Program, system, information processing apparatus, server, and method

The system addresses the issue of fixed rewards by linking game skips to cumulative points and high scores, enhancing engagement by offering choices that cater to different player skill levels.

JP2026013781AActive Publication Date: 2026-01-29THE POKEMON CO
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Patent Information

Application Number
JP2024114362
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-17
Publication Date
2026-01-29
Estimated Expiration
2044-07-17

AI Technical Summary

Technical Problem

Conventional game programs provide fixed rewards for skipping game parts, leading to a lack of engagement and enjoyment as gameplay content is overlooked.

Method used

A system that calculates a score based on user operations, updates cumulative points, and allows users to skip puzzle games while awarding rewards based on their high scores, encouraging varied gameplay experiences.

Benefits of technology

Enhances user engagement by allowing rewards to be tied to gameplay proficiency, catering to both beginner and advanced players by offering options to skip or play, thus maintaining interest and rewarding skill progression.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program, a system, an information processing device, a server, and a method capable of executing skipping of a game in association with game play of a user.SOLUTION: Calculating a score of the puzzle game based on at least one puzzle element deleted by an operation instruction of the user, determining a high score of the user based on a result of comparison between a play history of the user in the puzzle game and the score, updating accumulated points associated with the user by accumulating the score, receiving a skip instruction of the puzzle game from the user, and skipping the puzzle game based on the skip instruction without the user playing the puzzle game, there is provided a program for causing a computer to execute a step of updating accumulated points by accumulating a score based on a highest score when a skip instruction is accepted, and a step of giving a reward corresponding to the accumulated points to a user.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a program, a system, an information processing device, a server, and a method, and more particularly to a program, a system, an information processing device, a server, and a method that allow a player to skip a puzzle game in a puzzle game. [Background technology]

[0002] Conventionally, there are known game programs that allow a game part to be cleared without being executed, that is, that allow a predetermined achievement condition for a game part to be achieved by omitting all of the character's actions and the like that are performed in the game part (see, for example, paragraph

[0056] of Patent Document 1). According to the game program described in Patent Document 1, the user can obtain a reward that would be obtained by clearing a predetermined game part without executing the game part. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-062467 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the conventional game program described in Patent Document 1, the rewards provided to users in each game part are fixed, so if a user skips a certain game part, the same reward is given to all users. As a result, the rewards are given regardless of the content of the user's gameplay, which can make the game seem like a chore and reduce the enjoyment of the game.

[0005] Therefore, an object of the present invention is to provide a program, a system, an information processing device, a server, and a method that are capable of executing a game skip in association with a user's game play. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the present invention provides a program to be executed by a computer having a processor and memory, the program causing the processor to execute the following steps: calculating a score for a puzzle game based on at least one puzzle element erased by a user's operation instruction; determining a user's high score based on a comparison between the user's play history in the puzzle game and the score; updating the cumulative points associated with the user by accumulating the scores; accepting a skip instruction for the puzzle game from the user, skipping the puzzle game without the user playing based on the skip instruction, and updating the cumulative points by accumulating a score based on the high score at the time the skip instruction was accepted; and granting the user a reward according to the cumulative points. [Effects of the Invention]

[0007] According to the program, system, information processing device, server, and method of the present invention, it is possible to provide a program, system, information processing device, server, and method that can execute a game skip in association with the user's game play. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic diagram of a system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an outline of the output content of a puzzle game executed by the system according to the present embodiment. [Figure 3] FIG. 1 is a functional configuration diagram of a system according to an embodiment of the present invention. [Figure 4] FIG. 3 is a diagram illustrating the data structure of each storage section included in the storage unit according to the present embodiment. [Figure 5] FIG. 2 is a flow diagram of processing in the system according to the present embodiment. [Figure 6]FIG. 10 is a diagram showing an example of a start preparation screen for the puzzle game according to the present embodiment. [Figure 7] FIG. 10 is a diagram illustrating an example of skip settings for the puzzle game according to the present embodiment. [Figure 8] FIG. 10 is a diagram showing another example of skip settings for the puzzle game according to the present embodiment. [Figure 9] FIG. 10 is a diagram showing another example of the start preparation screen for the puzzle game according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment Mode] <System 1 Overview> The system 1 according to this embodiment is a game system executable on an information terminal such as a smartphone, and is capable of executing a puzzle game. A puzzle game, for example, has one or more stages of one or more types, each of which includes one or more puzzle elements and / or predetermined objects. In one execution of the puzzle game, the system 1 calculates a score for the puzzle game (current score) based on the user's play in at least one stage of the puzzle game. The system 1 then updates the cumulative points by adding the current score to the cumulative points obtained by accumulating the scores from one or more puzzle games executed up to the execution of the puzzle game. The system 1 also records the highest score of the user who played the puzzle game as a high score. If the puzzle game is executed multiple times, the highest score among the scores of all puzzle games played by the user becomes the high score. Note that if the execution of the puzzle game is the first execution, the current score becomes the cumulative points and high score (i.e., the cumulative points and high score before the execution of the puzzle game are both "zero"). The system 1 then awards the user a reward based on the cumulative points.

[0010] Here, a predetermined number of points (required points) required for the user to acquire a reward is associated with the reward. If the accumulated points are less than the required number of points, the user can increase the accumulated points by repeatedly playing the puzzle game. In other words, the accumulated points are updated and increased by accumulating the scores of each puzzle game obtained by repeating the puzzle game. Therefore, in system 1, the user can acquire the desired reward by repeatedly playing the puzzle game and adjusting the accumulated points.

[0011] The system 1 can then receive from the user an instruction (skip instruction) to skip (i.e., omit) one or more puzzle games. When the system 1 receives a skip instruction, it causes the user to skip the puzzle games the number of times indicated by the received skip instructions without playing them, and updates the cumulative points using the high score at the time the skip instruction was received. In other words, the system 1 updates the cumulative points using a value obtained by multiplying the high score at the time the skip instruction was received by the number of times the skip instruction was received. For example, the system 1 updates the cumulative points by adding the value obtained by multiplying the high score at the time the skip instruction was received by the number of times the skip instruction was received to the cumulative points at the time the skip instruction was received.

[0012] In this way, when the user issues a skip instruction, the system 1 considers that the user has cleared the puzzle game with the high score at the time the skip instruction was issued. The system 1 then updates the cumulative points by accumulating the score based on the user's high score at the time the skip instruction was issued, so that the system 1 can execute a skip of the puzzle game in association with the user's gameplay.

[0013] The puzzle game executed by the system 1 includes multiple stages, and the user can repeatedly play this puzzle game. The system 1 can execute multiple types of puzzle games. In a certain type of puzzle game, the content of one or more stages included in the puzzle game (e.g., the size and shape of the game area, the arrangement and types of puzzle elements within the game area, the arrangement and types and numbers of other objects, etc.) may be the same or different each time the puzzle game is executed. Furthermore, when the puzzle game is executed, one or more stages randomly selected from multiple types of stages (stages included in the puzzle game) predetermined for the execution of the puzzle game may be executable. In other words, the content of a stage included in the puzzle game played the nth time and the content of a stage included in the puzzle game played the n+1th time may be the same or different (where n is an integer greater than or equal to 1).

[0014] <System 1 configuration overview> FIG. 1 shows an overview of the system according to this embodiment.

[0015] As shown in FIG. 1, the system 1 according to this embodiment includes information terminals (information terminal 3, information terminal 3a, information terminal 3n, etc.) on which users play a puzzle game, and a server 7 that executes various processes. Each information terminal and the server 7 are connected via a communication network 5 so as to be able to communicate bidirectionally. In the system 1, the server 7 accepts predetermined instructions from the user and progresses the puzzle game. Note that the system 1 may be a server-client type game system.

[0016] 1 shows an example in which a plurality of information terminals used by different users are each connected to the server 7 via the communication network 5. In the following explanation, for the sake of simplicity, an example in which one information terminal 3 (user's information terminal 3) is connected to the server 7 via the communication network 5 will be mainly explained.

[0017] <Outline of an example of a puzzle game in System 1> Figure 2 shows an overview of the output content of a puzzle game executed by the system according to this embodiment. Specifically, Figure 2(a) shows an overview of the output screen of the user's information terminal 3, showing an overview of how time passes during game play as it progresses from left to right. Also, Figure 2(b) shows an overview of an example in which the cumulative points are updated based on a user's skip instruction.

[0018] Various types of puzzle games can be executed in the system 1. As an example, a puzzle game in which a score is calculated by eliminating predetermined puzzle elements and / or objects that are arranged in a predetermined game area displayed on the output screen of the information terminal 3 and are movable in response to user operations.

[0019] First, in the puzzle game of system 1, a puzzle element can be moved to any position in the game area in response to a user's operation. When the puzzle element comes into contact with another puzzle element of the same type, the puzzle element and the other puzzle element are automatically combined to form a combined puzzle element. For example, in the output screen 202a of FIG. 2(a) (at the start of the puzzle game), multiple puzzle elements 320, multiple puzzle elements 322, and multiple puzzle elements 324 of different types are arranged on the output screen 202a. Then, when the user starts the game and selects one puzzle element (e.g., one puzzle element 322 out of the multiple puzzle elements 322) and moves it within the game area, a combined puzzle element 330 is formed, as shown in output screen 202b. That is, when the selected puzzle element comes into contact with a puzzle element 322 of the same type as the puzzle element 322 selected by the user (the selected puzzle element) but not selected by the user, the puzzle element 322 that comes into contact with the selected puzzle element is combined with the selected puzzle element via a combining area 335, thereby forming a combined puzzle element 330. After a puzzle element 322 is combined with the selected puzzle element, if another puzzle element 322 comes into contact with the selected puzzle element, the other puzzle element 322 will combine with the combined puzzle element 330 (note that the combined puzzle element 330 is highlighted in its entirety in FIG. 2(a)). When the user cancels the selection of the puzzle element 322 that has been selected and moved, or when a predetermined time has passed since the user selected the selected puzzle element, the combined puzzle element 330 is erased as shown on the output screen 202c, and the user earns a predetermined number of points based on the one or more puzzle elements 322 that constitute the combined puzzle element 330.

[0020] In addition, in puzzle games, objects that do not accept user manipulation and / or objects that do not combine with other objects even when manipulated by the user (hereinafter, sometimes referred to as "gimmicks") may also be placed on the stage. A gimmick that can be eliminated by a puzzle element of one type may be associated with the puzzle element. For example, a user may operate a puzzle element of one type (a selected puzzle element) and another puzzle element of the same type as the selected puzzle element may come into contact with the selected puzzle element, thereby forming a combined puzzle element. When the combined puzzle element is eliminated while the gimmick associated with the selected puzzle element is in contact with or close to the combined puzzle element, the gimmick may also be eliminated or undergo a predetermined transformation (note that the gimmick may be eliminated after undergoing a predetermined number of transformations). When a gimmick is eliminated, the system 1 also allows the user to earn a predetermined number of points based on the elimination of the gimmick.

[0021] If a puzzle element 322 or the combined puzzle element 330 comes into contact with a puzzle element and / or object of a different type, the puzzle element and / or object of the different type will perform a predetermined action, such as being bounced by the puzzle element 322 or the combined puzzle element 330, and the bounced puzzle element and / or object of the different type will move in the game area in the direction of the bounce.

[0022] Here, if the user has played one or more puzzle games before the output screen 202a is displayed, the system 1 stores the high score, which is the user's best record (i.e., the highest score in each puzzle game) determined based on a comparison between the user's play history and the score in each puzzle game, and the cumulative points, which are the accumulated scores the user has earned in each puzzle game. The play history is information including the scores the user has earned in puzzle games that he or she has played in the past. For example, as shown in FIG. 2(a), assume that the user's high score at the start of a stage of the puzzle game for which the output screen 202a is displayed is "100," that the score for the puzzle game is "0" because the game has not yet started, and that the cumulative points, which are the accumulated score of the user earned in puzzle games up to the current puzzle game, are "1,000." Let us assume that the user selects and moves puzzle elements in one stage as described above to form a combined puzzle element 330, and then erases the combined puzzle element 330 (i.e., when the output screen 202c is displayed), and the score earned by the user at this point is "200." This marks the end of the puzzle game (i.e., the puzzle game consists of one stage, and the end of gameplay in one stage marks the end of one play of the puzzle game). In this case, the system 1 calculates the score for the first stage of the puzzle game based on the score earned by the user. In the example of FIG. 2(a), the puzzle game consists of one stage, so when the system 1 calculates the score for that first stage, this score becomes the score for the puzzle game (in the example of FIG. 2(a), the score is "200").

[0023] The system 1 then compares the user's high score at the start of the game with the score at the end of the game. If the score at the end of the game exceeds the high score at the start of the game, the system 1 updates the score at the end of the game as the new high score. The system 1 also accumulates scores and updates the cumulative points associated with the user. That is, the system 1 adds the score in the current puzzle game to the cumulative points to update the cumulative points. In the example of FIG. 2(a), since the score in the puzzle game was "200" at the end of the puzzle game (when the output screen 202c was output), the system 1 shows that the high score is updated to "200" and the cumulative points are updated from "1,000" to "1,200." In this way, the system 1 accumulates the scores acquired by the user each time the puzzle game is played to calculate the cumulative points. The system 1 awards the user a reward according to the cumulative points.

[0024] The system 1 accepts a skip instruction from the user to skip a puzzle game, either free of charge or for a fee. The system 1 also accepts a selection of the number of times the puzzle game is skipped. When the system 1 accepts a skip instruction for the puzzle game, the system 1 updates the cumulative points by accumulating a score based on the user's high score at the time the skip instruction was accepted. Specifically, the system 1 updates the cumulative points by multiplying the number of times the skip instruction was accepted by the high score at the time the skip instruction was accepted, and adding the resulting value to the cumulative points at the time the skip instruction was accepted. For example, as shown in FIG. 2(b), assume that the user's high score is "200" and the cumulative points are "1,200" at the time the system 1 accepts one skip instruction. In this case, the system 1 updates the cumulative points by adding the high score to the cumulative points ("1,400" in the example of FIG. 2(b)). This allows the user to update the cumulative points using their own high score without playing the puzzle game.

[0025] In this way, system 1 determines that the user has completed the puzzle game in response to the user's skip instruction, and updates the cumulative points based on the high score at the time of the skip instruction. Here, the high score value varies depending on the user. For example, when comparing the high score of a beginner gamer with that of an advanced player, the beginner often has a lower high score. In many cases, when a beginner uses skip instructions to increase their cumulative points, if they want to achieve the same increase in cumulative points as an advanced player, they will issue skip instructions more frequently than the advanced player. Therefore, from the perspective of progressing through the game, it may be more desirable for a beginner to aim to increase their high score by actually playing the puzzle game repeatedly rather than issuing skip instructions (it is also possible for a beginner to repeatedly issue skip instructions to receive a reward and then play the puzzle game). In other words, system 1 can encourage a beginner gamer to actually play the puzzle game rather than skipping.

[0026] On the other hand, advanced game players often have already played the game more repeatedly than beginners, and as a result, they often have already achieved high scores (as a result, even if they play the game repeatedly, it is often difficult to further improve their high scores). Therefore, from the perspective of preventing advanced game players from becoming bored with the game, it may be preferable for advanced game players to skip puzzle games to easily increase their accumulated points instead of repeatedly playing the puzzle game to increase their accumulated points. Therefore, according to System 1, advanced puzzle game players and the like can shorten the time required to play the game by skipping puzzle games, increase their accumulated points, and obtain desired rewards.

[0027] That is, according to System 1, even if a user with a low high score issues a skip command, the increase in cumulative points will remain at that low high score, and the user will aim for a high score by playing the game rather than skipping. On the other hand, according to System 1, a user with a high high score (such as a user who has already played many puzzle games and has improved game operation skills) can immediately complete the puzzle game by issuing a skip command and update their cumulative points to their own high score without repeating the puzzle game, thereby preventing boredom with the puzzle game and shortening the time required for gameplay. Therefore, System 1 allows users to skip puzzle games depending on their gameplay skills and proficiency, or their strategy for progressing through the game, thereby shortening the time required for gameplay fairly.

[0028] The information terminal is a device that can be operated by a user. The information terminal may be, for example, a portable information terminal such as a mobile phone, smartphone, or tablet compatible with a mobile communication system. Alternatively, the information terminal may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console or dedicated game console, or an information terminal / head-mounted display / AR glasses with an augmented reality (AR) function. Furthermore, the communication network 5 is a communication network such as a mobile phone network and / or the Internet. The communication network 5 may also include communication networks such as a wired LAN and a wireless LAN. Details of the system 1 according to this embodiment will be described below, but it should be noted that the names, numerical values, and the like in the above and following descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names and numerical values.

[0029] <Details of System 1> Fig. 3 shows an example of the functional configuration of the system according to this embodiment, and Fig. 4 shows an example of the data configuration of each storage section included in the storage unit of the system according to this embodiment.

[0030] [System 1 configuration overview] The system 1 according to the present embodiment is a system that accepts a puzzle game play instruction from a user, executes a puzzle game in a predetermined game area, and can skip the puzzle game when an instruction to skip the puzzle game is accepted from the user. The system 1 includes an output unit 100 that outputs a game area including puzzle elements and an image for accepting a skip instruction, an output control unit 102 that controls the output of the output unit 100, an input unit 104 that accepts a predetermined input from the user, an instruction accepting unit 110 that accepts a predetermined instruction from the user via the input unit 104, a score calculation unit 112 that calculates a score for the puzzle game, a point update unit 114 that updates the accumulated points for the puzzle game, a score update unit 116 that determines or updates the user's high score for the puzzle game, a skip control unit 118 that controls skipping of the puzzle game, a reward unit 120 that awards rewards to users, a ranking control unit 122 that tallys up high score rankings for the puzzle game, a game control unit 124 that controls various functions and operations of the system 1, and a storage unit 126 that stores various information used by the system 1. The storage unit 126 also includes a user information storage section 128 for storing information about the user, and a game information storage section 130 for storing information about the puzzle game.

[0031] The system 1 may not only have the above-mentioned multiple components in the same physical device or location, but also may have some of the multiple components installed in physically separate locations (whether in Japan or outside Japan). In this case, the components may be connected via a communication network such as the Internet. For example, the system 1 may have some of the functions of the components performed by an external server. The system 1 may also be configured as one or more servers. In this case, the system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of certain components can be considered as a single "information processing device," and the system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the system 1. Furthermore, the various pieces of information stored in the storage unit 126 may be updated based on user instructions or information received via the input unit 104, or may be updated as needed by obtaining certain information from a predetermined server external to the system 1. The information terminal 3 may have part or all of the configuration and functions of the server 7, or the server 7 may have part of the configuration and functions of the information terminal 3.

[0032] [System 1 configuration details] In the following description, a case will be described in which a user mainly uses an information terminal 3 (for example, a smartphone, a tablet terminal, etc.) to play a puzzle game provided by the system 1. The information terminal 3 is configured to have at least an output unit 100 as a display unit, and an input unit 104.

[0033] (output unit 100, output control unit 102) The output unit 100 is controlled by the output control unit 102 and outputs a predetermined stage of a puzzle game, a game area of ​​a game executed in the stage, one or more types of puzzle elements or one or more objects arranged in the game area, a user's score / high score / total points in the puzzle game, a screen for accepting a skip instruction for the puzzle game, and / or other information related to various puzzle games. The output unit 100 outputs various processing results and information stored in the storage unit 126 in a manner that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 126 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0034] (input unit 104, input surface 106, input control unit 108) The input unit 104 accepts input of predetermined instructions, operations, etc. from a user. The input unit 104 supplies the instructions to predetermined components of the system 1. Each component that accepts the instructions performs its predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations, etc., from the user are input, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on a display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.

[0035] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects the predetermined instruction at a position designated by a user operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of ​​the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to a predetermined component of the system 1. In this embodiment, unless otherwise specified, descriptions that a predetermined instruction is given by a predetermined operation / motion of the user, such as when "in response to a user's instruction," "based on a user's instruction," or "accepting a user's instruction," refer to the instruction being acquired via the input unit 104.

[0036] (Instruction receiving unit 110) The instruction receiving unit 110 receives predetermined instructions related to game processing from the user via the input unit 104. The instruction receiving unit 110 supplies the received predetermined instructions to predetermined components of the system 1. Each component that receives the predetermined instruction performs a predetermined function. For example, the predetermined instructions received by the instruction receiving unit 110 from the user include an instruction to start a puzzle game (play instruction), a skip instruction to skip the puzzle game, an instruction to specify the number of skip instructions, etc. The instruction receiving unit 110 supplies information related to the received instructions to the skip control unit 118 and the game control unit 124. Note that the input unit 104 may also have the function of the instruction receiving unit 110.

[0037] (Game control unit 124) The game control unit 124 controls various processes in the puzzle game executed by the system 1 based on information about the puzzle game and instructions received from the user. The various processes may include, for example, the following processes. -Login / logout process to System 1. -Selection of the stage where the puzzle game will be played. -Selection of puzzle elements placed on the puzzle game stage. Processing of puzzle elements and / or objects (including gimmicks, etc.) in puzzle games. - Processing such as the selection of characters that appear or have appeared in puzzle games, and the selection of in-game objects such as items that can be used in the game. Processing your game play. - Processing of the movement control of characters (non-user characters (NPC)) and objects that appear in the game but are not controlled by the user. - Processing mini-games, missions and quests within the game. · Processing routine lottery draws. -Sales / billing processes for specified items, objects, and / or skip tickets, etc. Data communication processing between the information terminal 3 and the server 7. -Various other game processes.

[0038] The following processing may be performed, for example, on the puzzle elements (which may include predetermined objects and gimmicks). -Processing to control the movement of puzzle elements, etc. -Processing to determine whether a puzzle element is in contact with other puzzle elements, etc. - The process of combining puzzle elements to generate combined puzzle elements. - Processing to control the operation, deletion, or transformation of other puzzle elements that come into contact with puzzle elements or connected puzzle elements. · Processing that controls the removal of puzzle elements and combination puzzle elements from the game area. A process that causes a specific action to occur on an object. When a puzzle element or a combination puzzle element is deleted, a process of replenishing the game area with a number of puzzle elements corresponding to the puzzle elements that make up the deleted puzzle element or combination puzzle element. -Processing to generate a specified skill element.

[0039] Furthermore, the game control unit 124 executes various game processes, such as processing information about the user, processing the behavior of in-game characters, and so forth, in response to user operation input received via the input unit 104. For example, the game control unit 124 executes game processes such as storing the user's own information in the storage unit 126, acquiring objects such as items and characters with or without payment, acquiring and using in-game virtual currency, consuming items owned by the user, and instructing the output control unit 102 to output predetermined information to the output unit 100. The game control unit 124 also communicates between the information terminal 3 and the server 7, and controls and progresses the user's game play based on various information received from the information terminal 3. The game control unit 124 can also control the operation of each component of the system 1. For example, the game control unit 124 controls outputting predetermined information to the information terminal 3, performing a predetermined lottery, and / or granting predetermined characters, items, etc. to the user based on various instructions from the user acquired as game play progresses. The game control unit 124 can also control processing in other components of the system 1.

[0040] (Storage Unit 126) The storage unit 126 stores various types of information supplied from other components of the system 1 and various types of information related to the system 1. Each storage section of the storage unit 126 supplies predetermined information to a predetermined component in response to a request from the other component of the system 1. Note that in the various IDs described below, if one ID is associated with another ID and another ID is associated with another ID, the predetermined information can be made available by tracing the ID.

[0041] (Storage unit 126: User information storage section 128) The user information storage unit 128 stores, in association with a user ID that identifies the user, user information, play information regarding the user's game play, score / point information regarding the score, high score, and cumulative points acquired by the user through the user's game play, possession information regarding various objects (e.g., characters) and items possessed by the user, picture book information that collects information regarding objects possessed by the user and / or objects that appear in the game, skip history information regarding the history of puzzle game skips by the user, etc.

[0042] User information may include, for example, the user's name, a username set by the user, a login ID, a password, the user's gender and date of birth, and / or information regarding the in-game virtual currency held by the user (information regarding the amount of virtual currency held and consumed, including, for example, information regarding the amount of virtual currency held by the user that has been granted to the user free of charge and information regarding the amount of virtual currency held by the user that has been granted to the user for a fee).

[0043] The play information is information related to the user's play of a puzzle game. Examples of this information include various information about the game currently being played, various information about the game played, information about completed events, missions, quests, and tasks, and information about play time. For example, the various information about the game played is information associated with a game ID that identifies the puzzle game played by the user, and may be information such as the date and time and number of times the user played the puzzle game, information about the characters and parties set by the user in game play, and / or the user's rank in the puzzle game.

[0044] The score and point information is information about the score (score calculated by the score calculation unit 112 and high score updated by the score update unit 116) and cumulative points (cumulative points updated by the point update unit 114) acquired by the user through playing a puzzle game, as well as the play history. The play history is information including scores acquired in puzzle games played by the user in the past. The play history may be information in which the score is associated with the game ID of the puzzle game played by the user and the date and time when the score was acquired in the puzzle game. For example, a puzzle game executable in the system 1 includes one or more stages. That is, when a puzzle game is executed, the user can play one or more stages included in the puzzle game. By playing one stage, the user earns points for that stage. The total value of the points acquired by the user through playing one or more stages included in a puzzle game constitutes the score for that puzzle game. If a user plays a puzzle game multiple times, the highest score among the scores acquired in each puzzle game is the high score. However, if the user only plays a puzzle game once, the score from that play is the high score. Furthermore, if a user plays a puzzle game multiple times, the total points will be the sum of the scores for each puzzle game. However, if the user only plays a puzzle game once, the total points will be the score for that game. Furthermore, a high score may be associated with the game ID of the puzzle game in which the high score was achieved, information about one or more characters and / or a party consisting of one or more characters that the user set in the puzzle game when the high score was achieved, and / or the date and time when the high score was achieved.

[0045] The accumulated points may be points that can be exchanged for rewards in the game (for example, objects such as characters or items), and a reward such as an object corresponding to at least a portion of the accumulated points can be granted to the user in response to a user's instruction. The accumulated points required to grant a reward such as an object to the user become unusable after the reward is granted. For example, when a reward is granted to a user, a flag is set indicating that the accumulated points equivalent to a predetermined number of points associated with the reward (the number of points that can be granted to the user as a reward) have already been used, and the points become unusable after the reward is granted.

[0046] Possession information is information about objects such as characters and items that a user comes to possess while playing a game. Examples of possession information include information about characters (e.g., a character ID for identifying a character, a character's type and name, a character's experience points, a character's level, the base points that a user can earn when a puzzle element corresponding to the character is eliminated in a puzzle game, and information about gimmicks (good gimmicks) that serve as puzzle elements that can be eliminated by a puzzle element corresponding to the character in the game) and / or information about objects (e.g., information about object types and names, the number of objects possessed, etc.). Examples of objects include items consumed in the game and items given to characters in the game. Examples of items include items that increase a character's experience points when used in the game and / or items that provide advantageous effects to the user when used in the game.

[0047] In the puzzle game executed by system 1, puzzle elements corresponding to characters owned by the user can be used as puzzle elements. Therefore, if a user owns multiple characters, system 1 can arrange at least some of multiple types of puzzle elements corresponding to each of the multiple characters in each of one or more stages included in a puzzle game. For example, if a combined puzzle element, which is a series of multiple puzzle elements corresponding to a single character, is eliminated during execution of a puzzle game, the number of points the user earns (acquired points) may be determined based on the level of the single character. That is, in system 1, a predetermined base point may be set in association with the character and the level of the character so that the higher the level of the character owned by the user, the higher the acquired points. The acquired points may be determined based on the number of puzzle elements included in the eliminated combined puzzle element and the base point associated with the character corresponding to the puzzle element.

[0048] Furthermore, in system 1, before a puzzle game is played, the user can select one or more characters corresponding to puzzle elements arranged in all or each of one or more stages included in the puzzle game, or can set a party consisting of a combination of one or more characters. Each character is associated with a predetermined base point and a gimmick that can be eliminated by the character, and the user can start playing the game by selecting a character that corresponds to a gimmick that appears in a stage of the puzzle game, with the aim of achieving a high score in the puzzle game.

[0049] The picture book information is information that enables information about characters and objects possessed by the user and characters and objects that appear in the game to be output in picture book format to the information terminal 3. The picture book information is information that enables information about characters and objects (for example, character names / object names, images of characters / objects, gimmicks that can be eliminated by characters, base points when puzzle elements corresponding to characters are eliminated, various explanations of characters / objects, etc.) to be output to the information terminal 3.

[0050] The skip history information indicates the history of puzzle game skips made by the user. The skip history information is associated with a game ID that identifies a puzzle game, and indicates the date and time when a skip instruction for the puzzle game was received from the user, the number of times the instruction was received (including the number of skip instructions received free of charge and the number of skip instructions received for a fee), etc.

[0051] (Storage unit 126: Game information storage section 130) The game information storage unit 130 stores, in association with a game ID that identifies a puzzle game, element information related to various elements used in the puzzle game, object information related to various objects used in the puzzle game, skip information related to skipping in the puzzle game, reward information related to rewards given to users in exchange for accumulated points, and / or ranking information related to rankings based on high scores of puzzle games played by one or more users.

[0052] The element information includes information about various elements used in puzzle games, such as puzzle elements, skill elements, and gimmicks. Puzzle elements are elements that can be operated by the user within the game area. The puzzle element information is information stored in association with a puzzle element ID that identifies the puzzle element, such as the character ID of the character corresponding to the puzzle element, the name of the puzzle element (e.g., the character name of the character corresponding to the puzzle element), the base points of the puzzle element, the time allowed for selection by the user, an image of the puzzle element, a skill element ID (described later), and / or a gimmick ID (described later).

[0053] A skill element is an element that has a skill that generates a predetermined effect in a predetermined area of ​​the game area in response to a user's instruction. The skill element is an element that appears in the game area by clearing a predetermined number of predetermined puzzle elements associated with the skill. The skill element generates a predetermined effect in the game area when a predetermined condition is met (e.g., when a user's selection instruction is received). The effect of the skill element can be generated in a predetermined area, such as an area that includes the skill element within a predetermined distance, or an area that includes the skill element within a predetermined distance in a predetermined direction. The effect may, for example, erase, transform, destroy, or move puzzle elements and / or objects included in the area where the effect occurs. Skill element information is stored in association with a skill element ID that identifies the skill element, and may include, for example, the name of the skill element, the effect of the skill element, the direction and range of the effect, the skill element generation condition, and / or an image of the skill element.

[0054] A gimmick is an element placed within the game area that does not accept user input or that does not combine with other objects even when operated by the user. A gimmick is an element that, when in contact with or within a predetermined distance of a specific puzzle element or a combined puzzle element consisting of specific puzzle elements, is erased or transformed when the specific puzzle element or the combined puzzle element is erased. A gimmick can also be configured to move within the game area in conjunction with the movement of a specific puzzle element when in contact with the specific puzzle element. A gimmick can also be configured to include a second gimmick paired with a first gimmick, which is erased when the first and second gimmicks come into contact with each other. A gimmick is erased from the game area after undergoing a predetermined number of transformations. The gimmick information regarding the gimmick is information stored in association with a gimmick ID that identifies the gimmick, such as the name of the gimmick, the puzzle element ID of the puzzle element that can erase or transform the gimmick, the number of puzzle elements or combined puzzle elements that must be erased to transform and erase the gimmick, and the number of points generated when the gimmick is erased.

[0055] The object information is various information related to objects (e.g., characters and / or items) used in the system 1. Examples of object information include the following information associated with an object ID that identifies an object: the name of the object, the rarity of the object, the characteristics of the object (e.g., the attributes of the object, parameters related to the character's growth and evolution (e.g., experience points, etc.) when the object is a character, the character's level and the experience points required to level up when the object is a character, the gimmick ID of a gimmick that the character can erase or transform when the object is a character, and / or various other parameters), an image of the object (including a still image and a moving image), a description of the object (including descriptions of the object's attributes, the object's techniques, etc.), etc.

[0056] The types and / or number of gimmicks that a puzzle element corresponding to a character can eliminate or transform may vary depending on the level of the character. For example, the types and / or number of gimmicks that a character can eliminate or transform may be set to increase each time the character's level increases or each time the character's level reaches a predetermined level or higher. The types and / or number of gimmicks that a character can eliminate or transform may also be set to increase by using a predetermined item on the character.

[0057] The skip information is information related to skip processing available to a user in a puzzle game. The skip information is information associated with a game ID, and may include, for example, the number of skips available for free, the number of skips available for a fee, the period during which skips are available, the maximum number of skips that can be accepted, the number of skips that can be accepted within a specified period / time, and the price of the skip processing when a skip instruction is accepted for a fee.

[0058] The reward information is information associated with a reward ID that identifies a reward and is information about a reward that can be provided to a user. Examples of rewards include characters that can be used in the game, items that can be consumed in the game, in-game virtual currency that can be exchanged for characters or items (e.g., diamonds, gems, etc.), items that change character parameters (e.g., items that increase a character's experience points), and vouchers that can be exchanged for real-world goods. The reward information is information about these rewards (e.g., names of the characters, items, etc. that are rewards, images of the characters, items, etc.), and information about the value of accumulated points required to grant the reward to a user.

[0059] The ranking information is information relating to the results of tallying the high score rankings of one or more users when they have played a puzzle game one or more times. One puzzle game can be played by each user at a plurality of information terminals connected to the server 7 via the communication network 5. The system 1 collects the high scores of the puzzle game obtained by each user playing at each information terminal and stores them in the game information storage unit 130. The game information storage unit 130 stores, as ranking information, information indicating the results of tallying the high score rankings associated with user IDs.

[0060] (Score calculation unit 112) The score calculation unit 112 calculates the score of a puzzle game based on at least one puzzle element eliminated by a user's operation instruction for the puzzle element received via the input unit 104. That is, the score calculation unit 112 calculates the score of a puzzle game based on the points awarded when at least one puzzle element is eliminated based on the user's operation instruction in the puzzle game. That is, when a puzzle game includes one or more stages, the game control unit 124 allows the user to play the next stage after each stage until a predetermined end condition defining the timing of the end of the puzzle game is satisfied. Then, the score calculation unit 112 calculates a score for each of the one or more stages played by the user until the predetermined end condition of the puzzle game is satisfied. Next, the score calculation unit 112 calculates the score of the puzzle game by adding up the scores calculated for each of the one or more stages. The score calculation unit 112 supplies the calculated score to the point update unit 114, the score update unit 116, the game control unit 124, and the user information storage unit 128.

[0061] Specifically, a puzzle game has one or more stages each including one or more puzzle elements and / or gimmicks, and can be played multiple times. In other words, one puzzle game includes n stages (where n is an integer greater than or equal to 1). When one puzzle game is played, stages 1 to n can be played sequentially. However, the game ends when a predetermined ending condition (e.g., a set time limit has elapsed) is met, and the game can end midway through a stage even if the user is playing that stage. The content of the stage (e.g., the type and number of puzzle elements and gimmicks to be placed, the shape of the game area where the puzzle elements are placed, etc.) can be determined randomly each time the puzzle game is played, or can be determined randomly from multiple predetermined types. The ending condition can also be changed when a predetermined extension condition is met. In other words, if a time limit indicating the time during which game play is possible is set as the termination condition, the game control unit 124 can extend the time limit by a predetermined time, provided that a predetermined extension condition (e.g., a condition in which a predetermined extension parameter is accumulated by clearing one or more puzzle elements, combined puzzle elements, and / or gimmicks, and the accumulated extension parameter reaches a predetermined threshold value, and the time limit is extended by a predetermined time) is met based on the user's operation of the puzzle elements.

[0062] When at least one puzzle element and / or gimmick is eliminated in a stage of a puzzle game based on a user's operation instruction, the score calculation unit 112 calculates a score (a score based on the elimination of puzzle elements, etc.) based on the base points associated with the eliminated puzzle elements and / or the points of the eliminated gimmicks. The score calculation unit 112 calculates scores based on the elimination of puzzle elements and / or gimmicks and sequentially adds up the calculated scores until a predetermined stage end condition for the stage is met (e.g., a condition that a predetermined number of gimmicks and / or puzzle elements are completely eliminated, a condition that a predetermined time has passed, etc.). When the stage end condition for the stage is met, the stage ends, and the score calculation unit 112 calculates the total value of the points added up until the end of the stage as the score for the stage. The game control unit 124 causes the output unit 100 to output the score and points calculated by the score calculation unit 112.

[0063] Note that, when a predetermined game bonus condition is satisfied during the user's play in one stage, the score calculation unit 112 may calculate the score by multiplying the score based on the elimination of puzzle elements and / or gimmicks by a predetermined coefficient, and / or may calculate the score by adding a predetermined bonus point to the score based on the elimination of puzzle elements and / or gimmicks. Examples of the predetermined game bonus condition may include a condition in which the number of eliminated puzzle elements exceeds a predetermined number, a condition in which a predetermined skill element is used a predetermined number of times, or a condition in which the value of a predetermined gauge that increases based on the elimination of puzzle elements and / or the use of a predetermined skill element reaches a predetermined threshold. Furthermore, when a predetermined stage bonus condition is satisfied during the user's play in one stage, the score calculation unit 112 may calculate the stage score by multiplying the score calculated at the end of the stage by a predetermined coefficient, and / or may calculate the stage score by adding a predetermined bonus point to the score at the end of the stage.

[0064] (Point Update Section 114) The point updating unit 114 updates the cumulative points associated with the user by accumulating the scores. That is, the point updating unit 114 updates the cumulative points associated with the user in the puzzle game based on the scores calculated by the score calculation unit 112. The point updating unit 114 supplies the updated cumulative points to the reward unit 120, the game control unit 124, and the user information storage unit 128.

[0065] Specifically, the game control unit 124 enables one puzzle game to be played repeatedly. That is, the game control unit 124 enables one puzzle game to be played n times. The score calculation unit 112 then calculates the score for each of the n played puzzle games. The point update unit 114 sequentially acquires the scores calculated by the score calculation unit 112, and calculates and updates the cumulative points for the puzzle game based on the acquired scores. For example, the point update unit 114 calculates a value obtained by sequentially adding up the acquired scores as the cumulative points, and updates the calculated cumulative points as new cumulative points. That is, when the point update unit 114 acquires the score for the puzzle game played the first time (first time), it sets the score as the cumulative points. Then, when the point update unit 114 acquires the score for the puzzle game played the second time, it updates the value obtained by adding the acquired score to the cumulative points (first time cumulative points) as the new cumulative points. Each time a score for one puzzle game is acquired, the point update unit 114 updates the cumulative points by adding the acquired score to the cumulative points before the score was acquired. The game control unit 124 causes the output unit 100 to output the updated cumulative points.

[0066] Each time a score for one puzzle game is acquired, the point updating unit 114 may update the cumulative points using a total value obtained by adding a value obtained by multiplying a predetermined coefficient by the acquired score to the cumulative points before the score is acquired. Furthermore, when a score for one puzzle game is acquired, the point updating unit 114 may add the acquired score to the cumulative points before the score is acquired (or add a value obtained by multiplying the score by a predetermined coefficient) and update the cumulative points using a total value obtained by further adding a predetermined value (for example, a predetermined bonus value granted to all users during a predetermined event period, a value determined by the user's consumption of predetermined items, and / or a value determined by the content of the user's gameplay in the puzzle game). Furthermore, the point updating unit 114 may convert the acquired score into predetermined additional points and update the cumulative points based on the converted predetermined additional points and the acquired score. Specifically, the point updating unit 114 may determine additional points based on the acquired score, and update the value obtained by adding the additional points to the score as a new cumulative point. For example, if the acquired score is "500,000 points," the point update unit 114 determines the points calculated by multiplying the score by a predetermined coefficient as the additional points (for example, if the coefficient is set to 0.0001, the additional points will be "50 points"), and updates the score by adding the additional points to the new cumulative points.

[0067] (Score Update Section 116) The score updating unit 116 determines or updates the user's high score based on the comparison result between the user's play history in the puzzle game and the score. That is, the score updating unit 116 determines or updates the user's high score in the puzzle game based on the comparison result between the play history stored in the user information storage unit 128 and the score calculated by the score calculation unit 112. The score updating unit 116 stores the determined or updated high score in the user information storage unit 128 in association with the determination date and time or the update date and time. In addition, the score updating unit 116 supplies information related to the determined or updated high score to the reward unit 120, the ranking control unit 122, and the game control unit 124. Hereinafter, the determination or update of the high score by the score updating unit 116 will be simply referred to as updating the high score.

[0068] Specifically, the score updating unit 116 acquires the score calculated by the score calculation unit 112 each time a puzzle game is played, and compares the acquired score (current score) with the user's play history stored in the user information storage unit 128, i.e., the highest score among past scores (scores up to the previous time the user played the puzzle game), i.e., the past high score. If the current score is higher than the past high score, the score updating unit 116 sets the current score as a new high score and updates the high score. On the other hand, if the past high score is higher than the current score or if the past high score and the current score are the same, the score updating unit 116 maintains the past high score as the high score. The game control unit 124 causes the output unit 100 to output the high score updated by the score updating unit 116 or the maintained past high score.

[0069] (Skip control unit 118) The skip control unit 118 acquires a puzzle game skip instruction from the user, which is accepted by the instruction accepting unit 110. Then, based on the skip instruction, the skip control unit 118 executes a process (skip process) in which the user skips (i.e., omits) the puzzle game corresponding to the skip instruction without playing it. The skip control unit 118 can also accept the number of times to execute the skip along with the skip instruction. The skip control unit 118 supplies the point update unit 114 and the game control unit 124 with information that the skip instruction has been accepted and the skip process has been executed, as well as information regarding the number of skip instructions accepted.

[0070] Specifically, the game control unit 124 enables a puzzle game to be executed one or more times in response to a user instruction. That is, the game control unit 124 enables the execution of the xth puzzle game in response to a user instruction, and after the xth puzzle game is completed (where x is an integer greater than or equal to 1), enables the execution of the x+1th puzzle game in response to a user instruction. If the skip control unit 118 receives a skip instruction from the user via the input unit 104 before the execution of any yth puzzle game (where y is an integer greater than or equal to 2), the skip control unit 118 skips the yth puzzle game by considering the yth puzzle game to have been completed without the user playing it. Here, if the skip control unit 118 receives a skip instruction together with the number of skip instructions, the skip control unit 118 considers the user to have completed the puzzle games corresponding to the number of skip instructions without playing them. For example, if the skip control unit 118 receives z skip instructions (where z is an integer equal to or greater than 1) from the user via the input unit 104 before the yth puzzle game is executed, the skip control unit 118 considers that the user has completed the yth to y+(z-1)th puzzle games without playing them, and skips the yth to y+(z-1)th puzzle games. After the skip process by the skip control unit 118, the game control unit 124 then makes the puzzle game executable again in response to a user instruction.

[0071] Also, for example, a puzzle game may be a game implemented in the system 1 during a predetermined event period. The length of the event period can be set as appropriate. An upper limit (maximum number of times) may be set on the number of skip instructions that the skip control unit 118 can accept from the user during at least a portion of the event period. The maximum number of times that a skip instruction can be issued may be changeable depending on at least one of the day and the time period during the event period. Furthermore, the maximum number of times that a skip instruction can be issued from the start of the event period until a predetermined period has elapsed may be different from the maximum number of times that a skip instruction can be issued from after the predetermined period has elapsed until the end of the event period. Specifically, a first maximum number of times that a skip instruction can be issued from the start of the event period until the predetermined period has elapsed may be set, and a second maximum number of times that a skip instruction can be issued from after the predetermined period has elapsed until the end of the event period may be set, with the second maximum number of times being set to be greater (or less) than the first maximum number of times. In addition, while setting the first upper limit number of times, it is also possible to eliminate the setting of the second upper limit number of times (i.e., the second upper limit number of times is abolished, and skip instructions can be accepted as many times as the user desires from after the specified period has elapsed until the end of the event period).

[0072] For example, if the event period is a predetermined length (e.g., one week, two weeks, etc.), the upper limit number of times for each day and / or time period of each day can be set depending on the attributes of the days included in the predetermined period (e.g., day of the week, whether it is a holiday, whether it is a day in the first or second half of the week, etc.) and the time period of the day. As an example, if the event period spans two weeks, the upper limit number of times for each day included in the first week can be set to be lower than the upper limit number of each day included in the second week. By setting different upper limit numbers for the first and second halves of the event period, and making the upper limit number for the first half lower than the upper limit number for the second half, it is possible to prevent the event itself from ending early for the user because the user repeatedly skips the puzzle game during the first half of the event period. Furthermore, the event period can be divided into multiple sub-periods consisting of two or more days (each sub-period together forms the length of the event period), and different upper limit numbers can be set for each sub-period, or the upper limit number can be set for the entire event period. Furthermore, different upper limit numbers can be set for each time period of each day during the event period (e.g., from 6:00 AM to 12:00 PM, from 12:00 PM to 6:00 PM, or after 6:00 PM).

[0073] Here, the skip control unit 118 accepts skip instructions free of charge or for a fee. For example, the skip control unit 118 can accept a skip instruction based on a user's instruction to use a predetermined ticket (hereinafter sometimes referred to as a "skip ticket") granted to the user. The skip ticket may include free skip tickets and paid skip tickets. A skip ticket may be associated with one or more skip instructions that can be accepted. For example, various types of skip tickets can be set, such as a skip ticket that allows one skip instruction, a skip ticket that allows m skip instructions (where m is an integer greater than or equal to 2), and the like. The game control unit 124 then grants paid skip tickets to the user in exchange for a predetermined value (e.g., in-game virtual currency or real currency). If a maximum number of skip instructions that the skip control unit 118 can accept from the user during an event period is set, the number of times that skip instructions can be issued using the skip ticket will also be limited to that maximum number. A skip ticket granted to a user free of charge and / or for a fee during an event period can be used only during that event period. In other words, a skip ticket granted to a user during one event period can be made unusable during other event periods. If a skip ticket has been granted to a user during one event period, and the user continues playing the game without using the skip ticket, and the event period ends, the skip ticket for that event period will no longer be usable. In this case, the game control unit 124 may grant the user a substitute for the skip ticket (for example, in-game virtual currency or a specified item).

[0074] Furthermore, when granting skip tickets to a user in exchange for a predetermined value, the game control unit 124 may vary the predetermined value according to the user's high score in the puzzle game, as updated by the score update unit 116. For example, the predetermined value may be lower (or higher) when the user's high score exceeds a predetermined reference value than when the high score is equal to or lower than the predetermined reference value. By setting the predetermined value lower when the user's high score exceeds the predetermined reference value than when it is equal to or lower than the predetermined reference value, the user will aim to achieve a higher score in game play in order to obtain skip tickets. On the other hand, by setting the predetermined value higher when the user's high score exceeds the predetermined reference value than when it is equal to or lower than the predetermined reference value, users who are unfamiliar with gameplay will be able to obtain skip tickets more easily.

[0075] The predetermined price may also vary depending on the day or time period during the event period. In other words, if the event period has a predetermined length, the predetermined price can be set for each day and / or time period of each day depending on the attributes of the days included in the predetermined period and the time period of the days. As an example, the price of a skip ticket for each day included in the first half of the event period can be set to be higher than the price of a skip ticket for each day included in the second half. This can prevent users from purchasing and using excessive skip tickets in the first half of the event period.

[0076] Here, the point updating unit 114 updates the cumulative points based on the updated high score in response to the skip processing in the skip control unit 118. That is, the point updating unit 114 acquires from the user information storage unit 128 the user's high score for the puzzle game at the time when the skip control unit 118 receives a skip instruction for the puzzle game from the user via the input unit 104, and accumulates the scores based on the acquired high score to update the cumulative points. Specifically, the point updating unit 114 adds the high score stored in the user information storage unit 128 at the time when the skip instruction was received to the cumulative points stored in the user information storage unit 128, and updates the cumulative points calculated by the addition as new cumulative points. Furthermore, if the point updating unit 114 receives multiple skip instructions, it adds a value calculated by multiplying the high score stored in the user information storage unit 128 by the number of times skip instructions were received to the cumulative points stored in the user information storage unit 128, and updates the cumulative points obtained by the addition as new cumulative points.

[0077] (Remuneration Department 120) The reward unit 120 grants the user a reward according to the accumulated points after update by the point update unit 114. The reward unit 120 grants one or more predetermined rewards, the order in which they are to be granted to the user (granting order), to the user according to the accumulated points. Specifically, each of the one or more rewards is associated with points that can be granted to the user (granted points). That is, the nth reward is associated with the nth granted point (where n is an integer greater than or equal to 1, and there may be a relationship such that the nth granted point≦the n+1th granted point). Then, the reward unit 120 compares the granted points of the one or more rewards with the accumulated points, and grants the user a reward corresponding to the granted points equivalent to the accumulated points. For example, if the sum of the nth to n+xth awarded points is less than or equal to the cumulative points, the nth to n+xth rewards will be awarded to the user (where x is an integer greater than or equal to 1), and the n+x+1st reward will be awarded to the user the next time the cumulative points are updated and the updated cumulative points reach the n+x+1th awarded point.

[0078] Furthermore, in response to an instruction to select a reward received from the user via the input unit 104, the reward unit 120 compares the point value associated with the selected reward (the value of the cumulative points required for redemption; hereinafter, sometimes referred to as "exchange points") with the cumulative points stored in the user information storage unit 128, and if the cumulative points are equal to or greater than the redemption points, can grant the reward to the user. When the reward unit 120 grants a reward to a user in exchange for the cumulative points, the reward unit 120 stores the remaining points, which are the cumulative points obtained by subtracting the redemption points for the reward from the cumulative points. When the reward unit 120 grants a reward to a user in exchange for the cumulative points, the reward unit 120 redeems the remaining points for any rewards granted to the user thereafter. Furthermore, when the reward unit 120 grants a reward to a user in exchange for the cumulative points even once, the point update unit 114 updates the cumulative points associated with the user by accumulating the scores the user has earned by playing a puzzle game since the granting of the reward (i.e., the remaining points are the target for accumulating the scores). The reward unit 120 may award a predetermined reward to the user based on the high score updated by the score update unit 116.

[0079] (Ranking control unit 122) In system 1, the puzzle game can be executed on each of the information terminals of multiple users. Then, score update unit 116 updates the high score of each user in association with each of the multiple users, and the high score of each user is stored in user information storage unit 128. In other words, the puzzle game in system 1 can be executed individually by multiple users, and the high score of each user is stored for each of the multiple users.

[0080] The ranking control unit 122 then ranks the high scores of at least some of the multiple users in the puzzle game based on the high scores of each of the multiple users. The ranking control unit 122 ranks the high scores of each user in the puzzle game during a predetermined event period, for example, based on the high scores updated by the score updating unit 116. The ranking control unit 122 supplies the ranking results to the output unit 100, the reward unit 120, and the game control unit 124.

[0081] For example, the game control unit 124 causes the output unit 100 of the information terminal 3 to output the ranking results carried out by the ranking control unit 122. The game control unit 124 causes the output unit 100 to output the ranking results to the ranking control unit 122 in descending order of high score by associating the high scores of the users with the user names. The game control unit 124 may cause the output unit 100 to output the ranking results carried out by the ranking control unit 122 for each group of a predetermined ranking order. Furthermore, the game control unit 124 may use the ranking order of the user as a base point and cause the output unit 100 to output the ranking order of a predetermined number of users higher than the base point and the ranking order of a predetermined number of users lower than the base point. Here, the reward unit 120 can grant a predetermined reward to the user based on the ranking results. The predetermined reward may be, for example, a title determined based on the ranking order, a badge / mark that can be displayed in the game together with the user name, and / or a predetermined item or in-game virtual currency.

[0082] [System 1 processing flow 1] (The premise of puzzle games in System 1) A puzzle game executed by system 1 has one or more stages each including one or more puzzle pieces (puzzle elements). A puzzle game can be executed multiple times. That is, one type of puzzle game includes one or more stages. In one execution of a puzzle game, a user acquires a score for that one execution of the puzzle game by executing one or more stages included in that type of puzzle game. System 1 enables a user to repeatedly execute the one type of puzzle game at least within a predetermined period of time. Furthermore, even when a user repeatedly executes one type of puzzle game, the arrangement of puzzle elements in each of one or more stages included in the puzzle game (e.g., the shape and size of the game area in which puzzle elements are arranged, the number of types of puzzle elements, the number of puzzle elements of one type, and / or the type / number of gimmicks and other objects arranged in the game area, etc.) may be the same or different each time, or may be determined randomly each time.

[0083] Each time the user plays a puzzle game of the same type, the system 1 accumulates the scores of each game to calculate the user's cumulative points for that puzzle game. The type of puzzle game is not particularly limited, and examples include the following puzzle games:

[0084] a) A puzzle game in which the nth stage (where n is an integer greater than or equal to 1) begins when the stage end condition is met by the user's play, and the n+1th stage begins when the stage end condition is met by the user's play, and the n+2th stage begins, and this process is repeated until a predetermined time (e.g., 1 minute) has passed since the start of play. In this puzzle game, the sum of the points scored in each stage becomes the puzzle game score, and this score is added to the cumulative points (if this is the first time the user is playing the puzzle game, this score is added to the initial value of the cumulative points), and the cumulative points are updated.

[0085] b) A puzzle game in which, at the start of the puzzle game, a predetermined number of stages that the user will play in the puzzle game are randomly selected (e.g., three stages are randomly selected) from a predetermined number of stages (e.g., six stages), and the user sequentially plays one or more of the randomly selected stages. However, the puzzle game may have an upper limit (maximum number of operations) on the number of times the user can operate puzzle elements. Furthermore, each randomly selected stage may have a stage end condition. The user then sequentially plays one or more of the randomly selected stages, and the puzzle game ends when the stage end condition for the stage being played is met or when the number of operations by the user on the puzzle elements reaches the maximum number of operations. In this puzzle game, as in a) above, the sum of the scores for each of the predetermined number of stages becomes the puzzle game score, and this score is added to the cumulative points, updating the cumulative points.

[0086] In the puzzle game described in a) and / or b), multiple reward sets may be provided. That is, one reward set may include multiple types of rewards, and rewards included in one reward set may be set to be at least partially different from rewards included in other reward sets. The reward granted to the user according to the updated cumulative points may be one or more rewards included in one reward set selected by the user from the multiple reward sets.

[0087] Also, in any of the puzzle games of a) and b) above, as well as in other puzzle games, before starting the puzzle game, the user can set the characters they possess or form a party including one or more characters they possess. That is, the puzzle elements arranged in the game area of the puzzle game stage may be puzzle elements corresponding to the characters selected from the characters the user possesses. The puzzle element corresponding to a character is a puzzle element with a design imitating the character and presenting a predetermined shape such as a substantially circular shape or a substantially rectangular shape. Further, the puzzle element corresponding to a character may be a puzzle element in which the score given to the user when the puzzle element and / or the combined puzzle element composed of the puzzle element is erased is determined based on a predetermined parameter (e.g., level, etc.) of the character. In this case, one character may be associated with a base score for determining the score for each of one or more levels (that is, it may be set such that the base score is a points at level 1 and the base score is b points at level 2. Note that a and b are positive numbers and satisfy the relationship a < b). The system 1 may increase the score given to the user as the value of the predetermined parameter of the character is higher. That is, the system 1 may determine the score given to the user when the puzzle element and / or the combined puzzle element composed of the puzzle element is erased based on the predetermined parameter of the character corresponding to the puzzle element.

[0088] Note that the game control unit 124 can also make the stage that the user will play from now on visible to the user via the output unit 100 before the start of the game play. Thereby, for example, when the stage that the user is good at is included, the user is likely to aim for a high score in the puzzle game. So, the user can efficiently advance the game by aiming for a high score without giving a skip instruction and giving a skip instruction after getting a high score. Alternatively, the user can compare and consider their skills and the difficulty level of the stage, etc., and since it is difficult to aim for a high score, they can also give a skip instruction without playing the game play and advance the game.

[0089] System 1 may enable the use of a predetermined item that changes a predetermined parameter of a character in response to a user's instruction. When a predetermined item is used on a character owned by a user and selected by the user in response to a user's instruction, system 1 changes (e.g., increases) the predetermined parameter of the character. As an example, the predetermined parameter is the character's experience points, and using the predetermined item on the character in response to a user's instruction increases the experience points. Each time the character's experience points exceed a predetermined threshold, the character's level increases. Therefore, by increasing the character's predetermined parameter, the user can efficiently increase the points, gains, and score in a puzzle game.

[0090] (Processing flow in System 1) Fig. 5 shows an example of the processing flow in the system according to this embodiment, Fig. 6 shows an example of a start preparation screen for the puzzle game according to this embodiment, and Fig. 7 shows an example of a skip setting for the puzzle game according to this embodiment.

[0091] First, the instruction receiving unit 110 receives a play instruction from the user via the input unit 104 to start playing a predetermined puzzle game (step 10; hereinafter, step will be abbreviated as "S"). The game control unit 124 executes preparations for the user to play the puzzle game in response to the play instruction. Specifically, the game control unit 124 determines whether the play instruction for the puzzle game is the user's first play instruction (S12). For example, the game control unit 124 refers to the play information stored in the user information storage unit 128 in association with the puzzle ID of the puzzle game for which the play instruction was issued, and determines whether the play instruction for the puzzle game is the user's first play instruction. If the game control unit 124 determines that the play instruction is the first play instruction (Yes in S12), it prohibits the reception of a skip instruction from the user (S14). Then, the game control unit 124 proceeds with preparations for starting the puzzle game (S18). Note that the game control unit 124 determines that the play instruction is a first play instruction when play information associated with the puzzle ID of the puzzle game for which the play instruction was issued is not stored in the user information storage unit 128. Then, the game control unit 124 stores the play information of the puzzle game by the user in the user information storage unit 128, in association with the puzzle ID of the puzzle game for which the play instruction was issued.

[0092] On the other hand, if the game control unit 124 determines that the play instruction is not the first play instruction (No in S12), that is, if the game control unit 124 determines that the play instruction is a second or subsequent play instruction, it determines whether or not a skip instruction from the user can be accepted (S16). For example, the game control unit 124 references the play information stored in the user information storage unit 128 in association with the puzzle ID of the puzzle game for which the play instruction was issued, and determines whether or not the play instruction for the puzzle game is a second or subsequent play instruction. Also, for example, if an upper limit on the number of times that a skip instruction can be accepted for the puzzle game for which the play instruction was issued is set, the game control unit 124 references the skip history information stored in the user information storage unit 128 and determines that a skip instruction can be accepted if the number of past skip instructions for the puzzle game by the user (for example, if the puzzle game is being held during a predetermined event period and a play instruction is accepted during the event period, the number of skip instructions issued for the puzzle game during the event period) has not reached the upper limit (Yes in S16). However, if the number of times has reached the upper limit, it determines that a skip instruction cannot be accepted (No in S16). The game control unit 124 may not set an upper limit on the number of times a skip instruction can be accepted during a predetermined period during a predetermined event period. In this case, the game control unit 124 may allow a skip instruction to be accepted at any time during the predetermined period. Furthermore, the processing from "No in S16" onwards is the same as the processing from S14 onwards. Then, if the game control unit 124 determines that a skip instruction can be accepted, the game control unit 124 allows a skip instruction from the user via the instruction accepting unit 110 to be accepted, and proceeds with preparations to start the puzzle game (S20).

[0093] (Preparing to start the puzzle game) When the game control unit 124 proceeds with preparations for the start of the puzzle game (S18 or S20), the game control unit 124 causes the output unit 100 to output a predetermined preparation screen. For example, as shown in Fig. 6, the game control unit 124 causes the output unit 100 of the user's information terminal 3 to output an output screen 200 for preparing for the start of the puzzle game. Fig. 6 shows an example of a character organization screen for setting a party formed by selecting a predetermined number of characters (four in the example of Fig. 6) from one or more characters owned by the user in the puzzle game, and preparing for the execution of the puzzle game.

[0094] As an example, the game area of ​​one or more stages constituting a puzzle game may include puzzle elements corresponding to characters owned by a user and / or characters constituting a party organized by the user, as well as puzzle elements (hereinafter referred to as "gimmicks") that do not correspond to characters but are transformed or eliminated in response to the elimination of puzzle elements corresponding to the characters and / or combined puzzle elements consisting of the puzzle elements. Gimmicks are eliminated or transformed when they are in contact with a specific puzzle element and / or a specific combined puzzle element, or when they are within a predetermined distance from the specific puzzle element and / or a specific combined puzzle element. Note that gimmicks may be eliminated by undergoing multiple transformations. Furthermore, one or more characters and puzzle elements corresponding to the one or more characters may each be associated with one or more gimmicks that can eliminate or transform the character (hereinafter sometimes referred to as "special gimmicks").

[0095] The game control unit 124 displays, on the output screen 200, a title 300 indicating the content of the screen being output (in the example of FIG. 6, "Character Formation" is displayed), and an icon 210 for transitioning to another screen (for example, a screen for selecting one puzzle game from multiple puzzle games). The game control unit 124 also displays, in predetermined areas of the output screen 200, a puzzle element display area 350 indicating the types of gimmicks that appear in one or more stages included in the puzzle game, a high score display area 400 displaying the user's high score in the puzzle game, a party formation 500 indicating the content of the party when the high score was achieved, character setting areas (for example, character setting areas 510, 512, 514, and 516) for setting characters that constitute the party used in the current puzzle game, a skip icon 600 for receiving a skip instruction from the user, and a start icon 700 for receiving an instruction to start the puzzle game from the user.

[0096] By referring to the puzzle element display area 350, the user can understand the types of gimmicks that appear in the stage. By selecting a character from among the characters owned by the user that can erase or transform the gimmick and setting the character in the character setting area, the user can aim for a high score in the puzzle game. For example, the game control unit 124 accepts a user's selection instruction for the character setting area and outputs one or more characters owned by the user in an array on the output screen 200. Then, the game control unit 124 accepts a user's instruction to designate a character and displays the character designated by the user in the character setting area, organizing the character into a party. The game control unit 124 performs similar processing for each of the multiple character setting areas. FIG. 6 shows an example in which character A is set in character setting area 510, character B is set in character setting area 512, character C is set in character setting area 514, and character D is set in character setting area 516.

[0097] In addition, the game control unit 124 displays the high score stored in the user information storage unit 128 in association with the game ID of the puzzle game that has been instructed to be played in the high score display area 400, and displays information about the party associated with the high score (for example, information about one or more characters that make up the party) on the output screen 200 as the party composition 500.

[0098] On the other hand, when the user has played the game two or more times and the game control unit 124 proceeds with preparations to start the puzzle game (S20), the skip control unit 118 determines whether or not a skip instruction has been received from the user (S22). Also, as in the description of S18, the game control unit 124 can also enable a character to be set in the character setting area in response to an instruction from the user referring to the puzzle element display area 350, at least until the skip control unit 118 receives a skip instruction from the user.

[0099] In this way, in System 1, the user can understand the contents of the stage before playing the game and set the character to be used in the game, so that the user can refer to the status of the character they own (for example, the level, the points (base points) when the puzzle element corresponding to the character, which is determined based on the level, the type of special gimmick of the character, the number of special gimmicks that can be erased or transformed at one time, etc.) and proceed with the game while considering whether it is possible to aim for a high score by actually playing the game at this time, or whether it is difficult to aim for a high score and it would be better to give a skip command based on the current high score.

[0100] For example, when the instruction receiving unit 110 receives a skip instruction from the user via the skip icon 600 to skip the puzzle game, the skip control unit 118 determines that a skip instruction has been received (Yes in S22). When the instruction receiving unit 110 receives a skip instruction (Yes in S22), the skip control unit 118 considers that the user has completed the puzzle game without playing it, with a score based on the high score associated with the user at the time the skip instruction was received. The point updating unit 114 then updates the cumulative points for the puzzle game by accumulating the scores based on the user's high score (S26). That is, the point updating unit 114 uses the user's high score instead of a score calculated through game play, and updates the cumulative points by adding the high score to the cumulative points calculated based on game play played up until that game play. On the other hand, when the instruction receiving unit 110 does not receive a skip instruction from the user via the skip icon 600 to skip the puzzle game, the skip control unit 118 determines that a skip instruction has not been received (No in S22). The game control unit 124 remains in a state where it is possible to accept the start of the puzzle game until the skip control unit 118 accepts a skip instruction (S24).

[0101] If the user's play instruction is the first play instruction and acceptance of a skip instruction from the user is prohibited, or if it is determined that a skip instruction cannot be accepted, during preparation for starting the puzzle game (i.e., S18), the game control unit 124 prohibits acceptance of a skip instruction when proceeding with preparation for starting the puzzle game in S18. In this case, the game control unit 124, for example, disables acceptance of a skip instruction from the user to the skip icon 600 shown in FIG. 6 (for example, by preventing output of the skip icon 600 to the output screen 200, graying out the skip icon 600, or displaying on the skip icon 600 using text or a predetermined graphic, etc., that a skip instruction cannot be issued, thereby making the user aware that a skip instruction cannot be issued and disabling acceptance of a skip instruction), and similarly enables acceptance of setting of a party consisting of a predetermined number of characters selected from one or more characters owned by the user. Then, the game control unit 124 enables acceptance of the start of the puzzle game (S24).

[0102] (Details on skip processing settings) After the process of "Yes in S22", the game control unit 124 causes the output unit 100 to output the output screen 200 for setting specific skip details. For example, after the skip control unit 118 receives an instruction for the skip icon 600 shown in Fig. 6, the game control unit 124 causes the output unit 100 to output the output screen 200 for setting the skip process as shown in Fig. 7.

[0103] 7, the game control unit 124 displays, in a predetermined area of ​​the output screen 200, a title 304 indicating the content of the screen being output (in the example of FIG. 7, "High Score Skip" is displayed), a high score display area 402 displaying the user's high score at the time the skip instruction was accepted, an acquired points display area 450 displaying the points the user will accept as a result of the skip process being executed, an acquired star display area 455 displaying the number of stars the user will accept as a result of the skip process being executed, an acquired collectible item display area 460 displaying the type and number of items the user can acquire according to the accumulated points calculated by accumulating the points the user has accepted, a character image 550 indicating a character that is attracting attention in the puzzle game or a stage constituting the puzzle game, a rank display area 560 displaying the user's rank, which increases based on the accumulated points, a skip count selection icon (e.g., skip count selection icon 610, skip count selection icon 612, skip count selection icon 614) for selecting the number of skip instructions, an explanation area 850 displaying a predetermined message, and a purchase icon 900 for accepting the user's purchase of a paid / free skip process. The game control unit 124 controls the content displayed in each area and controls the images / icons displayed in predetermined areas as follows.

[0104] If the user has played the puzzle game for which a play instruction was received in S10 at least once in the past, the high score displayed in high score display area 402 is a high score based on the play history stored in user information storage unit 128 (in the example of FIG. 7, the high score is shown as "6,454,261"). If the user has never played the puzzle game, the high score will be "zero."

[0105] The earned points displayed in earned point display area 450 are calculated based on the number of times the user issues a skip instruction and the high score displayed in high score display area 402, and are points (earned points) that will be added to the cumulative points when the skip process is actually executed the number of times specified by the user. As an example, the earned points are calculated by multiplying the high score by the number of skip processes specified by the user. For example, the example in FIG. 7 shows an example in which the user issues a skip instruction "five times." In this case, the value calculated by multiplying the high score displayed in high score display area 402 by "5," which is the number of skip instructions issued, becomes the earned points that can be acquired, and is displayed in earned point display area 450 (in the example in FIG. 7, "32,271,305" is displayed as the earned points).

[0106] The cumulative points increase as the puzzle game is repeatedly played (i.e., a score is calculated each time the puzzle game is played, and the cumulative points are calculated by cumulatively adding up the scores, so the cumulative points increase as the number of times the puzzle game is played increases). In addition, in the system 1, the user's rank in the puzzle game may be increased each time the cumulative points reach a predetermined threshold. There may be multiple ranks, for example, rank 1 to rank x (where x is an integer equal to or greater than 2). The y-th cumulative points required to rank up from rank y to rank y+1 (where y is an integer equal to or greater than 1) and the y+1-th cumulative points required to rank up from rank y+1 to rank y+2 may be the same or different. If they are different, the y-th cumulative points may be smaller than the y+1-th cumulative points. There may also be an upper limit to the rank (for example, rank 50 may be the maximum rank).

[0107] Then, when the skip control unit 118 accepts a skip instruction and the point update unit 114 updates the accumulated points of the puzzle game based on the user's high score, causing the user's rank (current rank) to reach the upper limit of the rank, the acquired points required for the current rank to reach the upper limit are set as the upper limit of acquired points, and the skip instruction and any subsequent acquired points exceeding the upper limit are not issued. In this case, the game control unit 124 displays the upper limit of acquired points in the acquired point display area 450 in a predetermined format (for example, by using a different color or font for the acquired points than when the upper limit has not been reached), and displays on the output unit 100 a message that the accumulated points cannot be increased by the skip instruction or further skip instructions.

[0108] The number of stars displayed in the acquired star display area 455 is a mark (referred to as "stars" in this embodiment) used to award a predetermined reward to the user in the puzzle game, and is the number of stars that the user can earn by executing the skip process. For example, when the user plays a puzzle game once, the reward unit 120 awards the user a predetermined number of stars according to the score of the puzzle game. As an example, the reward unit 120 awards the user the number of stars according to the score achieved by the user in the puzzle game, such as awarding one star if the score is equal to or less than a first score, awarding two stars if the score is greater than the first score but less than a second score, and awarding three stars if the score is greater than the second score. The reward unit 120 can award the user predetermined items, etc., according to the number of stars. Then, the game control unit 124 displays in the acquired star display area 455 the number of stars that will be awarded to the user if the skip instruction is actually executed the number of times specified by the user. The game control unit 124 may set the maximum number of stars that the user can acquire in one puzzle game session to the number of stars that are scheduled to be awarded to the user by executing one skip process. For example, assume that the maximum number of stars that the user can acquire in one puzzle game session is "3." If the user issues "5" skip instructions as shown in FIG. 7, the acquired star display area 455 displays the number of stars that the user is scheduled to acquire, which is the maximum number of stars that the user can acquire in one puzzle game session multiplied by the number of skip instructions issued by the user (the example in FIG. 7 shows that 15 stars are scheduled to be acquired).

[0109] The acquired collectible item display area 460 displays the type and number of items that can be awarded to the user by executing the skip process. A predetermined number of items of one type are associated with a predetermined number of points, and the reward unit 120 awards a predetermined number of items of that type to the user based on a comparison result between the predetermined number of points and the acquired points. That is, the game control unit 124 displays in the acquired collectible item display area 460 the type and number of items that the user can acquire that correspond to the acquired points that will be added to the cumulative points if the skip process is actually executed, or the new cumulative points after adding the acquired points to the cumulative points.

[0110] The game control unit 124 may set an upper limit on the number of types of rewards and the number of rewards that can be granted to a user. In this case, once the number of types of rewards and the number of each type of reward that can be granted to a user are set, the total value of a predetermined number of points that would be required when all types of rewards are granted to the user is also determined. The game control unit 124 then compares this total value with the user's accumulated points, and when the accumulated points reach this total value, even if the skip process is performed and points are earned, the user can no longer obtain rewards. Therefore, the game control unit 124 may cause the output unit 100 to output a message indicating that the user will no longer be able to obtain rewards by performing the skip process (i.e., that there is no need to perform the skip process).

[0111] The game control unit 124 may also set multiple rewards that can be granted to the user and preset the order in which the rewards are granted to the user. In this case, the rewards may be granted to the user in the order of the nth reward, the n+1th reward, and so on, and a predetermined number of points required to obtain each of the multiple rewards may be set, such that the nth predetermined number of points is required to obtain the nth reward, and the n+1th predetermined number of points is required to obtain the n+1th reward (note that the relationship nth predetermined points≦n+1th predetermined points may be satisfied). The game control unit 124 then compares the total number of predetermined points for all rewards with the user's accumulated points. If the accumulated points reach this total, the user can no longer obtain any rewards even if points are earned by executing the skip process. Therefore, the output unit 100 may output a message indicating that the user will no longer be able to obtain any rewards by executing the skip process.

[0112] Furthermore, if the user's rank reaches the upper limit and / or the user has acquired all rewards and still has unused skip tickets, the game control unit 124 can grant the user a substitute for the unused skip tickets. The substitute may be, for example, in-game virtual currency or a predetermined item.

[0113] The character image 550 is an image of a character that is the focus of attention in a puzzle game or a stage that constitutes a puzzle game. The rank display area 560 displays the user's rank in the puzzle game being played by the user and the rank that would be expected if a skip process were actually performed. For example, a specific character may be associated with a puzzle game or a stage, and that character may be the focus of attention. To make it easier to understand that the user's rank is a rank in a particular type of puzzle game, a character associated with that type of puzzle game is displayed as the character image 550 near the rank display area 560. The rank display area 560 also displays the user's rank (current rank) at the time the user issues a skip instruction and the user's rank (updated rank) when the skip process is executed in response to the skip instruction (FIG. 7 shows that the current rank is "6" and that the skip process will improve the rank to "14"). A graphic such as an arrow pointing from the current rank to the updated rank may be displayed between the current rank and the updated rank. This allows the user to perceive, before the skip process, how much their rank will improve as a result of the skip process.

[0114] The skip count selection icon is an icon for selecting the number of times to execute the skip process. Each skip count selection icon may be set to the number of times to execute the skip process, the maximum number of times that the skip count selection icon can be selected (selectable number of times), and whether the skip process is free or for a fee. The game control unit 124 then displays the number of times to execute the skip process, the number of times that can be selected, and / or whether the skip process is free or for a fee within or near each skip count selection icon. For example, the skip count selection icon 610 is set to indicate that the skip process can be executed once, the maximum number of times that can be selected is once, and that the user can select the skip process free of charge. Meanwhile, the skip count selection icon 612 is set to indicate that the skip process can be executed five times, and the maximum number of times that can be selected is three. Furthermore, the skip count selection icon 614 is set to indicate that the skip process can be executed ten times, and the maximum number of times that can be selected is two. The skip count selection icon 612 and the skip count selection icon 614 are set to indicate that the skip process requires a fee, and the game control unit 124 displays the cost on the purchase icon 900 based on the skip count selection icon selected by the user. When the instruction receiving unit 110 receives a user's selection instruction for the skip count selection icon and receives a user's purchase instruction via the purchase icon 900, the game control unit 124 subtracts the number of selectable times set for the skip count selection icon by the number of selection instructions received, and displays the reduced number of selectable times near the skip count selection icon. When the number of selectable times set for a specific skip count selection icon becomes "zero," for example, the game control unit 124 hides the number of selectable times and grays out the skip count selection icon so that it cannot be selected.

[0115] When a puzzle game is executed during a predetermined event period, the game control unit 124 may not set the number of selectable times during a predetermined period from a timing that is a predetermined time before the end of the event period to the end of the event period (this predetermined period can be set as appropriate). In this case, the user can select the desired number of skip count selection icons as many times as they want, without any restrictions on the number of times (however, skip count selection icons for which skip processing is provided free of charge may be excluded). In this case, the game control unit 124 does not display the display of the number of selectable times.

[0116] For example, FIG. 7 shows an example in which the user selects skip count selection icon 612 (an icon indicating that the skip process is executed five times). In this case, the game control unit 124 displays predetermined information in the acquired points display area 450, the acquired star display area 455, the acquired collectible item display area 460, and the rank display area 560 based on the user's high score, as described above, and also displays information on the cost ("100 yen" in the example of FIG. 7) superimposed on the purchase icon 900. The game control unit 124 also displays a predetermined explanation in text form in the explanation area 850 (in FIG. 7, "Do you want to skip with your current high score and earn a reward?" is displayed). When the instruction receiving unit 110 receives a purchase instruction from the user via the purchase icon 900, the skip control unit 118 executes skip processes the number of times associated with the skip count selection icon selected by the user, and the point updating unit 114 updates the total points of the puzzle game using a score based on the user's high score (S26). For example, in the example of FIG. 7 , the point update unit 114 updates the cumulative points by adding the acquired points ("32,271,305") calculated by multiplying the high score ("6,454,261") at the time the skip instruction was received from the user by the number of skip operations (5) set in the skip count selection icon selected by the user to the cumulative points at the time the skip instruction was received. Then, the game control unit 124 executes a settlement process for the cost based on the execution of the skip operation. Note that when the game control unit 124 receives a skip instruction from the user for free and / or for a fee in a puzzle game during a single event period, the game control unit 124 allows the skip instruction to be received only on the skip operation setting screen as shown in FIG. 7 . This allows the game control unit 124 to execute the skip operation based on the skip instruction received during that single event period only during that single event period.

[0117] Note that if the skip control unit 118 is unable to execute the skip process due to an abnormality, malfunction, or the like occurring in the system 1 after the instruction receiving unit 110 receives a purchase instruction from the user to the purchase icon 900, the game control unit 124 stores information relating to the occurrence of the abnormality, malfunction, or the like in association with the date and time of the occurrence. Then, when the puzzle game related to the system 1 is executed again by the information terminal 3, the game control unit 124 causes the output unit 100 to output a message indicating that the skip process has not been executed. Then, the game control unit 124 causes the output unit 100 to output a message indicating that the skip control unit 118 will forcibly execute the skip process, and causes the skip control unit 118 to execute the skip process that has not been executed.

[0118] Here, if the skip process causes the user's rank to reach the upper limit, the game control unit 124 will pop up predetermined information at the time of the user's purchase instruction to the purchase icon 900 (for example, warning information indicating that, because the skip process causes the user's rank to reach the upper limit, the points required to reach the upper limit of the rank will be the upper limit of the points to be earned, and that any points exceeding the upper limit cannot be earned).

[0119] The skip count selection icon 610, which is provided free of charge, may be selectable by the user a predetermined number of times (e.g., once) within a predetermined period (e.g., one day). The game control unit 124 may display a label near the skip count selection icon 610 indicating that the skip process can be executed a predetermined number of times free of charge. Then, for example, after the user has selected the skip count selection icon 610 a predetermined number of times within the predetermined period and the skip control unit 118 has executed the skip process in response to the selection, the game control unit 124 hides the label and grays out the skip count selection icon 610 so that it cannot be selected.

[0120] (Gameplay processing details) After the game control unit 124 enables acceptance of a request to start a puzzle game (S24), the game control unit 124 accepts an instruction (game start instruction) from the user via the instruction acceptance unit 110 to the start icon 700, and starts the puzzle game. First, in one stage of the puzzle game, the game control unit 124 eliminates at least one puzzle element, a combined puzzle element composed of multiple puzzle elements, and / or a predetermined gimmick (hereinafter, these may be collectively referred to as "puzzle elements") based on a user's operation instruction for the puzzle elements accepted via the input unit 104. Then, the score calculation unit 112 calculates and adds up scores based on the type / number of puzzle elements eliminated each time a puzzle element is eliminated, thereby calculating a total score (S28). Then, when a stage end condition for that stage is satisfied, the game control unit 124 ends game play in that stage, and the score calculation unit 112 calculates the total score based on the puzzle elements eliminated up to the end of game play in that stage as the score for that stage (S30).

[0121] The game control unit 124 causes the user to sequentially play one or more stages included in the puzzle game until a predetermined end condition set for the puzzle game is satisfied. The game control unit 124 ends the puzzle game when the predetermined end condition is satisfied (S32). The game control unit 124 grants a predetermined experience value to each of one or more characters (characters organized into a party) used in the puzzle game. Note that, when the game control unit 124 executes a skip process in response to a skip instruction from the user, it does not grant experience values ​​to one or more characters associated with the high score used by the point update unit 114 to update the cumulative points. That is, the game control unit 124 grants experience values ​​to characters organized into a party based on the execution of the puzzle game in normal gameplay (i.e., gameplay when a skip process is not executed), but does not grant experience values ​​to the characters when a skip process is executed. As a result, for example, a beginner using a character that has not been granted a predetermined amount of experience points or more (i.e., a character that is still developing) can grant experience points to the character by repeatedly playing the game (i.e., the character can grow as a result), and can expect to improve their score in gameplay as the character grows. Then, the score calculation unit 112 calculates the score for the puzzle game based on the score calculated for each of the one or more stages played by the user (S34). In other words, when one puzzle game is completed (however, if there is a limit on the time that the puzzle game can be executed or if there is an upper limit on the number of operation instructions that the user can give, not all stages included in one puzzle game will necessarily be executed), the score calculation unit 112 calculates the score for one puzzle game based on the score for each of the one or more stages for which a score has been calculated in the one puzzle game.The score calculation unit 112 can calculate the score by simply adding up the scores of each of one or more stages, or by multiplying the score of each of one or more stages by a predetermined coefficient or adding / subtracting a predetermined value, or by multiplying the total score of each of one or more stages by a predetermined coefficient or adding / subtracting a predetermined value.

[0122] After the score calculation unit 112 calculates the score of the puzzle game, the point update unit 114 updates the user's cumulative points based on the calculated score (S36). Here, if the user is playing a puzzle game for the first time, the point update unit 114 updates the cumulative points based on the calculated score. That is, the initial value of the cumulative points for the puzzle game is "zero," and the point update unit 114 adds the score calculated by the score calculation unit 112 to the initial value of the cumulative points to obtain the cumulative points. On the other hand, if the user is playing a puzzle game for the second time or later, the point update unit 114 updates the cumulative points based on the score calculated by the score calculation unit 112 and the cumulative points for the puzzle game that are stored in the user information storage unit 128. For example, the point update unit 114 updates the cumulative points by adding the score calculated by the score calculation unit 112 to the cumulative points for the puzzle game related to the previous game play to obtain new cumulative points.

[0123] Furthermore, after the score calculation unit 112 calculates the score of the puzzle game, the score update unit 116 updates the user's high score based on the score calculated by the score calculation unit 112 and the high score associated with the user (i.e., the high score based on the comparison result between the play history stored in the user information storage unit 128 and the calculated score) (S38). That is, if the user is playing a puzzle game for the first time, the score update unit 116 associates the score calculated by the score calculation unit 112 with the user as the high score, and stores the high score in the user information storage unit 128 in association with the user. Furthermore, if the user is playing a puzzle game for the second time or later, the score updating unit 116 compares the score calculated by the score calculation unit 112 with the high score associated with the user, and updates the high score by newly associating the larger value with the user as a new high score (note that the score updating unit 116 can also maintain the high score. In other words, if the score calculated by the score calculation unit 112 is the same as or smaller than the high score associated with the user, the score updating unit 116 maintains the high score). Note that the processing of S38 may be executed before the processing of S36 instead of after the processing of S36, or may be executed in parallel with the processing of S36.

[0124] Then, the reward unit 120 grants the user a reward according to the accumulated points (S40). The reward unit 120 can grant the user a predetermined reward each time the accumulated points reach a predetermined threshold. Furthermore, the reward unit 120 may grant the user a predetermined reward in exchange for some or all of the accumulated points in accordance with a user instruction. The reward may be a predetermined item that can be consumed and exchanged for a predetermined character or a predetermined object. The reward may also be a predetermined character, a predetermined item, and / or in-game virtual currency. After the reward has been granted to the user, the processing from S10 onwards is repeated.

[0125] In addition to step S40, the reward unit 120 may also grant a predetermined reward to the user based on the completion of the game. For example, the reward unit 120 may grant a reward determined by random lottery to the user each time the game is completed (e.g., each time step S32 is executed). In this case, when a skip process is executed in response to a skip instruction from the user, a lottery is executed for each skip process. That is, when the instruction receiving unit 110 acquires a skip instruction for a game from the user, the skip control unit 118 executes skip process in which the user is considered to have cleared the game without playing the game based on the high score associated with the user at the time the skip instruction was received. Then, the reward unit 120 considers the game to have been cleared, executes a lottery for a reward, and grants the user the reward that is won. The reward unit 120 executes a lottery for a reward each time the skip control unit 118 executes a skip process (a number of skip instructions given by the user). For example, when the skip control unit 118 receives x skip instructions from the user (x is an integer equal to or greater than 1), the reward unit 120 executes x lotteries. Specifically, the reward unit 120 executes a lottery based on the "first" skip processing and grants the user a reward (for example, one first item) if the lottery is won, executes a lottery based on the "second" skip processing and grants the user a reward (for example, two second items) if the lottery is won, and executes a lottery based on the "third" skip processing and grants the user a reward (for example, two first items and two second items) if the lottery is won. The reward unit 120 executes a lottery process based on the skip processing up to the xth time in a similar manner and grants the user a reward if the lottery is won. The reward for each lottery is determined randomly by lottery and may be the same or different (i.e., the reward won by the lottery executed for each skip is not necessarily the same for each skip processing). Note that in the lottery, at least the type and number of rewards may be determined by lottery. Furthermore, the reward unit 120 may determine the probability of winning a reward by lottery based on the user's high score in the game and / or playing history.As an example, rewards may be associated with rarities. The reward unit 120 may then increase the probability of winning a reward with a higher rarity according to the user's high score. In other words, if the nth reward is associated with the nth rarity and the n+1th reward is associated with the n+1th rarity, a relationship of nth rarity < n+1th rarity is set. In this case, the reward unit 120 may increase the probability of winning the n+1th reward the higher the user's high score.

[0126] The game control unit 124 can also cause the output unit 100 to output information (e.g., type, name, number, etc. of rewards) related to rewards won by lottery in the reward unit 120. In this case, the game control unit 124 can output the rewards won by x lotteries in the reward unit 120 separately for each number of skip processes (i.e., output the rewards won for each of the first lottery, second lottery, ... xth lottery), or can display all the rewards won by lottery together (i.e., classify the rewards won in each of the first to xth lotteries by reward type, and output the total number of rewards for each type).

[0127] The reward may be an item that increases a parameter (e.g., experience points) of a predetermined character. In this case, the game control unit 124 receives, via the input unit 104, an instruction from the user to select a predetermined character and an instruction to grant the selected character the item, and increases the parameter of the character based on the item. The game control unit 124 then increases the character's level each time the parameter exceeds a predetermined threshold, and also increases the points (base points) awarded when a puzzle element corresponding to the character is eliminated in the game. Furthermore, when the character's level increases to a predetermined level or higher, the game control unit 124 may increase the types and / or number of "special gimmicks" that can eliminate or transform the puzzle element corresponding to the character. This allows the user to increase the accumulated points by repeating the puzzle game and use the accumulated points to obtain an item that increases the parameter of the character owned by the user. Then, by granting the item to the character and increasing the character's parameter, the character's level increases, which provides an advantageous effect to the user in the puzzle game (i.e., an effect that makes it easier to increase the score).

[0128] In other words, in system 1, by using predetermined rewards, which are granted to users according to their accumulated points, on their characters, the experience points and level of the characters increase. The points awarded when puzzle elements corresponding to characters with an increased level are eliminated in a puzzle game, and / or the types and / or number of "special gimmicks" that the puzzle elements can eliminate or transform, also increase. This allows users to progress through the puzzle game more easily by playing with characters whose levels have increased compared to when using characters before the level increase, and as a result, they can expect to achieve higher scores in the puzzle game. This makes it easier for users to earn higher accumulated points, making it easier to obtain rewards that can further improve the abilities of their characters.

[0129] When the user issues a skip command, the accumulated points are updated by accumulating the score based on the high score at the time of the skip command. Therefore, the skip command serves as a factor in obtaining a reward for improving the character's abilities. In other words, in system 1, improving the abilities of a character corresponding to puzzle elements placed in a puzzle game stage changes the score the user earns in the stage, the score the user earns in the puzzle game, and the accumulated points. Furthermore, the rewards granted to the user based on the accumulated points affect the improvement of the character's abilities. Therefore, in system 1, when a user earns a predetermined reward to increase the character's parameters and level up, the user is more likely to achieve a higher high score in the puzzle game. Based on the accumulated points, the user can further acquire items that increase the character's parameters, thereby increasing the character's parameters and aiming for an even higher high score. Furthermore, the skip process accumulates the scores based on the high score and updates the accumulated points, encouraging the user to repeatedly play the puzzle game with the aim of skipping the puzzle game based on a higher high score.

[0130] [Modification of skip processing setting screen] FIG. 8 shows an overview of another example of skip settings for the puzzle game according to this embodiment.

[0131] The output screen 200 for setting the skip process in Fig. 8 has substantially the same configuration and function as the output screen 200 described in Fig. 7, except that the method for acquiring the number of skip instructions is different. Therefore, detailed description will be omitted except for the differences.

[0132] 8, instead of the skip count selection icon, a skip count selection area 620 is provided on the output screen 200. The skip count selection area 620 displays the maximum number of times a user can issue a skip instruction and the number of skip instructions specified by the user. In FIG. 8, each number is displayed in the format of "number of specified skip instructions / maximum number of times" (in FIG. 8, the number of skip instructions specified by the user is "5 times" and the maximum number of skip instructions is "36 times" is displayed in the format of "5 / 36"). In addition, the skip count selection area 620 includes, as an example, an increase icon (e.g., a "+" icon) for increasing the number of skip instructions issued by the user and a decrease icon (e.g., a "-" icon) for decreasing the number of skip instructions issued by the user. When the instruction receiving unit 110 receives a user instruction for the increase icon or the decrease icon, the game control unit 124 obtains the number of skip instructions issued by the user.

[0133] [Variations of the game start preparation screen] FIG. 9 shows an outline of another example of the start preparation screen for the puzzle game according to this embodiment.

[0134] The start preparation screen in Figure 9 has substantially the same configuration and function as the start preparation screen described in Figure 6, except that a character is set for each stage included in the puzzle game, etc. Therefore, detailed description will be omitted except for the differences.

[0135] In the start preparation screen according to the modified example, the game control unit 124 displays on the output screen 200 a title 302 (in the example of FIG. 9, "Start Preparation" is displayed) and an icon 210 for transitioning to another screen. In addition, the game control unit 124 displays, in predetermined areas of the output screen 200, stage description areas (e.g., stage description area 360, stage description area 362, and stage description area 364) that display the characteristics of each of the multiple stages included in the puzzle game, puzzle element display areas (e.g., puzzle element display area 352, puzzle element display area 354, and puzzle element display area 356) that display one or more gimmicks that appear in each stage within each stage description area, character setting areas (e.g., character setting area 518, character setting area 520, and character setting area 522) that set characters corresponding to the puzzle elements mainly used in the stage, recommended character display areas (e.g., recommended character display area 800, recommended character display area 802, and recommended character display area 804) that display characters that are likely to produce game effects advantageous to the user in each stage, a skip icon 600, and a start icon 700.

[0136] 9, before the user plays the puzzle game, the characteristics of each stage included in the puzzle game are displayed. Therefore, in order to earn high scores in each stage, the user can set characters that correspond to the gimmicks that appear in each stage in the character setting area. Furthermore, characters that will produce game effects advantageous to the user in each stage (for example, effects that allow high scores to be earned) are suggested in the recommended character display area by the game control unit 124, so the user can also refer to the characters displayed in the recommended character display area to plan their puzzle game strategy.

[0137] [program] Each of the components of the system 1 according to this embodiment shown in FIGS. 1 to 9 can be realized by having a processor such as a central processing unit (CPU) execute a program (i.e., a program capable of executing a puzzle game), that is, by software processing. Alternatively, the components can be realized by writing the program in advance into hardware such as an integrated circuit (IC), an electronic component. The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.

[0138] That is, the program according to this embodiment is a program for causing a computer having a processor and a memory to execute a predetermined puzzle game. The program according to this embodiment can be pre-installed in, for example, an IC, a ROM, or the like. The program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or a DVD. Furthermore, the program can be pre-stored on a computer connected to a communication network, such as the Internet, and provided by downloading it via the communication network.

[0139] The program according to this embodiment operates on a CPU or the like to cause the program to function as the output unit 100, output control unit 102, input unit 104, instruction receiving unit 110, score calculation unit 112, point update unit 114, score update unit 116, skip control unit 118, reward unit 120, ranking control unit 122, game control unit 124, and storage unit 126 described in Figures 1 to 9.

[0140] [Effects of the embodiment] The system 1 according to this embodiment not only allows a user to increase their cumulative points by repeatedly playing a puzzle game, but also allows a user to issue a skip instruction to update their cumulative points by accumulating a score based on their high score at the time of issuing the skip instruction, and to award a predetermined reward to the user based on the updated cumulative points. In other words, the system 1 allows skip processing of a puzzle game in conjunction with the user's gameplay. Furthermore, the system 1 allows a user to update their cumulative points by issuing a skip instruction without actually playing the puzzle game, thereby shortening the time spent actually playing the puzzle game and allowing users with limited play time to play in their spare time. Furthermore, the system 1 allows a user to update their cumulative points by issuing a skip instruction even if they have not yet acquired a desired reward and there is little time remaining in a predetermined event period, making it easier to acquire the reward during the remaining time.

[0141] Furthermore, in system 1, when a puzzle game is skipped, the cumulative points can be updated based on the user's previous high score in the puzzle game. However, even if a user repeatedly plays a puzzle game, it is not necessarily easy to achieve a high score that was previously achieved or to achieve a high score that exceeds that high score. Therefore, regardless of the user's gaming skill, if the user has achieved a high score in the past, the cumulative points can be updated based on that high score at the user's request, without having to play the puzzle game by skipping the game, which makes it easier for the user to understand the importance and significance of achieving a high score.

[0142] Furthermore, in system 1, the user can issue skip instructions multiple times. The cumulative points are updated in response to the multiple skip operations, and a reward corresponding to the updated cumulative points is awarded to the user. If the reward is an item that increases a predetermined parameter of a character, the user can use the item awarded to the user based on the multiple skip operations on the character they own to significantly increase the predetermined parameter of the character. (In other words, the amount of items awarded to the user based on multiple skip operations is greater than the amount of items awarded to the user based on a single skip operation, so the character's parameter can be significantly increased by using all of the items awarded to the user based on the multiple skip operations on the character.) By actually playing the puzzle game using the character whose parameter has been significantly increased, the user can experience an increase in the character's parameter and easily achieve a higher score in the puzzle game compared to playing the puzzle game using a character before its parameter was increased.

[0143] Furthermore, in system 1, rewards awarded to users based on accumulated points can increase predetermined parameters of characters corresponding to puzzle elements, and increasing the predetermined parameters can also increase the score of the puzzle game. Therefore, in system 1, users can increase their accumulated points by repeatedly playing puzzle games and receive rewards that increase character parameters (e.g., experience points) according to the accumulated points. They can then use the rewards they obtain on their own characters to increase the character parameters. Therefore, in system 1, if the parameters of a character owned by a user have room to increase, it is easy to increase the character parameters by repeatedly playing puzzle games, making it easier to achieve a higher score in the puzzle game and obtain rewards. On the other hand, if the parameters of a character owned by a user do not have room to increase (e.g., if a character has a level cap and the character's level has reached the cap), the character's parameters will not change even if the puzzle game is repeatedly played using the character. Therefore, users are more likely to choose to update their accumulated points by issuing a skip command or to use another character in the puzzle game rather than playing the puzzle game. Therefore, in the system 1, since a plurality of characters can be assigned to the user, it is possible to prevent the user from issuing a skip instruction in all stages of the puzzle game.

[0144] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.

[0145] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, special-purpose processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, a circuit, unit, or means is hardware that is programmed to perform or executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed to perform or execute the described functions. When the hardware is a processor, which is considered a type of circuitry, the circuit, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.

[0146] The program according to this embodiment can also be referred to in the following appendix, which should not be confused with the claims.

[0147] (Additional note 1) A program to be executed by a computer having a processor and a memory, The program causes the processor to: updating the cumulative points based on the score of the puzzle game calculated based on at least one puzzle element deleted by the user's operation instruction; receiving an instruction to skip the puzzle game from the user; skipping the puzzle game without the user playing based on the skip instruction, and updating the cumulative points with a high score updated based on a result of comparing the score with the user's high score in the puzzle game; a step of awarding a reward to the user according to the updated cumulative points; A program that executes the following.

[0148] The program according to the present embodiment is not limited to puzzle games, but can be applied to various other games (e.g., shooting games, action games, racing games, role-playing games, adventure games, simulation games, music games, table games, etc.) as long as the game calculates a predetermined score associated with a user. In this case, the program can also be referred to in the following appended clauses, which should not be confused with the claims. (Additional note 2) A program to be executed by a computer having a processor and a memory, The program causes the processor to: calculating a game score based on a user's operation instruction; determining a high score for the user based on a comparison between the user's play history in the game and the score; updating a total number of points associated with the user by accumulating the score; receiving an instruction to skip the game from the user; skipping the game without the user playing it based on the skip instruction, and updating the cumulative points by accumulating the score based on the high score at the time the skip instruction was received; A program that executes the following. (Additional note 3) Item 3. The program according to item 2, further comprising the step of granting a reward to the user according to the accumulated points. [Explanation of symbols]

[0149] 1 System 3, 3a, 3n information terminal 5. Communication Network 7 Server 100 Output section 102 Output control section 104 Input section 106 Input Surface 108 Input control section 110 Instruction Reception Department 112 Score Calculation Section 114 Point Update Section 116 Score Update Section 118 Skip control unit 120 Remuneration Department 122 Ranking Control Unit 124 Game control unit 126 Storage Unit 128 User information storage section 130 Game information storage section 200, 202a, 202b, 202c Output screen 210 Icons 300, 302, 304 Title 320, 322, 324 puzzle elements 330 Combined Puzzle Elements 335 Combined area 350, 352, 354, 356 Puzzle element display area 360, 362, 364 Stage Description Area 400, 402 High score display area 450 Earned points display area 455 Acquired Star Display Area 460 Acquired Collectible Item Display Area 500 Party Formation 510, 512, 514, 516, 518, 520, 522 Character setting area 550 character images 560 Rank display area 600 Skip Icon 610, 612, 614 Skip count selection icon 620 Skip count selection area 700 Start Icon 800, 802, 804 Recommended character display area 850 Description Area 900 purchase icon

Claims

1. A program to be executed by a computer having a processor and a memory, The program causes the processor to: calculating a score for the puzzle game based on at least one puzzle element erased by a user's operation instruction; determining a high score for the user based on a comparison result between the user's play history in the puzzle game and the score; updating a total number of points associated with the user by accumulating the score; receiving an instruction to skip the puzzle game from the user; a step of skipping the puzzle game without the user playing it based on the skip instruction, and updating the cumulative points by accumulating the score based on the high score at the time the skip instruction was received; a step of awarding a reward to the user according to the accumulated points; A program that executes the following.

2. The program according to claim 1 , wherein the step of calculating the score calculates the score based on the points obtained when at least one puzzle element is eliminated based on the user's operation instruction in the puzzle game.

3. the puzzle game is a game that is held during a predetermined event period, 2. The program according to claim 1, wherein in the step of accepting a skip instruction, an upper limit is set on the number of times the skip instruction can be accepted from the user during the event period.

4. 4. The program according to claim 3, wherein the upper limit number of times is changed depending on the day or time period during the event period.

5. 4. The program according to claim 3, wherein the upper limit number of times from the start of the event period until the lapse of a predetermined period is different from the upper limit number of times from the lapse of the predetermined period until the end of the event period.

6. 4. The program according to claim 3, wherein a first upper limit number of times is set from the start of the event period until a predetermined period has elapsed, and a second upper limit number of times is set from after the predetermined period has elapsed until the end of the event period, and the second upper limit number of times is greater than the first upper limit number of times.

7. the puzzle game can be played by a plurality of users, and the high score is stored for each of the plurality of users; A step of ranking the high scores of at least some of the plurality of users in the puzzle game based on the high scores of each of the plurality of users. The program according to claim 1 , further comprising:

8. 2. The program according to claim 1, wherein the step of accepting the skip instruction accepts the skip instruction based on an instruction by the user to use a predetermined ticket granted to the user.

9. 9. The program according to claim 8, wherein the predetermined ticket is given to the user in exchange for a predetermined price.

10. The program according to claim 9 , wherein the predetermined compensation varies depending on the high score of the user.

11. the puzzle game is a game that is held during a predetermined event period, 10. The program according to claim 9, wherein the predetermined price varies depending on the day or time period during the event period.

12. A system comprising means for performing all the steps performed in the invention according to any one of claims 1 to 11.

13. 12. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 11.

14. A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 11.

15. 1. A computer-implemented method comprising a processor and a memory, the method comprising: A method in which the processor performs all of the steps performed in the invention according to any one of claims 1 to 11.

Citation Information

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