Program, server, and game system

The program and server system allow multiple games to share parameters, granting advantageous items based on outcomes, increasing motivation and enjoyment by enabling interaction and favorable gameplay conditions.

JP2026032180APending Publication Date: 2026-02-25BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2025206996
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-27
Publication Date
2026-02-25

AI Technical Summary

Technical Problem

Existing social games limit the consumption of parameters to a single game, lack motivation for players who are not good at secondary games, and do not allow multiple games to influence each other, reducing overall enjoyment.

Method used

A program and server system that enables playing multiple games by consuming common parameters, granting advantageous items based on the outcome of one game to enhance motivation and interaction between games, allowing players to play secondary games in advantageous situations through item consumption.

Benefits of technology

Enables playing multiple games by consuming parameters, increases motivation for players to engage in secondary games, and enhances overall enjoyment by allowing games to interact and influence each other, providing advantageous conditions such as no failure, score increases, or reduced difficulty.

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Abstract

To provide a program, a server and a game system, allowing a plurality of games to be executed by consuming a parameter, enhancing motivation of game play to a second game, and allowing the plurality of games to affect each other to improve interest.SOLUTION: A first game is executed by consuming a parameter of a player, a second game is executed by consuming the parameter, and an advantageous item consumable in the second game is given to the player on the basis of a game result of the first game. By consuming the advantageous item, the second game can be executed in a situation advantageous to the player.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

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

[0002] In recent years, in order to use SNS (Social Networking Service) on the player's device, 2. Description of the Related Art Technologies for accessing a server and executing online games provided by the server, so-called "social games," are becoming widespread.

[0003] In many social games, one of the player's parameters is set as a parameter (also called "stamina value," "action points," "action points," or "stamina points") with an upper limit, and the character controlled by the player acts while consuming this parameter. When this parameter runs out (reaches 0), the character can no longer act, and the player can no longer play. However, there is a function that automatically recovers the parameter over time, so the player can play again if they wait a while.

[0004] Furthermore, there have been techniques for recovering parameters by consuming a "recovery item" (see, for example, Patent Document 1). For example, Patent Document 1 discloses a recovery process technology that allows recovery (second recovery) beyond the upper limit of a parameter by consuming a recovery item (see, for example, paragraphs 0009 and 0052 of Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 5677481 Summary of the Invention [Problem to be solved by the invention]

[0006] However, in the prior art, there was no concept of not only consuming parameters to run one game but also consuming the same parameters to run another game. In other words, in the prior art, the game that can be run by consuming parameters is limited to one game.

[0007] Furthermore, there are often players who are not good at the second game, and it is an issue to increase the motivation of such players to play the second game.

[0008] Furthermore, when multiple games are played using common parameters, it is preferable that the multiple games influence each other to increase the fun factor.

[0009] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a program, server, game system, and game provision method that allows multiple games to be played by consuming parameters, increases motivation to play the second game, and allows multiple games to influence each other, increasing the fun. [Means for solving the problem]

[0010] (1) The present invention provides A program for progressing a plurality of games, a first game execution processing unit that consumes the player's parameters and executes the first game; a second game execution processing unit that consumes the parameters to execute a second game; causing the computer to function as an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on the game result of the first game; The second game execution processing unit, The present invention relates to a program that enables the player to play the second game in an advantageous situation by consuming the advantageous item.

[0011] The present invention also relates to a computer-readable information storage medium that stores the program for causing a computer to function as each of the above-mentioned units, and to a server including each of the above-mentioned units.

[0012] According to the present invention, it is possible to play multiple games by consuming parameters. Furthermore, the present invention allows a player to play a second game in an advantageous situation by consuming an advantageous item, thereby increasing the player's motivation to play the second game. Furthermore, the present invention allows multiple games to interact with each other, thereby increasing the enjoyment of the game. In other words, according to the present invention, an advantageous item can be obtained depending on the outcome of a first game, thereby motivating the player to play the first game. Furthermore, according to the present invention, it is possible to play a second game in an advantageous situation by consuming an advantageous item, thereby motivating the player to play the second game. In this way, the present invention allows a relationship in which the first and second games interact with each other, thereby increasing the enjoyment of the game.

[0013] (2) The program, information storage medium, and server of the present invention are The second game execution processing unit, When the advantageous item is consumed, at least one of the following may be performed: a process that considers there to be no failure in the second game; an increase in the score in the second game; an increase in the acquired parameters in the second game; or a decrease in the difficulty level of the second game.

[0014] According to the present invention, when an advantageous item is consumed, at least one of the following is performed: processing is performed to consider that there was no failure in the second game; the score in the second game is increased; the acquired parameters in the second game are increased; and the difficulty level of the second game is lowered, thereby increasing motivation to play the second game.

[0015] (3) The program, information storage medium, and server of the present invention are The first game execution processing unit, Progress through the first game without setting the difficulty level. The second game execution processing unit, The second game may be played with a set level of difficulty.

[0016] According to the present invention, the first game does not require skill from the player, but the second game does, so for players who are not good at the second game, the motivation to play the game can be increased by consuming advantageous items.

[0017] (4) The present invention also provides A game system in which a server running a plurality of games and terminals of the players are connected via a network, The server: a first game execution processing unit that consumes the player's parameters and executes the first game; a second game execution processing unit that consumes the parameters to execute a second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on the game result of the first game, The second game execution processing unit, The present invention relates to a game system that allows the player to play the second game in an advantageous situation by consuming the advantageous item.

[0018] According to the present invention, it is possible to play multiple games by consuming parameters. Furthermore, the present invention allows a player to play a second game in an advantageous situation by consuming an advantageous item, thereby increasing the player's motivation to play the second game. Furthermore, the present invention allows multiple games to interact with each other, thereby increasing the enjoyment of the game. In other words, according to the present invention, an advantageous item can be obtained depending on the outcome of a first game, thereby motivating the player to play the first game. Furthermore, according to the present invention, it is possible to play a second game in an advantageous situation by consuming an advantageous item, thereby motivating the player to play the second game. In this way, the present invention allows a relationship in which the first and second games interact with each other, thereby increasing the enjoyment of the game.

[0019] (5) Furthermore, the game system of the present invention The first game execution processing unit, progress the first game by displaying a game screen on the terminal with the display unit oriented vertically; The second game execution processing unit, The second game may be played by displaying the game screen with the display unit of the terminal turned sideways.

[0020] According to the present invention, the player can play the first game by holding the device in portrait orientation, and the player can play the second game by holding the device in landscape orientation, and the player can switch between the first and second games depending on the situation at the time. For example, the player can switch between the first and second games depending on the situation at the time, such as when they cannot play the game with both hands but can play the game with one hand, or when they play the first game while riding a train and when they can play the game with both hands they can play the second game. [Brief explanation of the drawings]

[0021] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of a functional block diagram of a terminal according to the present embodiment. [Figure 3] FIG. 2 is a diagram showing an example of a functional block diagram of a server according to the embodiment; [Figure 4] FIG. 4 is a diagram showing an example of a game screen displayed on a display unit of the terminal according to the embodiment. [Figure 5] FIG. 4 is a diagram showing an example of a game screen displayed on a display unit of the terminal according to the embodiment. [Figure 6] FIG. 4 is an explanatory diagram of input evaluation according to the present embodiment. [Figure 7] FIG. 4 is an explanatory diagram of character information according to the present embodiment. [Figure 8] FIG. 4 is an explanatory diagram of unit information according to the present embodiment. [Figure 9] FIG. 3 is an explanatory diagram of music information according to the embodiment. [Figure 10] FIG. 4 is an explanatory diagram of player information according to the embodiment. [Figure 11] 11(A) to 11(G) are diagrams showing examples of display modes of stamina values ​​displayed on the display unit of the terminal of this embodiment. [Figure 12] 12A and 12B are explanatory diagrams of additional values ​​and excess values ​​according to this embodiment. [Figure 13] FIG. 4 is a diagram showing an example of a game screen displayed on a display unit of the terminal according to the embodiment. [Figure 14] 10 is a flowchart showing an example of the flow of a process for granting a specific item to a player according to the present embodiment. [Figure 15] 10 is a flowchart showing an example of the flow of processing for executing a second game according to the present embodiment. [Figure 16] FIG. 4 is a diagram showing an example of a game screen displayed on a display unit of the terminal according to the embodiment. [Figure 17] 10 is a flowchart showing an example of the flow of processing for executing a second game according to the present embodiment. [Figure 18] FIG. 18 is a diagram for explaining the state of the terminal. DETAILED DESCRIPTION OF THE INVENTION

[0022] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary constituent elements of the present invention.

[0023] 1. Game System Fig. 1 shows a game system (network system, social network system) of this embodiment. In this embodiment, the system is configured with a plurality of terminals 10 (terminal devices, game devices) and a server 20 (server device, server system). In other words, as shown in Fig. 1, the game system of this embodiment is configured so that the server 20 that provides services and the terminals 10 can be connected to a network (for example, the Internet).

[0024] The server 20 is an information processing device that provides a service that allows communication between multiple users (players), and in this embodiment, it is a server that provides a community-type service called SNS (social networking service). In other words, the server 20 transmits user information (user name, diary, posting information, game field status, etc.) not only to the logged-in user but also to other users who are friends with the logged-in user, thereby facilitating communication between users. The server 20 may be configured to provide services only to users who have registered as members. The server 20 may be configured with one or more servers (such as an authentication server, a game processing server, a communication server, a billing server, and a database server).

[0025] Furthermore, the server 20 of this embodiment provides an online game service (social game) in response to a request from the terminal 10. In this embodiment, a game program is executed on the terminal 10, and the server 20 manages information such as player account information, game results of the games (first and second games) executed on the terminal 10, game media (cards, objects, etc.) usable in the games, items (recovery items, specific items, advantageous items, etc.) usable in the games, in-game currency usable in the games, information on the stages that make up the games, and the like.

[0026] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), a game device, an image generating device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.

[0027] 2. Configuration 2.1 Terminal configuration An example of a functional block diagram of the terminal 10 of this embodiment is shown in Fig. 2. Note that the terminal 10 of this embodiment may have a configuration in which some of the components (each unit) of Fig. 2 are omitted.

[0028] The input unit 160 is a device for inputting input information from the user, and outputs the player's input information to the processing unit. The input unit 160 of this embodiment includes a detection unit 162 that detects the user's input information (input signal). The input unit 160 may be, for example, a lever, a button, a steering wheel, a microphone, a touch panel display, a keyboard, or a mouse.

[0029] The terminal 10 of this embodiment is played by touching a touch panel, but the terminal 10 may also have controls such as buttons and directional keys (buttons, directional keys, etc.).

[0030] The input unit 160 may also be an input device equipped with an acceleration sensor that detects acceleration in three axes, a gyro sensor that detects angular velocity, and an imaging unit. In this embodiment, the portrait or landscape orientation of the terminal 10 is determined based on the outputs of the acceleration sensor and the gyro sensor.

[0031] For example, the input device may be one that the user holds and operates, or one that the user wears and operates. The input device also includes controllers that imitate actual tools, such as a sword-shaped controller or gun-shaped controller that the user holds, or a glove-shaped controller that the user wears (worn on the user's hand). The input device also includes a game device, a portable game device, a mobile phone, and the like that are integrated with an input device. The terminal 10 of this embodiment may include multiple input units 160.

[0032] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a storage area for the processing unit 100 and the communication unit 196.

[0033] The memory unit 170 includes a temporary storage area and storage. Storage refers to a device that permanently stores data, such as a hard disk, optical disk, flash memory, or magnetic tape. The memory unit 170 may also store programs and data stored in the information storage medium 180.

[0034] The storage unit 170 of this embodiment includes a main storage unit 171 used as a work area, an image buffer 172 in which display images and the like are stored, and a player information storage unit 173. Note that some of these may be omitted.

[0035] The main memory unit 171 can be realized by a RAM or the like. The main memory unit 171 is a storage area used in the processing of this embodiment. For example, the main memory unit 171 stores player information such as common parameters (stamina value), items possessed by the player (recovery items, specific items, advantageous items) and the number of each item (number of recovery items, number of specific items, number of advantageous items), and character information (parameters of each character, unit information, in-game currency). When starting the game, the terminal 10 transmits a player ID to the server 20 and receives the player information associated with the player ID from the server 20.

[0036] The image buffer 172 can be realized by a VRAM or the like.

[0037] The player information storage unit 173 stores player information such as parameters (stamina value, etc.), item information, etc. For example, the terminal 10 communicates with the server 20 and synchronizes the latest player information with the server 20.

[0038] The storage unit 170 stores the music pieces (music data) to be played during play and the scores of the music pieces. For example, the terminal 10 stores in the storage unit 170, for each piece of music data, music data to be played back, BPM (Beats Per Minute), beat, and music score data in association with the music data identification information (music ID, song title).

[0039] The music score data is data of markers that are displayed in accordance with the playback of music data in a game of a certain music piece. In this embodiment, the judgment reference timing of each marker (each marker ID) and the length of the sound (note type) played at the judgment reference timing are associated with each other and stored as music score data.

[0040] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc. The information storage medium 180 is a storage.

[0041] Furthermore, the information storage medium 180 can store a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit).

[0042] Note that the programs and various data stored in the information storage medium 280 or the storage unit 270 of the server 20 may be received via a network, and the received programs and data may be stored in the storage unit 170 or the information storage medium 180. Cases in which the programs and various data are received in this manner and a computer functions as each unit of the processing unit 100 of the terminal 10 are also included within the scope of the present invention. Note that the processing unit 100 performs various processes of this embodiment based on the programs and data stored in the storage unit 170 or the information storage medium 180, as will be described later.

[0043] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.

[0044] The display unit 190 may also function as the input unit 160, which allows the player to operate the game by using a touch panel display. The touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.

[0045] The sound output unit 192 outputs the sound generated by the processing unit 100, and this function can be realized by a speaker, headphones, or the like.

[0046] The communication unit 196 performs various controls for communication with the server 20, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0047] The processing unit 100 (processor) performs processes such as game processing, image generation processing, and sound generation processing based on operation input (input information) from the input unit 160, programs and data stored in the memory unit 170 and information storage medium 180, and data received via the communication unit 196. The processing unit 100 performs various processes using a main memory unit 171 in the memory unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0048] The processing unit 100 includes a first game execution processing unit 110, a second game execution processing unit 120, an item granting processing unit 130, a recovery processing unit 140, a display control unit 150, a communication control unit 151, and an image It includes an image generating unit 152 and a sound generating unit 153. Note that some of these may be omitted.

[0049] The first game execution processing unit 110 executes the first game. For example, when the first game execution processing unit 110 receives an instruction to execute the first game from a player, the first game execution processing unit 110 transmits the instruction to execute the first game to the server 20.

[0050] The first game execution processing unit 110 progresses the first game by displaying the game screen (portrait screen) with the display unit 190 oriented vertically. That is, the first game is played by the player holding the terminal 10 in the portrait orientation.

[0051] The first game execution processing unit 110 transmits and receives the latest player information (parameters, item information, etc.) to and from the server 20 in conjunction with the execution of the first game, and stores the latest player information in the player information storage unit 173.

[0052] Furthermore, the first game execution processing unit 110 transmits the game results of the first game to the server 20.

[0053] Furthermore, the first game execution processing unit 110 progresses the first game without setting a difficulty level, that is, the first game execution processing unit 110 progresses the game without requiring skill from the player.

[0054] The second game execution processing unit 120 executes the second game. For example, when the second game execution processing unit 120 receives an instruction to execute the second game from a player, the second game execution processing unit 120 transmits the instruction to execute the second game to the server 20.

[0055] The second game execution processing unit 120 progresses the second game by displaying the game screen (landscape screen) by turning the display unit 190 sideways. That is, the second game is played by the player holding the terminal 10 in the landscape orientation.

[0056] The second game execution processing unit 120 transmits and receives the latest player information (parameters, item information, etc.) to and from the server 20 in conjunction with the execution of the second game, and stores the latest player information in the player information storage unit 173.

[0057] Furthermore, when the second game execution processing unit 120 receives an instruction from the player to execute the second game by consuming parameters, the second game execution processing unit 120 transmits an instruction to the server 20 to execute the second game by consuming parameters.

[0058] Furthermore, when the second game execution processing unit 120 receives an instruction from the player to consume a specific item and execute the second game, it transmits an instruction to the server 20 to consume the specific item and execute the second game.

[0059] Furthermore, in this embodiment, when the second game is a music game, the second game execution processing unit 120 specifically executes the second game as follows. First, the second game execution processing unit 120 performs processing to set the music to be played and the difficulty level in response to the operation input. Then, the second game execution processing unit 120 performs processing to play the set music data. Then, the second game execution processing unit 120 performs processing to evaluate the input to the marker. For example, when a touch operation is detected, the second game execution processing unit 120 determines the timing of the touch operation as the operation input timing, and evaluates the operation input based on the time difference from the reference timing associated with the nearest marker that was touched. In this embodiment, the smaller the time difference, the higher the evaluation. Furthermore, the second game execution processing unit 120 calculates the player's parameters (for example, score calculation, stamina value calculation) based on the input evaluation for the marker.

[0060] Furthermore, the second game execution processing unit 120 transmits the game result (success or failure) of the second game to the server 20.

[0061] The second game execution processing unit 120 sets the difficulty level and progresses the second game. That is, the second game execution processing unit 120 progresses the game by requiring the skill of the player.

[0062] Furthermore, when the second game execution processing unit 120 receives an instruction from the player to consume an advantageous item and execute the second game, it transmits an instruction to the server 20 to consume the advantageous item and execute the second game.

[0063] For example, the second game execution processing unit 120 performs at least one of the following: performing processing to treat failure in the second game as non-existent; increasing the score in the second game; increasing the acquired parameters in the second game; and lowering the difficulty level of the second game, thereby enabling the second game to be played in an advantageous situation for the player.

[0064] When the item granting processing unit 130 receives information about an item (specific item, advantageous item, etc.) granted to a player from the server 20, the item granting processing unit 130 stores the information about the item in the player information storage unit 173. For example, the item granting processing unit 130 adds the number of newly granted items to the number of items possessed by the player.

[0065] When the recovery processing unit 140 receives an instruction to consume a recovery item from a player, it transmits the type of recovery item and the consumption instruction to the server 20. Then, as the recovery item is consumed, the recovery processing unit 140 receives updated (post-recovery) parameters from the server 20 and stores the updated parameters in the player information storage unit 173.

[0066] The display control unit 150 displays on the display unit 190 a game image generated by the image generation unit 152 or a game image (game screen) received from the server 20. For example, in the first game execution process, the display control unit 150 displays a marker on the game screen based on music score data. For example, the display control unit 150 performs display control related to music score display synchronized with the music played by the playback control unit 112. The display control unit 150 also displays an evaluation indicator that indicates the player's input evaluation.

[0067] Furthermore, the display control unit 150 sets the orientation of the game screen in the first game to portrait orientation, and the display control unit 150 sets the orientation of the game screen in the second game to landscape orientation.

[0068] The communication control unit 151 establishes a connection (session or connection) with the server 20 and performs processing to send and receive data via the network.

[0069] The image generation unit 152 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the display unit 190. The image generation unit 152 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).

[0070] For example, when generating a three-dimensional game image, the image generation unit 152 first performs geometric transformation such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation. Based on the results of this processing, rendering data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors or alpha values, etc.) is created. Then, based on this rendering data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is rendered in image buffer 172 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). This generates an image seen from a virtual camera (a given viewpoint) in object space.

[0071] The sound generation unit 153 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192. Note that the sound generation unit 153 may output game sounds received from the server 20 to the sound output unit 192.

[0072] The terminal 10 of this embodiment may perform processing in a single player mode in which only one player can play, or in a multiplayer mode in which multiple players can play. When multiple players are playing, the game images and game sounds provided to these multiple players may be generated using the server 20 or one terminal 10, or may be generated by distributed processing using the server 20 and multiple terminals 10 connected via a network.

[0073] 2.2 Server configuration An example of a functional block diagram of the server 20 of this embodiment is shown in Fig. 3. Note that the server of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.

[0074] The storage unit 270 stores programs and various data for causing the computer to function as each unit of the processing unit 200, and also functions as a storage area for the processing unit 200 and the communication unit 296.

[0075] The memory unit 270 includes a temporary storage area and storage. Storage refers to a device that permanently stores data, such as a hard disk, optical disk, flash memory, or magnetic tape. The memory unit 270 may also store programs and data stored in the information storage medium 280.

[0076] The storage unit 270 of this embodiment includes a main storage unit 272 used as a work area, and a player information storage unit 260. Note that some of these may be omitted.

[0077] The main storage unit 272 can be realized by a RAM, etc. The main storage unit 272 is a storage area used in the processing of this embodiment.

[0078] The server 20 stores in the player information storage unit 260 player information including common parameters 261 (e.g., stamina value), item information 262 possessed by the player (e.g., recovery items, specific items, advantageous items and the number of recovery items, the number of specific items, the number of advantageous items), character information (parameters of each character, unit information, in-game currency), game results 263 (game results of the first game, game results of success or failure for each stage of the second game), etc., in association with the player ID of each player managed by the server 20.

[0079] The player information includes login information (login password, login date and time) and data related to user association. The data related to user association includes association with other users. (For example, whether they belong to the same group, whether they are friends in the game, etc.)

[0080] The player information also includes the player's main character ID, and appeal values ​​and special effects associated with the player's main character ID. The player information storage unit 260 may also store game progress data for each player managed by the server 20.

[0081] At a given timing (for example, when the game is started, when the game result is determined, when an item is consumed, etc.), the server 20 and the terminal 10 synchronize the player information stored in the memory unit 170 of the player's terminal 10 with the player information associated with the player ID managed by the server 20.

[0082] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc. The processing unit 200 performs various processes of this embodiment based on the programs (data) stored in the information storage medium 280. That is, the information storage medium 280 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0083] The communication unit 296 performs various controls for communicating with the outside (e.g., terminals, other game servers, or other game systems), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0084] The processing unit 200 (processor) performs processing based on programs and data stored in the storage unit 270 and the information storage medium 280, and data received via the communication unit 296. Specifically, the processing unit 200 performs processing to provide a service in response to a request from the terminal 10.

[0085] The processing unit 200 performs various processes using a main memory unit 272 in the memory unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.

[0086] In particular, the processing unit 200 of the server 20 of this embodiment includes a first game execution processing unit 210, a second game execution processing unit 220, an item granting processing unit 230, a recovery processing unit 240, a management unit 250, and a communication control unit 251. Note that some of these units may be omitted.

[0087] The first game execution processing unit 210 consumes a player's parameters (e.g., stamina value) to execute the first game. For example, when the first game execution processing unit 210 receives an instruction to execute the first game from the player's terminal 10, it consumes the parameters to execute the first game.

[0088] Furthermore, the first game execution processing unit 210 advances the first game by turning the display unit 190 of the terminal 10 vertically to display the game screen (portrait screen).

[0089] Furthermore, the first game execution processing unit 210 receives the game result of the first game from the terminal 10.

[0090] Furthermore, the first game execution processing unit 210 allows the first game to proceed without setting a difficulty level. In other words, the first game execution processing unit 210 allows the game to proceed without requiring the player's skill. To make.

[0091] The second game execution processing unit 220 consumes the player's parameters (e.g., stamina value) to execute the second game. For example, the second game execution processing unit 220 executes the second game when it receives an instruction to execute the second game from the player's terminal 10.

[0092] For example, the second game execution processing unit 220 may be configured to be able to execute the second game by consuming a specific item instead of a parameter. That is, the second game execution processing unit 220 consumes a parameter when it receives an instruction from the terminal 10 to execute the second game by consuming a parameter. On the other hand, the second game execution processing unit 220 consumes the specific item when it receives an instruction from the terminal 10 to execute the second game by consuming the specific item.

[0093] The second game execution processing unit 220 may determine the number of specific items to be consumed based on the player's instructions before the second game is executed, and may determine the benefit to be granted to the player based on the game result of the second game and the number of items consumed.

[0094] Furthermore, the second game execution processing unit 220 progresses the second game by turning the display unit 190 of the terminal 10 sideways to display the game screen (landscape screen).

[0095] Furthermore, the second game execution processing unit 220 receives the game result (success or failure) of the second game from the terminal 10.

[0096] The second game execution processing unit 220 also sets the difficulty level and progresses the second game, i.e., the second game execution processing unit 220 progresses the game while requiring the skill of the player.

[0097] Furthermore, the second game execution processing unit 220 consumes the advantageous item to enable the second game to be executed in a situation advantageous to the player. In other words, the second game execution processing unit 220 consumes the advantageous item when it receives an instruction from the terminal 10 to execute the second game by consuming the advantageous item.

[0098] For example, when an advantageous item is consumed, the second game execution processing unit 220 performs at least one of the following: performing processing to consider there to be no failure in the second game; increasing the score in the second game; increasing the acquired parameters in the second game; and lowering the difficulty level of the second game.

[0099] The item granting processing unit 230 grants the player a specific item that can be consumed in the second game based on the game result of the first game. The item granting processing unit 230 transmits information about the specific item granted to the player to the terminal 10.

[0100] For example, the item granting processing unit 230 grants a specific item to the player when a parameter exceeds an upper limit value due to consumption of a recovery item by the recovery processing unit 240 in the first game. Specifically, the item granting processing unit 230 determines the number of specific items to grant to the player based on the amount by which the parameter exceeds the upper limit value. Furthermore, the item granting processing unit 230 determines the number of specific items to grant to the player based on the type of recovery item consumed.

[0101] Furthermore, the item granting processing unit 230 grants the player advantageous items that can be consumed in the second game based on the game results of the first game. Information about the advantageous items given to the player is transmitted to the terminal 10.

[0102] The recovery processing unit 240 recovers the parameters by consuming recovery items. That is, when a parameter exceeds an upper limit value due to consumption of a recovery item in the first game, the recovery processing unit 240 sets the parameter to the upper limit value. Furthermore, the recovery processing unit 240 recovers the parameter to the upper limit value based on the passage of time.

[0103] The management unit 250 stores and manages player information in the player information storage unit 260 in association with a player ID (player identification information) for each player.

[0104] The communication control unit 251 establishes a connection (session or connection) with the terminal 10 and performs processing to transmit and receive data to and from the terminal 10 via the network. In other words, based on a request from the player's terminal 10, the communication control unit 251 transmits information corresponding to the request to the terminal 10.

[0105] The image generation unit 252 performs drawing processing based on the results of various processes performed by the processing unit 200, thereby generating a game image and transmitting it to the terminal 10. The image generation unit 252 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).

[0106] For example, when generating a 3D game image, the image generation unit 252 first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, or perspective transformation, and then creates rendering data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the results of this processing. Then, based on this rendering data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is rendered in an image buffer (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). This generates an image seen from a virtual camera (a given viewpoint) in object space.

[0107] The sound generation unit 253 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and transmits them to the terminal 10.

[0108] 3. Processing Method of the Present Embodiment 3.1 Overview In this embodiment, a first game and a second game are prepared in advance, and the player can freely select either the first game or the second game to progress through the game. In particular, in this embodiment, the player is assigned a stamina value, which is a parameter common to both the first and second games. The player plays the game while consuming this stamina value. Note that the stamina value can also be referred to as "action points," "action points," or "stamina points." The stamina value is a parameter that is consumed (decreased) in exchange for progressing through the game, and recovers (increases) over time.

[0109] In this embodiment, the first game has no difficulty setting and is simple enough for the player to operate with one hand (touch operation), while the second game has difficulty settings and is operated with both hands, so the player can select and play either the first game or the second game depending on the situation they are in or their preference.

[0110] For example, if the player is on a train, he or she can play the first game, which can be enjoyed easily with one hand, and if the player is at home, he or she can play the second game, which can be enjoyed at his or her leisure. You can play your favorite games depending on the situation and mood at the time.

[0111] 3.2 First Game Description In the first game of this embodiment, the player progresses through the game by performing touch inputs. For example, the server 20 provides (transmits) to the terminal 10 a "quest" with a clearing condition (ending condition), and the player plays the game to clear the quest by performing touch inputs on the touch panel of the terminal 10. Note that a "quest" is a game unit with a set game clearing condition, and is also called a "job." Furthermore, the first game does not have a set difficulty level, and the player progresses through the game simply by performing touch operations.

[0112] As an example of the first game of this embodiment, an example of executing a quest (job) will be described. The first game is a single-player game, and multiple quests are provided by the server 20, allowing the player to operate the terminal 10 to select and play any quest. For example, the server 20 manages quests (first game programs) and story videos or still images in association with quest IDs (quest identification information).

[0113] FIG. 4 shows an example of a game screen displayed during execution of the first game of this embodiment. A "stamina value" is set for the player as one of the game parameters, and the player progresses through the game by performing touch operations while consuming this stamina value. According to the game rules, the "stamina value" corresponds to the driving force or amount of energy of the character controlled by the player. Therefore, when the stamina value reaches 0, operation inputs that progress the game are temporarily not accepted, and the character is effectively unable to act.

[0114] When the terminal 10 receives an instruction to execute a given quest of the first game from a player (for example, a touch input of the execution instruction icon TB), it subtracts a consumption stamina value corresponding to the quest from the stamina value of the player and executes the quest. The terminal 10 continues to accept execution instructions (for example, a touch input of the execution instruction icon TB) multiple times to progress the first game until one quest is completed. Then, each time the terminal 10 receives an execution instruction, it subtracts a consumption stamina value corresponding to the quest from the stamina value of the player.

[0115] For example, the terminal 10 performs at least one of the following processes by executing a quest: increasing the experience points of a character controlled by the player; performing a given lottery process and granting a given item to the player if the lottery process is won; performing a given lottery process and granting a given character to the player if the lottery process is won.

[0116] In the quest, moving or still images of the story of multiple characters appearing in the game of this embodiment are displayed, and the player can enjoy the worldview of the game while reading this story. Note that in this embodiment, the server 20 may prepare moving or still images of the quests and stories of multiple characters in advance, and may accept instructions from the player about the character and display moving or still images of the quest and story of that character. Note that in this embodiment, the same quest (quest with the same ID) may be controlled so that it can be executed multiple times.

[0117] Experience points and items acquired through game play are stored and managed by the server 20 as history information and are carried over to the next time the player plays. As experience points accumulate, the character and player levels increase in stages. Items acquired during the game or purchased online can be used during the game.

[0118] The stamina value is a very important parameter in this embodiment. The game screen displays the current stamina value, the upper limit, and a gauge GS that displays the remaining stamina value. will be done.

[0119] The first game of this embodiment may be a single-player online RPG (role-playing game). For example, the first game may be a quest game in which the player intermittently fights numerous enemy characters that exist on a so-called linear game field from a starting point to a goal point, gains experience points and items, reaches the goal point, and is determined to have cleared the game if the player character's hit points reach 0 due to enemy attacks, resulting in the game being over. In the event of a game over, the player must return to square one and start again from the beginning. The enemy characters and boss characters are NPCs (NPC stands for non-player character) that are computer-controlled using a predetermined behavior algorithm.

[0120] In the RPG game, the game screen displayed on the terminal 10 shows a battle between the player character and an enemy character that the player encounters. Execution instruction icons for realizing operation inputs to progress the game are displayed on the game screen.

[0121] When the terminal 10 receives an instruction from the player to execute a quest of the first game, it subtracts the consumed stamina value from the stamina value and executes the first game. The player progresses through the game by performing touch operations. When the stamina value reaches 0, the terminal 10 temporarily stops accepting operation inputs of the execution instruction icon, and the player character is effectively unable to act.

[0122] 3.3 Second Game Description The second game of this embodiment is a game with multiple levels of difficulty. In particular, the second game of this embodiment is a music game (rhythm game, timing judgment game) in which the timing of the player's touch input is judged.

[0123] 3.3.1 Marker Description 5 is a diagram showing an example of a game screen W4 in this embodiment. The game screen W4 is displayed on a touch panel. In the first game (music game) of this embodiment, as the music being played is played, circular markers 6 are displayed one after another on the screen along a reference line 4 in time with the rhythm of the music. The player plays the game by touching the detection area 7 at the exact moment that the marker 6 displayed in time with the rhythm of the music being played overlaps with the detection area 7.

[0124] In this embodiment, a unit is formed consisting of five characters PA, PB, PC, PD, and PE that the player has set in advance, and the game progresses by calculating the score and stamina value based on the parameters and input evaluation of each character.

[0125] A detection area 7 and a reference line 4 are set for each character. The reference line 4 defines the movement trajectory of the marker 6. The reference line 4 is an invisible line that is invisible to the player. For example, it is defined as a straight line or a curve. The markers 6 are displayed so that they appear and disappear one after another along the reference line 4.

[0126] The marker 6 is displayed and controlled so that it appears from above the reference line 4 a predetermined time before a preset reference timing T0. Then, at the reference timing T0, the marker 6 is animated and displayed so as to overlap the detection area 7, and then moves downward in a flowing manner and is erased from the game screen W4.

[0127] The determination reference timing T0 is the target timing at which the player should touch the touch panel, and is the timing at which the marker 6 and the detection area 7 exactly overlap.

[0128] In the music of the song being played that is output from the sound output unit 192, beats of the melody, bass line, etc. are output at exactly the determination reference timing T0. Therefore, if the player inputs an operation in time with the rhythm of the music, coinciding with the timing at which the marker 6 overlaps the detection area 7, the player can feel as if they were virtually playing and operating the music.

[0129] 5, the evaluation indicator 3 indicating the player's input evaluation may be displayed at the bottom center of the game screen W4, or the evaluation indicator 3 may be displayed around the marker 6.

[0130] 3.3.2 Input Evaluation Description The terminal of this embodiment evaluates the player's input as follows. For example, in this embodiment, as shown in Fig. 5, when the player's operation input position is detected within a circular detection area 7, a marker is searched for based on the elapsed time from the start of the game to the detection of the operation input position, based on the music score data, and the success or failure of the input is determined based on the time difference (time lag) between the marker's judgment reference timing and the player's input timing. For example, in this embodiment, the smaller the time difference, the higher the evaluation.

[0131] In addition, in this embodiment, when evaluating the time difference between the judgment reference timing and the input timing, multiple time difference widths are set before and after the judgment reference timing, an evaluation is assigned to each time difference width, and the evaluation of the corresponding time difference width is read out.

[0132] To explain this in more detail using Figure 6, a predetermined period is set at the judgment reference timing. This predetermined period is then further divided into periods t1 to t4 according to four evaluation stages, and it is determined whether the player's input timing belongs to one of the periods t1 to t4 or to any of the periods, or whether it does not belong to any of the periods, and the player's input is evaluated based on the judgment result.

[0133] 6, the period t1 is the same as or substantially coincides with the reference timing T0, and is set to, for example, a period t1 before and after the reference timing T0. The period t2 is set to a period (t1+t2) before and after the reference timing T0 (excluding the period t1). The period t3 is set to, for example, a period (t1+t2+t3) before and after the reference timing T0 (excluding the periods t1 and t2). The period t4 is set to, for example, a period (t1+t2+t3+t4) before and after the reference timing T0 (excluding the periods t1, t2, and t3).

[0134] For example, for the judgment reference timing T0, if the player's input timing is acquired in period t1, the player's input at the judgment reference timing T0 is evaluated as "Perfect." If the player's input timing is acquired in period t2, the player's input at the judgment reference timing T0 is evaluated as "Great." If the player's input timing is acquired in period t3, the player's input at the judgment reference timing T0 is evaluated as "Nice." If the player's input timing is acquired in period t3, the player's input at the judgment reference timing T0 is evaluated as "Bad."

[0135] Furthermore, if the player's input timing is acquired outside the predetermined period, or if the player's input is not acquired within the predetermined period, the player's input at the judgment reference timing T0 is evaluated as "Miss."

[0136] In this embodiment, if the player's input timing is "Perfect," "Great," or "Nice," the player's input timing is determined to be successful, and the player is not allowed to play. If the player's input timing is "Bad" or "Miss," it is determined that the player's input timing is unsuccessful.

[0137] In addition, this embodiment may use multiple types of markers 6. All types of markers indicate the determination reference position or determination reference timing, but some types require a long press, and some indicate the flick direction.

[0138] For example, for a marker that requires a long press, a marker indicating the reference timing for the start of contact and the reference timing for the end of contact (release timing) is displayed to determine whether the evaluation based on the player's operation input timing and the reference timing for the start of contact is successful, and whether the evaluation based on the timing at which the player's touch is no longer detected (release timing) and the reference timing for the end of contact is successful.

[0139] In addition, the marker indicating the flick direction displays a marker indicating the reference direction to determine whether the flick direction (operation input direction) is the reference direction, and if the flick direction (operation input direction) is the reference direction, it is determined that the input is successful.

[0140] 3.3.3 Character and Unit Information Explanation In this embodiment, before the game starts, a process is performed to set the characters to be used in the game based on the player's input. That is, a unit consisting of multiple characters (for example, five characters) is formed, and the game is played on a unit basis.

[0141] 7 shows an example of information about characters possessed by a player. In this embodiment, the character's vitality value (life value), appeal value, attribute (type), and special effect when the character is the main character are stored in the storage unit 170 of the terminal in association with each character ID (character identification information).

[0142] The "stamina value" is a parameter that is decreased if the input evaluation for the marker is unsuccessful.

[0143] The "appeal value" is a parameter that affects the increase in score when the input evaluation for the marker is successful.

[0144] "Attributes" indicate the characteristics of the character, and each character is set to one of "cute," "cool," or "passion."

[0145] Furthermore, "special effect" indicates a character's skill. For example, the "special effect" has the effect of increasing a parameter (appeal value or stamina value).

[0146] The character information stored in the terminal is transmitted at a given timing to the server 20. In other words, the server 20 stores and manages the character information of the same content as that of the terminal 10.

[0147] FIG. 8 shows an example of unit information. In this embodiment, the unit level, character IDs constituting the unit, and main character ID are stored in the storage unit of the terminal in association with each unit ID (unit identification information). Multiple units can be set. In this embodiment, one main unit is determined for each player.

[0148] In this embodiment, before the game starts, a main unit is presented as a unit to be used in game play, and the unit is controlled so that it can be changed by the player's input. determines the units to use in gameplay based on player input.

[0149] The unit information stored in the terminal 10 is transmitted at a given timing to the server 20. That is, the server 20 stores and manages unit information having the same content as that of the terminal 10.

[0150] 3.3.4 Song, difficulty level, and unit selection The server of this embodiment stores song data (e.g., MP3 data), score data, stamina consumption, and attributes as song information in a storage unit in association with a song ID (song title or song identification information) as shown in Fig. 9. Then, in response to a request from a terminal, the server transmits the song information to the terminal.

[0151] The music score data is associated with a marker ID and defines the reference timing (time from the start of the game) and the length of the sound (type of note). In this embodiment, five levels of difficulty are set for one song, and music score data for each difficulty level is prepared in association with the song ID.

[0152] Additionally, the "attribute" of a song can be set to one of three types: "All Types," "Cute," "Cool," or "Passion." "All Types" means that the song is compatible with all of the attributes: "Cute," "Cool," and "Passion."

[0153] In this embodiment, the score is controlled so that it increases when the "attributes" of the song and the "attributes" of the character of the unit match. If the "attributes" of the song are "all types," it is determined that all the "attributes" of the characters match. The difficulty level is rated on a scale of 1 to 5, with lower numbers indicating lower difficulty and higher numbers indicating higher difficulty.

[0154] In this embodiment, before the game starts, the selection of the song to be played is accepted based on the player's selection input.

[0155] For example, the terminal 10 of this embodiment displays the song ID, attributes, and stamina consumption value that will be subtracted when a game of the selected song is played on the selection screen displayed on the display unit 190. In addition, in this embodiment, before the game starts, the terminal 10 accepts a selection of the difficulty level of the selected song based on a selection input by the player.

[0156] Then, when the terminal 10 receives an operation input (touch input) of "OK" on the selection screen from the player, it decides that the selected song and difficulty level are the song and difficulty level for the game that is about to start.

[0157] In this embodiment, the unit (character) to be used in the game is selected according to the selected song and difficulty level. If the player does not make a specific selection, the game starts with the main unit character.

[0158] 3.3.5 Game Processing In this embodiment, when a game start input is received (for example, by touching the game start button area), the game starts and parameters (score, stamina value) are calculated.

[0159] (1) Explanation of the score First, the score calculation of this embodiment will be described. In this embodiment, points according to an evaluation based on the player's input to the marker are added to the player's score.

[0160] At the start of the game, the player's score is set to an initial value (0 points), and after the game starts, points are added to each marker according to the evaluation.

[0161] For example, for one marker, a rating of "Perfect" will add 500 points to the player's score, a rating of "Great" will add 100 points to the player's score, a rating of "Nice" will add 50 points to the player's score, and a rating of "Bad" or "Miss" will add 0 points.

[0162] In this embodiment, the score is increased according to the appeal value of the unit's characters. For example, if the total appeal value of each character in the unit is in the range of 0 to 10,000, the score is multiplied by 1.0. If the total appeal value of each character in the unit is in the range of 10,001 to 20,000, the score is multiplied by 1.1. If the total appeal value of each character in the unit is in the range of 20,001 to 30,000, the score is multiplied by 1.2.

[0163] In this embodiment, the player's score is further increased based on the longest consecutive number of successes in a game. The number of consecutive successes is the number of consecutive successful inputs by the player. For example, a coefficient (coefficient of 1 or more) is set that increases as the number of consecutive successes increases, and the score is multiplied by the coefficient.

[0164] In this embodiment, the score is increased based on the attributes of the song and the attributes of each character in the unit. For example, if there is a character whose attributes match the attributes of the song, the appeal value of that character may be increased.

[0165] In this embodiment, the score is increased based on the special effect of the character. For example, if the special effect of character PA is to increase the appeal value of cute attribute characters by 30%, the appeal value of cute attribute characters belonging to the unit is increased by an additional 30%.

[0166] (2) Explanation of stamina value In this embodiment, the total value of the stamina values ​​of the characters that make up the unit selected by the player is determined as the stamina value of the unit.

[0167] After the game starts, a value corresponding to the evaluation based on the player's input for the marker is subtracted from the unit's vitality value. For example, if the player's input evaluation for the marker is unsuccessful (e.g., "Bad" or "Miss"), "10" is subtracted from the vitality value. In other words, if the input evaluation is successful (e.g., "Perfect," "Great," or "Nice"), the vitality value is not subtracted.

[0168] If the vitality value reaches a predetermined value (for example, 0) during the game, the game is deemed to have failed, and the game is forcibly ended even if it is still in progress. Note that the player can also set the vitality value to the upper limit and resume the game, provided that he or she uses a predetermined item.

[0169] 3.3.6 Game Results In this embodiment, if the player can play the game to the end before the unit's vitality value reaches a predetermined value (for example, 0), that is, if the input evaluation of all markers in the music score data of the song ID is completed, it is determined that the game is a success. Note that a success in the game can also be said to be a game clear. On the other hand, if the vitality value reaches a predetermined value during the game and a predetermined item is acquired, If the player retires without using the above, it is determined that the player has "failed the game." In this embodiment, the server transmits the game result and score to the server in association with the player ID, song ID, and difficulty level. When the server receives the game result and the like from the terminal, the server stores the game result and score as part of the player information in association with the player ID, song ID, and difficulty level, and updates the number of times the song has been played and the success probability (the number of successes per number of times the song has been played).

[0170] In this embodiment, if the game result is successful, the history information of the song (input evaluation for each marker) is transmitted to the server. The server stores the history information of the song received from the terminal in a storage unit.

[0171] In addition, in this embodiment, at the end of the second game of one song, the experience points acquired in the second game are awarded to the player, and if the experience points exceed the upper experience limit, the upper limit of the player's level and stamina value is increased.

[0172] 3.3.7 Benefits If the game is determined to be successful, a bonus is given to the player. A bonus is a reward for successful play, and can be, for example, a new character or a new item (an item that allows the game to be restarted by setting the stamina value to an upper limit when the stamina value reaches a predetermined value, or a recovery item that can increase the stamina value). Note that control to restore stamina value and control to increase the upper limit of stamina value are also examples of bonuses.

[0173] 3.4 Player Information Description 3.4.1 Player Information The server 20 of this embodiment manages player information for each player. For example, as shown in Fig. 10, the server 20 stores in the player information storage unit 260, in association with the player ID, a stamina value, an upper limit value, the number of specific items possessed, the number of advantageous items possessed, a level, experience points, and the like.

[0174] The "stamina value" is a parameter that increases over time up to a predetermined upper limit for each player. For example, 10 is added to the stamina value every time one minute passes.

[0175] In this embodiment, when a quest is performed in the first game, the stamina consumption value corresponding to the quest is subtracted from the player's stamina value. For example, if player P1's stamina value is 40 and the stamina consumption required to perform the quest is "20", the player's stamina value is updated to "20".

[0176] Furthermore, when starting a game (a game with one song) in the second game, the consumed stamina value associated with the song ID is subtracted from the player's stamina value. For example, if player P1's stamina value is 40 and the consumed stamina required to play the song "ABC" is "10," when starting the game with the song "ABC," player P1's stamina value is updated to "30."

[0177] The stamina value can be increased by consuming (or more broadly speaking, using) recovery items to restore stamina. For example, by using a recovery item, the player can immediately start playing the game without having to wait for the stamina value to recover (increase).

[0178] The "Upper Limit" is the limit of stamina. For example, it is the limit that can be increased over time or by consuming recovery items.

[0179] "Level" is a parameter that indicates the player's progress in the game. "Experience points" are values ​​that are acquired (added) by progressing through the first game or the second game, and when the experience points reach the upper limit, the level increases and the experience points are updated to 0. As the level increases, the "upper limit" of the stamina value and the upper limit of the experience value also increase.

[0180] The server 20 may also store in-game currency, types of recovery items, and the number of the recovery items in possession in association with the player ID. "In-game currency" is the currency within the game, and a predetermined amount of currency is given to the player through bonuses or billing processes. For example, the player can acquire an item by subtracting (consuming) a predetermined amount from the in-game currency.

[0181] Furthermore, the player information includes information other than the stamina value, etc. In other words, the player information includes, for example, information related to the player's main character ID (the main character ID of the player's main unit) (for example, information associated with the main character ID (appeal value, stamina value, attributes, special effects)).

[0182] 3.4.2 Explanation of stamina value (common parameter) display control Next, we will explain the display control of the stamina value, which is a parameter common to the first and second games of this embodiment. At the start of the game, the terminal 10 receives player information including the stamina value from the server 20, and displays the current stamina value on the game screen displayed on the display unit 190.

[0183] 11(A) to 11(G) are examples of the display mode of the stamina value displayed on the display unit of the terminal 10. For example, in this embodiment, as shown in Fig. 11(A) to 11(G), a gauge GS that displays the remaining amount of stamina value, the current stamina value of the player, and the upper limit value are displayed.

[0184] The total length displayed for the gauge GS is fixed, and the total length corresponds to 100% of the upper limit value according to the player's level at that time. The game screen also displays the player's current stamina value relative to the upper limit value. For example, as shown in FIG. 11(A), if player P1's upper limit value is "100" and his current stamina value is "80," "80 / 100" is displayed directly below the gauge GS. The terminal 10 also displays the ratio of the current stamina value relative to the upper limit value as the length of the gauge GS.

[0185] 3.4.3 Stamina consumption In the first game, when the server 20 receives an instruction to perform a quest from a player, it consumes (subtracts) a stamina consumption value corresponding to the quest from the stamina value. The server 20 sets a consumption stamina value for each type of quest in advance. For example, assume that the current stamina value of player P1 is "80" and the consumption stamina value for quest 1 is "20." For example, when the server 20 receives an instruction to perform quest 1 from player P1, as shown in FIG. 11(B), it consumes the stamina consumption value of quest 1, "20," from player P1's stamina value of "80" to update player P1's stamina value to "60," and then performs quest 1.

[0186] Furthermore, when the server 20 receives an instruction to play a music game from a player in the second game, it consumes a stamina consumption value corresponding to the music game (music ID) from the stamina value. The server 20 sets a consumption stamina value for each music ID in advance. For example, assume that the current stamina value of player P1 is "60" and the consumption value for music ID=ABC is "10." For example, when the server 20 receives an instruction to play music ID=ABC from player P1, as shown in FIG. 11(C), the stamina consumption value of player P1 is reduced to "50" by consuming the consumption stamina value of "10" for music ID=ABC from player P1's stamina value of "60." Update and execute the game with song ID = ABC.

[0187] 3.4.4 Stamina recovery The server 20 automatically recovers (increases) the player's stamina value over time. The server 20 can appropriately set the recovery period and the amount recovered over time. For example, the server 20 automatically recovers an amount of "10" every minute. An upper limit is set for the stamina value, and the upper limit will not be exceeded even if automatic recovery occurs over time.

[0188] For example, if player P1's current stamina value is "50" and one minute has passed since the stamina value was updated to "50", as shown in Figure 11 (D), player P1's stamina value will be restored by an additional value of "10" from "50" and player P1's stamina value will be updated to "60".

[0189] In other words, even if the player has used up all of his stamina, he can wait and gradually accumulate more stamina, and then resume the first or second game.

[0190] However, simply waiting for the stamina to recover automatically over time would not allow the game to progress, and is not a good strategy for game progression. Therefore, in this embodiment, stamina is recovered all at once at a given timing by consuming (using) a "recovery item."

[0191] "Recovery items" can be acquired at a given timing as a result of the first game or as a bonus in the second game, but are generally purchased through online shopping (charging). The player can specify the type of recovery item and purchase that type of recovery item. In other words, the server 20 of this embodiment makes the recovery item available on the condition that the player pays an amount according to the type of recovery item based on the player's instructions. Note that once a recovery item is used, it disappears (is consumed).

[0192] In this embodiment, there are multiple types of "recovery items." For example, in this embodiment, a "predetermined amount recovery item" that recovers a predetermined additional value and a "predetermined rate recovery item" that recovers a value that is a predetermined rate relative to the upper limit value are prepared in advance.

[0193] Examples of "predetermined amount recovery items" include a "30 recovery item" that recovers an additional value of 30, a "50 recovery item" that recovers an additional value of 50, and a "100 recovery item" that recovers an additional value of 100.

[0194] For example, if player P1's current stamina value is "50" and the player uses a "30 recovery item," as shown in Figure 11(E), an additional value of "30" is added to player P1's stamina value of "50," updating player P1's stamina value to "80." Note that after adding the additional value, player P1's stamina value does not exceed the upper limit of "100," so the additional value of "30" can be used effectively.

[0195] Also, if player P1's current stamina value is "80" and the player uses a "100 recovery item," as shown in FIG. 11(F), player P1's stamina value will be restored from "80" to the upper limit of "100." That is, adding the additional value "100" to player P1's stamina value "80" will result in "180," but since the upper limit is "100," player P1's stamina value will be set to the upper limit of "100." That is, if the additional value "100" is added to player P1's stamina value "80" to become "180," and player P1's stamina value is set to the upper limit of "100," the "80" that exceeds the upper limit of "100" will be wasted.

[0196] An example of a "predetermined rate recovery item" is a "100% recovery item" that recovers stamina up to the upper limit of 100%. A "100% recovery item" recovers stamina up to the upper limit regardless of the remaining stamina at that time.

[0197] For example, if player P1's current stamina value is "50" and the player uses a "100% recovery item," as shown in Figure 11(G), player P1's stamina value will be restored from "50" to the upper limit of "100." In other words, since 100% of player P1's upper limit is "100," player P1's stamina value will be restored to the upper limit of "100."

[0198] Although not adopted in the game of this embodiment, there may be a "30% recovery item" that recovers up to 30% of the upper limit, or a "50% recovery item" that recovers up to 50% of the upper limit, etc.

[0199] 3.5 Specific Item Descriptions 3.5.1 Overview of the process for converting excess values ​​to specific items In this embodiment, when a recovery item is used to recover stamina, an excess value (excess value) exceeding the upper limit may occur. For example, as shown in FIG. 12(A), if player P1's current stamina value is "50," player P1 can recover his stamina value to the upper limit of "100" by using a "100% recovery item." However, as shown in FIG. 12(B), the excess value (excess amount) of "50" is wasted. In other words, if a "100% recovery item" is consumed when the stamina value is "0," the additional value becomes "100," allowing recovery to the upper limit of "100." However, if a "100% recovery item" is consumed when the stamina value is "50," the additional value becomes "100," bringing the stamina value to "150." However, since the stamina value of "150" exceeds the upper limit of "100," the stamina value is set to the upper limit of "100." In other words, the original "50" is wasted and player P1 feels that he has lost out. Therefore, in this embodiment, the excess value "50" resulting from stamina recovery is converted into a specific item that can be used in the second game, and the excess value is controlled so that it can be used effectively.

[0200] In this way, the value that exceeds the upper limit due to consumption of recovery items can be effectively utilized, and dissatisfaction with the player can be prevented. Also, by consuming stamina values ​​in the first game and specific items in the second game, the player can play the game provided by the server 20 for a long time.

[0201] 3.5.2 Explanation of Additional and Excess Values First, the server 20 calculates the additional value X and excess value Y when a recovery item is used. The additional value X is the value (additional value) added to the stamina value when a recovery item is used. The excess value Y is the value that exceeds the upper limit of the stamina value due to consumption (use) of the recovery item. Below, the calculation methods for the additional value X and excess value Y will be explained separately for (A) when a predetermined amount of recovery item is used and (B) when a predetermined rate of recovery item is used.

[0202] (A) For items that recover a specified amount The server 20 adds an additional value X when using a predetermined amount recovery item, which is determined by the predetermined amount recovery item and is a predetermined value to be added to the stamina value. For example, if the predetermined amount recovery item is a 100 recovery item, the additional value X is "100".

[0203] Then, the server 20 calculates the excess value Y when a predetermined amount of recovery items is used using the following formula (1): The current stamina value is the stamina value before recovery.

[0204] Excess value Y = (current stamina value + additional value X) - upper limit (1) For example, if the current stamina value is "30", the additional value X is "100", and the upper limit is "50", the excess value Y = (30 + 100) - 50 = 80.

[0205] (B) In the case of a specified recovery rate item When a predetermined rate recovery item is used, the server 20 adds an additional value X, which is determined by the predetermined rate recovery item, to the stamina value by multiplying the upper limit value by the predetermined rate. For example, if the upper limit value is "50" and the predetermined rate recovery item is a 100% recovery item, the additional value X is "50".

[0206] That is, the server 20 calculates the additional value X when a predetermined rate recovery item is used by the following formula (2).

[0207] Additional value X = upper limit value × predetermined rate (%) × 0.01 (2) For example, if the upper limit value is "50" and the specified rate recovery item is a 100% recovery item (specified rate is 100%), the additional value X = 50 x 100 x 0.01 = 50.

[0208] Then, the server 20 calculates the excess value Y when a predetermined rate recovery item is used using the above formula (1). For example, if the current stamina value is "30", the additional value X is "50", and the upper limit is "50", the excess value Y = (30 + 50) - 50 = 30.

[0209] 3.5.3 Granting specific items for use in the second game In this embodiment, the server 20 provides the player with a specific item to be used in the second game based on the game result of the first game. The game result of the first game is the result of progressing through the first game based on the player's operation input (touch input), and includes the result resulting from the consumption of recovery items. Therefore, the player can obtain the specific item by progressing through the first game.

[0210] For example, the server 20 provides the player with a specific item to be used in the second game based on the excess value Y calculated when the recovery item is used in the first game.

[0211] The specific items are items that can be used to play the second game, and the server 20 controls so that the second game can be played by consuming the specific items instead of the stamina value. The number K of specific items to be given to the player is calculated by the following formula (3).

[0212] K = excess value Y / unit value U (3) For example, if the excess value Y of the player P1 is "80" and the unit value U is "5", then K=80 / 5=16. In other words, 16 specific items are given to the player P1.

[0213] In other words, the server 20 determines the number of specific items to be given to the player based on the type of recovery item consumed. For example, if the current player's stamina value is "30" and the stamina upper limit is "50," the excess value Y for "100 recovery items" is "80," and the number of specific items to be given to the player is 16. On the other hand, if the current player's stamina value is "30" and the stamina upper limit is "50," the excess value for "100% recovery items" is "30," and the number of specific items to be given to the player is 6. Thus, if the current player's stamina value is "30" and the stamina upper limit is "50," it is better to use "100 recovery items."

[0214] On the other hand, for example, if the player's level increases and the upper limit of stamina becomes "120," it would be better to use a "100% recovery item." In other words, if the current player's stamina value is "30" and the upper limit of stamina is "120," the excess value Y for a "100 recovery item" is "10," and the number of specific items to be given to the player is two. On the other hand, if the current player's stamina value is "30" and the upper limit of stamina is "120," the excess value for a "100% recovery item" is "30," and the number of specific items to be given to the player is six.

[0215] In this way, according to this embodiment, the player will consider the type of recovery item to consume, taking into account his or her current level (upper limit of stamina value) and current stamina value.

[0216] The server 20 may accumulate the excess value Y and, when it reaches a predetermined value (for example, 1000), grant one specific item to the player. For example, when it reaches the predetermined value, the excess value Y is accumulated again until it reaches the predetermined value.

[0217] As shown in FIG. 10, the server 20 of this embodiment stores the number of specific items possessed by each player in the storage unit 270 in association with the player ID.

[0218] The first game result includes the result of a lottery process of the first game. For example, the lottery process may be performed with a predetermined lottery probability based on the player's operation input, and the item (dropped item) that is won may be the specific item. For example, if a specific item is won in the lottery process, the server 20 may grant one or more specific items to the player.

[0219] 3.5.4 Consumption of specific items The server 20 makes it possible to play the second game by consuming a specific item instead of the stamina value. For example, the server 20 of this embodiment makes it possible to play the second game by consuming a specific item based on an instruction from the player.

[0220] For example, before the second game is executed, the server 20 receives from the player P1 a selection of whether to consume a "specific item" or a "stamina value." When the server 20 receives an instruction to consume a "specific item" from the player P1, the server 20 subtracts the number of specific items to be consumed (for example, "1") from the number of items possessed by the player P1, and executes the processing of the second game (a game processing for one song).

[0221] 13 shows an example of a game screen (game image) before the second game is executed on the terminal 10 of the player P1. For example, the player P1 displays an instruction icon E1 for "consume stamina," an instruction icon E2 for "consume specific item," and an instruction icon E3 for "number of items to be consumed" when the specific item is consumed.

[0222] The number of specific items consumed indicates the number of specific items consumed when playing one song.

[0223] That is, the terminal 10 of the player P1 accepts an instruction for a "stamina value" or a "specific item." Then, when an instruction to consume a specific item is accepted, the number of specific items to be consumed is accepted, and when an instruction for "confirm" is accepted, the number of "specific items" to be consumed is determined.

[0224] Then, when the terminal 10 of the player P1 receives the input of the instruction icon E6 of "OK", the terminal 10 of the player P1 displays the information of the instruction to consume the specific item or the instruction to consume the stamina value, the instruction to consume the specific item, or the information of the instruction to consume the stamina value. If so, the number of specific items consumed is transmitted to the server 20.

[0225] Players who prefer the first game to the second game (or players who are not good at the second game) tend to be reluctant to play the second game, but according to this embodiment, specific items can only be consumed in the second game, which motivates them to actively play the second game.

[0226] On the other hand, players who prefer the second game to the first game tend to be reluctant to play the first game, but according to this embodiment, specific items can only be acquired in the first game, which motivates them to actively play the first game.

[0227] In addition, the server 20 of this embodiment may control the consumption of only one specific item per song during a period other than a predetermined event period (normal period), and may control the consumption of multiple specific items per song at once during an event period.

[0228] As shown in FIG. 13, the terminal 10 of the player P1 displays the current player level, the current stamina value / upper limit value, and the number of specific items possessed on the game screen.

[0229] 3.5.5 Benefits based on the consumption of specific items The server 20 may determine the number of specific items to be consumed based on the player's instructions before the second game is played, and may determine the benefit to be given to the player according to the game result of the second game and the number of items consumed.

[0230] Here, the benefit may be in-game currency, a given item (for example, a recovery item), or an increase in the score calculated in the second game (for example, increasing the score by 10 times).

[0231] For example, in the second game of this embodiment, if the number of specific items consumed based on the player's instruction is "1," the server 20 may grant the player one "100 recovery item" as a bonus when the game is determined to be successful. On the other hand, if the number of specific items consumed based on the player's instruction is "3," the server 20 may grant the player three "100 recovery items" as a bonus when the game is determined to be successful. In other words, the server 20 determines the content of the bonus according to the number of specific items consumed. For example, the server 20 controls the number of items (e.g., recovery items) granted to the player to increase as the number of specific items consumed increases. In other words, the server 20 controls the number of specific items consumed to increase the value of the bonus granted to the player. This allows a player who possesses many specific items to consume many specific items at once, which is efficient and allows the player to obtain a valuable bonus when the game is successful. Note that if the game is determined to be unsuccessful, the server 20 does not grant the player a bonus.

[0232] Furthermore, the server 20 of this embodiment may control the consumption of multiple specific items collectively during an event period, and control the consumption of only one specific item during a normal period (period other than the event period). In this way, players can consume many specific items during the event period to obtain valuable benefits. This can motivate players to collect specific items during normal periods in preparation for the event. This can also increase the motivation for players to play the second game during the event.

[0233] In this embodiment, an upper limit is set on the number of specific items that can be possessed. For example, the server 20 limits the number of specific items that a player can possess to 500, and controls the number of specific items that cannot exceed 500. In this way, the player can enjoy the game even when the event is not in progress. This can provide motivation to use specific items even during normal times.

[0234] In this embodiment, the bonus awarded when a player succeeds in the second game by consuming a specific item may be different from the bonus awarded when a player succeeds in the second game by consuming stamina. For example, during a normal period other than an event period, the bonus awarded when a player succeeds in the second game by consuming stamina may be controlled to have a higher value than the bonus awarded when a player succeeds in the second game by consuming a specific item. In this way, players can be encouraged to consume stamina to play the second game during normal periods. As a result, players can be motivated to acquire specific items in order to play the second game more often. This can encourage players to consume stamina to play the first game in order to acquire more specific items.

[0235] In this embodiment, the stamina value consumed for one second game song is the stamina value consumed for one song (e.g., 10). For example, the stamina value consumed for ten songs (e.g., 100) is consumed for one second game song, and the value of the bonus is not increased. Therefore, the player can be encouraged to actively use the specific item.

[0236] Furthermore, the server 20 may provide a specific item as a reward for the event during the event period.

[0237] 3.5.6 Flowchart (1) An example of the flow of processing in which the server 20 of this embodiment grants specific items to a player will be described with reference to FIG. 14. First, it is determined whether a recovery item has been consumed in the first game (step S1). If a recovery item has been consumed in the first game (Y in step S1), the excess stamina value Y is calculated (step S2). The excess value Y / unit value U is set as the number of grants K (step S3). K specific items are granted to the player (step S4). This completes the processing.

[0238] (2) An example of the processing flow in which the server 20 of this embodiment executes the second game by consuming specific items or stamina values ​​will be described with reference to FIG. 15. First, it is determined whether the number of specific items possessed is 1 or more (step S11). If the number of specific items possessed is 1 or more (Y in step S11), it is determined whether an instruction to consume specific items has been received (step S12). If an instruction to consume specific items has been received (Y in step S12), the number to be consumed is confirmed (step S13). Then, the number to be consumed is subtracted from the number of specific items possessed (step S14), and the second game is executed (step S15).

[0239] On the other hand, if the number of possessed specific items is not 1 or more (N in step S11), or if there is no instruction to consume a specific item (step S12), it is determined whether the stamina value is equal to or greater than the consumed stamina value (step S21). Then, if the stamina value is equal to or greater than the consumed stamina value (Y in step S21), it is determined whether an instruction to consume stamina value has been accepted (step S22). If an instruction to consume stamina value has been accepted (Y in step S22), the consumed stamina value is subtracted from the stamina value (step S23). Then, the second game is executed (step S15).

[0240] If the stamina value is not equal to or greater than the consumed stamina value (N in step S21), or if an instruction to consume the stamina value has not been received (N in step S22), the process ends. This is the end of the process.

[0241] 3.6 Explanation of advantageous items 3.6.1 Overview In this embodiment, the first game is a game with no set difficulty level and does not require a player's skill, while the second game is a game with a set difficulty level and requires a player's skill. However, beginner players and players who are not good at the second game may be reluctant to play the second game. In other words, if a player's skill is poor, they may tend to play the first game more and not play the second game.

[0242] In this embodiment, an event period may be set up, and a ranking may be conducted in which the scores of each player in the second game are announced in descending order. During the event period, special benefits are awarded to a limited number of players with high scores to encourage continued play of the game, but players who are not good at the second game may not be able to receive the benefits and may not be able to enjoy the event period.

[0243] Therefore, in this embodiment, an item that puts the player in an advantageous situation in the second game (hereinafter referred to as an "advantageous item") is given to the player, and the player is controlled to increase his motivation to continue playing the second game. In other words, by giving the advantageous item, the player who is not good at the second game is controlled to play the second game actively. Note that the advantageous item is an item different from the specific item.

[0244] 3.6.2 Granting advantageous items In this embodiment, the server 20 provides the player with an advantageous item to be used in the second game based on the game result of the first game. The game result of the first game includes the result of a lottery process for the first game. For example, it is the result of progressing through a quest in the first game based on a given operation input (touch input) by the player. For example, the advantageous item may be an item (dropped item) won with a predetermined lottery probability based on the player's operation input. For example, in this embodiment, if a quest with the same ID is performed multiple times, the advantageous item may be provided to the player by lottery each time the quest is performed.

[0245] As shown in FIG. 10, the server 20 of this embodiment stores the number of advantageous items possessed for each player in the storage unit 270 in association with the player ID.

[0246] 3.6.3 Consumption of advantageous items By consuming the advantageous item, the server 20 makes it possible to play the second game in a situation advantageous to the player. For example, the server 20 of this embodiment consumes the advantageous item based on the instruction of the player to make it possible to play the second game. Note that when the advantageous item is used (consumed), the advantageous item disappears (is consumed).

[0247] For example, before the second game is executed, the server 20 receives an instruction to consume an "advantageous item" from the player P1. When the server 20 receives an instruction to consume an "advantageous item" from the player P1, the server 20 subtracts the number of advantageous items to be consumed (for example, "1") from the number of advantageous items owned by the player P1, and executes the processing of the second game.

[0248] 16 shows an example of a game screen (game image) displayed on the terminal 10 of the player P1 before the second game is executed. For example, the player P1 displays the instruction icon E5 for "advantageous item." The terminal 10 of the player P1 receives input of the instruction icon E5 for "advantageous item," and upon receiving input of the instruction icon E6 for "confirm," transmits information on an instruction to consume the advantageous item to the server 20.

[0249] As shown in FIG. 16, the terminal 10 of the player P1 displays the current Displays the player's level, current stamina value / cap value, and number of advantageous items possessed.

[0250] 3.6.4 Description of controls that enable favorable conditions The server 20 allows the player P1 to play the second game in an advantageous situation for the player P1 by having the player P1 consume the advantageous item. Controlling to allow play in an advantageous situation means adjusting the setting information of the second game to be advantageous for the player. In other words, controlling to allow play in an advantageous situation means performing at least one of the following: performing a process to consider failure in the second game as impossible; increasing the score in the second game; increasing an acquired parameter in the second game (for example, acquired experience points); and lowering the difficulty level of the second game.

[0251] Here, the process of assuming that there is no failure in the second game is a control that assumes that there is no evaluation of "Bad" or "Miss" for the marker and does not reduce "10" from the vitality value. The process of assuming that there is no failure in the second game may also be a process that increases the vitality value in advance when the second game starts (for example, a control that sets the vitality value to 1.5 times).

[0252] Furthermore, increasing the score in the second game refers to a process of increasing (for example, doubling) the player's score.

[0253] Furthermore, increasing the acquired parameters in the second game refers to a process of increasing (for example, doubling) the experience points that the player acquires at the end of the second game.

[0254] Furthermore, the process of lowering the difficulty level of the second game is a process of loosening the criteria for input evaluation. For example, this means loosening the time difference (time lag) between the marker's judgment reference timing and the player's input timing. For example, the difficulty level is lowered by lengthening the lengths of the periods t1, t2, and t3 set based on the judgment reference timing shown in FIG. 6. Furthermore, as an example of the process of lowering the difficulty level of the second game, the difficulty level may be lowered by controlling the marker's movement speed to slow down.

[0255] The server 20 may perform control to make it easier to activate the special effects (skills) of the characters of the units used in the second game, so that they can be executed in advantageous situations.

[0256] For example, assume that in the second game when an advantageous item is not used, there is a character PX that activates a special effect (e.g., a skill that multiplies the score by 1.2) for 5 seconds every 30 seconds. In the second game when an advantageous item is consumed, the server 20 controls the character PX so that the special effect is activated for 10 seconds every 20 seconds. Note that whether or not the special effect is activated may be determined by a lottery process with a given probability.

[0257] 3.6.5 Event Period The server 20 of this embodiment may award advantageous items during an event period. In other words, the server 20 may be controlled so as not to award advantageous items during normal periods other than the event period, and may award advantageous items based on the game results of the first game only during the event period.

[0258] 3.6.6 Flowchart An example of the flow of processing related to the consumption of advantageous items in the server 20 will be described with reference to FIG. 17. First, it is determined whether the number of advantageous items possessed is 1 or more (step S31). If the number of advantageous items possessed is 1 or more (Y in step S31), it is determined whether an instruction to consume advantageous items has been accepted (step S32). If an instruction to consume advantageous items has been accepted (Y in step S32), 1 is subtracted from the number of advantageous items possessed (step S33). If the number of advantageous items held is less than one (N in step S31), or if an instruction to consume an advantageous item has not been received (N in step S32), the process proceeds to step S35. Then, the second game is executed (step S35). This ends the process.

[0259] 3.7 Explanation of the terminal status of the first game and the second game In this embodiment, as shown in Fig. 18, when the terminal 10 starts a game program (application) provided by the server 20 and accepts the selection of a first game, the player plays the game while holding the terminal 10 in a portrait orientation. On the other hand, when the terminal 10 accepts the selection of a second game, the player plays the game while holding the terminal 10 in a landscape orientation.

[0260] That is, the server 20 progresses the first game by displaying a game screen (portrait screen) on the terminal 10 with the display unit 190 oriented vertically. The server 20 also progresses the second game by displaying a game screen (landscape screen) on the terminal 10 with the display unit 190 oriented horizontally.

[0261] The server 20 and the terminal 10 perform control so as to maintain a portrait screen during the first game and a landscape screen during the second game.

[0262] In this embodiment, the portrait or landscape orientation of the terminal 10 is determined based on the output of an acceleration sensor and a gyro sensor provided in the terminal 10. When the terminal 10 is determined to be in the portrait orientation, the display unit 190 is controlled to display a portrait screen, and when the terminal 10 is determined to be in the landscape orientation, the display unit 190 is controlled to display a landscape screen.

[0263] The server 20 allows the first game to proceed without requiring the player to have any skill, that is, the server 20 allows the first game to proceed on a vertical game screen without setting a difficulty level.

[0264] On the other hand, the server 20 progresses the second game in a manner that requires the player's skill. That is, the server 20 sets the difficulty level and progresses the second game on a landscape game screen.

[0265] Therefore, the player can easily operate (touch) the first game with one hand and play the second game with both hands. The player can easily operate the device in portrait orientation, but the situation in which the player can operate the device is limited in landscape orientation. In other words, the player will choose between the first and second games depending on the situation.

[0266] In other words, according to this embodiment, in a first game in which the terminal is operated in portrait orientation, advantageous items that will give an advantage in a second game in which the terminal is operated in landscape orientation, or specific items that can be consumed in the second game, can be obtained.

[0267] 4.Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0268] 4.1 Login Bonus The server 20 may provide at least one of a specific item and an advantageous item as a login bonus for the game (first or second game) of this embodiment.

[0269] 4.2 Terminal Processing A part or all of the processing of the server 20 described in this embodiment may be processed by the terminal 10.

[0270] 4.3 Increase in upper limit In this embodiment, the stamina upper limit and the player's level may be increased more easily by playing the first game than by playing the second game, thereby increasing the player's motivation for playing the first game.

[0271] 4.4 Consumption of recovery items In this embodiment, if a recovery item is consumed when the player's stamina value has already reached the upper limit, the player may be given a number of specific items based on the excess value.

[0272] 4.5 Specific Items In this embodiment, when a recovery item is consumed, the number K calculated by dividing the excess value Y by the unit value U is used as the number of specific items, but the value of the benefit may also be increased by increasing the unit value U.

[0273] For example, if the excess value Y of player P1 is "80" and the unit value U is "5", then K = 80 / 5 = 16. That is, 16 specific items A1 are given to player P1. On the other hand, if the excess value Y of player P1 is "80" and the unit value U is "40", then K = 80 / 40 = 2. That is, 2 specific items A2 are given to player P1.

[0274] Then, the server 20 determines that the bonus for playing the second game by consuming one specific item A1 and determining that the second game is successful is one "100 recovery item," and that the bonus for playing the second game by consuming one specific item A2 and determining that the second game is successful is eight "100 recovery items."

[0275] 4.5 Secondary Game Consumption In this embodiment, two types of second games may be prepared. For example, a second game A and a second game B may be prepared, and the server 20 may control the second game A so that it can be executed by consuming a stamina value, and control the second game B so that it can be executed by consuming a specific item.

[0276] 4.6 Use of advantageous items In this embodiment, when consuming an advantageous item, a specific item may be consumed at the same time as the advantageous item.

[0277] In this embodiment, if the server 20 has prepared in advance video or still images of quests and stories for each of a plurality of characters in the first game, an advantageous item specific to that character may be granted to the player. Then, in the second game, when playing with the unit of that character, the advantageous item of that character may be controlled to be consumed. For example, if player P1 obtains an advantageous item for character PX in the first game, the advantageous item may be controlled not to be consumed unless character PX is part of the unit playing the second game.

[0278] In addition, in this embodiment, the quest ID of the character PX in the first game is associated with a song ID, and for example, an advantageous item obtained when quest ID=1 is completed may be controlled so that it can only be used with the song ID corresponding to quest ID=1 (for example, song ID=ABC).

[0279] 4.8 Example of the first and second games The first game of this embodiment may be applied to games in which a quest is carried out, or to games in which a difficulty level is not set. For example, it may be a game in which a story progresses. Furthermore, the second game of this embodiment may be applied to games in which a difficulty level is set, such as a fighting game, a fighting game, or a sports game, or to a music game.

[0280] 4.9 Stamina Recovery In this embodiment, we have described a process of restoring stamina value to an upper limit value over time and a process of restoring stamina value by consuming recovery items, but it is also possible to perform a process of restoring stamina value to an upper limit value when the player's level increases.

[0281] 4.10 Device Status In this embodiment, server 20 progresses the second game by displaying a game screen (horizontal screen) by turning display unit 190 on terminal 10 horizontally, but may also progress the second game by displaying a game screen (vertical screen) by turning display unit 190 on terminal 10 vertically based on a player's instruction. For example, when the second game is executed on a vertical screen, the number of detection areas and markers may be reduced compared to when the second game is executed on a horizontal screen, and a moving image in which only the main character is displayed large may be displayed. [Explanation of symbols]

[0282] 1 game system, 10 terminals, 20 servers, 100 Processing unit, 110 First game execution processing unit, 120 Second game execution processing unit, 130 Item granting processing unit, 140 Recovery processing unit, 150 Display control unit, 151 Communication control unit, 152 Image generation unit, 153 Sound generation unit, 160 Input unit, 162 Detection unit, 170 Storage unit, 171 Main storage unit, 172 Image buffer, 173 Player information storage unit, 180 Information storage medium, 190 Display unit, 192 Sound output unit, 196 Communication unit, 200 Processing unit, 210 First game execution processing unit, 220 Second game execution processing unit, 230 Item granting processing unit, 240 Recovery processing unit, 250 Management unit, 251 Communication control unit, 252 Image generation unit, 253 Sound generation unit, 270 Storage unit, 272 Main storage unit, 260 Player information storage unit, 261 Parameters, 262 Item information, 263 Game results, 280 Information storage medium, 296 Communication unit

Claims

1. A program for progressing a plurality of games, a first game execution processing unit that consumes the player's parameters to execute a first game; a second game execution processing unit that consumes the parameters to execute a second game; causing the computer to function as an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on the game result of the first game; The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The item granting processing unit granting the player an advantageous item associated with at least one of the plurality of characters; The second game execution processing unit includes: A program characterized by controlling the advantageous item to be consumable when game play involving a given character is performed in the second game and the advantageous item is associated with the character, and when the advantageous item is consumed, making it possible to play the second game in a situation advantageous to the player.

2. In claim 1, The second game execution processing unit includes: A program characterized by performing processing to regard a player's input failure in the second game as non-existent when the advantageous item is consumed.

3. In claim 1 or 2, The second game comprises: A game in which a player's vitality value is decreased when the player's input is unsuccessful, and the game ends when the vitality value reaches a predetermined value, The second game execution processing unit, A program characterized by performing control so that, when the advantageous item is consumed, the player's input failure in the second game is deemed to have occurred and the stamina value is not reduced.

4. In any one of claims 1 to 3, The second game comprises: A game in which a player's vitality value is decreased when the player's input is unsuccessful, and the game ends when the vitality value reaches a predetermined value, The second game execution processing unit, A program characterized by performing a process of increasing the stamina value at the start of the second game when the advantageous item is consumed.

5. A program for progressing a plurality of games, a first game execution processing unit that consumes a player's parameters and executes the first game based on a quest ID of the first game; a second game execution processing unit that consumes the parameters and executes the second game based on the music ID of the second game; causing the computer to function as an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on the game result of the first game; The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The second game execution processing unit includes: By consuming the advantageous item, the second game can be executed in an advantageous situation for the player; The item granting processing unit granting the player an advantageous item associated with a quest ID of the first game; The second game execution processing unit includes: A program characterized by controlling the advantageous item to be consumable when the song ID of the second game is associated with a quest ID corresponding to the advantageous item, and when the advantageous item is consumed, making it possible to execute the second game executed based on the song ID in a situation advantageous to the player.

6. A server that runs multiple games, a first game execution processing unit that consumes the player's parameters to execute a first game; a second game execution processing unit that consumes the parameters to execute a second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The item granting processing unit granting the player an advantageous item associated with at least one of the plurality of characters; The second game execution processing unit includes: A server characterized in that when game play is performed in the second game including a given character and the advantageous item is associated with the character, the server controls the advantageous item so that it can be consumed, and when the advantageous item is consumed, the server makes it possible to play the second game in a situation advantageous to the player.

7. A server that runs multiple games, a first game execution processing unit that consumes a player's parameters and executes the first game based on a quest ID of the first game; a second game execution processing unit that consumes the parameters and executes the second game based on the music ID of the second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The second game execution processing unit includes: By consuming the advantageous item, the second game can be executed in an advantageous situation for the player; The item granting processing unit granting the player an advantageous item associated with a quest ID of the first game; The second game execution processing unit includes: The music ID of the second game is associated with the quest ID corresponding to the advantageous item. A server characterized by controlling the advantageous item to be consumable when the advantageous item is consumed, and when the advantageous item is consumed, making it possible to execute the second game executed based on the song ID in a situation advantageous to the player.

8. A game system in which a server running a plurality of games and player terminals are connected via a network, The server: a first game execution processing unit that consumes the player's parameters to execute a first game; a second game execution processing unit that consumes the parameters to execute a second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The item granting processing unit granting the player an advantageous item associated with at least one of the plurality of characters; The second game execution processing unit includes: A game system characterized in that, when game play involving a given character is performed in the second game and the advantageous item is associated with the character, the advantageous item is controlled to be consumable, and when the advantageous item is consumed, the second game can be played in a situation advantageous to the player.

9. A game system in which a server running a plurality of games and player terminals are connected via a network, The server: a first game execution processing unit that consumes a player's parameters and executes the first game based on a quest ID of the first game; a second game execution processing unit that consumes the parameters and executes the second game based on the music ID of the second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The second game execution processing unit includes: By consuming the advantageous item, the second game can be executed in an advantageous situation for the player; The item granting processing unit granting the player an advantageous item associated with a quest ID of the first game; The second game execution processing unit includes: A game system characterized by controlling the advantageous item to be consumable when the song ID of the second game is associated with a quest ID corresponding to the advantageous item, and when the advantageous item is consumed, making it possible to execute the second game executed based on the song ID in a situation advantageous to the player.

10. A game providing method for providing information about a game from a server running a plurality of games to a player's terminal, comprising: The server: a first game execution processing unit that consumes the player's parameters to execute a first game; a second game execution processing unit that consumes the parameters to execute a second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The item granting processing unit granting the player an advantageous item associated with at least one of the plurality of characters; The second game execution processing unit includes: In a case where a game play including a given character is performed in the second game, and when the advantageous item is associated with the character, the advantageous item is controlled to be consumable, and when the advantageous item is consumed, the second game can be executed in a situation advantageous to the player, transmitting information about the player's input accepted by the terminal to the server; A game providing method characterized by receiving information about the game from the server.

11. A game providing method for providing information about a game from a server running a plurality of games to a player's terminal, comprising: The server: a first game execution processing unit that consumes a player's parameters and executes the first game based on a quest ID of the first game; a second game execution processing unit that consumes the parameters and executes the second game based on the music ID of the second game; an item granting processing unit that grants the player an advantageous item that can be consumed in a second game based on a game result of the first game, The first game comprises: a game in which, when an input from the player is received in one input area, a moving image or a still image relating to a character is displayed on the terminal of the player; The second game execution processing unit includes: By consuming the advantageous item, the second game can be executed in an advantageous situation for the player; The item granting processing unit granting the player an advantageous item associated with a quest ID of the first game; The second game execution processing unit includes: When a music ID of the second game is associated with a quest ID corresponding to the advantageous item, the advantageous item is controlled to be consumable, and when the advantageous item is consumed, the second game executed based on the music ID can be executed in a situation advantageous to the player, transmitting information about the player's input accepted by the terminal to the server; A game providing method characterized by receiving information about the game from the server.

Citation Information

Patent Citations

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