In response to the confirmation of the selection, the second selection unit 41B selects the play candidate selected and confirmed by the user from among the multiple play candidates (S106). This ends the differentiation process, and the progression unit 41F starts a game in which the selected play candidate is the play target. Note that multiple songs may be selected by selecting one music panel S5.

[0141] Alternatively, the reference information and the extraction target may not be linked to group identification information. For example, the reference information and the extraction target may be linked to information indicating the type of the candidate group. For example, the types of candidate groups may include beginner, expert, simple version, detailed version, event, normal, high difficulty, and low difficulty. Furthermore, for each candidate group, common information S3X, additional information S4X, layout information, and music panel S5 may be stored as a data set.

[0142] The second selection unit 41B may acquire at least one of the reference information and the extraction target by using a machine-learned model that has been trained to output predictable information for input information. For example, this trained model causes a computer to function so as to output at least one of the reference information and the extraction target when group identification information is input.

[0143] According to the game system 100 described above, the reference information presented can be differentiated depending on the candidate group selected by the user. This allows the user to be presented with information appropriate for the user selecting a play candidate when selecting a play candidate. In particular, when selecting from a huge number of play candidates, the user can select a play candidate with ample time to spare, even if a time limit is set for selecting a play candidate.

[0144] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. Inventions modified without violating the present invention, and inventions equivalent to the present invention, are also included in the present invention. Furthermore, each embodiment and each modified form, and technical means included in each embodiment or each modified form, can be combined as appropriate without violating the present invention.

[0145] For example, at least one of the logical devices included in the device control unit 41 may be included in the server control unit 21. In this case, the game server 20 and the game device 40 cooperate to function as the game system 100. Furthermore, at least a portion of the information stored in the device storage unit 42 may be stored in the server storage unit 22.

[0146] Various aspects derived from the above-described embodiments and modifications will be described below. To facilitate understanding of each aspect, reference symbols shown in the accompanying drawings are used. However, these reference symbols are not intended to limit the present invention to the illustrated forms.

[0147] (Appendix 1) A computer program PG2 for a game that causes a computer 41 to function so as to provide a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of the plurality of candidate groups including a plurality of play candidates, The computer 41 a first selection means (41A) for presenting the plurality of candidate groups to a user as group options (S2A) and selecting at least one candidate group from the plurality of candidate groups; presenting the plurality of play candidates belonging to the selected candidate group as candidate options S3B and S4B to the user together with reference information to be used as a reference for selecting the play candidates, and functioning as a second selection means 41B for selecting at least one play candidate; The second selection means 41B differentiates the type of the reference information to be presented depending on the selected candidate group, a computer program PG2.

[0148] (Appendix 2) the reference information includes common information S3X of a type common to the plurality of candidate groups and additional information S4X of a type different from the common information S3X, A computer program PG2 described in Appendix 1, wherein when the candidate group associated with the additional information S4X is selected, the second selection means 41B presents the additional information S4X to the user together with the common information S3X.

[0149] (Appendix 3) The second selection means 41B displays the common information S3X at a common position common to the multiple candidate groups, and displays the additional information S4X at a position different from the common position, on the display device 43 of the game device 40 on which the user plays the game, as described in Appendix 2, in a computer program PG2.

[0150] (Appendix 4) The second selection means 41B displays the plurality of play candidates in a central area A1 of a screen displayed on the display device 43, and displays the additional information S4X in a horizontal area A2 located next to the central area A1.

[0151] (Appendix 5) A computer program PG2 described in any one of Appendices 2 to 4, wherein the user operation behavior corresponding to the play candidates included in the candidate group associated with the additional information S4X is different from the user operation behavior corresponding to the play candidates included in the other candidate groups.

[0152] (Appendix 6) A computer program PG2 described in Appendix 5, wherein the types of user operations corresponding to the play candidates included in the candidate group associated with the additional information S4X are greater than the types of user operations corresponding to the play candidates included in the other candidate groups.

[0153] (Appendix 7) A computer program PG2 described in any one of Appendices 2 to 6, wherein at least one of the play candidates included in the candidate group associated with the additional information S4X is also included in other candidate groups.

[0154] (Appendix 8) The computer program PG2 according to any one of appendices 2 to 7, wherein the second selection means 41B presents the user's performance as the additional information S4X.

[0155] (Appendix 9) The computer program PG2 according to any one of Supplementary Notes 2 to 8, wherein the second selection means 41B presents the results of other users linked to the user as the additional information S4X.

[0156] (Appendix 10) The computer program PG2 according to any one of appendices 2 to 9, wherein the second selection means 41B presents, as the additional information S4X, results extracted from the results of a plurality of users according to a predetermined criterion.

[0157] (Appendix 11) The computer program PG2 a guidance means 41C for informing the user of a reference timing at which the user should perform a game operation; acquisition means 41D for acquiring the operation timing at which the user performed the game operation; A computer program PG2 according to any one of appendices 1 to 10, which causes the computer 41 to function as an evaluation means 41E that evaluates the game operation based on the reference timing and the operation timing.

[0158] (Appendix 12) A game system 100 that provides a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of which includes a plurality of play candidates, comprising: a first selection means (41A) for presenting the plurality of candidate groups to a user as group options (S2A) and selecting at least one candidate group from the plurality of candidate groups; a second selection means (41B) for presenting the plurality of play candidates belonging to the selected candidate group as candidate options (S3B, S4B) to the user together with reference information to be used as a reference for selecting the play candidates, and for selecting at least one play candidate; The second selection means 41B differentiates the types of the reference information to be presented depending on the selected candidate group.

[0159] (Appendix 13) A control method for a game system (100) including a computer (41), wherein a game is provided in which a plurality of candidate groups each include a plurality of candidate players, and the game is targeted at candidate players included in a candidate group selected from the plurality of candidate groups, the method comprising: The computer 41 presenting the plurality of candidate groups to a user as group options S2A, and selecting at least one candidate group from the plurality of candidate groups; Present the plurality of play candidates belonging to the selected candidate group as candidate options S3B and S4B to the user together with reference information to be used as a reference for selecting the play candidates, and select at least one play candidate; A control method, wherein when the at least one play candidate is selected, the type of the reference information to be presented is differentiated depending on the selected candidate group.

[0160] According to the computer program described in Appendix 1, the game system described in Appendix 12, and the control method described in Appendix 13, the reference information presented can be differentiated depending on the candidate group selected by the user. This makes it possible to present information appropriate for the user selecting a play candidate to the user when selecting a play candidate. In particular, when selecting from a huge number of play candidates, the user can select a play candidate with ample time to spare, even if a time limit is set for selecting a play candidate.

[0161] According to the computer program described in Supplementary Note 2, additional information S4X can be presented according to the selected candidate group. This allows information appropriate for the user selecting a play candidate to be presented to the user. Furthermore, according to the computer program described in Supplementary Note 3, common information S3X is displayed at a common position, making it easier for the user to find the common information S3X when reselecting a play target. Furthermore, because additional information S4X is displayed at a position different from the common position, the user will not confuse common information S3X and additional information S4X.

[0162] According to the computer program described in Appendix 4, candidate options S4B are displayed next to the central area A1, making it easier for users to find play candidates. Furthermore, additional information S4X is displayed in the horizontal area A2 next to the central area A1, allowing users to select play candidates while checking the play candidates and the additional information S4X side by side. According to the computer program described in Appendix 5 or 6, users belonging to a specific user group can select play candidates without accidentally performing unnecessary operations. Furthermore, users belonging to other user groups can perform user operations appropriate for their gameplay goals.

[0163] According to the computer program described in Supplementary Note 7, even if the same play candidate is included in multiple candidate groups, reference information can be presented according to the selected candidate group. Furthermore, according to the computer programs described in Supplementary Note 8 to 10, the user can select an appropriate play candidate to achieve better results. Furthermore, according to the computer program described in Supplementary Note 11, appropriate information can be presented to the user to allow them to select a play target, and the user can play a game in which their game operations toward the selected play target are evaluated. [Explanation of symbols]

[0164] 40: Game device 41: Device control unit (computer) 41A: First selection unit (first selection means) 41B: Second selection unit (second selection means) 41C: Guide section (guide means) 41D: Acquisition unit (acquisition means) 41E: Evaluation section (evaluation means) 43:Display device 100: Game System A1: Central area A2: Horizontal area PG2: Game Program (Computer Program) S2A: Group Options S3B: Candidate options S3X: Common information (reference information) S4B: Candidate options S4X: Additional Information (Reference Information)

Claims

1. A computer program for a game that causes a computer to function to provide a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of the plurality of candidate groups including a plurality of play candidates, The computer a first selection means for presenting the plurality of candidate groups to a user as group options and selecting at least one candidate group from the plurality of candidate groups; a second selection means for presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and for selecting at least one play candidate; The second selection means differentiates the type of the reference information to be presented depending on the selected candidate group.

2. the reference information includes common information of a type common to the plurality of candidate groups and additional information of a type different from the common information; The computer program according to claim 1 , wherein, when the candidate group associated with the additional information is selected, the second selection means presents the additional information together with the common information to the user.

3. 3. The computer program according to claim 2, wherein the second selection means displays the common information at a common position common to the plurality of candidate groups, and displays the additional information at a position different from the common position, on a display device of a game device on which the user plays the game.

4. 4. The computer program according to claim 3, wherein the second selection means displays the plurality of play candidates in a central region of a screen displayed on the display device, and displays the additional information in a horizontal region located to the side of the central region.

5. 3. The computer program according to claim 2, wherein a user operation pattern corresponding to the play candidate included in the candidate group associated with the additional information is different from a user operation pattern corresponding to the play candidate included in other candidate groups.

6. 6. The computer program according to claim 5, wherein the types of user operations corresponding to the play candidates included in the candidate group associated with the additional information are greater than the types of user operations corresponding to the play candidates included in other candidate groups.

7. The computer program according to claim 2 , wherein at least one of the play candidates included in the candidate group associated with the additional information is also included in other of the candidate groups.

8. The computer program according to claim 2 , wherein the second selection means presents the user's performance as the additional information.

9. The computer program according to claim 2 , wherein the second selection means presents, as the additional information, results of other users linked to the user.

10. The computer program according to claim 2 , wherein the second selection means presents, as the additional information, results extracted from the results of a plurality of users according to a predetermined criterion.

11. The computer program comprises: a guidance means for informing the user of a reference timing at which the user should perform a game operation; acquisition means for acquiring operation timing at which the user performs the game operation; The computer program according to claim 1 , further comprising: a computer program that causes the computer to function as an evaluation unit that evaluates the game operation based on the reference timing and the operation timing.

12. A game system that provides a game targeting a play candidate included in a candidate group selected from a plurality of candidate groups, each of which includes a plurality of play candidates, comprising: a first selection means for presenting the plurality of candidate groups to a user as group options and selecting at least one candidate group from the plurality of candidate groups; a second selection means for presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and for allowing the user to select at least one play candidate; The second selection means differentiates the type of reference information to be presented depending on the selected candidate group.

13. A control method for a game system including a computer, wherein a plurality of candidate groups each include a plurality of candidate players, and a game is provided in which a candidate player included in a candidate group selected from the plurality of candidate groups is the target, the method comprising: The computer presenting the plurality of candidate groups as group options to a user, and selecting at least one candidate group from the plurality of candidate groups; presenting the plurality of play candidates belonging to the selected candidate group as candidate options to the user together with reference information to be used as a reference for selecting the play candidates, and selecting at least one play candidate; A control method, wherein when the at least one play candidate is selected, the type of the reference information to be presented is differentiated depending on the selected candidate group.

Citation Information

Patent Citations

  • Game device and program

    JP2016192983A