Information processing programs, information processing methods, information processing systems, and game devices

The system automates game execution after conditions are met, allowing manual input when needed, thereby enhancing player convenience by simplifying operations and determining rewards based on derived information.

JP2026100501AActive Publication Date: 2026-06-19CYGAMES INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-12-09
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing games require complex operations for each game execution, leading to a sense of inconvenience for players.

Method used

Implement a system where certain games are executed automatically after specific conditions are met, allowing players to input operations manually only when necessary, and rewards are determined based on derived result information.

Benefits of technology

Improves player convenience by simplifying game operations and reducing complexity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve player convenience. [Solution] The information processing program causes the computer to perform the following: a process of executing the first game based on the player's manual operation; a process of receiving the player's first operation after the first condition is met in the first game; and a process of executing the second game, which is executed relatively later than the first game, by omitting at least a part of the second game, when the first operation is input.
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Description

Technical Field

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

Background Art

[0002] In Patent Document 1, there is a disclosure of a game in which a player character advances by the number of "squares" corresponding to the number shown after rolling a "die" on the game screen by exercising the right to execute a game owned by the player at an arbitrary timing.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game as described above, an operation to execute a game is required for each right, and there are cases where the player feels the operation is complicated. Therefore, it is desired to improve the convenience for the player.

[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device capable of improving the convenience for a player.

Means for Solving the Problems

[0006] To solve the above problems, the information processing program includes a process of executing a first game based on a manual operation of a player, and a process of receiving a first operation of the player after a first condition is satisfied in the first game. When the first operation is input, the process of executing the second game, which is executed relatively later than the first game, by omitting at least a portion of the second game, Have the computer perform this task.

[0007] Information processing programs are A process for deriving result information in conjunction with the execution of the first game based on the player's manual operation, Have the computer perform this task. The process of executing the second game while omitting at least a portion of it is: The process may include determining a reward based on the aforementioned result information and associating the determined reward with the player's player ID.

[0008] Information processing programs are A process of executing the second game based on the player's manual operation, The process of deriving the result information in conjunction with the execution of the second game based on the player's manual operation, A process to accept a second operation from the player at least after the first condition is met in the first game, and after the second condition is met in the second game, If the second operation is input, the process of executing the third game by omitting at least a portion of the third game which is executed relatively later than the second game, Have the computer perform this task. The process of executing the third game while omitting at least a portion of it is: The process may include determining the reward based on the most advantageous result information derived in the past, and associating the determined reward with the player's player ID.

[0009] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, The process of executing a first game based on a player's manual operation, After a first condition is satisfied in the first game, the process of receiving a first operation of the player, When the first operation is input, the process of executing the second game by omitting at least a part of the second game that is executed relatively later than the first game, is performed.

[0010] To solve the above problems, an information processing system is, An information processing system including one or more computers, The computer, The process of executing a first game based on a player's manual operation, After a first condition is satisfied in the first game, the process of receiving a first operation of the player, When the first operation is input, the process of executing the second game by omitting at least a part of the second game that is executed relatively later than the first game, is performed.

[0011] To solve the above problems, a game device is, Equipped with one or more computers, The computer, The process of executing a first game based on a player's manual operation, After a first condition is satisfied in the first game, the process of receiving a first operation of the player, When the first operation is input, the process of executing the second game by omitting at least a part of the second game that is executed relatively later than the first game, is performed.

Advantages of the Invention

[0012] According to the present invention, the convenience of the player can be improved.

Brief Description of the Drawings

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] FIG. 2A is a diagram for explaining the hardware configuration of a player terminal. FIG. 2B is a diagram for explaining the hardware configuration of a server. [Figure 3] FIG. 3A is a diagram showing an example of a home screen. FIG. 3B is a diagram for explaining an example of an ally character confirmation screen. FIG. 3C is a diagram showing an example of a quest screen. [Figure 4] FIG. 4A is a first diagram for explaining an example of a main quest screen. FIG. 4B is a first diagram for explaining an example of a main quest selection screen. FIG. 4C is a first diagram for explaining an example of a party selection screen. [Figure 5] FIG. 5A is a diagram for explaining an example of a battle screen. FIG. 5B is a first diagram for explaining an example of a result screen. [Figure 6] FIG. 6A is a second diagram for explaining an example of a main quest screen. FIG. 6B is a second diagram for explaining an example of a main quest selection screen. FIG. 6C is a second diagram for explaining an example of a result screen. [Figure 7] FIG. 7A is a first diagram for explaining an example of an effect at the start of a turn on a sub-content screen. FIG. 7B is a diagram for explaining an example of a sub-content screen in the first turn. FIG. 7C is a diagram for explaining an example of an owned dice dialog. [Figure 8] FIG. 8A is a diagram for explaining an example of a menu display. FIG. 8B is a diagram for explaining an example of an item shop dialog. [Figure 9] FIG. 9A is a diagram for explaining an example of an owned cooking dialog. FIG. 9B is a diagram for explaining an example of a sub-content screen when "cooking" is used. [Figure 10] FIG. 10 is a diagram for explaining an example of the type of "square". [Figure 11] FIG. 11 is a diagram for explaining an example of a "map" provided with a first section to a fourth section. [Figure 12]Figure 12 illustrates an example of recipe possession information. [Figure 13] Figure 13 illustrates an example of culinary lineage information. [Figure 14] Figure 14A is a diagram illustrating the probability of a rival character appearing. Figure 14B is a diagram illustrating the location where a rival character appears. [Figure 15] Figure 15 illustrates an example of the probability of a party member joining. [Figure 16] Figure 16 is a diagram illustrating an example of companion information. [Figure 17] Figure 17A is the first diagram illustrating an example of a dice animation in a sub-content screen. Figure 17B is the second diagram illustrating an example of a dice animation in a sub-content screen. [Figure 18] Figure 18A illustrates an example of a sub-content screen that appears when the player character lands on a "cooking square." Figure 18B illustrates an example of a tap prompt animation. Figure 18C illustrates an example of a lottery animation. [Figure 19] Figure 19A is a diagram illustrating an example of a food acquisition dialogue. Figure 19B is a second diagram illustrating an example of a turn start animation. [Figure 20] Figure 20A illustrates an example of a sub-content screen that appears when the player character lands on "Gacha Master". Figure 20B illustrates an example of a Gacha Master dialog box. [Figure 21] Figure 21A illustrates an example of a sub-content screen when the player character stops on a "mile square." Figure 21B illustrates an example of a mile square animation on the sub-content screen. [Figure 22] Figure 22A illustrates an example of a sub-content screen that appears when the player character lands on a "shop space". Figure 22B illustrates an example of a shop space dialog. [Figure 23]Figure 23A illustrates an example of a sub-content screen that appears when the player character stops at a "Party Square". Figure 23B illustrates an example of a Party Square dialog box. [Figure 24] Figure 24A illustrates an example of a sub-content screen that appears when the player character reaches a "checkpoint". Figure 24B illustrates an example of a checkpoint arrival animation. Figure 24C illustrates an example of a reward dialog. [Figure 25] Figure 25 illustrates an example of a sub-content screen that appears when a companion character appears. [Figure 26] Figure 26A is a diagram illustrating an example of a sub-content screen when a rival character appears. Figure 26B is the first diagram illustrating an example of a dice animation related to a rival character on the sub-content screen. Figure 26C is the second diagram illustrating an example of a dice animation related to a rival character on the sub-content screen. [Figure 27] Figure 27A illustrates an example of a confirmation dialog. Figure 27B illustrates an example of a sub-content screen when using the "Batch 3" function. [Figure 28] Figure 28A is the first diagram illustrating an example of a dice animation while using the "Batch 3" function. Figure 28B is the second diagram illustrating an example of a dice animation while using the "Batch 3" function. [Figure 29] Figure 29A is the first diagram illustrating an example of the progression animation when using the "Batch 3" function. Figure 29B is the second diagram illustrating an example of the progression animation when using the "Batch 3" function. [Figure 30] Figure 30A is the third diagram illustrating an example of a progression animation while using the "Batch 3" function. Figure 30B is the fourth diagram illustrating an example of a progression animation while using the "Batch 3" function. Figure 30C is a diagram illustrating an example of when a mass effect is activated while using the "Batch 3" function. [Figure 31]Figure 31 illustrates an example of the turn start animation when using the "Batch 3" function. [Figure 32] Figure 32A is the first diagram illustrating an example of a dice roll animation for rival characters while using the "Batch 3" function. Figure 32B is the second diagram illustrating an example of a dice roll animation for rival characters while using the "Batch 3" function. Figure 32C is a diagram illustrating an example of a progression animation for rival characters while using the "Batch 3" function. [Figure 33] Figure 33 shows an example of section skip management information. [Figure 34] Figure 34 shows an example of basic information for skipping sections. [Figure 35] Figure 35 shows an example of section skip reward information. [Figure 36] Figure 36A illustrates an example of the turn start animation on the sub-content screen when the section skip function is enabled. Figure 36B illustrates an example of the sub-content screen on the first turn when the section skip function is enabled. [Figure 37] Figure 37 illustrates an example of a skip confirmation dialog. [Figure 38] Figure 38A is the first diagram illustrating the flow of the animation when the section skip function is used. Figure 38B is the second diagram illustrating the flow of the animation when the section skip function is used. Figure 38C is a diagram showing an example of the section skip reward dialog. [Figure 39] Figure 39 illustrates the memory configuration and computer functions of the player terminal. [Figure 40] Figure 40 is a flowchart illustrating an example of the main content management process on a player terminal. [Figure 41] Figure 41 is a flowchart illustrating an example of sub-content management processing on a player terminal. [Figure 42]Figure 42 is a flowchart illustrating an example of sub-content detail processing on a player terminal. [Figure 43] Figure 43 is a flowchart illustrating an example of the processing that occurs when a rival character appears on the player's terminal. [Figure 44] Figure 44 is a flowchart illustrating an example of checkpoint-related processing on a player terminal. [Figure 45] Figure 45 is a flowchart illustrating an example of skip processing on a player terminal. [Figure 46] Figure 46 shows an example of reward information related to the first modification. [Figure 47] Figure 47 shows an example of reward information related to the second modified example. [Modes for carrying out the invention]

[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values ​​shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.

[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.

[0016] The player terminal (information processing device) 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.

[0017] Server 1000 is configured to communicate with multiple player terminals 1 and is connected to multiple player terminals 1. Server 1000 stores various information (player information) for each player ID used to identify players playing the game.

[0018] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

[0019] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.

[0020] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0022] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.

[0023] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.

[0024] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.

[0025] The memory unit 18 is composed of ROM or RAM and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the storage device 12 by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.

[0029] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. In this embodiment, the main content is a so-called battle game in which allied characters fight against enemy characters. Specifically, in the game of this embodiment, multiple allied characters are provided. The player selects multiple characters (five in this case) from the provided allied characters to form a party. In addition, the player can play multiple types of battle games with different enemy characters and difficulty levels. In the battle game, the main objective is for the allied characters in the party to defeat (clear) the enemy characters and obtain rewards.

[0030] In this embodiment, a board game is provided as sub-content, in which players move forward a number of spaces equal to the number rolled on a die. The main objective of the sub-content is to reach checkpoint spaces set at predetermined intervals and earn rewards. Dice are awarded when predetermined conditions are met. In this embodiment, predetermined conditions are met when a player logs into the game for the first time during a predetermined period (for example, one day). Also in this embodiment, predetermined conditions are met when the stamina consumed during a predetermined period (for example, one day) reaches a predetermined amount (for example, 700). However, the content of predetermined conditions is not limited to these. For example, predetermined conditions may be met based on the number of times the main content, or more specifically, the battle game belonging to the main content, has been played. Also, predetermined conditions may be met when a player wins a lottery held after playing the main content, or more specifically, the battle game belonging to the main content.

[0031] Figure 3A shows an example of the home screen. Figure 3B illustrates an example of the ally character confirmation screen. Figure 3C shows an example of the quest screen.

[0032] The home screen shown in Figure 3A is the first screen displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in Figure 3A, the menu bar 30 is displayed at the bottom of the display 26 on the home screen.

[0033] The menu bar 30 is provided with multiple control sections that the player can operate (tap). The menu bar 30 includes a home screen selection control section 30a labeled "Home," a ally character confirmation screen selection control section 30b labeled "Character," a story screen selection control section 30c labeled "Story," a quest screen selection control section 30d labeled "Quest," a gacha screen selection control section 30e labeled "Gacha," and a menu screen selection control section 30f labeled "Menu." In the menu bar 30, the control section corresponding to each screen is highlighted so that the screen currently displayed on the display 26 can be identified. The menu bar 30 is basically displayed at the bottom of the display 26 on normal screens other than the title screen (not shown).

[0034] When the Home Screen selection control 30a is tapped, the Home Screen shown in Figure 3A is displayed on the display 26. When the Ally Character Confirmation Screen selection control 30b is tapped, the Ally Character Confirmation Screen shown in Figure 3B is displayed on the display 26. When the Story Screen selection control 30c is tapped, a Story Screen (not shown) is displayed on the display 26. When the Quest Screen selection control 30d is tapped, the Quest Screen shown in Figure 3C is displayed on the display 26. When the Gacha Screen selection control 30e is tapped, a Gacha Screen (not shown) is displayed on the display 26. When the Menu Screen selection control 30f is tapped, a Menu Screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted, on the Story Screen, new stories are unlocked as the player progresses through the Main Quest (see Figure 4A) described later on the Quest Screen, and the player can view the unlocked stories from the Story Screen. On the Gacha Screen, a gacha lottery is held where ally characters can be obtained by lottery. On the Menu Screen, game settings and various information can be checked.

[0035] The home screen shown in Figure 3A corresponds to the initial screen, and a header display area 31 is provided at the top. The header display area 31 displays level information 31a, which indicates the player level associated with the player ID, and a stamina display bar 31b, which indicates the stamina of the player associated with the player ID. This level information 31a and stamina information are also included in the player information.

[0036] Stamina is a parameter necessary for players to play battle games. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a maximum number of times it can be played per day, and so on. When playing a battle game that has a set stamina consumption value, the player will consume stamina to play the battle game, so if the player does not have enough stamina, they will not be able to play that battle game.

[0037] Without going into too much detail, when a player wins a battle game, they can earn a predetermined amount of player experience points. Each time their player experience points reach a certain value, their player level increases. A stamina limit is set for each player level, and as the player level increases, the stamina limit also increases. Stamina recovers within the limit by a predetermined amount (e.g., 1 point) at regular intervals (e.g., every 5 minutes). The stamina display bar 31b visually shows the current stamina remaining relative to the stamina limit.

[0038] Furthermore, as shown in Figure 3A, on the home screen, a sub-content selection operation unit 32 labeled "Sub-content" is displayed at the top of the menu bar 30. When the sub-content selection operation unit 32 is tapped, the sub-content screen (Figure 7A), which will be described later, is displayed on the display 26.

[0039] When the Ally Character Confirmation Screen Selection Operation Unit 30b shown in Figure 3A is tapped, the Ally Character Confirmation Screen shown in Figure 3B is displayed on the display 26. The Ally Character Confirmation Screen displays images of all ally characters corresponding to the Ally Character ID associated with the Player ID. In other words, the Ally Character Confirmation Screen displays all ally characters owned by the player. The Ally Character ID is used to identify ally characters, and each ally character is assigned a different ID. When a player acquires a new ally character, for example through a gacha draw, the Ally Character ID of the acquired ally character is associated with the player's Player ID. The Ally Character ID is part of the player information.

[0040] Each ally character ID stores associated information about their star rank, experience points, and level. Experience points increase when winning battle games (described later) or when using specific items. Levels are set in relation to experience points, and the level increases each time experience points reach a predetermined value. Each ally character also has a level cap, and their level will only increase within that cap.

[0041] Additionally, each ally character has base combat power values ​​such as life points, attack power, and defense power, based on their star rank and level. The higher the combat power of your ally characters, the more advantageous the battle game will be for the player. Furthermore, each base value set for ally characters increases as their star rank and level increase.

[0042] Furthermore, allied characters can be equipped with weapons and armor. Each piece of equipment has a bonus value assigned to its attack power, defense power, etc. When equipment is equipped, the bonus value of each piece of equipment is added to the base value mentioned above, increasing the allied character's combat power. This information about weapons and armor is also associated with the allied character ID and is included as part of the player information.

[0043] When the quest screen selection control unit 30d shown in Figure 3A is tapped, the quest screen shown in Figure 3C is displayed on the display 26. The quest screen displays multiple game type selection control units 44, each indicating the type of battle game offered. In this case, four types of battle games are offered, and four game type selection control units 44 are displayed.

[0044] The game type selection control unit 44 includes a main quest selection control unit 44a labeled "Main Quest," a guild battle selection control unit 44b labeled "Guild Battle," a 1v1 battle selection control unit 44c labeled "1v1 Battle," and a 3v3 battle selection control unit 44d labeled "3v3 Battle."

[0045] When the main quest selection control 44a is tapped, the main quest screen shown in Figure 4A is displayed on the display 26. Similarly, when the guild battle selection control 44b is tapped, a guild battle screen (not shown) is displayed on the display 26. Likewise, when the 1v1 battle selection control 44c is tapped, a 1v1 battle screen (not shown) is displayed on the display 26. Furthermore, when the 3v3 battle selection control 44d is tapped, a 3v3 battle screen (not shown) is displayed on the display 26.

[0046] Note that some battle games have unlock conditions. These conditions may include, for example, having a player level above a certain value, viewing a specific story from the story screen, or clearing other designated battle games. Furthermore, each battle game type has multiple battle games (layers or loops) belonging to it. Each of these battle games also has its own unlock conditions. When the unlock conditions are met, the game unlock information included in the player information will be updated.

[0047] On player terminal 1, it is determined whether or not a battle game is unlocked based on the game unlock information, and only the game type selection operation unit 44 of the battle game that meets the unlock conditions accepts the player's input (tap). Therefore, the player can only play battle games that meet the unlock conditions.

[0048] Figure 4A is the first diagram illustrating an example of the main quest screen. Figure 4B is the first diagram illustrating an example of the main quest selection screen. Figure 4C is the first diagram illustrating an example of the party selection screen.

[0049] As described above, when the main quest selection operation unit 44a is tapped in the game type selection operation unit 44 shown in Figure 3C, the main quest screen shown in Figure 4A is displayed on the display 26.

[0050] The main quest screen displays a quest operation section 45 for selecting from multiple battle games (levels) belonging to the main quest. The main quest screen also displays a menu bar 30 and a header display area 31. In this embodiment, the multiple battle games belonging to the main quest are broadly divided into main battle games, which have a set stamina consumption value required for play, and sub-battle games, which do not require stamina consumption for play. Main battle games can generally be challenged again after completion. In contrast, sub-battle games generally cannot be challenged again after completion.

[0051] The quest control unit 45 also displays the clear information for each battle game. For example, the clear information for the main battle game is indicated by three stars. In the main battle game, when the battle game is cleared, stars are awarded according to the number of allied characters whose life points were at 0 at the time of clearing. For example, if no allied characters have 0 life points, three stars are awarded; if one allied character has 0 life points, two stars are awarded; and if two or more allied characters have 0 life points, one star is awarded. In addition, for example, in the sub-battle game, when the battle game is cleared, an unillustrated icon labeled "Cleared" is displayed as part of the clear information.

[0052] In the example in Figure 4A, three stars were earned in the main battle game "1-1," two stars were earned in the main battle game "1-2," and one star was earned in the main battle game "1-3." In the main battle game "1-4," no stars were earned, and it is reported that this battle game was not cleared. In the sub-battle game "1-S," it is also reported that this battle game was not cleared.

[0053] In the main quest, the unlock condition is to clear the previous battle game (main battle game or sub-battle game). For example, in the example in Figure 4A, clearing the main battle game "1-3" unlocks the main battle game "1-4," but subsequent battle games ("1-S" and "1-5" and beyond, which are not shown) remain unlocked.

[0054] On the main quest screen, if the quest operation section 45 labeled, for example, "1-4," is operated (tapped), the main quest selection screen shown in Figure 4B, corresponding to the selected main battle game, is displayed on the display 26.

[0055] As shown in Figure 4B, the main quest selection screen displays the enemy characters that appear in the battle game and the items (rewards) that can be obtained in the battle game. The main quest selection screen also displays a challenge operation section 46 labeled "Challenge" to challenge the battle game, and a cancel operation section 40 labeled "Cancel" to stop the process corresponding to the currently displayed screen. The main quest selection screen also displays the amount of stamina required to play. In the example shown in Figure 4B, the current amount of stamina and the amount of stamina obtained by subtracting the amount of stamina required to play from the current amount of stamina are displayed.

[0056] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in Figure 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.

[0057] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Figure 4C is displayed on the display 26. The party selection screen displays all the allied characters owned by the player, and below it, a selected allied character display area 47 is displayed, showing the selected allied character.

[0058] Additionally, the party selection screen displays a cancel operation section 40 and a battle start operation section 49 labeled "Start Battle".

[0059] On the party selection screen, when a player interacts with (tap) a displayed ally character, that character is displayed in the selected ally character display area 47. In other words, here, the player selects an ally character ID from among the multiple ally character IDs associated with the player ID to be used in the battle game (to determine the party). A party is formed when multiple ally characters are selected by the player. Note that the same ally character cannot be set more than once when forming a party.

[0060] Once the party formation is complete and the battle start control unit 49 is operated (tapped), the battle game will begin.

[0061] Figure 5A is a diagram illustrating an example of a battle screen. Figure 5B is the first diagram illustrating an example of a results screen. When the battle start operation unit 49 is operated (tapped) on the party selection screen shown in Figure 4C, the battle game starts.

[0062] During a battle game, a battle screen is displayed as shown in Figure 5A. On the battle screen, allied characters and enemy characters are displayed on display 26. Allied characters are controlled by a computer and can inflict damage on enemy characters and receive damage from enemy characters. Enemy characters are also controlled by a computer and can inflict damage on allied characters and receive damage from allied characters.

[0063] When an enemy character takes damage, the damage points are deducted from the enemy character's life points. Similarly, when an ally character takes damage, the damage points are deducted from the ally character's life points. The player wins (clears the stage) when all enemy characters' life points reach 0, and the player loses when all ally characters' life points reach 0 (loses).

[0064] Here, at the bottom of the battle screen, as shown in Figure 5A, there is a display area 50 for allied characters. The display area 50 shows the life points 50a and special move gauge 50b for each allied character. The special move gauge 50b increases when an allied character takes damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 50b reaches a predetermined maximum value, that allied character becomes able to use a special move. Special moves deal more damage to enemy characters than normal attacks, restore the life points of allied characters, or inflict special effects on enemy characters.

[0065] There are two ways to use a special move. One is for the player to tap on an allied character whose special move gauge 50b, displayed in the allied character display area 50, has reached its maximum value. The other is for the computer to use the special move when the special move gauge 50b reaches its maximum value in auto mode. An auto selection control unit 51 is displayed on the battle screen, and the player can switch between auto mode and manual mode by operating the auto selection control unit 51. When the auto selection control unit 51 is operated in manual mode, the special move is used automatically. Also, when the auto selection control unit 51 is operated in auto mode, the special move is used manually. Even in auto mode, if the special move gauge 50b has reached its maximum value and the special move has not been used by the computer, the player can use the special move by tapping on an allied character.

[0066] Then, when the battle game ends successfully, the results screen is displayed on the display 26, as shown in Figure 5B. Figure 5B shows an example of the results screen when an ally character wins.

[0067] The results screen displays at least some of the game result information for the battle game, along with an exit operation section 53 labeled "Close".

[0068] The game result information includes the ally character ID (party) of allied characters, the enemy character ID of enemy characters, the remaining status of allied and enemy characters at the end of the battle (whether or not their life points are 0 at the end of the battle game), the total damage dealt, whether the player was in manual or auto mode, the battle log ID, the type of battle game (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game floor, etc.), and information on items awarded. The player is in manual or auto mode if they were in auto mode from the start to the end of the battle game and no special moves were used manually by the player; otherwise, they are in manual mode. The battle log ID is unique to each battle game. The information associated with each type of battle game varies depending on the type of battle game.

[0069] Furthermore, as described above, in this embodiment, when the amount of stamina consumed during a predetermined period (for example, 1 day) reaches a predetermined amount (for example, 700), a "dice" that can be used in the sub-content described later is assigned to the player's player ID. When a "dice" is acquired through stamina consumption, a dice icon 54 indicating that a "dice" has been acquired is displayed on the results screen.

[0070] Furthermore, when the termination operation unit 53 is operated (tapped) on the results screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the results screen is part of the battle screen. The normal screen to which the results screen is switched to may be the screen that was displayed immediately before switching to the battle screen, or it may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the results screen ends.

[0071] Figure 6A is the second diagram illustrating an example of the main quest screen. Figure 6B is the second diagram illustrating an example of the main quest selection screen. Figure 6C is the second diagram illustrating an example of the results screen.

[0072] As described above, winning the main battle game "1-4" fulfills the unlock condition for the sub-battle game "1-S". When the quest operation section 45 labeled "1-S" is operated (tapped) on the main quest screen shown in Figure 6A, the main quest selection screen shown in Figure 6B, corresponding to the selected sub-battle game, is displayed on the display 26.

[0073] As shown in Figure 6B, the main quest selection screen corresponding to a sub-battle game displays the enemy characters that appear in that battle game and the items (rewards) that can be obtained in that battle game. Also, as shown in Figure 6B, the main quest selection screen corresponding to a sub-battle game informs the player that playing does not require stamina consumption and that they cannot attempt the sub-battle game again after clearing it.

[0074] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in Figure 6A is displayed on the display 26, and the challenge to the selected "1-S" battle game is canceled.

[0075] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen is displayed on the display 26, similar to the main battle game described above. Furthermore, when the battle start operation unit 49 is operated (tapped) on the party selection screen, the battle game is started, similar to the main battle game described above.

[0076] Then, when the battle game ends successfully, the results screen is displayed on the display 26, as shown in Figure 6C. Figure 6C shows an example of the results screen when an ally character wins.

[0077] The results screen displays at least some of the game result information for the battle game. The results screen also displays an exit button 53 labeled "Close".

[0078] In this embodiment, upon clearing a sub-battle game, a "recipe" is awarded to the player's player ID as a reward. As will be explained in more detail later, the "recipe" is an item that allows players to progress through the sub-content described later to their advantage. When a "recipe" is acquired upon clearing a battle game, a recipe icon 55 indicating that a "recipe" has been acquired will be displayed on the results screen.

[0079] Next, let's explain the sub-content. Sub-content consists of multiple turns, and in each turn, the player rolls a die and moves forward the number of spaces on the map. The main objective of sub-content is to reach checkpoint spaces, which are placed at predetermined intervals on the map, and earn rewards. The map is pre-set and corresponds to seasons, which have a set duration (for example, one month). When the current season ends and the next season begins, the map changes.

[0080] Furthermore, in this embodiment, we will describe a case where the "Batch 3" function and the section skip function are included as features to improve the convenience of the player in sub-content.

[0081] Figure 7A is the first diagram illustrating an example of the turn start animation in the sub-content screen. Figure 7A shows the sub-content screen when the first turn begins in the sub-content.

[0082] In this embodiment, a target number of turns is set for the number of turns required to reach the next checkpoint "square". In this embodiment, 16 turns are set as the target number of turns. At the start of each turn, a turn start animation is performed on the sub-content screen, as shown in Figure 7A.

[0083] In the turn start animation, as shown in Figure 7A, a turn start notification image 60, which displays the current turn number and the target turn number, is shown in the center of the sub-content screen for a predetermined period of time.

[0084] Figure 7B illustrates an example of a sub-content screen during the first turn. Once the display period of the turn start notification image 60 ends, as shown in Figure 7B, the turn start notification image 60 disappears, and various operations related to the progress of the sub-content become available.

[0085] As shown in Figure 7B, the sub-content screen displays multiple "squares". In this embodiment, as will be described in detail later, each "square" is set to at least one of the following: "Mile Square", "Shop Square", "Cooking Square", "Minigame Square", "Event Square", "Reward Square", "Gacha Square", "Party Square", or "Castle Town Square". The sub-content screen also displays a player icon P representing the player. Here, the player icon P is stored in association with the player's player ID.

[0086] The player icon P is displayed on one of the "squares" shown on the sub-content screen. When the player rolls the "dice," the player icon P moves forward the number of "squares" indicated by the roll. In other words, the "map" includes multiple points (e.g., "squares") connecting the section from the starting point (e.g., the square labeled "Start" in Figure 7B) to the ending point (e.g., the "castle town square" located in the upper left of Figure 7B), and the player game medium (e.g., player icon P), linked to the player's player ID, is configured to move through multiple points from the starting point to the ending point. Note that the example shown in Figure 7B shows the case where only one path is provided from the starting point to the ending point on the "map." However, the path may be branched midway between the starting point and the ending point on the "map," creating multiple paths. Also, although the example shown in Figure 7B shows the case where the starting point and ending point are different "squares," the starting point and ending point may be the same "square," and the player may circle the same section.

[0087] In this embodiment, after a player acquires a "dice," the player can exercise the right to use the "dice" at any time within a certain period (for example, two weeks). In other words, if a certain period (for example, two weeks) has passed since the player acquired the "dice," the right to use the "dice" will be forfeited. However, there is no requirement to set an expiration date for the right to use the "dice." Also, as mentioned above, if the "season" changes and the "map" is switched, the right to use the "dice" may be retained even if the "map" is switched. Alternatively, the right to use the "dice" may be forfeited when the "map" is switched in accordance with the change of the "season." Furthermore, at the time a new "season" begins, a predetermined number of "dice" usage rights may be granted to the player ID.

[0088] Furthermore, in this embodiment, the right to use the "dice" is accumulated in association with the player's player ID, but an upper limit may be set on the number of "dice" usage rights that can be accumulated in association with the player's player ID. That is, if the number of "dice" usage rights accumulated in association with the player's player ID reaches the upper limit, even if predetermined conditions are met, no new "dice" usage rights may be accumulated in association with the player's player ID.

[0089] In other words, a player can exercise all of their right to use a "dice" on the day they acquire it. Alternatively, a player can save up their right to use a "dice" over several days and then use all of their saved "dice" at a later date. To put it another way, when certain pre-set conditions are met, the right to use "dice" that can be consumed in sub-content is accumulated and linked to the player's player ID. This allows players to use the "dice" in a way that suits their individual play style, thereby enhancing the enjoyment of the game.

[0090] As shown in Figure 7B, the sub-content screen displays the owned dice information display unit 62. The owned dice information display unit 62 displays information about the dice the player owns. Specifically, as shown in Figure 7B, the owned dice information display unit 62 displays information about the total number of dice the player owns. In addition, the owned dice information display unit 62 displays information about the number of dice the player owns whose expiration date is today. Furthermore, when the owned dice information display unit 62 is tapped, the owned dice dialog 64 is displayed on the display 26.

[0091] Figure 7C shows an example of the owned dice dialog 64. As shown in Figure 7C, the owned dice dialog 64 displays information about the expiration date for each "dice" owned by the player. In this embodiment, the owned dice dialog 64 is sorted and displayed so that the "dice" with the nearest expiration date are displayed at the top.

[0092] In addition, in the "Owned Dice Dialog 64," players can scroll to view information about the expiration dates of all the "dice" they own.

[0093] Furthermore, dice with a remaining number of days until their expiration date that is less than or equal to a predetermined number of days (for example, 3 days) may be displayed in a different manner than dice with a remaining number of days greater than the predetermined number of days. For example, dice with a remaining number of days less than or equal to the predetermined number of days may be displayed in red, while dice with a remaining number of days greater than the predetermined number of days may be displayed in black.

[0094] Additionally, the "Owned Dice" dialog box 64 displays a close button 66 labeled "Close". When the close button 66 is tapped, the "Owned Dice" dialog box 64 disappears, and the sub-content screen shown in Figure 7B is displayed.

[0095] Returning to Figure 7B, the sub-content screen displays the information display unit 68. As shown in Figure 7B, the information display unit 68 displays the current turn number and the target turn number. This allows the player to understand the current turn number and the target turn number even after the turn start notification image 60 (Figure 7A) is hidden.

[0096] Furthermore, as shown in Figure 7B, the sub-content screen displays the menu operation unit 70. When the menu operation unit 70 is operated, the menu display 72 is displayed on the display 26.

[0097] Figure 8A shows an example of the menu display 72. As shown in Figure 8A, the menu display 72 shows a shop operation unit 72a labeled "Shop". When the shop operation unit 72a is tapped, the item shop dialog 74 is displayed on the display 26.

[0098] Players can acquire a first in-game currency (referred to as "Miles" in this embodiment) and a second in-game currency (referred to as "Coins" in this embodiment) as they progress through sub-content. Figure 8B shows an example of an item shop dialog 74. In the item shop dialog 74, players can purchase various items by spending "Coins". In this embodiment, in the item shop dialog 74, players can purchase various items to gain an advantage in progressing through the main content, such as various equipment that can strengthen allied characters. For example, in the item shop dialog 74, players may purchase items to increase the level of allied characters. Also, in the item shop dialog 74, players may purchase items to increase the star (rank) of allied characters. Also, in the item shop dialog 74, players may purchase in-game currency that can be used outside of sub-content.

[0099] As shown in Figure 8B, the item shop dialog 74 displays icons corresponding to each purchasable item. Each icon also displays a purchase operation section 76 labeled "Purchase". By tapping the purchase operation section 76, the player can purchase the desired item in exchange for a predetermined number of "coins".

[0100] Furthermore, as shown in Figure 8B, the item shop dialog 74 displays a bulk purchase operation section 78 labeled "Buy Bulk". Each icon also displays a checkbox. By tapping one or more checkboxes and then the bulk purchase operation section 78, the player can purchase multiple desired items at once in exchange for a predetermined number of "coins". This improves the player's usability when purchasing multiple items. After tapping the bulk purchase operation section 78, a confirmation screen may be displayed to confirm the purchase with the player.

[0101] Furthermore, as shown in Figure 8B, the item shop dialog 74 displays a back button 80 labeled "Back". When the back button 80 is tapped, the item shop dialog 74 disappears, and the sub-content screen shown in Figure 7B is displayed.

[0102] Returning to Figure 7B, the dice control unit 81 is displayed on the sub-content screen. The dice control unit 81 is displayed in an operable form when the player possesses one or more dice. On the other hand, if the player does not possess any dice, the dice control unit 81 is displayed in an operable form, for example, grayed out. Figure 7B shows the case when the dice control unit 81 is displayed in an operable form (no hatching in Figure 7B).

[0103] Furthermore, the cooking operation unit 82 is displayed on the sub-content screen. The cooking operation unit 82 is displayed in an operable form when the player possesses one or more "dishes". On the other hand, if the player does not possess any "dishes", the cooking operation unit 82 is displayed in an operable form, for example, grayed out. Figure 7B shows the case when the cooking operation unit 82 is displayed in an operable form. As will be explained in more detail later, "dishes" are items that can be obtained as the player progresses through the sub-content. In this embodiment, the player can progress through the sub-content advantageously by using the "dishes" they possess.

[0104] Furthermore, the "Batch 3" operation unit 83 is displayed on the sub-content screen. The "Batch 3" operation unit 83 is displayed in an operable form when the player possesses three or more "dice". On the other hand, if the player does not possess any "dice", or if the player possesses two or fewer "dice", the "Batch 3" operation unit 83 is displayed in an operable form, for example, grayed out. Figure 7B shows the case when the "Batch 3" operation unit 83 is displayed in an operable form. As will be explained in more detail later, the "Batch 3" function is a function that allows the player to advance the sub-content more quickly than rolling the "dice" one by one by rolling three "dice" at once. However, in this embodiment, using the "Batch 3" function may be disadvantageous to the player compared to rolling the "dice" one by one. When the player transitions to the sub-content screen for the first time after the "Batch 3" function has been newly implemented, an explanatory image (not shown) informing the player that the "Batch 3" function has been newly implemented may be displayed on the display 26.

[0105] Furthermore, the sub-content screen displays the section skip operation unit 84. As will be explained in more detail later, the section skip operation unit 84 is displayed in an operable form when the section skip function is available. On the other hand, when the section skip operation unit 84 is unavailable, it is displayed in an inoperable form (cross-hatching in Figure 7B). Figure 7B shows the case when the section skip operation unit 84 is displayed in an inoperable form. As will be explained in more detail later, the section skip function is a function that allows the player icon P to move all at once to the next checkpoint "square" in exchange for consuming a predetermined number of "dice" by operating the section skip operation unit 84 displayed in an operable form.

[0106] However, in this embodiment, using the interval skip function may be disadvantageous to the player compared to rolling the dice one by one based on the player's manual operation (operation of the dice operation unit 81). For example, the reward that would be given to the player's player ID when the game is played by rolling the dice one by one may not be given when the interval skip function is used, which may be disadvantageous to the player. Also, for example, the reward obtained when using the interval skip function may be adjusted in the game design to be less than when the game is played by rolling the dice one by one, which may be disadvantageous to the player.

[0107] Furthermore, in this embodiment, using the section skip function may be disadvantageous to the player compared to using the "Batch 3" function, based on the player's manual operation (operation of the dice operation unit 81). For example, the rewards that are given when the game is played using the "Batch 3" function may not be given when the section skip function is used, which may be disadvantageous to the player. Also, for example, the game design may be adjusted so that the rewards obtained when using the section skip function are less than when the game is played using the "Batch 3" function, which may be disadvantageous to the player.

[0108] Furthermore, when the player transitions to the sub-content screen for the first time after the section skip function has been newly implemented, an explanatory image (not shown) informing the player that the section skip function has been newly implemented may be displayed on display 26.

[0109] Figure 9A illustrates an example of the Owned Dishes dialog 85. When the Dishes operation unit 82 is tapped, the Owned Dishes dialog 85 is displayed on the display 26. As shown in Figure 9A, the Owned Dishes dialog 85 displays a list of icons corresponding to the "Dishes" that the player possesses. Each icon also displays a use operation unit 86 labeled "Use". The player can use the corresponding "Dish" by tapping the use operation unit 86. When a "Dish" is used, the player can acquire a predetermined effect that allows them to progress through sub-content more easily. This predetermined effect varies depending on the type of "Dish". After tapping the use operation unit 86, a predetermined confirmation screen may be displayed to confirm use with the player.

[0110] As a predetermined effect, for example, an effect may be set to increase the number of dice rolled. Alternatively, for example, an effect may be set to limit the outcome of the dice rolled to 1 to 3. Alternatively, for example, an effect may be set to limit the outcome of the dice rolled to 4 to 6. Alternatively, for example, an effect may be set to limit the outcome of the dice rolled to odd numbers. Alternatively, for example, an effect may be set to limit the outcome of the dice rolled to even numbers. Alternatively, for example, an effect may be set to multiply the outcome of the dice rolled by n (n = a predetermined integer). Alternatively, for example, an effect may be set to allow the dice to be re-rolled once. Alternatively, for example, an effect may be set to change the type of square. If the sub-content is a game that progresses based at least on the character's parameters, a predetermined item that favorably changes (strengthens) the character's parameters may be used instead of "cooking" in this embodiment.

[0111] Additionally, a detailed operation panel 87 is displayed for each icon. When the detailed operation panel 87 is tapped, a detailed screen (not shown) is displayed that provides various information about the corresponding "dish". When the close operation panel 88, labeled "Close", is tapped, the "Owned Dishes" dialog 85 is closed, and the sub-content screen that was displayed immediately before the "Owned Dishes" dialog 85 was displayed is shown.

[0112] Figure 9B illustrates an example of a sub-content screen when "Cooking" is used. As described above, in the owned cooking dialog 85 in Figure 9A, when the usage operation unit 86 is tapped, "Cooking" becomes available. When "Cooking" is used, as shown in Figure 9B, an icon 82a corresponding to the "Cooking" selected by the player is displayed near the cooking operation unit 82. The icon 82a is displayed in a manner that allows identification of the type of "Cooking" selected by the player. For example, in Figure 9B, the icon 82a displays an image corresponding to "Cooking D" and the text "Eaten".

[0113] Furthermore, in this embodiment, the player can basically only use one "dish" per turn. Therefore, when a "dish" is used, the icon 82a is displayed in an unresponsive manner (cross-hatched in Figure 9B), as shown in Figure 9B.

[0114] Figure 10 is a diagram illustrating an example of the types of "squares". As described above, in this embodiment, the types of "squares" include "Mile Square", "Shop Square", "Cooking Square", "Minigame Square", "Event Square", "Reward Square", "Gacha Square", and "Castle Town Square". In addition, each "square" has a predetermined function set as its square effect. When the player icon P lands on a "square", the square effect corresponding to the type of "square" that P landed on is activated.

[0115] As shown in Figure 10, an icon labeled "Mile" is displayed on the "Mile Space". Also, as shown in Figure 10, in this embodiment, there are three types of "Mile Spaces": "Rank 1" to "Rank 3". When the player icon P lands on a "Mile Space", the player can acquire "Miles", which are the first in-game currency. In this embodiment, the higher the "Rank" of the "Mile Space", the more "Miles" the player can acquire. For example, if the player icon P lands on a "Rank 1" "Mile Space", the player can acquire 500 "Miles", if the player icon P lands on a "Rank 2" "Mile Space", the player can acquire 1000 "Miles", and if the player icon P lands on a "Rank 3" "Mile Space", the player can acquire 1500 "Miles". In other words, the amount of "Miles" that can be acquired is determined according to the "Rank" of the "Mile Space". The amount of "Miles" that can be acquired may be determined by, for example, a lottery.

[0116] Furthermore, an icon labeled "Shop" is displayed on the "Shop Space." As shown in Figure 10, in this embodiment, there are three types of "Shop Spaces": "Rank 1" to "Rank 3." When the player icon P lands on a "Shop Space," the player can purchase various items by spending "Miles," the first in-game currency. In this embodiment, players can purchase various items to gain an advantage in the main content, as well as "Dishes" to gain an advantage in the sub-content. At this time, the "Dishes" that can be purchased are determined based on the player's recipe possession information. In this embodiment, the higher the "Rank" of the "Shop Space," the more advantageous the items that the player can acquire will be for the player.

[0117] Figure 12 illustrates an example of recipe possession information. As shown in Figure 12, the recipe possession information includes information indicating the type of "recipe" the player possesses. It also includes information indicating the type of "dish" that becomes available for purchase when the player icon P lands on a "shop space".

[0118] Each type of "recipe" is associated with a specific type of "dish." In this embodiment, as shown in Figure 12, the "dishes" corresponding to the "recipe" owned by the player are set as the types of "dishes" that can be purchased.

[0119] Specifically, for example, in the example shown in Figure 12, the recipe possession information includes information indicating that the player possesses the "recipes" for "Initial 1," "Initial 2," "Dish A," and "Dish B." In this case, when the player icon P lands on the "Shop Space," the player can purchase the desired "Dish" from "Initial 1," "Initial 2," "Dish A," and "Dish B" by spending "Miles," which are the first in-game currency. In other words, when the player icon P lands on the "Shop Space," the player can purchase the "Dish" corresponding to the "Recipe" they possess. On the other hand, the player cannot purchase "Dishes" corresponding to "Recipes" they do not possess.

[0120] As described above, in this embodiment, when a player clears a predetermined sub-battle game, a "recipe" is added to the player's player ID as a reward. That is, as the player acquires "recipe" in accordance with their progress in the main content, "dishes" that can be purchased when the player icon P lands on a "shop square" will be unlocked sequentially. This makes it possible to stimulate the player's motivation to play the main content with the aim of progressing through the sub-content advantageously.

[0121] In this embodiment, the "Initial 1" and "Initial 2" "Recipes" are granted unconditionally to all players without requiring them to clear a predetermined sub-battle game. This prevents situations where novice players who cannot clear the predetermined sub-battle game are unable to acquire any "Recipes" and thus lose motivation to play.

[0122] Returning to Figure 10, the "Cooking Squares" display icons representing images of dishes. When the player icon P lands on a "Cooking Square," the player can purchase the "Dish" that they have won through a lottery. The "Dishes" eligible for the lottery are determined based on the player's recipe possession information.

[0123] As shown in Figure 12, the recipe possession information includes information indicating the type of "dish" that will be drawn when the player icon P lands on a "cooking square".

[0124] In this embodiment, as shown in Figure 12, regardless of the type of "recipe" the player possesses, all "dishes" corresponding to all "recipe" are set as the types of "dishes" that are subject to the lottery. In other words, the "dishes" subject to the lottery will include "dishes" of types corresponding to "recipe" that the player does not yet possess.

[0125] This makes it possible to set the types of "dishes" that are eligible for the lottery to be the same for advanced players who possess a relatively large variety of "recipes" and beginner players who possess a relatively small variety of "recipes". Therefore, it becomes possible to prevent situations where advanced players have an extremely unfair advantage over beginner players in sub-content.

[0126] Returning to Figure 10, an icon labeled "Minigame" is displayed on the "Minigame Space". When the player icon P lands on a "Minigame Space", the player can play a designated minigame. The player can then earn a reward based on the outcome of the minigame. For example, the player may earn "Miles" or "Coins" as a reward based on the outcome of the minigame. Alternatively, the player may earn a special item that can be converted into "Coins" when reaching a checkpoint "Space" as a reward based on the outcome of the minigame.

[0127] Additionally, an icon labeled "Event" is displayed on "Event Squares." When the player icon P lands on an "Event Square," an event is executed on display 26, in which a predetermined visual image is displayed. The predetermined visual image may, for example, be a dialogue scene between allied characters. Upon execution of the event, the player can acquire a predetermined effect that allows them to progress through sub-content more advantageously.

[0128] Furthermore, an icon resembling a treasure chest is displayed on the "reward squares." As shown in Figure 10, in this embodiment, there are three types of "reward squares," from "Rank 1" to "Rank 3." When the player icon P lands on a "reward square," an opening animation is performed on the display 26, in which a treasure chest is opened. Following the execution of the opening animation, the player can obtain predetermined items as a reward, which will allow them to progress through the main and sub-contents more advantageously. In addition, "miles" or "coins" may be obtained as rewards from "reward squares." Alternatively, special items that can be converted into "coins" when reaching a checkpoint "square" may also be obtained as rewards from "reward squares." In this embodiment, the higher the "rank" of the "reward square," the more advantageous the rewards the player receives. The content of the rewards that can be obtained may be determined, for example, by lottery.

[0129] Furthermore, an icon labeled "Gacha" is displayed on the "Gacha Master." When the player icon P lands on the "Gacha Master," the player can use the first in-game currency, "Miles," to perform a gacha, which allows them to win various items through a lottery. In this embodiment, players can win various items to gain an advantage in the main content, as well as "dishes" to gain an advantage in the sub-content, through a lottery. At this time, the "dishes" to be drawn are determined based on the player's recipe possession information.

[0130] As shown in Figure 12, the recipe possession information includes information indicating the type of "dish" that will be drawn when the player icon P stops on "Gacha Master". In this embodiment, as shown in Figure 12, the "dish" corresponding to the "recipe" possessed by the player is set as the type of "dish" that will be drawn.

[0131] Specifically, in the example shown in Figure 12, the "Dishes" "Initial 1," "Initial 2," "Dish A," and "Dish B" are set as targets for the lottery. In other words, when the player icon P stops on the "Gacha Master," the player can acquire a "Dish" corresponding to a "Recipe" they possess through a lottery. On the other hand, the player cannot acquire a "Dish" corresponding to a "Recipe" they do not possess through a lottery.

[0132] As described above, in this embodiment, when a player clears a predetermined sub-battle game, a "recipe" is added to the player's player ID as a reward. That is, as the player acquires "recipe" in accordance with their progress in the main content, the "dishes" that are set as targets for the lottery when the player icon P stops on the "Gacha Master" will be unlocked sequentially. This makes it possible to stimulate the player's motivation to play the main content with the aim of increasing the types of "dishes" that are set as targets for the lottery.

[0133] Figure 13 illustrates an example of cooking system information. As shown in Figure 13, cooking system information includes information indicating the system and effect content of each type of "dish". The system of a "dish" is information indicating the general type of its effect content. Specifically, as shown in Figure 13, "dishes" with effects related to the movement of the player icon P are classified as "System 1". Also, as shown in Figure 13, "dishes" with auxiliary effects other than the movement of the player icon P are classified as "System 2". Furthermore, as shown in Figure 13, "dishes" with special effects that do not fall into either "System 1" or "System 2" are classified as "System 3".

[0134] Returning to Figure 10, an icon labeled "Party" is displayed on the "Party Space". As described above, in this embodiment, a player can basically only use one "Dish" per turn. However, when the player icon P lands on the "Party Space", the player can use one "Dish" from each category. In other words, when the player icon P lands on the "Party Space", the player can use up to three "Dishes".

[0135] Furthermore, as shown in Figure 10, an icon resembling a castle is displayed in the "castle town squares". In this embodiment, the "castle town squares" function as checkpoints set at predetermined intervals (for example, between 15 and 50 squares). The "map" is divided into multiple sections, and a "castle town square" is provided in the last "square" of each section.

[0136] Figure 11 illustrates an example of a "map" with four sections, from the first to the fourth. As shown in Figure 11, the number of sections in a "map" can be set to a predetermined number (in the example shown in Figure 11, there are four sections, from the first to the fourth). As shown in Figure 11, in each section, the player icon P moves from the starting checkpoint along the arrows in the diagram to the next checkpoint. That is, in the example shown in Figure 11, clearing the first section starts the second section, clearing the second section starts the third section, and clearing the third section starts the fourth section. When the player icon P reaches the "castle town square" set as the last square of the fourth section, the player icon P moves back to the first section. In other words, the "map" is set up in a configuration that circles through the first to the fourth sections. This helps to suppress the risk of the "map" data size increasing. Furthermore, the type of each "square" in each section, excluding the last "square" ("castle town square"), may be predetermined by the organizers or determined by lottery.

[0137] Then, if the player icon P reaches the "Castle Town Square" within the target number of turns mentioned above, the player can receive a reward for reaching the square. For example, if the player icon P reaches the "Castle Town Square" within the target number of turns, the player may receive "Coins" as a reward for reaching the square. Alternatively, the player may receive a special item as a reward for reaching the square. In this case, the special item assigned to the player's player ID as a reward for reaching the square will be converted into "Coins," and the converted "Coins" will be assigned to the player's player ID. Furthermore, based on the special items the player possesses when reaching a checkpoint "Square," the special items may be converted into "Coins," and "Coins" may be assigned to the player separately from the reward for reaching the square.

[0138] When the player icon P reaches a "castle town square," the target number of turns until reaching the next "castle town square" and the current number of turns are reset. In this embodiment, a common target number of turns (for example, 16 turns) is set within one "season." Note that the target number of turns may be the same or different across multiple "seasons." Note that the target number of turns may be set differently depending on the distance between "castle town squares," for example. Alternatively, even if the distance between "castle town squares" is the same, different target numbers of turns may be set. In addition, in this embodiment, the case of setting a "castle town square" as a checkpoint is shown, but a checkpoint may also be set between the last "square" of one section and the first square of the next section.

[0139] In this embodiment, a rival character may appear in the sub-content. In this embodiment, the rival character is a so-called NPC (Non-playable character) that is automatically controlled by the computer. When a rival character appears, the game involves the player and the rival character taking turns rolling dice to compete to be the first to reach the "castle town square".

[0140] Figure 14A is a diagram illustrating the probability of a rival character appearing. In this embodiment, if a rival character has not appeared, each time the right to use the "dice" is exercised, a lottery is performed to determine whether or not a rival character will appear based on the probability of a rival character appearing shown in Figure 14A.

[0141] However, as shown in Figure 14A, in this embodiment, the appearance of a rival character is not determined when the current turn number is between turn 1 and turn 2. On the other hand, when the current turn number is turn 3 or later, the appearance or absence of a rival character is determined by the probability specified in Figure 14A. As shown in Figure 14A, in this embodiment, the probability of appearance is set to be higher as the current turn number increases. Note that when the current turn number is between turn 1 and turn 2, the lottery to determine the appearance or absence of a rival character may not be performed at all, or the lottery to determine the appearance or absence of a rival character may be performed with the appearance probability set to 0%.

[0142] The timing of the draw to determine whether or not a rival character appears may be after the player icon P moves forward the number of spaces indicated by the dice roll, as described below. Alternatively, the timing of the draw to determine whether or not a rival character appears may be before the player icon P moves forward the number of spaces indicated by the dice roll, as described below.

[0143] Furthermore, a preview animation may be implemented that suggests the likelihood of a rival character appearing in three stages: "high," "medium," and "low." For example, to gradually increase the player's tension, a preview animation indicating a "low" expectation, a preview animation indicating a "medium" expectation, and a preview animation indicating a "high" expectation may be implemented in sequence. Alternatively, a preview animation indicating a "high" expectation may be implemented suddenly without any preview animations indicating a "low" or "medium" expectation. Also, if a preview animation indicating a "high" expectation has not been implemented, the lottery to determine whether or not the rival character will appear may be not performed, or a lottery with a 0% probability of appearance may be performed. After a preview animation indicating a "high" expectation has been implemented, the lottery to determine whether or not the rival character will appear may be performed. This makes it possible to prevent a rival character from suddenly appearing when no preview animation has been performed. Furthermore, by notifying players in advance of the appearance of rival characters, it becomes possible for players to take preparatory steps, such as collecting "dishes," to gain an advantage in battles against those rival characters, thereby enhancing the enjoyment of the game.

[0144] Figure 14B is a diagram illustrating the appearance locations of rival characters. When the appearance of a rival character is determined, the location where the rival character will appear is determined based on the appearance locations of the rival character shown in Figure 14B. In this embodiment, as shown in Figure 14B, the location where the rival character will appear is determined according to the distance from the "square" where the player icon P is located to the "square" of the next checkpoint.

[0145] Specifically, as shown in Figure 14B, if the distance from the square where the player icon P is located to the next checkpoint square is 50 squares or more, the square one square ahead of the square where the player icon P is located will be determined as the location where the rival character will appear. In other words, in this case, the rival character will appear in the square one square closer to the checkpoint than the square where the player icon P is located. However, as mentioned above, in this embodiment, the "castle town squares" are placed at intervals of up to 50 squares, and the appearance of the rival character is not determined between the 1st and 2nd turns. Therefore, in practice, if the distance from the square where the player icon P is located to the next checkpoint square is 50 squares or more, the rival character will not appear.

[0146] Furthermore, as shown in Figure 14B, if the distance from the square where the player icon P is located to the next checkpoint square is between 40 and 49 squares, the rival character will appear in a square 9 spaces behind the square where the player icon P is located. In other words, in this case, the rival character will appear in a square 9 spaces further from the checkpoint than the square where the player icon P is located. Similarly, if the distance from the square where the player icon P is located to the next checkpoint square is between 30 and 39 squares, the rival character will appear in a square 7 spaces behind the square where the player icon P is located. Also, if the distance from the square where the player icon P is located to the next checkpoint square is between 20 and 29 squares, the rival character will appear in a square 4 spaces behind the square where the player icon P is located. Furthermore, if the distance from the square where the player icon P is located to the next checkpoint square is between 1 and 19 squares, the square one square behind the square where the player icon P is located will be determined as the location where the rival character will appear. In other words, the closer the distance from the square where the player icon P is located to the next checkpoint square, the closer the rival character will appear to the player icon P. This makes it possible to give the player a suitable sense of tension when a rival character appears.

[0147] In this embodiment, in sub-content, companion characters may appear that grant the player an effect that allows them to progress through the sub-content more advantageously. Figure 15 is a diagram illustrating an example of companion recruitment probability. In this embodiment, if no companion character has appeared in the current turn, exercising the right to use the "Dice" will trigger a lottery to determine whether or not a companion character will appear based on the companion recruitment probability shown in Figure 15. As shown in Figure 15, in this embodiment, different companion recruitment probabilities are set depending on whether the "Batch 3" function is used or not.

[0148] First, let's explain the probability of recruiting companions when the "Batch 3" function is not used. The probability of recruiting companions is determined based on the sum of the base probability and the added probability. Specifically, the base probability is set according to the number of times companion characters appear while the player icon P is moving from the previous checkpoint to the next checkpoint. In other words, if no companion character has appeared yet while the player icon P is moving from the previous checkpoint to the next checkpoint, the base probability corresponding to the "1st time" of recruiting a companion is selected. In addition, the added probability corresponding to the "1st time" of recruiting a companion is added each time a losing result is obtained in the lottery related to the "1st time" of recruiting a companion.

[0149] Specifically, for the first time a character joins a party, if the right to use the dice is exercised for the first time, the probability of the character joining is 5%. If the result of this draw is a loss, the probability of the character joining becomes 25% when the right to use the dice is exercised again. If the result of this draw is a loss, the probability of the character joining becomes 45% when the right to use the dice is exercised yet again. Finally, if the result of the draw for the first time a character joins a party is a win, the appearance of the character is determined.

[0150] As shown in Figure 15, in this embodiment, the base probability is set to a predetermined probability regardless of the number of times companions have joined. On the other hand, the additive probability is set to a smaller value as the number of companions join increases. This makes it possible to suppress the situation where the appearance of a companion character is not determined at all while the player icon P is moving from the previous checkpoint to the next checkpoint. It also makes it possible to suppress the risk of excessive determination of companion character appearances while the player icon P is moving from the previous checkpoint to the next checkpoint. However, the base probability may be set to a smaller value as the number of companions join increases. Also, the base probability and additive probability may be set to larger values ​​as the number of companions join increases.

[0151] Next, we will explain the probability of recruiting companions when using the "Batch 3" function. When using the "Batch 3" function, the right to use three "dice" at once is exercised. Therefore, if the probability of recruiting companions when using the "Batch 3" function is set to the same value as the probability of recruiting companions when the "Batch 3" function is not used, players may get the impression that the frequency of companion character appearances has increased compared to when the "Batch 3" function is not used. For this reason, the added probability when using the "Batch 3" function is set to a smaller value than the added probability when the "Batch 3" function is not used. The base probability when using the "Batch 3" function is set to the same value as the base probability when the "Batch 3" function is not used. This makes it possible to suppress the possibility that players may get the impression that the frequency of companion character appearances has increased compared to when the "Batch 3" function is not used. The base probability when using the "Batch 3" function may be set to a smaller value than the base probability when the "Batch 3" function is not used.

[0152] Furthermore, the probability of recruiting allies when using the "Batch 3" function can be made relatively lower than the probability of recruiting allies when not using the "Batch 3" function. This makes it possible to make using the "Batch 3" function relatively less advantageous for the player than not using it. This can help to mitigate the risk of players losing motivation to play if they choose to use their "Dice" one by one without using the "Batch 3" function.

[0153] However, when using the "Batch 3" function, the base probability and added probability may be set to values ​​greater than the base probability and added probability when the "Batch 3" function is not used.

[0154] The timing of the draw to determine whether or not a companion character will appear may be after the player icon P moves forward the number of spaces indicated by the dice roll, as described below. Alternatively, the timing of the draw to determine whether or not a companion character will appear may be before the player icon P moves forward the number of spaces indicated by the dice roll, as described below.

[0155] Here, as an example, let's consider a situation where two losing results have already been obtained in the lottery for the "third time" a companion joins, and the dice operation unit 81 is tapped without using the "Batch 3" function. In this case, the base probability is 5%. The added probability is 30% (15% x 2). Therefore, the companion joining probability, which is the sum of the base probability and the added probability, is 35%.

[0156] Next, as an example, let's consider a situation where two losing results have already been obtained in the lottery for the third time a companion joins, and the dice operation unit 81 is tapped while the "Batch 3" function is in use. In this case, the base probability corresponding to the first to third dice is 5%. The added probability corresponding to the first dice is 4% (2% x 2 times). The added probability corresponding to the second dice is 6% (2% x 3 times). The added probability corresponding to the third dice is 8% (2% x 4 times). Therefore, the companion joining probability corresponding to the first dice is 9% (5% + 4%). The companion joining probability corresponding to the second dice is 11% (5% + 6%). The companion joining probability corresponding to the third dice is 13% (5% + 8%). For example, if you win the draw that determines whether or not a companion character corresponding to the first "dice" appears, you may choose not to perform the draws corresponding to the second and subsequent "dice".

[0157] Figure 16 illustrates an example of companion information. As shown in Figure 16, companion information includes information indicating the effects exerted by the appearance of each type of companion character. Furthermore, companion information includes information indicating whether the companion character can only appear while a rival character is present. In the example shown in Figure 16, companion characters "Companion I" to "Companion L" are set to be able to appear only while a rival character is present. On the other hand, companion characters "Companion A" to "Companion H" are set to be able to appear regardless of whether a rival character is present or not.

[0158] Furthermore, the companion information includes information indicating whether a companion character should be excluded from appearing when the "Batch 3" function is used. In the example shown in Figure 16, companion characters "Companion E" to "Companion L" are set to be excluded from appearing when the "Batch 3" function is used. On the other hand, companion characters "Companion A" to "Companion D" are set to be included in the appearance regardless of whether the "Batch 3" function is used or not. In this embodiment, if a companion character that is set to be excluded from appearing when the "Batch 3" function is used has already appeared, that companion character will be discarded when the "Batch 3" function is used.

[0159] Then, once the appearance of a companion character is determined as described above, the type of companion character to appear is determined based on whether or not a rival character is currently appearing and whether or not the "Batch 3" function is being used. For example, if a rival character is currently appearing and the "Batch 3" function is not being used, the type of companion character to appear is determined by a predetermined lottery from "Companion A" to "Companion K".

[0160] Furthermore, if no rival characters are currently appearing and the "Batch 3" function is not in use, the type of companion character to appear will be determined by a predetermined lottery from "Companion A" to "Companion G". If the "Batch 3" function is in use, the type of companion character to appear will be determined by a predetermined lottery from "Companion A" to "Companion D", regardless of whether rival characters are appearing or not. However, the types of companion characters to appear may be determined according to a predetermined order. Note that once a companion character appears, it will disappear when a predetermined disappearance condition is met. For example, the disappearance condition may be met when the character wins a predetermined lottery or when a predetermined number of appearance turns set for each companion character have elapsed.

[0161] In this way, when the "Batch 3" function is used, the appearance of some companion characters may be restricted, or some companion characters that are currently present may be discarded, which can help mitigate the risk of the player using the "Batch 3" function gaining an unfair advantage.

[0162] Figure 17A is the first diagram illustrating an example of a dice animation on a sub-content screen. Figure 17B is the second diagram illustrating an example of a dice animation on a sub-content screen. When the dice operation unit 81 in Figure 7B is tapped while the "Batch 3" function is not in use, one right to use the "Dice" is consumed, and the dice animation shown in Figures 17A and 17B is executed. In other words, when the "Batch 3" function is not in use, the dice operation unit 81 functions as an operation unit for consuming one right to use the "Dice".

[0163] In the dice animation, the first animation image 89 shown in Figure 17A is displayed, followed by the second animation image 90 shown in Figure 17B. As shown in Figure 17A, when the dice animation starts, the owned dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, batch 3 operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This improves the visibility of the dice animation and the other animations described later.

[0164] As shown in Figure 17A, the first presentation image 89 displays an image of a player icon P throwing a die towards the center of the display 26 in the lower right corner of the display 26. Also, as shown in Figure 17B, the second presentation image 90 displays an image of the die showing the final result for a predetermined period of time.

[0165] This allows the player to be notified of the result of the "dice" roll. Figure 17B shows the second presentation image 90 when the result is "1". Alternatively, the dice may be rolled if the player performs a flick gesture from the image resembling a die in the first presentation image 89 toward the center while the first presentation image 89 is being displayed.

[0166] Once the dice roll animation is complete, the second animation image 90 is hidden, and a movement animation is performed in which the player icon P moves forward the number of spaces indicated by the dice roll.

[0167] Figure 18A illustrates an example of a sub-content screen when the player icon P lands on a "cooking square". Figure 18B illustrates an example of a tap prompt animation. Figure 18C illustrates an example of a lottery animation.

[0168] As shown in Figure 18A, the progression animation is executed, and when the player icon P stops on the "cooking square," a tap prompt animation is executed, as shown in Figure 18B. In the tap prompt animation, a tap prompt image 91 prompting the player to tap is displayed on the display 26, as shown in Figure 18B.

[0169] When the player's tap operation is detected, one of the "dishes" that are eligible for the lottery, determined based on the recipe possession information described above, is selected by lottery. A lottery animation is also performed for a predetermined period of time, in which a rapidly spinning slot is displayed. In the lottery animation, as shown in Figure 18C, a winning dish type image 92, which indicates the type of "dish" that was ultimately won, is displayed for a predetermined period of time. This allows the player to be notified of the type of "dish" that was won. Figure 17B shows the winning dish type image 92 when "Dish D" is won. When the lottery animation ends, the winning dish type image 92 is hidden, and a dish acquisition dialog 94 is displayed on the display 26.

[0170] Figure 19A is a diagram illustrating an example of the dish acquisition dialog 94. As shown in Figure 19A, the dish acquisition dialog 94 displays an icon image corresponding to the winning "dish," informing the player that they have acquired that "dish." When the close operation section 96 of the dish acquisition dialog 94 is tapped, the display of the dish acquisition dialog 94 ends.

[0171] Figure 19B is a second diagram illustrating an example of a turn start animation. When the first turn ends as the display of the cooking acquisition dialog 94 finishes, the second turn begins. Then, as shown in Figure 19B, a turn start animation is performed in which the turn start notification image 60 is displayed for a predetermined period of time. When the second turn begins, the previously hidden owned dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, 3-item operation unit 83, and section skip operation unit 84 are displayed again. At this time, the display contents of the owned dice information display unit 62 and information display unit 68 are updated based on the consumption of "dice" in the first turn. Sub-content proceeds in the same manner thereafter.

[0172] Figure 20A illustrates an example of a sub-content screen when the player icon P stops on "Gacha Master". Figure 20B illustrates an example of a Gacha Master dialog 98. As shown in Figure 20A, when the progression animation is executed and the player icon P stops on "Gacha Master", the Gacha Master dialog 98 is displayed on the display 26, as shown in Figure 20B.

[0173] As shown in Figure 20B, the Gacha Master dialog 98 displays gacha operation units 100 corresponding to multiple types of gacha. In addition, a detailed operation unit 102 is displayed for each gacha operation unit 100. When the detailed operation unit 102 is tapped, a detailed screen (not shown) is displayed that provides various information about the corresponding type of gacha.

[0174] Furthermore, when the gacha operation unit 100 is tapped, a lottery for the corresponding type of gacha is performed, and one of the "dishes" that are subject to the lottery, determined based on the recipe possession information described above, is selected by lottery. After that, the type of "dish" that was won is announced on a lottery result screen (not shown). When the display of the lottery result screen (not shown) ends, the turn moves on to the next turn. Alternatively, when the exit operation unit 104 labeled "Exit Shop" is tapped, the display of the gacha master dialog 98 ends, and the turn moves on to the next turn.

[0175] Figure 21A illustrates an example of a sub-content screen when the player icon P stops on a "mile square". Figure 21B illustrates an example of a mile square animation on the sub-content screen. As shown in Figure 21A, when the progression animation is executed and the player icon P stops on a "mile square", the mile square animation is displayed on the display 26 for a predetermined period of time.

[0176] As shown in Figure 21B, the Mile Square event notifies the player that they have acquired a number of "miles" determined by lottery. Alternatively, a predetermined number of "miles" may be available for the player to acquire on a "Mile Square." Once the Mile Square event concludes, the turn progresses to the next turn.

[0177] Figure 22A illustrates an example of a sub-content screen when the player icon P stops on a "shop space". Figure 22B illustrates an example of a shop space dialog 105. As shown in Figure 22A, when the progression animation is executed and the player icon P stops on a "shop space", the shop space dialog 105 is displayed on the display 26, as shown in Figure 22B.

[0178] In Shop Master Dialog 105, the player can purchase various items by spending "miles". As described above, in this embodiment, the purchasable "dishes" are set based on the recipe possession information.

[0179] As shown in Figure 22B, the shop menu dialog 105 displays icons corresponding to each purchasable item. Each icon also displays a purchase operation section 106 labeled "Purchase". By tapping the purchase operation section 106, the player can purchase the desired item in exchange for consuming a predetermined number of "miles". After tapping the purchase operation section 106, a confirmation screen may be displayed to ask the player to confirm the purchase.

[0180] Furthermore, as shown in Figure 22B, the shop master dialog 105 displays a bulk purchase operation section 107 labeled "Buy in Bulk". Each icon also displays a checkbox. By tapping one or more checkboxes and then tapping the bulk purchase operation section 107, the player can purchase multiple desired items in bulk in exchange for consuming a predetermined number of "miles". This improves the player's usability when purchasing multiple items. After tapping the bulk purchase operation section 107, a confirmation screen may be displayed to confirm the purchase with the player.

[0181] Furthermore, as shown in Figure 22B, the shop square dialog 105 displays an exit operation section 108 labeled "Leave Shop". When the exit operation section 108 is tapped, the shop square dialog 105 disappears, and the turn progresses to the next turn.

[0182] Figure 23A illustrates an example of a sub-content screen when the player character stops on the "Party Square". Figure 23B illustrates an example of the Party Square dialog 109. As shown in Figure 23A, when the progression animation is executed and the player icon P stops on the "Party Square", the Party Square dialog 109 is displayed on the display 26, as shown in Figure 23B.

[0183] The PartyMass Dialog 109 informs the player that they can use up to three "Cooking" items in the next turn. Also, as shown in Figure 23B, the PartyMass Dialog 109 displays a close button 110 labeled "Close". When the close button 110 is tapped, the PartyMass Dialog 109 disappears and the turn proceeds to the next turn.

[0184] Figure 24A illustrates an example of a sub-content screen when the player icon P reaches the "Castle Town Square". Figure 24B illustrates an example of a checkpoint arrival animation. Figure 24C illustrates an example of a reward dialog 116. As shown in Figure 24A, when the progression animation is executed and the player icon P reaches the "Castle Town Square", the checkpoint arrival animation (Figure 24B) is displayed on the display 26 for a predetermined period of time.

[0185] If the player icon P reaches the "Castle Town Square" within the target number of turns mentioned above, the checkpoint arrival animation (Figure 24B) will be executed for a predetermined period of time in a manner indicating that the objective has been achieved (success mode), as shown in Figure 24B. If the player icon P reaches the "Castle Town Square" after exceeding the target number of turns mentioned above, the checkpoint arrival animation will be displayed on the display 26 for a predetermined period of time in a manner indicating that the objective has not been achieved (failure mode).

[0186] Then, once the checkpoint arrival animation is complete, a reward dialog 116 is displayed on the display 26, as shown in Figure 24C. The reward dialog 116 informs the player that the arrival reward based on reaching the "Castle Town Square" within the target number of turns has been added to the player's player ID, and that any special items the player possesses have been converted into "coins" and added to the player's player ID. When the OK button 118, labeled "OK," is tapped, the reward dialog 116 disappears, and the turn ends. The current number of turns and the target number of turns are then reset, and the player aims for the next "Castle Town Square."

[0187] Figure 25 illustrates an example of a sub-content screen when a companion character appears. When the appearance of a companion character is determined, as shown in Figure 25, a companion joining dialog 120 displaying the text "A companion has joined!" is shown on the display 26 for a predetermined period of time before the start of the next turn. When the display of the companion joining dialog 120 ends, the turn moves on to the next turn. In addition, a companion icon Pa that identifies the type of companion character that has appeared is displayed near the player icon P. The companion icon Pa is hidden when the conditions for the companion character's disappearance are met or when the companion character is discarded based on the use of the "Batch 3" function.

[0188] Furthermore, the companion icon Pa may also function as an operation unit. For example, when the companion icon Pa is tapped, a dialog box (not shown) displaying the effect content corresponding to the type of companion character that appeared may be displayed on the display 26.

[0189] Figure 26A illustrates an example of a sub-content screen when a rival character appears. When it is determined that a rival character will appear, a rival appearance dialog 122, which displays the text "A rival has appeared!", is shown on the display 26 for a predetermined period of time before the start of the turn, as shown in Figure 26A. When the display of the rival appearance dialog 122 ends, the turn moves on to the next turn. In addition, a rival icon R, indicating the rival character, is displayed on the "square" where the rival character is determined to appear. The rival icon R will remain displayed until the player icon P reaches the next checkpoint.

[0190] As described above, when a rival character appears, the game involves the player and the rival character taking turns rolling dice to compete to be the first to reach the "castle town square." In this embodiment, when a rival character appears, the sub-content proceeds in the order that the player rolls the dice first, followed by the rival character rolling the dice.

[0191] The following explains the case where the "Batch 3" function is not used while a rival character is appearing. When the dice operation unit 81 in Figure 7B is tapped while a rival character is appearing, the dice animation (Figures 17A and 17B) is executed, followed by an animation in which the player icon P moves forward the number of spaces indicated by the dice roll. After the various animations related to the activation of the space effect corresponding to the space where the player icon P has stopped are completed, the dice animation related to the rival character is executed.

[0192] Figure 26B is the first diagram illustrating an example of a dice animation related to rival characters on the sub-content screen. Figure 26C is the second diagram illustrating an example of a dice animation related to rival characters on the sub-content screen. In the dice animation related to rival characters, the first animation image 124 shown in Figure 26B is displayed, followed by the second animation image 126 shown in Figure 26C. As shown in Figure 26B, while the dice animation related to rival characters is running, the owned dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, batch 3 operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This improves the visibility of the dice animation related to rival characters.

[0193] As shown in Figure 26B, the first presentation image 124 displays an image of the rival icon R throwing a single die towards the center of the display 26 in the lower left corner of the display 26. Also, as shown in Figure 26C, the second presentation image 126 displays an image of the die showing the final result for a predetermined period of time.

[0194] This allows the player to be notified of the result of the rival character's "dice" roll. Figure 26C shows the second animation image 126 when the result is "6". Once the dice animation for the rival character is complete, the second animation image 126 is hidden, and an animation is performed in which the rival icon R moves forward the number of "spaces" indicated by the dice roll. After the animation is complete, the turn moves on to the next turn. If the player icon P reaches the checkpoint before the rival icon R, the player is awarded predetermined items or in-game currency as a rival battle reward. The content of the rival battle reward may be determined based on the win / loss result, the stopping position of the rival icon R based on the result of the final animation for the rival icon R, the number of "dice" used and the right to use them, etc.

[0195] If Rival Icon R lands on the same "space" as Player Icon P, a predetermined mini-game will begin before the turn progresses to the next turn. The player can then earn rewards based on the results of the mini-game. For example, the player may earn "miles" or "coins" as rewards based on the mini-game results. Alternatively, the player may earn special items that can be converted into "coins" when reaching a checkpoint "space" as rewards based on the mini-game results. Once the mini-game is completed, the turn progresses to the next turn.

[0196] Next, we will explain the progress of sub-content when using the "Batch 3" function. As shown in Figure 7B, when the "Batch 3" operation unit 83 is displayed in an operable state, tapping the "Batch 3" operation unit 83 will display the confirmation dialog 130 shown in Figure 27A on the display 26.

[0197] Figure 27A illustrates an example of a confirmation dialog 130. As shown in Figure 27A, the confirmation dialog 130 displays various information regarding the use of the "Batch 3" function. Also, as shown in Figure 27A, the confirmation dialog 130 displays a close operation section 132 labeled "Close" and a confirmation operation section 134 labeled "Shake Batch". If the close operation section 132 is tapped, the use of the "Batch 3" function is canceled. On the other hand, if the confirmation operation section 134 is tapped, the use of the "Batch 3" function is confirmed.

[0198] Figure 27B illustrates an example of a sub-content screen while the "Batch 3" function is in use. As shown in Figure 27B, when the use of the "Batch 3" function is decided, the display mode of the "Batch 3" operation unit 83 changes to a display mode indicating that the "Batch 3" function is in use (hatching in Figure 27B). If the "Batch 3" operation unit 83 is tapped again while the "Batch 3" function is in use, the use of the "Batch 3" function is canceled, and the display returns to the original display mode as shown in Figure 7B (no hatching in Figure 7B).

[0199] Furthermore, in this embodiment, "Cooking" is available even while the "Batch 3" function is in use. However, "Cooking" may be unavailable while the "Batch 3" function is in use. Also, some "Cooking" may be unavailable while the "Batch 3" function is in use. For example, certain types of "Cooking" may be unavailable while the "Batch 3" function is in use. Also, if a "Cooking" with a specified number of turns for which the effect is sustainable is used while the "Batch 3" function is not in use, and then the "Batch 3" function is switched to the enabled state while the effect is still active, the effect may continue to be sustained. Alternatively, if a "Cooking" with a specified number of turns for which the effect is sustainable is used while the "Batch 3" function is not in use, and then the "Batch 3" function is switched to the enabled state while the effect is still active, the duration of the effect may be discarded.

[0200] Figure 28A is the first diagram illustrating an example of a dice animation while the "Batch 3" function is in use. Figure 28B is the second diagram illustrating an example of a dice animation while the "Batch 3" function is in use. When the dice operation unit 81 in Figure 27B is tapped while the "Batch 3" function is in use, three "dice" usage rights are consumed, and the dice animations shown in Figures 28A and 28B while the "Batch 3" function is in use are executed. In other words, while the "Batch 3" function is in use, the dice operation unit 81 functions as an operation unit for consuming three "dice" usage rights.

[0201] During the dice animation while using the "Batch 3" function, the first animation image 140 shown in Figure 28A is displayed, followed by the second animation images 142a, 142b, and 142c and the skip bonus dialog 144 shown in Figure 28B. As shown in Figure 28A, when the dice animation starts, the owned dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, batch 3 operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This improves the visibility of the dice animation and the other animations described later.

[0202] As shown in Figure 28A, the first presentation image 140 displays an image of a player icon P throwing three dice towards the center of the display 26 in the lower right corner of the display 26. Also, as shown in Figure 28B, the second presentation images 142a, 142b, and 142c display an image of the dice showing the final outcome for a predetermined period of time.

[0203] This allows the player to be notified of the result of the dice roll. Figure 28B shows the second presentation images 142a, 142b, and 142c for when the result is "1", "3", and "6", respectively.

[0204] Furthermore, if the effects of various "dishes" or "companions" specify a number of turns for which the effect can be sustained, the continuation of the effect will be determined for each "dice" roll. For example, if an effect such as "Increase the rank of the shop space by 1 for 1 turn" is active, an icon indicating that the above effect is applied will be displayed on the "shop space" during the progress based on the first "dice" roll, and the above effect may be discarded when the progress based on the first "dice" roll ends. If the above effect is discarded, the display of the icon indicating that the above effect is applied may also be discarded.

[0205] For example, if the number of dice to be rolled increases due to the effects of various "dishes" or "companions," specifically, if "Dish A" in Figure 13 is used, a second visual image corresponding to the increased number of dice may be displayed separately near the second visual image 142a that is the target of the effect.

[0206] Furthermore, if the result of the dice roll is 7 or higher due to the effects of various "dishes" or "companions," the number may be directly displayed in the second presentation images 142a, 142b, and 142c. Also, if a numerical value is added to the result of the dice roll due to the effects of various "dishes" or "companions," the added numerical value may be displayed in an identifiable manner in the second presentation images 142a, 142b, and 142c.

[0207] Furthermore, for example, if "Dish D" in Figure 13 is used, the result of the second animation image 142a corresponding to the first "dice" will be "8", the result of the second animation image 142b corresponding to the second "dice" will be "1", and the result of the second animation image 142c corresponding to the third "dice" will be the result determined by lottery.

[0208] Furthermore, for example, if "Dish F" in Figure 13 is used, the result of the second animation image 142a corresponding to the first "dice" will be "4", the result of the second animation image 142b corresponding to the second "dice" will be "4", and the result of the second animation image 142c corresponding to the third "dice" will be "4".

[0209] In this embodiment, if the right to use the "Dice" is exercised three times without using the "Batch 3" function, a total of three square effects will be activated. On the other hand, if the right to use the "Dice" is exercised three times at once using the "Batch 3" function, the player icon P will advance all at once based on the sum of the three dice rolls (10 squares in this case). Therefore, if the right to use the "Dice" is exercised three times at once using the "Batch 3" function, only the square effect of the square that the player icon P advanced to will be activated based on the sum of the three dice rolls (10 squares in this case). In other words, if the "Batch 3" function is not used, consuming the right to use the "Dice" once will result in a first effect where the player icon P advances to a square, and a second effect where the square effect corresponding to the square where the player icon P stopped is activated. Furthermore, when the "Batch 3" function is used, if the right to use the "Dice" is consumed multiple times (3 times in this embodiment), the first effect will be activated multiple times (3 times in this embodiment), and the second effect will be activated only once. In other words, in this embodiment, when the "Batch 3" function is used, the sub-content progresses in a way that is more disadvantageous to the player in terms of the second effect than when the "Dice" are rolled one by one without using the "Batch 3" function.

[0210] However, if the number of times the square effect occurs becomes extremely low, the player's advantage in progressing through the sub-content may decrease drastically. Therefore, in this embodiment, when the right to use three dice at once using the "Batch 3" function is exercised, the player is granted a predetermined reward as a skip bonus. Specifically, as a skip bonus, the reward determined by the square effect of the same square as a rank 1 "mile square" and the same square effect as a rank 1 "reward square" is granted to the player's player ID. However, a pre-set fixed reward may be granted to the player's player ID as a skip bonus. Alternatively, the content of the reward granted to the player's player ID as a skip bonus may be changed depending on the progress of the sub-content. Specifically, for example, the status of items the player possesses may be determined, an item to be granted to the player's player ID may be randomly selected from items the player does not possess, and the randomly selected item may be granted to the player's player ID. Alternatively, the system may determine the player's player level, randomly select an item to be assigned to the player's player ID from a pre-set set of items (options) corresponding to the player's player level, and then assign the randomly selected item to the player's player ID.

[0211] In other words, by introducing a skip bonus, while using the "Batch 3" function to progress through sub-content is still disadvantageous to the player compared to using the "Dice" function one by one without using the "Batch 3" function, it becomes possible to adjust the system in a way that prevents the player's advantage from being drastically reduced.

[0212] However, by providing a skip bonus, the degree of advantage a player gains may be equal whether they use the "Batch 3" function or not.

[0213] Alternatively, by providing a skip bonus, the player may have a greater advantage when using the "Batch 3" function than when not using it. In this case, for example, the player's player ID may be assigned items with higher rarity, effect, level, and other parameters when using the "Batch 3" function compared to items obtained through the square effect of the square where the player icon P lands when the "Batch 3" function is used.

[0214] Furthermore, the type of squares may be switched such that the square effect activated while the "Batch 3" function is in use is less favorable than the square effect activated when the "Batch 3" function is not in use. This ensures that progressing through sub-content using the "Batch 3" function is always less favorable to the player than using the right to use the dice one by one without using the "Batch 3" function. For example, the square effect activated while the "Batch 3" function is in use may result in the winning of items with lower rarity, effect, level, and other parameters than the square effect activated when the "Batch 3" function is not in use.

[0215] Furthermore, as shown in Figure 28B, a Skip Bonus Announcement Dialog 144 is displayed while the dice animation is running. The Skip Bonus Announcement Dialog 144 informs the player of the details of the reward that will be awarded to the player's player ID as a Skip Bonus.

[0216] Once the dice animation finishes, the skip bonus dialog 144 disappears, and a progression animation is performed in which the player icon P moves forward by the sum of the numbers rolled in the second animation images 142a, 142b, and 142c.

[0217] Figure 29A is the first diagram illustrating an example of the progression animation when the "Batch 3" function is in use. Figure 29B is the second diagram illustrating an example of the progression animation when the "Batch 3" function is in use. Figure 30A is the third diagram illustrating an example of the progression animation when the "Batch 3" function is in use. Figure 30B is the fourth diagram illustrating an example of the progression animation when the "Batch 3" function is in use. Figure 30C is a diagram illustrating an example of when the mass effect is activated when the "Batch 3" function is in use. When the progression animation is executed while the "Batch 3" function is in use, the second animation images 142a, 142b, and 142c are displayed in a reduced size in the lower left corner of the display 26, as shown in Figure 29A. Also, as shown in Figure 29A, a remaining movement count icon Q is displayed near the player icon P, indicating the number of remaining squares to advance the player icon P. When the remaining movement count icon Q is first displayed, the sum of the results from the second animation images 142a, 142b, and 142c is displayed. In the example shown in Figure 29A, the remaining progress icon Q displays "10".

[0218] In this embodiment, first, a progression animation is performed in which the player icon P moves the number of spaces indicated by the roll of the dice shown in the second animation image 142a. In the example shown in Figure 29A, since the roll of the dice shown in the second animation image 142a is 1, a progression animation is performed in which the player icon P moves one space. As the player icon P moves, the number displayed on the remaining spaces icon Q decreases by 1 each time it moves a space. Then, as shown in Figure 29B, when the player icon P moves one space, which is the number of spaces indicated by the roll of the dice shown in the second animation image 142a, an icon marked "Completed" is displayed on the second animation image 142a, and the player icon P temporarily stops for a short time (for example, about 0.1 seconds). This notifies the player that the number of spaces indicated by the roll of the first dice has been advanced. At this time, the space effect of the temporarily stopped space is not activated.

[0219] Next, as shown in Figure 30A, a progression animation is performed in which the player icon P moves the number of spaces indicated by the roll of the dice shown in the second animation image 142b. In the example shown in Figure 30A, since the roll of the dice shown in the second animation image 142b is 3, a progression animation is performed in which the player icon P moves 3 spaces. As the player icon P moves, the number displayed on the remaining spaces icon Q decreases by 1 each time it moves. Then, as shown in Figure 30A, when the player icon P has moved 3 spaces, which is the number of spaces indicated by the roll of the dice shown in the second animation image 142b, an icon marked "Completed" is displayed in the second animation image 142b, and the player icon P temporarily stops for a short time (for example, about 0.1 seconds). This notifies the player that the number of spaces indicated by the roll of the second dice has been advanced. At this time, the space effect of the temporarily stopped space is not activated.

[0220] Next, as shown in Figure 30B, a progression animation is performed in which the player icon P moves the number of spaces indicated by the roll of the dice shown in the second animation image 142c. In the example shown in Figure 30B, since the roll of the dice shown in the second animation image 142c is 6, a progression animation is performed in which the player icon P moves 6 spaces. As the player icon P moves, the number displayed on the remaining spaces icon Q decreases by 1 each time it moves. Then, as shown in Figure 30B, when the player icon P has moved 6 spaces, which is the number of spaces indicated by the roll of the dice shown in the second animation image 142c, an icon marked "Completed" is displayed on the second animation image 142c, and the player icon P is shown as stopped. This notifies the player that the number of spaces indicated by the roll of the third die has been advanced.

[0221] Then, when the player is notified that the number of spaces indicated by the third die roll has been advanced, the space effect of the space where the player icon P stopped is activated. In the example shown in Figure 30B, the player icon P stopped on a reward space, so the space effect of the reward space is activated as shown in Figure 30C. When the player icon P stops on a reward space, an opening animation of a treasure chest is performed on the display 26, and then the reward space dialog 150 is displayed as shown in Figure 30C. As shown in Figure 30C, the reward space dialog 150 notifies the player of the item that has been assigned to the player ID by the space effect of the reward space. As shown in Figure 30C, the reward space dialog 150 displays a close button 152 labeled "Close". When the close button 152 is tapped, the reward space dialog 150 disappears, the turn moves to the next turn, and the turn start animation shown in Figure 31 is performed.

[0222] Furthermore, a "square" with a square effect such as "move 3 squares" may be provided. In this case, with icons marked "Completed" displayed in the second presentation images 142a, 142b, and 142c respectively, a progress animation will be executed in which the player icon P moves an additional 3 squares due to the square effect.

[0223] Furthermore, if a companion character appears while the "Batch 3" function is in use, the companion recruitment dialog 120 will be displayed on the display 26 for a predetermined period of time, similar to the case shown in Figure 25, before the turn start animation is executed. Once the display of the companion recruitment dialog 120 has finished, the turn start animation shown in Figure 31 will be executed.

[0224] Figure 31 illustrates an example of the turn start animation when using the "Batch 3" function. In the turn start animation, as shown in Figure 31, a turn start notification image 60, which notifies the current turn number and the target turn number, is displayed in the center of the sub-content screen for a predetermined period of time. When the "Batch 3" function is used, the right to use the "Dice" is exercised three times at once, thus consuming three turns. Therefore, as shown in Figure 27B, if the "Batch 3" function is used in the first turn, the next turn start animation will notify the player that the fourth turn has begun.

[0225] Furthermore, when the turn start animation begins, the previously hidden dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, "3 at Once" operation unit 83, and section skip operation unit 84 are displayed again. At this time, the display contents of the dice information display unit 62 and information display unit 68 are updated based on the consumption of the three "dice" in the first turn. Sub-content proceeds in the same manner thereafter. In the example shown in Figure 31, the dice information display unit 62 displays 96 as the total number of "dice" the player possesses. In other words, it is possible to use the "3 at Once" function again and exercise the right to use "dice" three times at once. In such a case, as shown in Figure 31, the state of using the "3 at Once" function is maintained, and the display mode of the "3 at Once" operation unit 83 is displayed in a way that indicates the "3 at Once" function is in use (hatching in Figure 31).

[0226] However, if the total number of "dice" the player possesses falls to two or less, the "Batch 3" function will be deactivated when the turn start animation begins. In this case, the "Batch 3" control unit 83 will be displayed in an inoperable state, for example, grayed out. Sub-content using the "Batch 3" function will proceed in the same manner thereafter.

[0227] Furthermore, if the appearance of a rival character is determined while the "Batch 3" function is in use, the rival appearance dialog 122 will be displayed on the display 26 for a predetermined period of time, similar to the case shown in Figure 26A, before the turn start animation shown in Figure 31 is executed. Once the display of the rival appearance dialog 122 has finished, the turn start animation shown in Figure 31 will be executed.

[0228] When the rival character appears and the "Batch 3" function is in use, tapping the dice operation unit 81 will execute the dice animation for when the "Batch 3" function is in use, as in Figures 28A and 28B. Subsequently, an animation will be executed in which the player icon P moves forward, as in Figures 29A, 29B, 30A, and 30B. When the player is notified that the number of spaces corresponding to the roll of the third die has been advanced, the space effect of the space where the player icon P stopped will be activated. After the various animations related to the activation of the space effect corresponding to the space where the player icon P stopped have finished, the dice animation related to the rival character will be executed.

[0229] Figure 32A is the first diagram illustrating an example of a dice animation related to rival characters when using the "Batch 3" function. Figure 32B is the second diagram illustrating an example of a dice animation related to rival characters when using the "Batch 3" function. In the dice animation related to rival characters when using the "Batch 3" function, the first animation image 160 shown in Figure 32A is displayed, followed by the second animation images 162a, 162b, and 162c shown in Figure 32B.

[0230] As shown in Figure 32A, the first presentation image 160 displays an image of the rival icon R throwing three dice towards the center of the display 26 in the lower left corner of the display 26. Also, as shown in Figure 32B, the second presentation images 162a, 162b, and 162c display an image of the dice showing the final outcome for a predetermined period of time.

[0231] This allows the player to be notified of the outcome of the rival character's "dice" roll. Figure 32B shows the second animation images 162a, 162b, and 162c when the dice rolls are "1", "3", and "1", respectively. Once the dice animation for the rival character is finished, the second animation image 126 is hidden, and the rival icon R performs an animation that progresses based on the sum of the three dice rolls (5 spaces in this case).

[0232] Figure 32C illustrates an example of a progression animation for rival characters while using the "Batch 3" function. When the progression animation for rival characters is executed while using the "Batch 3" function, the second animation images 162a, 162b, and 162c are displayed in a reduced size in the lower left corner of the display 26, as shown in Figure 32C. Also, as shown in Figure 32C, a remaining progress icon Q is displayed near the rival icon R, indicating the number of remaining squares to advance the rival icon R. When the remaining progress icon Q is first displayed, the sum of the results from the second animation images 162a, 162b, and 162c is displayed. In the example shown in Figure 32C, "5" is displayed on the remaining progress icon Q.

[0233] Then, the following sequences are executed sequentially: the Rival Icon R moves the number of spaces indicated by the dice roll shown in the second animation image 162a, the Rival Icon R moves the number of spaces indicated by the dice roll shown in the second animation image 162b, and the Rival Icon R moves the number of spaces indicated by the dice roll shown in the second animation image 162c. In addition, as the Rival Icon R moves, icons marked "Completed" are displayed sequentially in the second animation images 162a, 162b, and 162c. Also, each time the Rival Icon R moves across a space, the number displayed on the remaining spaces icon Q decreases by 1. The space effect of the space where the Rival Icon R has stopped may be applied to the Rival Icon R. Alternatively, the space effect of the space where the Rival Icon R has stopped may not be applied to the Rival Icon R.

[0234] Then, when the player is notified that the number of spaces corresponding to the result of the third die roll for the rival character has been advanced, the turn start animation shown in Figure 31 is executed.

[0235] Furthermore, if the rival character is present and the "Batch 3" function is in use, and player icon P reaches a checkpoint before rival icon R, the number of dice rolled by the rival character will be changed. Specifically, if player icon P has used 3 dice by the time they reach the checkpoint, the number of dice rolled by the rival character will be changed to 2. If player icon P has used 2 dice by the time they reach the checkpoint, the number of dice rolled by the rival character will be changed to 1. If player icon P has used 1 dice by the time they reach the checkpoint, the rival character will not roll any dice, and the player's victory will be confirmed. In other words, in this embodiment, the rival character will roll a number of dice equal to the number of dice used by player icon P by subtracting 1.

[0236] Then, if the player icon P reaches a checkpoint while the rival character is present and the winner is determined, a checkpoint arrival animation will be played. If the player wins, the checkpoint arrival animation will announce the player's victory. On the other hand, if the player loses, the checkpoint arrival animation will announce the player's defeat.

[0237] In this embodiment, the player can arbitrarily switch between using the "Batch 3" function in both situations where a rival character is present and situations where a rival character is not present. In other words, in a competitive game, the player can arbitrarily change the game system in the middle of a match. In a game where a player competes against an opponent, if the goal is to shorten the play time, it is conceivable to use methods such as changing various in-game effects to short versions or using a fast-forward function to play various effects in fast forward.

[0238] In this embodiment, if the number of turns executed by a player in a single operation is increased from one turn to three turns, the number of turns consumed by the opponent in a single operation will also increase from one turn to three turns. In this way, by switching the game system itself (the conditions for game progression and the conditions for determining victory or defeat), it is possible to shorten and simplify the play time. As a result, in competitive games, not only is the time required reduced, but it also becomes possible to switch the game system at any time during the match, thereby enriching the variety of games.

[0239] Furthermore, in games where players are granted consumable rewards (such as the right to use "dice") as they progress through the game (logging in, consuming stamina, etc.), some players may find using these consumable rewards a chore, leading to stress. Therefore, as described above, in this embodiment, players can switch between using their accumulated consumable rewards one by one or using multiple rewards at once, as long as it does not deviate from the game's mechanics. This makes it possible to reduce the stress experienced by players.

[0240] Next, we will explain the section skip function. The section skip function allows you to instantly advance the player icon P to the next checkpoint square in exchange for consuming a predetermined number of "dice". The following explanation assumes that the currently running "season" is "Season 7".

[0241] Figure 33 shows an example of section skip management information. Section skip management information is managed in association with each player's player ID. Section skip management information is information that can be updated based on the player's manual operation (operation of the dice operation unit 81). As shown in Figure 33, the section skip management information stores information such as the fastest arrival record and the section skip availability flag, associated with a season ID that can identify the "season" of the sub-content.

[0242] Here, the fastest arrival record is information indicating the fastest number of turns to reach the checkpoint "square" in section 1 within the "season" of the corresponding season ID. Based on the player's manual operation (operation of the dice operation unit 81), if player icon P clears the section they are currently in (reaches a checkpoint) for the first time in the currently running "season," the number of turns at which player icon P reached the checkpoint is stored in the fastest arrival record in the section skip management information. Also, if player icon P clears the section they are currently in based on the player's manual operation (operation of the dice operation unit 81), and the number of turns at which player icon P reached the checkpoint is less than the value stored in the fastest arrival record in the section skip management information, the value of the fastest arrival record in the section skip management information is updated.

[0243] However, the number of turns it takes for player icon P to reach a checkpoint in each section may be stored as the number of turns to complete the section. The smallest value among the stored number of turns to complete the section may then be treated as the fastest completion record.

[0244] The example shown in Figure 33 illustrates the case where the fastest player to reach the end of "Season 7" is 13 turns. It also shows the case where no value is stored for the fastest player to reach the end of a "Season" that has not yet begun (Season 8). However, for a "Season" that has not yet begun, a predetermined value (e.g., 99) indicating that the game has not yet been played may be stored as the fastest player to reach the end of the season.

[0245] The section skip enabled flag indicates whether the section skip function is available in the "season" of the corresponding season ID. In this embodiment, if the value of the section skip enabled flag is "1", it indicates that the section skip function is available in the "season" of the corresponding season ID. If the value of the section skip enabled flag is "0", it indicates that the section skip function is not yet available in the "season" of the corresponding season ID.

[0246] As described above, if the value stored in the fastest arrival record of the section skip management information is less than or equal to the value of the number of turns for which section skipping is permitted in the currently ongoing "season" as defined in the section skip basic information (Figure 34) described later, the value of the section skip permitted flag in the section skip management information will be set to "1". On the other hand, if the value stored in the fastest arrival record of the section skip management information is greater than the value of the number of turns for which section skipping is permitted in the currently ongoing "season", the value of the section skip permitted flag will remain at "0".

[0247] Figure 34 shows an example of basic section skip information. As shown in Figure 34, the basic section skip information stores the following information associated with the season ID: starting square ID, target number of turns, turns on which section skip is available, turns on which section skip is limited, and dice consumed for section skip.

[0248] Here, the start cell ID is information for identifying the "map" corresponding to each "season" and the "cell" at the first starting point in the said "map".

[0249] Also, the available turns for section skip indicates the value of the fastest arrival record for which the section skip function can be used in the "season" corresponding to the corresponding season ID. In the example of FIG. 34, in "Season 7", it shows that when the player's fastest arrival record is 15 turns or less, the section skip function can be used. In the present embodiment, the case where a value less than the target number of turns is set as the value of the available turns for section skip is shown. However, as the value of the available turns for section skip, the same value as the target number of turns may be set, or a predetermined value larger than the target number of turns may be set. Note that the available turns for section skip may have different values set for each "season", or a common value may be set.

[0250] Also, the restricted turns for section skip indicates the number of turns for which the section skip function cannot be used in the "season" corresponding to the corresponding season ID when "1" is stored as the value of the available flag for section skip. In the example of FIG. 34, in "Season 7", it shows that when the number of turns of section 1 becomes the 5th turn or later, even if "1" is stored as the value of the available flag for section skip, the section skip function cannot be used. In other words, in "Season 7", when "1" is stored as the value of the available flag for section skip, it shows that the section skip function can be used during the period from the 1st turn to the 4th turn of the number of turns of section 1. Note that the restricted turns for section skip may have different values set for each "season", or a common value may be set.

[0251] In addition, in this embodiment, although the case where "5" is set as the interval skip usage restriction turn is shown, it is not limited thereto. For example, "2" may be set as the interval skip usage restriction turn. In this case, it is possible to use the interval skip function only in the first turn (the 1st turn) in one interval.

[0252] Also, the interval skip consumption die indicates the number of "dice" consumed to use the interval skip function in the "season" of the corresponding season ID when the value of the available flag is "1". In the example of FIG. 34, it shows that in "Season 7", when the value of the interval skip available flag is "1", it is possible to use the interval skip function by consuming 15 "dice". In other words, it shows that even in "Season 7", when the value of the interval skip available flag is "1", if the number of "dice" owned by the player is 14 or less, the interval skip function cannot be used.

[0253] In addition, in this embodiment, the case where the same value as the interval skip available turn is set as the value of the interval skip consumption die regardless of the value of the player's fastest arrival record is shown. Thereby, it is possible to suppress the excessive increase in the advantage degree of a player with a small value of the fastest arrival record. However, the value of the interval skip consumption die may be varied according to the value of the player's fastest arrival record in each "season". For example, it may be set such that the value of the interval skip consumption die becomes smaller as the value of the player's fastest arrival record in each "season" becomes smaller. By setting it in this way, the meaning of playing the game by manual operation without using the interval skip function aiming at updating the fastest arrival record becomes stronger, so that it is possible to enhance the function of the so-called grinding element.

[0254] Furthermore, the value of the interval skip consumption die may be set to a value less than the number of turns for which interval skipping is possible, or it may be set to a predetermined value greater than the number of turns for which interval skipping is possible. Note that the interval skip consumption die may have different values ​​set for each "season," or it may have a common value set.

[0255] Furthermore, as basic information for skipping a section, information indicating the start and end dates of the corresponding "season" may be stored in association with the season ID. Additionally, as basic information for skipping a section, information indicating the number of "dishes" that the player can own in the corresponding "season" may be stored in association with the season ID.

[0256] Figure 35 shows an example of section skip reward information. As shown in Figure 35, the section skip reward information stores the following information associated with a unique ID: season ID, level reached, upper limit of fastest reach record, lower limit of number of fastest reach records, reward ID, and number of rewards.

[0257] Here, the achievement level is an index determined based on the value of the player's fastest achievement record stored in the interval skip management information (Figure 33).

[0258] Furthermore, the upper and lower limits of the fastest reach record indicate the range of fastest reach records for players corresponding to each reach level. In the example shown in Figure 35, in "Season 7," if a player's fastest reach record is 15 turns, the reach level will be Level 1. Similarly, in "Season 7," if a player's fastest reach record is 14 turns, 13 turns, 12 turns, 11 turns, or 10 turns, the reach levels will be Level 2, Level 3, Level 4, Level 5, or Level 6.

[0259] Furthermore, in "Season 7," if a player's fastest record for reaching a level is 9 turns or less, the level reached will be level 7. Note that in "Season 7," the value "-1" stored as the lower limit of the fastest record for reaching a level 7 indicates that the level reached will be level 7 if the player's fastest record, stored in the interval skip management information (Figure 33), is less than or equal to the value "9" stored as the upper limit of the fastest record.

[0260] Furthermore, the reward ID is information that identifies the type of section skip reward assigned to the player's player ID when the section skip function is used. Also, the reward quantity is information that identifies the number of section skip rewards assigned to the player's player ID when the section skip function is used. In this embodiment, if the section skip function is used, the player cannot obtain the achievement reward. In other words, if the section skip function is used, the section skip reward will be assigned to the player's player ID instead of the achievement reward. The content of the section skip reward may be less favorable or more favorable to the player than the achievement reward.

[0261] As shown in Figure 35, in this embodiment, the higher the level achieved, the larger the value of the reward. In other words, the higher the level achieved, the more advantageous it is for the player. Also, in this embodiment, between 15 turns and 9 turns for the fastest achievement record, the lower the value of the fastest achievement record, the higher the achievement level. On the other hand, in the range of less than 9 turns for the fastest achievement record, a common achievement level (level 7) is set regardless of the value of the fastest achievement record. This makes it possible to prevent players with low values ​​of the fastest achievement record from having an excessively high advantage.

[0262] Furthermore, the range of the fastest player records for reaching each level, as well as the content and number of section skip rewards, may differ from season to season, or they may be the same across seasons.

[0263] Furthermore, this embodiment describes a case where, regardless of which section within the "Map" is cleared, a section skip reward of a common type (reward ID) is awarded to the player's player ID in a quantity corresponding to the level achieved. However, it is also possible that the section skip reward of a type (reward ID) set according to the cleared section is awarded to the player's player ID in a quantity corresponding to the level achieved. In other words, the type (reward ID) of the section skip reward awarded to the player's player ID when a section is cleared may differ for each section in the "Map" corresponding to the ongoing season. Also, the number of section skip rewards corresponding to the level achieved may differ for each section in the "Map" corresponding to the ongoing season.

[0264] Specifically, for example, if a player has a Season ID of 7 and has reached level 1, and uses the skip function in the second section, five rewards A corresponding to the second section may be awarded to the player's player ID. Similarly, if a player uses the skip function in the third section, six rewards B corresponding to the third section may be awarded to the player's player ID.

[0265] Additionally, rewards determined based on the rewards earned by the player in sections cleared by playing sub-content manually without using the section skip function, or rewards of the same content (type and quantity), may be assigned to the player's player ID as section skip rewards.

[0266] Next, we will explain the progress of sub-content when the section skip function becomes available. As mentioned above, the section skip function becomes available when, at least, the fastest player record in the currently ongoing "season" is less than or equal to the number of turns required to use the section skip function as defined in the section skip basic information (Figure 34).

[0267] Figure 36A illustrates an example of the turn start animation on the sub-content screen when the section skip function is enabled. Figure 36B illustrates an example of the sub-content screen on the first turn when the section skip function is enabled. When the turn start animation begins, the owned dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, batch 3 operation unit 83, and section skip operation unit 84, which were hidden in the previous turn, are displayed. When the display period of the turn start notification image 60 ends, as shown in Figure 36B, the turn start notification image 60 is hidden, and various operations related to the progress of the sub-content become possible.

[0268] In the section skip management information (Figure 33), if the fastest arrival record for the currently running "season" is stored in the value of the player's fastest arrival record for that "season," the value of the fastest arrival record will be displayed in the information display unit 68, as shown in Figure 36B.

[0269] Furthermore, if the section skip function is available, the section skip operation unit 84 is displayed in an operable manner, as shown in Figure 36B. When the section skip operation unit 84 is displayed in an operable manner and is tapped, the skip confirmation dialog 170 is displayed on the display 26.

[0270] Figure 37 illustrates an example of the skip confirmation dialog 170. As shown in Figure 37, the skip confirmation dialog 170 displays various information regarding the use of the section skip function. In the example shown in Figure 37, the skip confirmation dialog 170 displays an image showing the section skip reward that can be obtained when using the section skip function, the value of the skip reward level corresponding to the player's current level, and the number of "dice" that will be consumed when using the section skip function.

[0271] Also, in the skip confirmation dialog 170, it is notified that when the section skip function is used, the progress except for "Mile", "Dice", "Cooking", and "Coin" that the player had is discarded. In the present embodiment, when the section skip function is used during the appearance of a friend character, the appearance of the friend character is discarded. Also, when the section skip function is used during the appearance of a rival character, the appearance of the rival character is discarded. On the other hand, "Mile", "Dice", "Cooking", and "Coin" that the player had immediately before using the section skip function are maintained. Also, special items that the player had immediately before using the section skip function are to be discarded. However, it may be possible to maintain the special items that the player had immediately before using the section skip function without discarding them. In this case, when the section skip function is used, in addition to the section skip reward, "Coin" obtained by converting the special items that the player has is given to the player's player ID.

[0272] Also, as shown in FIG. 37, the skip confirmation dialog 170 displays a return operation unit 172 marked with "Return" and a skip operation unit 174 marked with "Skip". When the return operation unit 172 is tapped, the use of the section skip function is canceled. On the other hand, when the skip operation unit 174 is tapped, the use of the section skip function is determined.

[0273] Figure 38A is the first diagram illustrating the flow of the animation when the section skip function is used. Figure 38B is the second diagram illustrating the flow of the animation when the section skip function is used. Figure 38C is a diagram showing an example of the section skip reward dialog 180. When the section skip function is used, as shown in Figure 38A, a section skip animation notifying that the section skip function has been used is displayed on the display 26 for a predetermined period of time. Then, after the display of the section skip animation ends, the checkpoint arrival animation is executed in a successful manner, as shown in Figure 38B. As described above, if the section skip function is used while a rival character is appearing, the appearance of that rival character will be discarded. Therefore, if the section skip function is used while a rival character is appearing, the checkpoint arrival animation will not provide any notification regarding the outcome of the battle with the rival character.

[0274] Then, once the checkpoint arrival animation is complete, the section skip reward dialog 180 is displayed on the display 26, as shown in Figure 38C. At this time, as shown in Figure 38C, it is announced that the section skip function has been used and the player icon P has moved to the next checkpoint. The section skip reward dialog 180 also announces that the section skip reward has been assigned to the player's player ID and the value of the skip reward level corresponding to the player's current level. When the OK button 182, which is labeled "OK," is tapped, the section skip reward dialog 180 disappears and the turn ends. The current turn number and target turn number are then reset, and the player will aim for the next "castle town square."

[0275] As described above, players can choose to either use their accumulated consumable rewards one by one to clear a section, or use a predetermined number (15) of section skip consumption dice to instantly clear a section. When the section skip function is used, at least some of the various animations that would be performed if the sub-content were progressed without the section skip function are omitted, and the player icon P is treated as having cleared the current section (reached the checkpoint). This improves player convenience and allows players to obtain section skip rewards early and easily.

[0276] Furthermore, if the section skip function is used, at least some of the various effects that would be executed if the sub-content were to proceed without the section skip function being used may be displayed at high speed (fast-forwarded).

[0277] Furthermore, in order to use the section skip function, the fastest completion time in the currently running "Season" must be less than or equal to the number of turns required to use the section skip function. In other words, in the currently running "Season," players must play the sub-content manually without using the section skip function for at least one section to reach the checkpoint with their player icon P. This ensures that players have the opportunity to play the sub-content manually without using the section skip function in each "Season."

[0278] Furthermore, unlike the section skip function of this embodiment, which is activated for sections that have already been cleared after reaching a checkpoint, the section skip function of this embodiment is activated for sections that have not been played or have not been cleared. Therefore, for example, a player can manually play sub-content in a section they are good at and make the fastest completion time less than or equal to the number of turns required to enable the section skip function. In sections that the player is not good at, they can use the section skip function to avoid playing sub-content manually and proceed with the game. In this way, the section skip function of this embodiment makes it possible to broaden the range of choices for how to proceed with the game according to each player's play style. This also makes it possible to improve the user experience and usability.

[0279] Furthermore, by setting the fastest completion record to a smaller value, the rewards for skipping sections, which can be obtained when using the section skip function, become more advantageous to the player. This improves player convenience while also stimulating player motivation by providing a so-called "replayability" element.

[0280] As mentioned above, in this embodiment, the interval skip usage limit turn is set to "5," so the interval skip function can be used during the period from turn 1 to turn 4 of interval 1. Therefore, in this embodiment, the interval skip function can be used even when "dice" have already been consumed in interval 1 (from turn 2 to turn 4).

[0281] For example, if the section skip function is used in a situation where "dice" have already been consumed (from turn 2 to turn 4), in this embodiment, the section skip function becomes available by consuming an additional number of "dice" specified for section skip consumption (15 dice) in addition to the "dice" already consumed. For example, if using the section skip function results in the player receiving "coins" converted from special items the player possesses, in addition to the section skip reward, and the section skip function is used after the player icon P stops on a predetermined "square" in the current section and acquires a special item, then in this case, the player will consume an additional number of "dice" specified for section skip consumption (15 dice) in addition to the "dice" already consumed in the current section. This prevents the player from gaining an excessive advantage when using the section skip function.

[0282] However, if the section skip function is used while "dice" have already been consumed (from turn 2 to turn 4), the section skip function may be enabled by consuming "dice" such that the total number of "dice" already consumed plus the number of "dice" to be consumed newly equals the number of "dice" specified for section skip consumption (15). Setting it this way can reduce the risk of players feeling a sense of loss.

[0283] Furthermore, a reward content display operation unit (not shown) may be provided within the information display unit 68. In this case, when the reward content display operation unit is tapped, a reward content display dialog (not shown) may be displayed on the display 26. When no rival character appears, the reward content display dialog may display multiple switching operation units that allow switching between displaying the content of the reward obtainable as a reward for reaching a certain point and the content of the reward obtainable as a reward for skipping a section. On the other hand, when a rival character appears, the reward content display dialog may display multiple switching operation units that allow switching between displaying the content of the reward obtainable as a reward for reaching a certain point, the content of the reward obtainable as a reward for skipping a section, and the content of the reward obtainable as a reward for battling a rival.

[0284] Next, we will describe the basic configuration and communication processes of player terminal 1 for executing the main and sub-content described above. Here, we will explain the basic communication processes for progressing the game, as well as an example of the main communication processes related to the main and sub-content, and will omit explanations of other processes.

[0285] (Functional configuration of player terminal 1) Figure 39 illustrates the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.

[0286] The terminal-side game control program includes a game execution control program 300, a battle game execution control program 302, and a sub-content execution control program 304. Note that the programs listed in Figure 39 are just examples; the terminal-side game control program includes many other programs.

[0287] The data storage area 12b is provided with a player information storage unit 310, which stores data. The player information storage unit 310 stores, for example, section skip management information (Figure 33), section skip basic information (Figure 34), and section skip reward information (Figure 35). Note that the above storage unit is just one example, and the data storage area 12b is provided with many other storage units.

[0288] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 300a, a battle game execution control unit 302a, and a sub-content execution control unit 304a.

[0289] Specifically, the CPU 10 runs the game execution control program 300, causing the computer to function as a game execution control unit 300a. Similarly, the CPU 10 runs the battle game execution control program 302 and the sub-content execution control program 304, causing them to function as a battle game execution control unit 302a and a sub-content execution control unit 304a, respectively.

[0290] The game execution control unit 300a controls the overall progress of the game. For example, when logging into the game, the game execution control unit 300a sends login information to the server 1000.

[0291] The battle game execution control unit 302a is responsible for controlling the execution of the battle game. For example, based on the operations input to the player terminal 1, the battle game execution control unit 302a updates the battle screen, controls the movements of allied and enemy characters, and derives damage points.

[0292] The sub-content execution control unit 304a is responsible for controlling the execution of sub-content. For example, based on operations input to the player terminal 1, the sub-content execution control unit 304a updates the sub-content screen or moves and displays the player icon P.

[0293] (Control processing on player terminal 1) Next, we will describe the main control processes in player terminal 1 for executing the main and sub-content described above.

[0294] Figure 40 is a flowchart illustrating an example of the main content management process (P1) in player terminal 1. The battle game execution control unit 302a of player terminal 1 executes the battle game management process (P1-1) which manages the execution of the battle game in the main content. Specifically, the battle game execution control unit 302a accepts the party formation by the player. Once the party formation is complete and the battle start operation unit 49 is operated, the battle game execution control unit 302a starts the battle game.

[0295] When a battle game begins, the battle game execution control unit 302a derives the progress and results of the battle game through calculations. Specifically, it performs processes related to determining and executing attacks for each character in the battle game, determining whether or not damage is taken and the amount of damage, selecting motions related to each character's position change and elimination, and determining the winner and loser of the battle game. In addition, the battle game execution control unit 302a draws animations on the display 26 based on the results of the calculations during the battle game. Furthermore, the battle game execution control unit 302a subtracts the stamina consumption value required to play based on the execution of the battle game.

[0296] The battle game execution control unit 302a of player terminal 1 determines whether the amount of stamina consumed during a predetermined period (e.g., 1 day) has reached a predetermined amount (e.g., 700) based on the player's victory in the battle game (P1-3). If the amount of stamina consumed reaches the predetermined value (YES in P1-3), the battle game execution control unit 302a adds the right to use "dice" to the player information corresponding to the player's player ID and stores it in the player information storage unit 310 (P1-5). In other words, the battle game execution control unit 302a stores the right to use "dice" that can be consumed in sub-content, linked to the player's player ID, when predetermined conditions set in advance are met.

[0297] Furthermore, if the stamina consumption does not reach a predetermined value (NO in P1-3), the battle game execution control unit 302a proceeds to step S1-7, which will be described later.

[0298] Based on the fact that a player has won the battle game, the battle game execution control unit 302a adds an item (clear reward) to the player information corresponding to the player's player ID and stores it in the player information storage unit 310 (P1-7).

[0299] Figure 41 is a flowchart illustrating an example of the sub-content management process (P2) in player terminal 1. The sub-content execution control unit 304a of player terminal 1 determines whether or not the sub-content selection operation unit 32 has been tapped (P2-1).

[0300] As a result, if the sub-content selection operation unit 32 is tapped (YES in P2-1), the sub-content execution control unit 304a executes a sub-content screen display process to display the sub-content screen on the display 26 (P2-3).

[0301] The sub-content execution control unit 304a determines whether it is the start of a turn (P2-5). If it is the start of a turn (YES in P2-5), the sub-content execution control unit 304a updates (derives) the current turn number and executes turn start processing to display the turn start notification image 60 (P2-7). If it is not the start of a turn (NO in P2-5), the sub-content execution control unit 304a moves to step P2-9, which will be described later.

[0302] The sub-content execution control unit 304a determines whether the use operation unit 86 in the owned dishes dialog 85 (Figure 9A) has been tapped, that is, whether an item use operation has been detected (P2-9). If an item use operation is detected (YES in P2-9), the sub-content execution control unit 304a executes the item use process to use the "dish" corresponding to the tapped use operation unit 86 (P2-11).

[0303] Specifically, the sub-content execution control unit 304a consumes the "dish" that corresponds to the tapped usage operation unit 86 from among the "dishes" possessed by the player, and applies the predetermined effect set for that "dish" to the player information corresponding to the player's player ID. In addition, the sub-content execution control unit 304a displays an icon 82a (Figure 9B) that can identify the "dish" corresponding to the tapped usage operation unit 86 near the cooking operation unit 82. If no item usage operation is detected (NO in P2-9), the sub-content execution control unit 304a moves to step P2-13, which will be described later.

[0304] The sub-content execution control unit 304a determines whether the purchase operation unit 76 or the bulk purchase operation unit 78 in the item shop dialog 74 (Figure 8B) has been tapped, that is, whether an item purchase operation has been detected (P2-13). If an item purchase operation is detected (YES in P2-13), the sub-content execution control unit 304a executes an item purchase process to purchase the items corresponding to the tapped purchase operation unit 76 or bulk purchase operation unit 78 (P2-15).

[0305] Specifically, the sub-content execution control unit 304a consumes the "coins" held by the player to assign the items corresponding to the tapped purchase operation unit 76 or bulk purchase operation unit 78 to the player information corresponding to the player's player ID. If no item purchase operation is detected (NO in P2-13), the sub-content execution control unit 304a moves to step P2-17, which will be described later.

[0306] The sub-content execution control unit 304a determines whether or not an operation has been input to the batch operation unit 83 (Figure 17A), which is displayed in an operable manner (P2-17). If no operation has been input to the batch operation unit 83, the sub-content execution control unit 304a proceeds to step P2-21, which will be described later.

[0307] Furthermore, if an operation to the "Batch 3" operation unit 83 is detected (YES on P2-17), the sub-content execution control unit 304a switches whether the "Batch 3" function is being used or not (P2-19). Specifically, if an operation to the "Batch 3" operation unit 83 is detected when the "Batch 3" function is not being used, the sub-content execution control unit 304a switches to a state where the "Batch 3" function is being used. Also, if an operation to the "Batch 3" operation unit 83 is detected when the "Batch 3" function is being used, the sub-content execution control unit 304a switches to a state where the "Batch 3" function is not being used. In addition, the sub-content execution control unit 304a switches the display mode of the "Batch 3" operation unit 83 based on whether the "Batch 3" function is being used or not.

[0308] The sub-content execution control unit 304a determines whether or not an operation has been input to the dice operation unit 81, which is displayed in an operable manner, that is, whether or not a dice usage operation has been detected (P2-21). If a dice usage operation is detected as a result (YES in P2-21), the sub-content execution control unit 304a executes the sub-content detail processing (P3) described later.

[0309] The sub-content execution control unit 304a executes section skip function management processing (P2-23). ​​Specifically, the sub-content execution control unit 304a determines whether the pre-set conditions for using the section skip function are met. For example, the conditions include the value of "1" stored as the section skip enabled flag in the section skip management information (Figure 33) associated with the player's player ID. Also, for example, the conditions include the current turn being within the section skip usage limit turns in the section skip basic information (Figure 34). Furthermore, for example, the conditions include the number of "dice" the player possesses being equal to or greater than the value of section skip consumption dice in the section skip basic information (Figure 34). If the conditions for using the section skip function are met, the sub-content execution control unit 304a displays the section skip operation unit 84 in an operable manner, enabling the section skip function to be used. On the other hand, if the conditions for using the section skip function are not met, the sub-content execution control unit 304a displays the section skip operation unit 84 in an unoperable manner, rendering the section skip function unusable.

[0310] The sub-content execution control unit 304a determines whether or not an operation has been input to the section skip operation unit 84, which is displayed in an operable manner (P2-25). If an operation of the section skip operation unit 84 is detected (YES in P2-25), the sub-content execution control unit 304a executes the section skip processing (P6) described later.

[0311] Figure 42 is a flowchart illustrating an example of sub-content detail processing (P3). The sub-content execution control unit 304a determines whether or not the "Batch 3" function is in use (P3-1). If the result is that the "Batch 3" function is in use (YES in P3-1), the sub-content execution control unit 304a moves to step P3-3, which will be described later. If the "Batch 3" function is not in use (NO in P3-1), the sub-content execution control unit 304a moves to step P3-19, which will be described later.

[0312] The sub-content execution control unit 304a executes a dice consumption process to consume three "dice" usage rights (P3-3). Specifically, the sub-content execution control unit 304a consumes three "dice" usage rights from the player information corresponding to the player's player ID and updates the player information.

[0313] The sub-content execution control unit 304a executes a first die roll determination process (P3-5) to determine the outcome of the "dice" from "1" to "6" by lottery. The sub-content execution control unit 304a then executes a second die roll determination process (P3-7) to determine the outcome of the "dice" from "1" to "6" by lottery. The sub-content execution control unit 304a then executes a third die roll determination process (P3-9) to determine the outcome of the "dice" from "1" to "6" by lottery. In each die roll determination process, if any effects are active, the active effects are taken into consideration when determining the die roll. In this embodiment, the outcomes of the three "dice" are determined by repeatedly executing the die roll determination lottery, but this is not limited to this. For example, one combination of the outcomes of three "dice" may be determined by a single lottery from a pre-defined combination of outcomes. Alternatively, one of the numbers from "3" to "18" may be determined by lottery, and the combination of the outcomes of the three "dice" may be determined based on that number.

[0314] Furthermore, the sub-content execution control unit 304a determines the "square" on which to stop the player icon P based on the outcome determined in each outcome determination process in steps P3-5 to P3-9 and the current position of the player icon P (P3-11).

[0315] Furthermore, the sub-content execution control unit 304a determines the content of the reward to be given to the player as a skip bonus (P3-13). Specifically, the sub-content execution control unit 304a determines the reward as a skip bonus based on the same square effect as a rank 1 "mile square" and the same square effect as a rank 1 "reward square". Then, the sub-content execution control unit 304a adds the determined reward to the player information corresponding to the player's player ID and updates the player information. However, the sub-content execution control unit 304a may also assign a pre-set fixed reward to the player's player ID as a skip bonus. Alternatively, the sub-content execution control unit 304a may change the content of the reward assigned to the player's player ID as a skip bonus depending on the progress of the sub-content. Specifically, for example, the sub-content execution control unit 304a may determine the status of items possessed by the player, randomly select an item to be assigned to the player's player ID from among the items the player does not possess, and then assign the randomly selected item to the player's player ID. Alternatively, the sub-content execution control unit 304a may determine the player's player level, randomly select an item to be assigned to the player's player ID from a pre-set group of items (options) corresponding to the player's player level, and then assign the randomly selected item to the player's player ID.

[0316] Furthermore, the sub-content execution control unit 304a executes the dice animation execution process to perform the dice animation (Figures 28A and 28B) (P3-15). Specifically, the sub-content execution control unit 304a first displays the first animation image 140 shown in Figure 28A. Then, based on the outcome determined in steps P3-5 to P3-9, the sub-content execution control unit 304a displays the second animation images 142a, 142b, and 142c shown in Figure 28B. In addition, based on the reward determined in step S3-13, the sub-content execution control unit 304a displays the skip bonus generation dialog 144 shown in Figure 28B.

[0317] Furthermore, the sub-content execution control unit 304a executes the progression sequence execution process to execute the progression sequence (Figures 29A, 29B, 30A, and 30B) (P3-17). Specifically, the sub-content execution control unit 304a executes the sequence from Figure 29A to Figure 30B.

[0318] The sub-content execution control unit 304a executes a dice consumption process to consume one right to use a "dice" (P3-19). Specifically, the sub-content execution control unit 304a consumes one right to use a "dice" from the player information corresponding to the player's player ID and updates the player information.

[0319] The sub-content execution control unit 304a executes a roll determination process (P3-21) to determine the outcome of the "dice" roll, which is one of "1" through "6" by lottery. In addition, if any effects are active during the roll determination process, the active effects are taken into consideration when determining the outcome.

[0320] Furthermore, the sub-content execution control unit 304a determines the "square" on which to stop the player icon P based on the outcome determined in the outcome determination process in step P3-21 and the current position of the player icon P (P3-23).

[0321] Furthermore, the sub-content execution control unit 304a executes a dice animation execution process to perform the dice animation (Figures 17A and 17B) (P3-25). Specifically, the sub-content execution control unit 304a first displays the first animation image 89 shown in Figure 17A. Then, based on the outcome determined in step P3-23, the sub-content execution control unit 304a displays the second animation image 90 shown in Figure 17B.

[0322] Furthermore, the sub-content execution control unit 304a executes a progress animation execution process to execute the progress animation (P3-27). Specifically, as shown in 18A, the sub-content execution control unit 304a executes a progress animation in which the player icon P moves the number of spaces indicated by the second animation image 90 corresponding to the dice roll determined in step P3-23, and then displays the player icon P in a stopped position.

[0323] The sub-content execution control unit 304a performs stop-square related processing to activate square effects corresponding to the squares other than the checkpoints where the player icon P is displayed in step S3-17 or P3-27 (P3-29).

[0324] Furthermore, the sub-content execution control unit 304a determines whether or not a rival character is currently appearing (P3-31). If the result is that a rival character is currently appearing (YES in P3-31), the sub-content execution control unit 304a executes the rival character appearance processing (P4) described later.

[0325] Furthermore, if no rival character is currently present (NO in P3-31), the sub-content execution control unit 304a executes the rival character appearance management process (P3-33). Specifically, the sub-content execution control unit 304a performs a lottery to determine whether or not a rival character will appear, based on the rival appearance determination probability shown in Figure 14A. If the appearance of a rival character is determined, the sub-content execution control unit 304a determines the location where the rival character will appear, based on the rival character appearance location shown in Figure 14B. The sub-content execution control unit 304a also displays a rival icon R at the determined rival character appearance location, as shown in Figure 26A. The sub-content execution control unit 304a also displays a rival appearance dialog 122 on the display 26, as shown in Figure 26A.

[0326] Furthermore, the sub-content execution control unit 304a determines whether or not a companion character is currently appearing (P3-35). If the result is that no companion character is currently appearing (NO in P3-35), the sub-content execution control unit 304a executes the companion character appearance management process (P3-37). Specifically, the sub-content execution control unit 304a determines the companion joining probability based on the sum of the base probability and the added probability shown in Figure 15, and performs a lottery to determine whether or not a companion character will appear based on the determined companion joining probability. If the appearance of a companion character is determined by the lottery, the sub-content execution control unit 304a determines the type of companion character to appear from among the available companion characters based on the companion information shown in Figure 16. Once the type of companion character to appear is determined, the sub-content execution control unit 304a displays the companion joining dialog 120 on the display 26, as shown in Figure 25. The sub-content execution control unit 304a also displays a companion icon Pa on the player icon P that can identify the type of companion character that has appeared nearby.

[0327] Furthermore, the sub-content execution control unit 304a executes checkpoint-related processing (P5), which will be described later.

[0328] Figure 43 is a flowchart illustrating an example of the rival character appearance processing (P4). The sub-content execution control unit 304a determines whether or not the "Batch 3" function is in use (P4-1). If the result is that the "Batch 3" function is in use (YES in P4-1), the sub-content execution control unit 304a moves to step P4-3, which will be described later. If the "Batch 3" function is not in use (NO in P4-1), the sub-content execution control unit 304a moves to step P4-21, which will be described later.

[0329] Furthermore, the sub-content execution control unit 304a determines whether or not the player icon P has reached a checkpoint based on the outcome of the first "dice" (P4-3). Specifically, if, as a result of the progression animation in step P3-17, the sub-content execution control unit 304a determines that the player icon P has reached a checkpoint based on the outcome of the first "dice" (YES in P4-3), the sub-content execution control unit 304a proceeds to step P4-19. If, as a result of the progression animation in step P3-27, the player icon P has not reached a checkpoint based on the outcome of the first "dice" (NO in P4-3), the sub-content execution control unit 304a proceeds to step P4-5.

[0330] The sub-content execution control unit 304a determines the number of dice the rival character will roll (P4-5). Specifically, based on the progress of player icon P in step P3-17, if player icon P has not yet reached a checkpoint, the sub-content execution control unit 304a determines that the rival character will roll three dice. Also, based on the progress of player icon P in step P3-17, if player icon P has reached a checkpoint, the sub-content execution control unit 304a determines that the number of dice the rival character will roll is the number of "dice" used by player icon P up to reaching the checkpoint minus one.

[0331] The sub-content execution control unit 304a sequentially executes the first roll determination process (P4-7), the second roll determination process (P4-9), and the third roll determination process (P4-11) to determine the outcome of the dice by lottery, which will be one of the numbers from "1" to "6". In this embodiment, the outcomes of the three dice are determined by repeatedly executing the roll determination lottery, but this is not limited to this. For example, one combination of outcomes for three dice may be determined by a single lottery from a predetermined set of combinations. Alternatively, one number may be determined by lottery from the numbers from "3" to "18", and the combination of outcomes for the three dice may be determined based on the determined number.

[0332] Furthermore, if the number of dice rolled by the rival character determined in step P4-5 above is 2, the sub-content execution control unit 304a will not execute the third roll determination process (P4-11). Also, if the number of dice rolled by the rival character determined in step P4-3 above is 1, the sub-content execution control unit 304a will not execute the second roll determination process (P4-9) and the third roll determination process (P4-11).

[0333] Furthermore, the sub-content execution control unit 304a determines the "square" on which to stop the rival icon R, based on the outcome determined in each outcome determination process in steps P4-7 to P4-11 and the current position of the rival icon R (P4-13).

[0334] Furthermore, the sub-content execution control unit 304a executes a dice animation execution process to perform the dice animation (Figures 32A and 32B) (P4-15). Specifically, the sub-content execution control unit 304a first displays the first animation image 160 shown in Figure 32A. Then, based on the results determined in steps P4-7 to P4-11, the sub-content execution control unit 304a displays the second animation images 162a, 162b, and 162c shown in Figure 32B.

[0335] Furthermore, the sub-content execution control unit 304a executes the progression sequence execution process to execute the progression sequence (Figure 32C) (P4-17). Specifically, the sub-content execution control unit 304a executes the sequence shown in Figure 32C.

[0336] Furthermore, the sub-content execution control unit 304a executes the win / loss determination process (P4-19) when the "Batch 3" function is in use. Specifically, for example, if the sub-content execution control unit 304a determines in step P4-3 that the player icon P has reached the checkpoint based on the outcome of the first "dice", it determines that the player has won because the player icon P reached the checkpoint before the rival icon R. Also, if the rival icon R reaches the checkpoint as a result of step P4-17, it determines that the rival icon R reached the checkpoint before the player icon P, or with fewer "dice" than the player, and the sub-content execution control unit 304a determines that the player has lost. In other words, when the "Batch 3" function is in use, if the player icon P reaches the checkpoint in step P4-3 based on the outcome of the second or third "dice", the win / loss of the player is determined based on whether or not the rival icon R reached the checkpoint as a result of step P4-17. Furthermore, if the player icon P has not yet reached the checkpoint, and as a result of step P4-17 above, the rival icon R has reached the checkpoint, the sub-content execution control unit 304a determines that the player has lost.

[0337] Furthermore, the sub-content execution control unit 304a determines whether or not the player icon P has reached a checkpoint (P4-21). Specifically, if, as a result of the progression animation in step P3-27 or as a result of step P3-29, the player icon P has reached a checkpoint (YES in P4-21), the sub-content execution control unit 304a moves to step P4-31. If, as a result of the progression animation in step P3-27 or as a result of step P3-29, the player icon P has not yet reached a checkpoint (NO in P4-21), the sub-content execution control unit 304a moves to step P4-23.

[0338] Furthermore, the sub-content execution control unit 304a executes a roll determination process (P4-23) to determine the outcome of the "dice" roll, which is one of "1" through "6" by lottery. In the roll determination process, if any effects are active, the active effects are taken into consideration when determining the outcome.

[0339] Furthermore, the sub-content execution control unit 304a determines the "square" on which to stop the rival icon R, based on the outcome determined in the outcome determination process in step P4-23 and the current position of the rival icon R (P4-25).

[0340] Furthermore, the sub-content execution control unit 304a executes a dice animation execution process to perform the dice animation (Figures 26B and 26C) (P4-27). Specifically, the sub-content execution control unit 304a first displays the first animation image 124 shown in Figure 26B. Then, based on the outcome determined in step P4-23, the sub-content execution control unit 304a displays the second animation image 126 shown in Figure 26C.

[0341] Furthermore, the sub-content execution control unit 304a executes a progression animation execution process to execute the progression animation (P4-29). Specifically, the sub-content execution control unit 304a executes a progression animation in which the rival icon R moves across the number of squares indicated by the second animation image 126 corresponding to the dice roll determined in step P4-23, and then displays the rival icon R in a stopped state.

[0342] Furthermore, the sub-content execution control unit 304a executes the win / loss determination process (P4-31) when the "Batch 3" function is not in use. Specifically, for example, if the player icon P has reached a checkpoint, the sub-content execution control unit 304a determines whether the rival icon R reached the checkpoint before the player icon P. If the rival icon R reached the checkpoint before the player icon P, the sub-content execution control unit 304a determines that the player has lost. If the player icon P reached the checkpoint before the rival icon R, the sub-content execution control unit 304a determines that the player has won. Note that, as a result of step P4-29 above, if the rival icon R reached the checkpoint, it means that the rival icon R reached the checkpoint before the player icon P, so the sub-content execution control unit 304a determines that the player has lost. Furthermore, if it is determined in step P4-21 above that player icon P has reached a checkpoint, player icon P has reached the checkpoint before rival icon R, and therefore the sub-content execution control unit 304a determines that the player has won.

[0343] Figure 44 is a flowchart illustrating an example of checkpoint-related processing (P5). The sub-content execution control unit 304a determines whether or not the player icon P has reached a checkpoint (P5-1). If the player icon P has reached a checkpoint (YES in P5-1), the sub-content execution control unit 304a determines whether or not the current turn number derived in step P2-7 is less than the fastest arrival record in the section skip management information (Figure 33) (P5-3).

[0344] As a result, if the current number of turns is not less than the fastest completion record (NO in P5-3), the sub-content execution control unit 304a moves to step P5-9, which will be described later.

[0345] Furthermore, if the current turn count is less than the fastest arrival record (YES in P5-3), the sub-content execution control unit 304a executes a fastest arrival record update process to store the current turn count value as the fastest arrival record in the section skip management information (Figure 33) (P5-5).

[0346] Furthermore, the sub-content execution control unit 304a executes the process of setting the section skip enable flag (P5-7). Specifically, if the value of the fastest arrival record stored in step P5-5 above is less than or equal to the value of the section skip enable turn in the currently running "season" as defined in the section skip basic information (Figure 34), the sub-content execution control unit 304a stores "1" as the value of the section skip enable flag in the section skip management information (Figure 33). On the other hand, if the value of the fastest arrival record is greater than the value of the section skip enable turn in the currently running "season", the sub-content execution control unit 304a maintains "0" as the value of the section skip enable flag.

[0347] Furthermore, the sub-content execution control unit 304a determines whether or not a rival character is currently appearing (P5-9). If the result is that a rival character is not currently appearing (NO in P5-9), the sub-content execution control unit 304a executes a checkpoint arrival animation in either a success or failure manner, based on the current turn number and the target turn number (P5-11).

[0348] Furthermore, if a rival character is currently present (YES in P5-9), the sub-content execution control unit 304a executes a checkpoint arrival animation that includes notification of the outcome of the battle against the rival character in the sub-content (P5-13). Here, the checkpoint arrival animation is executed in either a success or failure manner, based on the current turn number and the target turn number.

[0349] Furthermore, the sub-content execution control unit 304a determines the content of the rival battle reward based on the win / loss result of the battle against the rival character in the sub-content, and executes a rival appearance reward determination process that assigns the determined rival battle reward to the player's player ID (P5-15).

[0350] Furthermore, the sub-content execution control unit 304a determines the content of the achievement reward based on the current turn count and the target turn count, and executes an achievement reward determination process to assign the determined achievement reward to the player's player ID (P5-17). In addition, the sub-content execution control unit 304a may also assign "coins" to the player's player ID separately from the achievement reward by converting special items possessed by the player into "coins".

[0351] Furthermore, the sub-content execution control unit 304a executes a reward notification process that displays a reward dialog 116 on the display 26 to notify the player of various rewards assigned to the player ID in P5-15 and P5-17 (P5-19).

[0352] Figure 45 is a flowchart illustrating an example of the section skip process (P6). The sub-content execution control unit 304a refers to the section skip basic information (Figure 34) and executes a dice consumption process (P6-1) to consume the right to use the number of dice specified for the section skip consumption dice corresponding to the currently running "season". Specifically, the sub-content execution control unit 304a consumes 15 dice from the player information corresponding to the player's player ID and updates the player information. The sub-content execution control unit 304a also advances the player icon P all the way to the next checkpoint "space", thereby clearing the current section (reaching the checkpoint).

[0353] In this embodiment, using the section skip function will always result in clearing the current section (reaching a checkpoint), but this is not the only option. For example, when the section skip function is used, an automatic progression process may be executed that omits or fast-forwards at least some of the various effects that would be performed if the sub-content progressed without the section skip function being used. In the automatic progression process, for example, steps P3-19 to P3-29 above may be repeatedly executed (simulated) a predetermined number of times. In this case, the current section may not be cleared (a checkpoint may not be reached). Alternatively, in the automatic progression process, steps P3-19 to P3-29 above may be repeatedly executed (simulated) until the current section is cleared (a checkpoint is reached).

[0354] Furthermore, the sub-content execution control unit 304a executes a progress discard process (P6-3). Specifically, if a companion character was appearing, the sub-content execution control unit 304a discards the appearance of that companion character. Also, if a rival character was appearing, the sub-content execution control unit 304a discards the appearance of that rival character. In addition, the sub-content execution control unit 304a discards any special items the player possessed immediately before using the section skip function.

[0355] Furthermore, the sub-content execution control unit 304a executes a section skip animation execution process to execute a section skip animation (Figure 38A) (P6-5). Also, the sub-content execution control unit 304a executes a checkpoint arrival animation execution process to execute a checkpoint arrival animation in the successful form (Figure 38B) (P6-7). If the section skip function is used while a rival character is appearing, the appearance of that rival character will be discarded in step P6-3 above. Therefore, in this case, the checkpoint arrival animation will not provide any notification regarding the outcome of the battle with the rival character.

[0356] Furthermore, the sub-content execution control unit 304a executes the section skip reward determination process (P6-9). Specifically, the sub-content execution control unit 304a determines the achievement level in the currently running "season" by referring to the section skip reward information (Figure 35) based on the fastest achievement record in the section skip management information (Figure 33). Then, based on the determined achievement level, it refers to the section skip reward information (Figure 35) to determine the type and number of section skip rewards. Finally, it assigns the determined type and number of section skip rewards to the player's player ID. In addition, the sub-content execution control unit 304a displays the section skip reward dialog 180 (Figure 38C) on the display 26 based on the determined achievement level and the content of the section skip rewards.

[0357] In addition, in step P6-3 above, special items that the player possessed immediately before using the section skip function may be retained without being discarded. In this case, the sub-content execution control unit 304a should, in addition to the section skip reward, assign "coins" converted from the special items the player possessed to the player's player ID.

[0358] As described above, the player terminal 1 is equipped with a game execution control program 300, a battle game execution control program 302, and a sub-content execution control program 304. Furthermore, the player terminal 1 functions as a game execution control unit 300a, a battle game execution control unit 302a, and a sub-content execution control unit 304a. However, some or all of these programs and functional units may be provided on the server 1000. In other words, these programs and functional units may be provided on either the player terminal 1 or the server 1000, or both.

[0359] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0360] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above-described processes may be executed by at least one or both of the player terminal 1 and the server 1000, and the timing of their execution and the device on which they are executed are not particularly limited.

[0361] Furthermore, the processing of the player terminal 1 and server 1000 in the above embodiment is merely an example. It goes without saying that the processing in the player terminal 1 and server 1000 can be appropriately designed without departing from the objectives of the present invention.

[0362] In any case, the information processing system S (game device G) may consist of one or more computers, and the computers may perform the following processes.

[0363] (Processes to be performed by a computer) A process (step P3, for example, in the above embodiment) that executes the first game (for example, in the above embodiment, the sub-content in the first section) based on the player's manual operation (for example, in the above embodiment, the operation of the dice operation unit 81). After the first condition (for example, reaching a checkpoint within the turns in which a section skip is available) is met in the first game (for example, a sub-content in the first section in the above embodiment), a process is performed to accept the player's first operation (for example, an operation to the section skip operation unit 84 in the above embodiment) (for example, steps P2-23 and P2-25 in the above embodiment). When a first operation (for example, an operation to the section skip operation unit 84 in the above embodiment) is input, a process (for example, step P6 in the above embodiment) is performed to execute the second game (for example, the sub-content in the second section in the above embodiment) by omitting at least a portion of the second game (for example, the sub-content in the second section in the above embodiment) which is executed relatively later than the first game (for example, the sub-content in the first section in the above embodiment).

[0364] In conjunction with the execution of the first game (in the above embodiment, for example, the sub-content in the first section) based on the player's manual operation (in the above embodiment, for example, the operation of the dice operation unit 81), the computer may be made to perform a process (in the above embodiment, for example, P2-7) to derive result information (in the above embodiment, for example, the number of turns when the player icon P reaches a checkpoint). The process of executing the second game (in the above embodiment, for example, the sub-content in the second section) while omitting at least a portion of the second game (in the above embodiment, for example, the sub-content in the second section) may include the process of determining a reward (in the above embodiment, for example, the section skip reward) based on result information (in the above embodiment, for example, the number of turns when player icon P reaches a checkpoint), and associating the determined reward (in the above embodiment, for example, the section skip reward) with the player's player ID (in the above embodiment, for example, steps P6-9).

[0365] The computer may be made to perform a process (step P3 in the above embodiment, for example) to execute the second game (sub-content in the second section in the above embodiment, for example) based on the player's manual operation (in the above embodiment, operation of the dice operation unit 81, for example). In conjunction with the execution of the second game (in the above embodiment, for example, the sub-content in the second section) based on the player's manual operation (in the above embodiment, for example, the operation of the dice operation unit 81), the computer may be made to perform a process (in the above embodiment, for example, P2-7) to derive result information (in the above embodiment, for example, the number of turns when the player icon P reaches a checkpoint). After the first condition (for example, reaching a checkpoint within the number of turns in which section skipping is permitted) is met in the first game (for example, sub-content in the first section in the above embodiment), and after the second condition (for example, reaching a checkpoint within the number of turns in which section skipping is permitted) is met in the second game (for example, sub-content in the second section in the above embodiment), the computer may be made to perform a process (for example, steps P2-23 and P2-25 in the above embodiment) to accept the player's second operation (for example, an operation to the section skip operation unit 84 in the above embodiment). When a second operation (for example, an operation to the section skip operation unit 84 in the above embodiment) is input, the computer may be instructed to perform a process (for example, step P6 in the above embodiment) to execute the third game (for example, the sub-content in the third section in the above embodiment) by omitting at least a portion of the third game (for example, the sub-content in the third section in the above embodiment), which is executed relatively later than the second game (for example, the sub-content in the second section in the above embodiment). The process of executing the third game (in the above embodiment, for example, the sub-content in the third section) by omitting at least a portion of the third game (in the above embodiment, for example, the sub-content in the third section), (in the above embodiment, for example, step P6), may include the process of determining a reward (in the above embodiment, for example, section skip reward) based on the most advantageous result information (in the above embodiment, for example, the fastest arrival record) among the result information derived in the past (in the above embodiment, for example, the number of turns when player icon P reached the checkpoint), and associating the determined reward (in the above embodiment, for example, section skip reward) with the player's player ID (in the above embodiment, for example, steps P6-9).

[0366] In the above embodiment, an example of a game related to the main content was shown as a so-called battle game in which friendly characters compete against enemy characters, but the specific content and genre of the game are not limited to the above embodiment. Also, in the above embodiment, an example of a so-called board game in which players move the number of spaces indicated by rolling dice was shown as sub-content, but the specific content and genre of the game are not limited to the above embodiment. For example, the game genre can be any game genre such as battle games, roll playing games, shooting games, puzzle games, rhythm games, etc. Also, for example, it could be a game where players raise characters that can be used in a sports game by playing a training game. Also, by playing the training game, players may be granted items or parameters (e.g., stamina) for playing the sports game, or items that give an advantage in the sports game. Also, it could be applied to a game where players are granted items or parameters (e.g., stamina) for playing the training game, or items that give an advantage in the training game by playing the sports game. Furthermore, the main content and sub-content may be different game genres. Also, the main content and sub-content may be of the same game genre. Furthermore, it is acceptable to have only sub-content without a main content section.

[0367] Furthermore, in the above embodiment, the section skip function, which allows for faster progress through sub-content than rolling the dice one by one by consuming a specified number (15 dice) of "dice" for section skip consumption, was used as an example for explanation, but the present invention is not limited to this.

[0368] For example, a skip function may be applied to the main quest in the above embodiment. In this case, for example, if the conditions set in the main battle game "1-1" are met based on the player's manual operation, the skip function may be enabled in the main battle games from "1-2" onward. The conditions may include, for example, one or more combinations of the following: clearing the main battle game "1-1", clearing with all allies surviving, clearing with the total HP of allies exceeding a predetermined percentage, clearing within a predetermined time (e.g., 100 seconds), obtaining a specific item in the quest or as a quest reward, etc.

[0369] In this case, for example, on the main quest selection screen in Figure 4B, a skip button may be set, and if the conditions are not met, the skip button may be displayed in gray and not accept input, while if the conditions are met, the skip button may be displayed in color and accept input.

[0370] For example, if the conditions are met and the skip button is pressed, the display of the battle screen (Figure 5A) may be omitted, and the state may change to the stage where the enemy has been defeated. In this case, as a skip reward, a reward corresponding to the content of the main battle game "1-1" may be given to the player's player ID. For example, the shortest time taken to manually clear the main battle game without using the skip function may be stored as the fastest record. Then, based on the fastest record, the skip reward may be determined and given to the player's player ID.

[0371] Specifically, for example, if a player clears the "1-1" main battle game in under 100 seconds and then uses the skip function in subsequent main battle games ("1-2"), 100 in-game currency may be added to the player's player ID. Similarly, if a player clears the "1-1" main battle game in under 50 seconds and then uses the skip function in subsequent main battle games ("1-2"), 1000 in-game currency may be added to the player's player ID. In this case, the value of playing the "1-1" main battle game increases, making it possible to motivate players to engage more actively.

[0372] Alternatively, rewards may be given based on the main battle game of "1-2," regardless of the content of the main battle game of "1-1." Specifically, for example, 200 in-game currency, which is set as a clear reward for the main battle game of "1-2," may be given to the player's player ID. In this case, since there will be no variation in rewards, it will be possible to create a structure that makes it easier to adjust the game balance.

[0373] Furthermore, for example, if the main battle games for "2-1" to "2-S" are set up in the same way as "1-1" to "1-S", the skip function may be enabled in the main battle games for "2-1" to "2-S" when the conditions set in the main battle games for "1-1" to "1-S" are met. The conditions may include, for example, one or more combinations of the following: clearing the main battle games for "1-1" to "1-S", clearing with all allies surviving, clearing with the total HP of allies above a predetermined percentage, clearing within a predetermined time, obtaining a specific item from a quest or quest reward, etc.

[0374] In this case, for example, on the main quest screen (Figure 4A) where each main battle game is selected, a skip button may be set up. If the conditions are not met, the skip button will be grayed out and will not accept input. If the conditions are met, the skip button will be displayed in color and will accept input.

[0375] For example, if the conditions are met and the skip button is pressed, the display of the battle screen (Figure 5A) for each main battle game from "2-1" to "2-S" may be omitted, and the state may change to the stage where the enemy has been defeated. In this case, as a skip reward, a bonus may be given according to the content of the main battle games from "1-1" to "1-S". Specifically, for example, if all main battle games from "1-1" to "1-S" are cleared within 100 seconds, 100 in-game currency may be added to the player's player ID, and if all main battle games from "1-1" to "1-S" are cleared within 50 seconds, 1000 in-game currency may be added to the player's player ID. In this case, the value of playing each main battle game from "1-1" to "1-S" increases, making it possible to encourage players to engage more enthusiastically. Alternatively, regardless of the content of the main battle games "1-1" to "1-S", rewards may be given according to each main battle game from "2-1" to "2-S". Specifically, for example, 200 in-game currency, which is set as the clear reward for each main battle game from "2-1" to "2-S", may be given to the player's player ID. In this case, since there will be no variation in rewards, it will be possible to create a structure that makes it easier to adjust the game balance.

[0376] Additionally, the skip function in the main battle game may be enabled only if one of the main battle games is cleared within a predetermined time (for example, 100 seconds).

[0377] For example, in each of the main battle games from "1-1" to "1-S", the manual clear time when played manually without using the skip function may be recorded. Then, the smallest value among the recorded manual clear times may be treated as the fastest record.

[0378] Furthermore, for example, in the main battle game of "1-1," the time taken to clear it manually without using the skip function may be stored as the fastest record. In subsequent sections ("1-2" to "1-S"), if the time taken to clear each main battle game manually without using the skip function is less than the stored fastest record, the fastest record value may be updated. Specifically, for example, if 100 seconds is derived as the time taken to clear the main battle game of "1-1" and 85 seconds is derived as the time taken to clear the main battle game of "1-2," the fastest record may be updated to 85 seconds and stored.

[0379] Furthermore, the reward to be assigned to the player's player ID when the skip function is executed may be determined based on the fastest recorded manual clear time. Figure 46 shows an example of reward information related to the first modified example. As shown in Figure 46, the reward information related to the first modified example stores the following information associated with the unique ID: reward level, manual clear condition upper limit, manual clear condition lower limit, reward ID, and reward quantity.

[0380] The reward level is an indicator determined based on the player's fastest record.

[0381] Furthermore, the upper and lower limits for manual clear conditions indicate the range of the fastest records achieved by players for each reward level. In the example shown in Figure 46, if a player's fastest record is between 90 and 100 seconds, the reward level will be Level 1; if the player's fastest record is between 80 and 89 seconds, the reward level will be Level 2; and if the player's fastest record is between 70 and 79 seconds, the reward level will be Level 3.

[0382] Furthermore, the reward ID is information that identifies the type of reward assigned to a player's player ID when the skip function is used. Additionally, the reward quantity is information that identifies the number of rewards assigned to a player's player ID when the skip function is used.

[0383] For example, suppose the manual clear time for the main battle game "1-1" is 95 seconds, and the manual clear time for the main battle game "1-2" is 85 seconds, and the fastest manual clear time is "85 seconds". In this case, the player uses the enabled skip function in the main battle game "1-3". In this case, as shown in Figure 46, the reward ID 1000 item, corresponding to reward level 2, will be awarded to the player's player ID in the amount of 6 items.

[0384] In other words, in the example shown in Figure 46, the higher the reward level, the larger the number of rewards assigned. That is, the higher the reward level, the more advantageous it is for the player. Also, in the example shown in Figure 46, the type of reward (reward ID) assigned may differ depending on the reward level. However, the type of reward (reward ID) assigned depending on the reward level may be the same.

[0385] Alternatively, you may choose to apply only the "number of rewards" without setting a reward ID. In this case, for example, if the skip function is used in the main battle game "1-3", six items for the main battle game "1-3" may be assigned to the player's player ID as a reward for using the skip function. Alternatively, you may set the number of rewards using a coefficient (e.g., ×1.5), determine the number of items for the main battle game "1-3", and then assign the number of items multiplied by the coefficient as a reward for using the skip function. The type of reward may also be determined by lottery.

[0386] Furthermore, the reward level can be set not only based on the number of seconds it takes to clear manually, but also on other factors such as how many players survived to clear each main battle game, or whether the total HP of allies exceeded a certain percentage to clear the game.

[0387] Alternatively, the main battle games "1-1" to "1-S" may be set as the first group, and the main battle games "2-1" to "2-S" may be set as the second group. If all of the main battle games in the first group are cleared manually within 100 seconds, a skip function may be enabled that allows all of the main battle games in the second group to be skipped. In this case, if the skip operation is performed on the entire second group, rewards may be given according to the reward level, similar to the first modification described above.

[0388] Figure 47 shows an example of reward information related to the second modified example. As shown in Figure 47, the reward information related to the second modified example stores the following information associated with a unique ID: reward level, upper limit of manual clearing conditions, lower limit of manual clearing conditions, reward ID, and number of rewards.

[0389] In the example shown in Figure 47, if the slowest manual clear time for each main battle game in the first group is between 90 and 100 seconds, the reward level will be level 1. If the slowest manual clear time for each main battle game in the first group is between 80 and 89 seconds, the reward level will be level 2. Furthermore, if the slowest manual clear time for each main battle game in the first group is between 70 and 79 seconds, the reward level will be level 3.

[0390] For example, suppose the manual clear time for the main battle game "1-1" is 85 seconds, and the manual clear time for each of the main battle games "1-2", "1-3", "1-4", and "1-S" is 95 seconds, and the enabled skip function is activated. In this case, as shown in Figure 47, the item with reward ID 1000, corresponding to reward level 1, will be awarded to the player's player ID in the amount of 5 items.

[0391] As described above, the reward level may be determined according to the content of the game when manually played (for example, the time it takes to manually clear the game), and the reward corresponding to the reward level may be assigned to the player's player ID when the skip function is executed. Alternatively, the amount of reward assigned to the player's player ID when the skip function is executed may be adjusted according to the reward level. Alternatively, the same rewards obtained in the game when manually played may be assigned to the player's player ID when the skip function is executed. Furthermore, predetermined conditions (for example, the consumption of a specific amount of stamina, tickets, items, or in-game currency) may be required to execute the skip function.

[0392] By configuring the game as described above, players who have played a specific main battle game at least once and met pre-set conditions will be able to use the skip function in another main battle game. This improves player convenience. Furthermore, since the gameplay in a specific main battle game affects the rewards for using the skip function in another main battle game, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to delve deeper into the game, while also improving player convenience.

[0393] Furthermore, sub-content could be applied to so-called idle games where players earn rewards such as items over time. Specifically, for example, there could be multiple areas such as Area 1, Area 2, and Area 3, and players could dispatch groups of allied characters (Group 1, Group 2, Group 3) to each area. After dispatch, the game could transition to a completed state after a certain period of time (for example, 12 hours), and rewards such as equipment, characters' exclusive items, and in-game currency could be linked to the player ID.

[0394] In this case, if the set conditions (for example, acquiring a special item) are met during a Group 1 dispatch based on the player's manual operation, then the skip operation should be enabled for the next dispatch (either a Group 1 dispatch, or a dispatch of Groups 1, 2, or 3).

[0395] Furthermore, for example, on a screen for setting up dispatch assignments, a skip button should be set up. If the conditions are not met, the skip button should be grayed out and unresponsive. If the conditions are met, the skip button should be colored and unresponsive.

[0396] Furthermore, for example, on the screen where the dispatch of Group 2 is decided, the process of waiting for a certain amount of time to elapse may be skipped based on the operation of the skip button, and the reward for the dispatch may be obtained immediately. In this case, the skip reward may be a bonus corresponding to the content of the dispatch of Group 1 based on the player's manual operation. Specifically, for example, if the dispatch of Group 1 based on the player's manual operation resulted in obtaining one special item, 100 in-game currency may be added to the player's player ID as a reward for Group 2 by executing the skip function. Also, if the dispatch of Group 1 based on the player's manual operation resulted in obtaining two special items, 1000 in-game currency may be added to the player's player ID as a reward for Group 2 by executing the skip function. In this case, the value of dispatching Group 1 increases, and it becomes possible to encourage players to actively consider which characters to set for Group 1.

[0397] Furthermore, regardless of the content of the dispatch for Group 1, rewards may be given to Group 2 based on pre-set conditions. Specifically, for example, 200 in-game currency, which is set as an item to be obtained when dispatching for Group 2, may be given to the player's player ID. In this case, there will be no variation in rewards, making it easier to adjust the game balance.

[0398] Furthermore, if the group dispatched in Area 1 fulfills the set conditions (for example, acquiring a special item), then the skip operation should be enabled when dispatching to Area 2.

[0399] Furthermore, for example, on a screen for setting up dispatch assignments, a skip button should be set up. If the conditions are not met, the skip button should be grayed out and unresponsive. If the conditions are met, the skip button should be colored and unresponsive.

[0400] Furthermore, for example, on the screen where the dispatch to Area 2 is decided, the process of waiting for a certain amount of time to elapse may be skipped based on the operation of the skip button, and the reward for the dispatch may be obtained immediately. In this case, the skip reward may be a bonus corresponding to the content of the dispatch in Area 1. Specifically, for example, if one special item is obtained, 100 in-game currency may be added to the player's player ID, and if two special items are obtained, 1000 in-game currency may be added to the player's player ID. In this case, the value of dispatching to Area 1 will increase, and it will be possible to encourage players to consider which characters to set up for Area 1. Alternatively, the reward may be given according to Area 2, regardless of the content of the dispatch in Area 1. Specifically, for example, 200 in-game currency, which is set as an item to be obtained when dispatching to Area 2, may be added to the player's player ID. In this case, there will be no fluctuation in rewards, making it easier to adjust the game balance.

[0401] Also, in the above idle game, even if the reward level is determined according to the content of the game when manually operated (for example, the number of special items obtained), and a reward corresponding to the reward level is given to the player ID of the player when the skip function is executed, it may be acceptable. Also, it may be acceptable to adjust the amount of the reward given to the player ID of the player when the skip function is executed according to the reward level. Also, the same reward as that obtained in the game when manually operated may be given to the player ID of the player when the skip function is executed. Also, in order to execute the skip function, predetermined conditions (for example, consumption of a specific number of physical strength, stamina, tickets, items, in-game currency, etc.) may be required.

[0402] By configuring as described above, when playing an idle game by manual operation, it becomes possible to use the skip function in another area after playing once to satisfy the preset conditions. Thereby, it becomes possible to improve the convenience for the player. Also, since the content of playing the cultivation game by manual operation affects the reward when the skip function is executed in another area, it is possible to provide a game that both players who simply want to simplify the game and players who want to play the game in depth can enjoy while improving the convenience for the player.

[0403] Also, for example, the sub-content may be applied to a battle game in which a party is formed with ally characters and the monsters set on each floor of the tower are defeated by the formed party to climb the tower. In this case, the HP which is the physical strength value of each ally character and the TP which is the point for each ally character to use a special skill may be carried over for each battle. Also, in the battle game against the monsters set on each floor, if all the monsters set on each floor cannot be defeated within the preset time limit, it may be treated as if all the ally characters formed in the party have been destroyed.

[0404] In this case, for example, if a set condition is met at a specific floor (e.g., floor 100) based on the player's manual actions, then the battle skip function should be enabled for subsequent floors (e.g., floors 101-200). The conditions may include one or more combinations of the following: clearing a specific floor, clearing with all allies surviving, clearing with allies' total HP above a predetermined percentage, clearing within a predetermined time (e.g., 100 seconds), obtaining a specific item from a quest or quest reward, etc.

[0405] Furthermore, for example, on the screen where battle start times are set for each floor, a skip button should be enabled. If the conditions are not met, the skip button should be grayed out and unresponsive. If the conditions are met, the skip button should be colored and become responsive.

[0406] Alternatively, for example, if the skip button is pressed on the 101st floor screen, the battles from floors 101 to 200 may be changed to a cleared state, and the corresponding reward may be obtained. In this case, the skip reward may be a bonus corresponding to the content of the battle on the 100th floor. For example, the shortest time taken to clear the 100th floor manually without using the skip function may be stored as the fastest record. Then, the skip reward may be determined based on the stored fastest record, and the determined skip reward may be assigned to the player's player ID.

[0407] For example, if the fastest time is within 100 seconds, 100 in-game currency could be awarded to the player's player ID when the skip function is used, and if the fastest time is within 50 seconds, 1000 in-game currency could be awarded to the player's player ID when the skip function is used. In this case, the value of the 100th floor battle increases, making it possible to encourage players to actively engage in party formation and battles used in the 100th floor battle. Alternatively, rewards could be awarded according to the 101st to 200th floors, regardless of the content of the 100th floor battle. Specifically, for example, 200 in-game currency, which is set as a reward for the 101st to 200th floors, could be awarded to the player's player ID. In this case, there would be no variation in rewards, making it easier to adjust the game balance.

[0408] Additionally, the party's state upon clearing the 200th floor may be carried over to the same state as the party's state after the battle game on the 100th floor. In this case, it becomes possible to encourage players to actively engage in party composition and battles used in the 100th floor battle.

[0409] Furthermore, in the battle game described above, the reward level may be determined according to the game's content when manually controlled (for example, the time it takes to clear the game manually), and the reward corresponding to the reward level may be assigned to the player's player ID when the skip function is executed. The amount of reward assigned to the player's player ID when the skip function is executed may also be adjusted according to the reward level. Alternatively, the same rewards obtained in the game when manually controlled may be assigned to the player's player ID when the skip function is executed. In addition, predetermined conditions (for example, the consumption of a specific amount of stamina, tickets, items, or in-game currency) may be required to execute the skip function.

[0410] By configuring the game as described above, players who have played a battle game at a specific tier and met pre-set conditions at least once will be able to use the skip function in battle games at other tiers. This improves player convenience. Furthermore, since the gameplay in a specific tier of battle games affects the rewards for using the skip function in battle games at other tiers, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to delve deeper into the game, while also improving player convenience.

[0411] Furthermore, sub-content can be applied to so-called training games, which consist of multiple sections and involve training a character in a single training session. Specifically, the multiple sections may have set turn counts, such as Year 1 (e.g., 20 turns), Year 2 (e.g., 20 turns), Year 3 (e.g., 20 turns). In each turn, events or training based on the player's manual input should be performed, and the values ​​of the character's various parameters (e.g., power, stamina, speed) should be updated according to the execution of events and training. The ultimate goal should be to train a character with high values ​​for all parameters.

[0412] In this case, the skip function should be enabled in the second and third years if the set conditions are met based on the player's manual actions in the first year. The conditions may include, for example, one or more combinations of the following: the overall ability value, which represents the sum of the various parameters of the character being trained, is above a predetermined value; the overall evaluation based on the various parameters of the character being trained is above a predetermined value; participating in and winning a match that occurs in the first year; or causing a specific event in the first year.

[0413] Furthermore, for example, a skip button may be set on the basic screen of the training screen. If the conditions are not met, the skip button may be grayed out and unresponsive, while if the conditions are met, the skip button may be colored and unresponsive.

[0414] Furthermore, for example, if the conditions are met in the first year based on the player's manual actions, and the skip button becomes active in the second year, the state should change to the first stage of the third year.

[0415] Furthermore, for example, the parameters of the character being trained may be changed as a reward for executing the skip function. In this case, the parameters of the character being trained may be changed when the skip function is executed according to the content of the first year's gameplay based on the player's manual operation. Specifically, for example, suppose that in the first year based on the player's manual operation, the parameters of the character being trained were changed to Power +100, Stamina +200, and Speed ​​+300. In this case, when the skip function is executed, the parameter change amount for the second year may be updated by the same amount as in the first year. Alternatively, the parameter change amount for the second year may be updated by a predetermined coefficient multiplied by the parameter change amount in the first year. In this case, since the content of the first year's gameplay based on the player's manual operation is reflected in the training in the second year when the skip function is executed, it becomes possible to encourage the player to actively engage in the first year's gameplay based on manual operation.

[0416] Furthermore, the parameters for the second year, under other pre-set conditions, may be changed. Specifically, for example, the parameters of the target character to be trained at the end of the first year, based on the player's manual input, may be updated by adding a fixed value pre-set for the second year. In this case, the updated parameters will not vary, making it easier to adjust the game balance.

[0417] Alternatively, the skip button for character B may be enabled when character A is trained based on the player's manual input, the set conditions are met, and training is complete. The conditions may include, for example, one or more combinations of the following: the overall ability value of the character being trained is above a predetermined value, the overall evaluation is above a predetermined value, the character participates in and wins a specific match during training, or a specific event occurs during training.

[0418] Furthermore, for example, a skip button may be set on the basic screen of the training screen. If the conditions are not met, the skip button may be grayed out and unresponsive, while if the conditions are met, the skip button may be colored and unresponsive.

[0419] Furthermore, for example, if the player meets the conditions for training character A based on manual operation, and then selects character B as the target for training and operates the skip button, the state may change to a state where character B's training is complete. In this case, character B's parameters may change according to the training content of character A. Specifically, for example, if character A's parameters changed from the base parameters at the start of training to the completion of training, such as Power +500, Stamina +500, and Speed ​​+600, character B's parameters may also be updated by the same amount from the initial parameters to reach the completed training state. Alternatively, character B's parameters may be updated by adding a predetermined coefficient to the numerical value of the parameter changes of character A to reach the completed training state. In this case, since the training content of character A is reflected in the training of character B, it becomes possible to encourage players to actively engage in playing character A. In addition, character B's parameters may be changed under other pre-set conditions. Specifically, for example, character B's parameters may be updated by adding a pre-set fixed value for character B. In this case, the updated parameters will not vary, making it possible to create a configuration that makes it easier to adjust the game balance.

[0420] Also, in the above-mentioned cultivation game, the reward level may be determined according to the content of the game when manually operated (for example, the amount of change from the base parameters at the start of cultivation), and a reward corresponding to the reward level may be given to the player ID of the player when the skip function is executed. Also, the amount of the reward given to the player ID of the player when the skip function is executed may be adjusted according to the reward level. Also, the same reward as that obtained in the game when manually operated may be given to the player ID of the player when the skip function is executed. Also, in order to execute the skip function, predetermined conditions (for example, consumption of a specific number of physical strength, stamina, tickets, items, in-game currency, etc.) may be required.

[0421] By configuring as described above, when playing the cultivation game by manual operation, if the preset conditions are satisfied and the game is played even once, it becomes possible to use the skip function in the cultivation game of another section (turn) or another cultivation target character. Thereby, it becomes possible to improve the convenience of the player. Also, since the content of playing the cultivation game by manual operation affects the reward when the skip function is executed in the cultivation game of another section (turn) or another cultivation target character, it is possible to provide a game that both players who simply want to simplify the game and players who want to play the game in depth can enjoy while improving the convenience of the player.

[0422] Also, for example, the sub-content may be adapted to a so-called baseball game. In this case, the game may proceed by the player team and the opponent team alternately executing attacks and defenses in a plurality of sections of 1 to 9 times. And it is sufficient that the player can manually operate the play in the game for the players of his own team.

[0423] In this case, for example, if the set conditions are met in one inning of a baseball game based on the player's manual input, then the skip function should be enabled in subsequent innings. The conditions may include one or more combinations of the following: scoring a predetermined number of runs or more in an offensive inning, hitting a home run, holding the opponent scoreless in a defensive inning, or holding them hitless.

[0424] Furthermore, for example, a skip button could be set on a screen displaying a baseball game or on a screen displayed when switching between offense and defense in each inning. If the conditions are not met, the skip button should be grayed out and unresponsive. If the conditions are met, the skip button should be colored and unresponsive.

[0425] Furthermore, for example, if a player manually performs a skip in the first inning of a baseball game and then activates the skip button in subsequent innings, the game state may change to the point where the 2nd through 9th innings have ended and the game has finished. In this case, a predetermined reward (items or in-game currency) may be given as a reward for performing the skip innings 2 through 9. The predetermined reward may also be set according to the content of the game in a single inning. Specifically, for example, if one run is scored in one inning, 100 in-game currency may be added to the player's player ID, and if two runs are scored in one inning, 200 in-game currency may be added to the player's player ID. In this case, the value of each play increases, making it possible to encourage players to play more actively. Alternatively, a fixed skip reward may be given according to the number of innings 2 through 9. In this case, since the reward is given according to whether a skip is performed, the rewards received by each player will not vary, making it easier to adjust the game balance.

[0426] Furthermore, the game status (e.g., score of 1-2) in innings 2 through 9 may be set while retaining the status from inning 1. In this case, it becomes possible to encourage players to engage more actively in each play.

[0427] Alternatively, if the matches are played in a tournament format, the skip function may be enabled in the second round and beyond if the set conditions are met in the first round. Specifically, the conditions may include one or more combinations of the following: winning by a certain number of points, hitting a certain number of home runs, or winning while holding the opponent scoreless.

[0428] Furthermore, for example, on the screen where the player selects to start a match, a skip button should be set up. If the conditions are not met, the skip button should be grayed out and unresponsive. If the conditions are met, the skip button should be colored and become responsive.

[0429] Furthermore, for example, if a player meets the conditions in the first round and activates the skip button in the second round or later, the state may be changed to the point where the second round has ended. In this case, a predetermined reward (items or in-game currency) may be given to the player's player ID as a reward for skipping the second round. The predetermined reward may also be set according to the game content in the first round. Specifically, for example, if the first round is won by a margin of 2 points, 100 in-game currency may be given to the player's player ID, and if the first round is won by a margin of 2 points, 200 in-game currency may be given to the player's player ID. In this case, the value of playing the first round increases, making it possible to encourage players to participate more actively. Alternatively, a fixed skip reward may be given according to the second round. In this case, since the reward is given according to whether or not a skip is performed, the rewards received by each player will not vary, making it easier to adjust the game balance.

[0430] Furthermore, in the baseball game described above, the reward level may be determined according to the content of the game when manually controlled (for example, the score obtained in one inning), and the reward corresponding to the reward level may be assigned to the player's player ID when the skip function is executed. The amount of reward assigned to the player's player ID when the skip function is executed may also be adjusted according to the reward level. Alternatively, the same reward obtained in the game when manually controlled may be assigned to the player's player ID when the skip function is executed. In addition, predetermined conditions (for example, the consumption of a specific amount of stamina, tickets, items, or in-game currency) may be required to execute the skip function.

[0431] By configuring the game as described above, players can use the skip function in other innings of a baseball game after fulfilling pre-set conditions and playing at least once in a specific inning. This improves player convenience. Furthermore, since the content of a specific inning of a baseball game affects the reward for using the skip function in other innings, the game can be enjoyed by both players who simply want to simplify the game and those who want to delve deeper into it, while still improving player convenience.

[0432] Furthermore, the information processing program for executing the processing in the above embodiment may be stored in a computer-readable non-temporary storage medium and provided as such. It may also be provided as a player terminal or information processing system including this storage medium. Moreover, the above embodiment may also be an information processing method for realizing each function and the steps shown in the flowchart. [Explanation of symbols]

[0433] 1 Player terminal 1000 Servers G Game Device S Information Processing System

Claims

1. The process of executing the first game based on the player's manual input, In the first game, after the first condition is met, a process is performed to accept the first operation of the player, When the first operation is input, the process of executing the second game, which is executed relatively later than the first game, by omitting at least a portion of the second game, To have the computer perform the task. Information processing program.

2. A process for deriving result information in conjunction with the execution of the first game based on the player's manual operation, Have the computer perform this task. The process of executing the second game while omitting at least a portion of it is: This process includes determining a reward based on the aforementioned result information and associating the determined reward with the player's player ID. The information processing program according to claim 1.

3. A process of executing the second game based on the player's manual operation, The process of deriving the result information in conjunction with the execution of the second game based on the player's manual operation, A process to accept a second operation from the player at least after the first condition is met in the first game, and after the second condition is met in the second game, When the second operation is input, the process of executing the third game, which is executed relatively later than the second game, by omitting at least a portion of the third game, Have the computer perform this task. The process of executing the third game while omitting at least a portion of it is: The process includes determining the reward based on the most favorable result information derived in the past, and associating the determined reward with the player's player ID. The information processing program according to claim 2.

4. An information processing method performed by one or more computers, The aforementioned computer, The process of executing the first game based on the player's manual input, In the first game, after the first condition is met, a process is performed to accept the first operation of the player, When the first operation is input, the process of executing the second game, which is executed relatively later than the first game, by omitting at least a portion of the second game, An information processing method for carrying out the task.

5. An information processing system comprising one or more computers, The aforementioned computer, The process of executing the first game based on the player's manual input, In the first game, after the first condition is met, a process is performed to accept the first operation of the player, When the first operation is input, the process of executing the second game, which is executed relatively later than the first game, by omitting at least a portion of the second game, An information processing system that performs the following tasks.

6. Equipped with one or more computers, The aforementioned computer, The process of executing the first game based on the player's manual input, In the first game, after the first condition is met, a process is performed to accept the first operation of the player, When the first operation is input, the process of executing the second game, which is executed relatively later than the first game, by omitting at least a portion of the second game, A game device that performs the following actions.