Game program, computer control method and information processing device

The integration of a sub-game that influences the main game's progression and attributes addresses the lack of engagement in mini-games, enhancing the overall gaming experience by motivating players through varied gameplay and character development.

JP7626999B2Active Publication Date: 2025-02-05GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023101448
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-21
Publication Date
2025-02-05
Estimated Expiration
2034-08-06

AI Technical Summary

Technical Problem

Existing game programs lack motivation for players to engage with mini-games, leading to a lack of excitement and overall improvement in the gaming experience.

Method used

A game program that integrates a main game with a sub-game, where the results of the sub-game affect the progression and attributes of the main game, including character and item changes, and allows for different modes of play to enhance engagement.

Benefits of technology

Enhances player motivation by reflecting sub-game results in the main game, improving the overall gaming experience through varied gameplay and character development.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance amusement of the entire game.SOLUTION: A computer of a portable terminal 100 or a server device includes: a game execution part for executing game processes of a plurality of second games in a period from satisfaction of an execution condition to start of an event, when the execution condition for executing the event in which a character plays a match with another character differing from the character is satisfied in a first game; a changing part for changing contents of a reward obtained when winning a match with the other character in the first game according to the number of wins that a player gains in the second game; and a restart part for restarting the first game and starting the event when the second game is completed.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a game program or the like that processes the progress of games including a first game and a second game. [Background technology]

[0002] As electronic devices for personal use such as smartphones and tablet terminals become more widespread, games for these electronic devices are being actively developed in addition to games for home game consoles. As games become more widely available, various ideas are being added to the process of progressing through the games. For example, Patent Document 1 discloses a game program in which a player can call up and play a mini-game from a storage stage by operating an operation unit even while playing a main game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2001-157776 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the game program disclosed in Patent Document 1, the decision of whether to play a mini-game is left to the player, so if the player has little motivation to play the mini-game, adding extra features to the mini-game does not make the game more interesting.

[0005] The present invention has been made in consideration of the above problems, and an object of the present invention is to provide a game program etc. that can improve the entertainment value of the game as a whole. [Means for solving the problem]

[0006] The game program that solves the above problem is a game program that processes the progress of a game including a first game and a second game using a character corresponding to a player. The game program causes a computer to realize a game execution function that, when an execution condition for executing an event in which a character different from the character in the first game competes is satisfied, executes game processing of a plurality of the second games from when the execution condition is satisfied to when the event starts, a change function that changes an attribute value of the character or an attribute value of an item used in the first game according to a result of execution of the second game, and a resume function that, when the second game is completed, resumes the first game using the changed attribute value and starts the event.

[0007] With regard to the above game program, it is preferable that, when the execution condition is satisfied, the game execution function executes game processing of a plurality of the second games between the time the execution condition is satisfied and the time the event is started, and the change function changes an attribute value of the character or an attribute value of an item used in the first game according to the number of wins of the second game by the player.

[0008] In the above game program, it is preferable that the change function increases or decreases an attribute value of another character competing against the character.

[0009] In the above game program, it is preferable that the attribute value of a character who is an ally of the character is increased or decreased.

[0010] In the above game program, it is preferable that the number of times an item that can be used in the first game is restored.

[0011] the game execution function, when the execution condition is satisfied, executes a plurality of game processes of the second game during a period from when the execution condition is satisfied to when the event is started, and the change function changes an attribute value of an item used in the first game or an amount of movement of the character according to a number of wins by the player in the second game;

[0012] In the above game program, it is preferable that the change function changes the type of the item.

[0013] In the above game program, it is preferable that the change function changes the rarity of the item.

[0014] With respect to the above game program, the execution condition is that the character plays a game against another character different from the character in the first game. With respect to the above game program, the execution condition is that the character acquires the item in the first game.

[0015] With respect to the above game program, it is preferable that the computer realizes a selection function for selecting a first mode of the first game or a second mode that reduces resources by a predetermined multiple of the first mode in response to instruction information input by the player.

[0016] With regard to the above game program, when the first mode is selected, it is preferable to realize a first progress processing function that progresses the first game by a predetermined amount of progress in accordance with instruction information input by the player.

[0017] It is preferable that the above game program realizes a second progress processing function that progresses the first game by an amount greater than the predetermined progress amount when the second mode is selected.

[0018] With regard to the above game program, it is preferable that when the first game in the second mode is started, a game processing function is realized which accepts an input operation of the player and executes the second game using the specified game medium based on the input operation.

[0019] It is preferable that the above game program realizes a result reflection function that reflects the result of the second game in the first game.

[0020] With regard to the above game program, it is preferable that, when the amount of progress of the first game in the second mode based on a single instruction from the player exceeds an upper limit value of the amount of progress that can be made in the first game, the second progress processing function limits the amount of progress of the first game to an upper limit value of the amount of progress that can be made in the first game, and consumes resources corresponding to the upper limit value.

[0021] With respect to the above game program, it is preferable that the computer further realizes a display processing function of presenting to the player, after the first game in the second mode has ended, the results of the progress of the first game by the second progress processing function, the results being equivalent to a predetermined number of times of the predetermined progress amount.

[0022] A computer control method for solving the above problem includes the steps of: executing game processing of the second game before the event starts when an execution condition for executing an event is satisfied; changing an attribute value of the character or an attribute value of an item used in the first game depending on the result of executing the second game; and, when the second game is completed, resuming the first game using the changed attribute value and starting the event.

[0023] An information processing device that solves the above problem includes a game execution unit that executes game processing of the second game before the event starts when an execution condition for executing an event is satisfied, a modification unit that changes an attribute value of the character or an attribute value of an item used in the first game depending on a result of executing the second game, and a restart unit that, when the second game is completed, resumes the first game using the modified attribute value and starts the event. Effect of the Invention

[0024] According to the present invention, the interest of the entire game can be improved. [Brief description of the drawings]

[0025] [Figure 1] 1 is a block diagram showing an example of a configuration of a main part of a mobile terminal according to a first embodiment of the present invention; [Diagram 2] FIG. 2 is a schematic diagram showing transitions of game screens in a game (main game) realized by a game program according to a first embodiment of the present invention. [Diagram 3] A schematic diagram showing an example of a first sub-game realized by the above game program, where (a) shows a game screen of the sub-game, and (b) shows the process in which characters are selected by the player in a predetermined order. [Figure 4] 11A and 11B are schematic diagrams showing a different example of the first sub game realized by the above game program, in which (a) shows a game screen of the sub game, and (b) shows the process in which an incorrect image is selected by a player. [Diagram 5] FIG. 11 is a schematic diagram showing an example of a second sub-game realized by the above game program, in which (a) shows the process of an enemy character image moving from the right to the left of the game screen, and (b) shows a case where part or all of the enemy character image is within the hit area at the time the player provides an input. [Figure 6]11A to 11E are schematic diagrams showing a different example of the second sub-game realized by the above game program, in which (a) shows the process of an enemy character's image moving from the right side to the left side of the game screen, (b) shows the process of an enemy character's image moving from the upper left to the lower right of the game screen, (c) shows a case where the enemy character's image is within the hit area at the time the player provides input, (d) shows the process of an enemy character's image moving from the upper left to the lower right of the game screen, and (e) shows the process of an enemy character's image moving from the upper right to the lower left of the game screen. [Figure 7] 10 is a flowchart illustrating an example of a process executed by the mobile terminal. [Figure 8] 1 is a schematic diagram showing a configuration of a game system including a mobile terminal and a server device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0026] First, in a first embodiment (embodiment 1), a configuration in which a computer according to the present invention functions as a mobile terminal and a game program according to the present invention is executed on the mobile terminal as a so-called native application (native game) will be described with reference to Figures 1 to 7.

[0027] Next, a second embodiment (embodiment 2) will be described with reference to FIG. 8, in which a computer according to the present invention functions as a server device, a game program according to the present invention is executed in part or in whole on the server device as a so-called web application (web game), and the results of the executed processing are returned to the mobile terminal.

[0028] [Embodiment 1] A first embodiment of the present invention will be described with reference to FIGS.

[0029] (Game Overview) The game according to the present embodiment includes a main game (first game) and a sub game (second game). In the main game, a quest is executed that progresses according to the game scenario. A quest is generally also called a search, a mission, or the like, and has a plurality of stages (game fields), and the processing of each stage is executed sequentially. Each stage may include various events, such as a battle (competition) with an enemy character using a game medium owned by the player, the granting of a special game medium or the like to the player, a so-called RAID battle in which a plurality of players participate in a battle with the same enemy character, an encounter with another player and / or a battle (competition) with another player. By executing a quest, the player can grow a character and obtain items.

[0030] Game media is electronic data used in a game, and includes, for example, cards, items, characters, and avatars. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or donated by a player in the game as the game progresses. The content and usage of the game media are not limited to those explicitly stated in this specification. In this embodiment, a character is described as an example of a game medium. A character is set with parameters such as level, experience points, attack power, defense power, stamina (or HP (hit points)), attributes (for example, fire, water, lightning, etc.), rarity (for example, normal, rare, S (super) rare, SS (double super) rare, SSS (triple super) rare, legend, etc.), skills (special effects), skill activation rate, number of attacks in one turn, number of defenses in one battle, and / or attribute values ​​such as jobs (for example, occupation, type of military, etc.).

[0031] 2 is a schematic diagram showing the transition of game screens in the main game realized by the game program according to the present embodiment. As illustrated in FIG. 2, the player selects one of two play modes (normal mode and full power mode) in the main game on a play mode selection screen D1.

[0032] Here, the "normal mode" is a mode in which the main game is advanced by a predetermined amount of progress according to the instruction information 5c input by the player. For example, if the main game is a game in which the player advances the character in the game field (hereinafter referred to as an "advancement game"), when the player selects the normal mode, the player can advance the character by a predetermined distance (predetermined amount of progress) every time the player gives an instruction to the character. Therefore, in order to advance the character by the distance required to clear the game, the player needs to give instructions to the character a number of times obtained by dividing the distance by the predetermined distance. In addition, in the main game in the normal mode, a predetermined event can be generated while the character is advancing in the game field. Here, the "predetermined event" is not particularly limited, and may include, for example, acquisition of game media, encounter and / or battle with an enemy character, encounter and / or battle with a boss character, and the like, in addition to the various events described above.

[0033] On the other hand, the "full-power mode" (sprinting at full speed) is a mode in which the main game is advanced by an amount of progress different from the predetermined amount of progress. For example, if the main game is a forward game, when the player selects the full-power mode, the player can advance the character by a distance that is a predetermined multiple (e.g., 10 times) of the predetermined distance by giving an instruction to the character just once. In this case, the full-power mode allows the player to give the instruction to the character in the normal mode a predetermined number of times (e.g., 10 times) at once. This allows the game program to save the player the trouble of repeatedly giving instructions to the character, thereby maintaining the player's motivation to continue playing the game. In addition, as described later, the amount of progress in the full-power mode may vary depending on the result of a sub-game, for example.

[0034] In the full power mode, when a predetermined event occurs in the main game while the character is advancing in the game field (for example, when an enemy character is encountered, see the enemy character encounter screen D2 in FIG. 2), the game program executes game processing included in a sub game (second game) before proceeding with the predetermined event (for example, before starting a battle with the enemy character), and changes the result of playing the full power mode according to the result of the game processing (i.e., according to the result of the sub game), and can reflect the changed result in the main game. For example, the game program can change the amount of progress in the full power mode, the type or number of acquired game media, the attribute value of the player's character, the attribute value of the enemy character, and the contents of the reward obtained when winning a battle with an enemy character (for example, the type or number of game media), etc., according to the performance in the sub game. Then, the game program can reflect the changed result in the main game. Alternatively, when the player selects the full power mode, the game program can execute game processing included in the sub game regardless of whether a predetermined event occurs or not.

[0035] In this way, the game program can reflect the result of the sub game in the result of the main game, which can motivate the player to play the sub game, thereby improving the interest of the entire game.

[0036] It should be noted that when the player clears the specified event (see game clear screen D3 in FIG. 2), the game program resumes the processing of the full-power mode, and ends the processing of the full-power mode when the main game has progressed by the above-mentioned amount of progress (see play end screen D4 in FIG. 2).

[0037] (Configuration of mobile terminal 100) 1 is a block diagram showing an example of a main configuration of a mobile terminal 100. The mobile terminal (computer) 100 is an information processing device capable of executing a game program according to the present embodiment. The information processing device may be any device capable of executing the processes included in the game program, and may be realized using, in addition to the mobile terminal 100, for example, a smartphone, a tablet terminal, a mobile phone (a so-called feature phone), a home game console, a personal computer, or other electronic device.

[0038] As illustrated in FIG. 1, the mobile terminal 100 includes a control unit 10 (input acquisition unit 11, progress processing unit 12, condition determination unit 13, time limit unit 14, game processing unit 15, result change unit 16, bonus granting unit 17, attribute value change unit 18, result reflection unit 19, display processing unit 20), an input unit 40 (input screen 41, input control unit 42), a display unit 50, and a memory unit 30.

[0039] The control unit 10 comprehensively controls various functions of the mobile terminal 100. The control unit 10 includes an input acquisition unit 11, a progress processing unit 12 (first progress processing unit 12a, second progress processing unit 12b), a condition determination unit 13, a time limit unit 14, a game processing unit 15, a result change unit 16, a bonus granting unit 17, an attribute value change unit 18, a result reflection unit 19, and a display processing unit 20.

[0040] The input acquisition unit 11 acquires the coordinate information 5b generated by the input control unit 42 from the input control unit 42, and generates (acquires) instruction information 5c including information on instructions given by the player based on the coordinate information 5b. Then, the input acquisition unit 11 outputs the instruction information 5c to each of the first progress processing unit 12a and the second progress processing unit 12b.

[0041] The progress processing unit 12 determines whether the player has played the main game in normal mode or full power mode, and if it determines that the mode is normal, it proceeds with processing by the first progress processing unit 12a, and if it determines that the mode is full power, it proceeds with processing by the second progress processing unit 12b. The progress processing unit 12 includes the first progress processing unit 12a and the second progress processing unit 12b.

[0042] The first progress processing section (first progress processing function) 12a executes a first process for progressing the main game by a predetermined progress amount in response to the instruction information 5c input by the player (progression of the main game in normal mode). For example, if the main game is a forward game, the first progress processing section 12a can move the character forward by a predetermined distance (a predetermined progress amount) every time an instruction is given to the character by the player (i.e., every time instruction information 5c is input from the input acquisition section 11). In addition, the first progress processing section 12a can also generate a predetermined event while the character is moving forward in the game field in the main game in normal mode. Note that the first progress processing section 12a can reduce a predetermined resource (e.g., a stamina value possessed by the character) that is required to move the character forward by a predetermined distance. The first progress processing section 12a outputs progress information 5d including the result of executing the first process to the display processing section 20.

[0043] The second progress processing unit (second progress processing function) 12b executes a second process that progresses the main game by an amount different from the above-mentioned predetermined progress amount (progression of the main game in full force mode). For example, if the main game is the above-mentioned forward game, the second progress processing unit 12b can move the character forward a distance that is a predetermined multiple (e.g., 10 times) of the above-mentioned predetermined distance. Furthermore, the second progress processing unit 12b can also cause a predetermined event to occur while the character is moving forward in the game field in the main game in full force mode.

[0044] The second progress processing unit 12b can reduce the resources by a predetermined factor. However, the second progress processing unit 12b may reduce an amount of resources that is less than the cumulative amount of the resources (i.e., the resources by a predetermined factor) that is reduced when the player plays the main game in normal mode. This allows the game program to motivate the player to play the main game in full power mode. The second progress processing unit 12b outputs progress information 5e including a result of executing the second process to the display processing unit 20 and the condition determination unit 13. The result of executing the second process in the second progress processing unit 12b includes, for example, information indicating the amount of progress and the amount of consumed resources.

[0045] The condition determination unit (condition determination function) 13 determines whether or not a predetermined event has occurred in the main game while the second process is being executed by the second progress processing unit 12b (for example, an enemy character has been encountered, an item has been picked up, etc.) as one of the conditions for causing the game processing unit 15 to execute game processing. The condition determination unit 13 can also determine whether or not other conditions for causing the game processing unit 15 to execute game processing are satisfied. In addition, the condition determination unit 13 may determine whether or not the full power mode has been selected by the player as one of the conditions for causing the game processing unit 15 to execute game processing. The condition determination unit 13 outputs the result of the determination (determination information 5f) to the game processing unit 15.

[0046] The time limit unit (time limit function) 14 imposes a limit on the time during which the player can play the sub game. The time limit unit 14 can, for example, count down and display the time limit by outputting time limit information 5g including information on the time limit to the game processing unit 15. This allows the game program to give the player a sense of tension in playing the sub game.

[0047] The game processing unit (game processing function) 15 executes the game processing included in the sub-game while the second progress processing unit 12b is executing the second process when the determination information 5f indicating that the above-mentioned predetermined event has occurred is input from the condition determination unit 13. Alternatively, the game processing unit 15 may execute the game processing included in the sub-game when the determination information 5f indicating that the full power mode has been selected by the player is input from the condition determination unit 13, not limited to the occurrence or non-occurrence of the above-mentioned predetermined event. The details of the sub-game will be described later.

[0048] The game processing unit 15 outputs screen information 6a, presentation information 7a, and display information 7b, which include information regarding the game screen of the sub game, to the display processing unit 20, thereby causing the game screen to be displayed on the display unit 50. In addition, the game processing unit 15 outputs result information 6b, which includes information regarding the result of playing the sub game, to the result change unit 16.

[0049] The result change unit (result change function) 16 changes the result of the second process executed by the second progress processing unit 12b according to the result of the game process executed by the game processing unit 15 (the result indicated by the result information 6b). For example, the result change unit 16 changes the result of the second process executed by varying the amount of progress of the main game by the second progress processing unit 12b, the benefit given to the player by the benefit giving unit 17, and / or the attribute value changed by the attribute value changing unit 18 according to the result of the game process executed. A specific method in which the result change unit 16 changes the result of the second process executed will be described in detail later. The result change unit 16 outputs change information 6f indicating the changed result to the result reflection unit 19. The changed result includes information indicating, for example, the amount of progress, the amount of consumed resources, the benefit given to the player, the amount of change in the attribute value, and the like.

[0050] The result reflecting unit (result reflecting function) 19 reflects in the main game the result of the second process (the result indicated by the change information 6f) changed by the result changing unit 16. The result reflecting unit 19 outputs reflection information 6g including information related to the reflection to the display processing unit 20.

[0051] When the progress information 5d is input from the first progress processing unit 12a, the reward granting unit 17 grants the player a reward (e.g., points, game media, experience points, etc.) according to the progress of the main game indicated by the progress information 5d. In addition, the reward granting unit (reward granting function) 17 grants the player a predetermined reward as a result of the second process being executed by the second progress processing unit 12b. The reward granting unit 17 outputs reward information 6d including information related to the reward to the result changing unit 16.

[0052] When the player plays the main game in normal mode, the bonus granting unit 17 can grant to the player a bonus obtained as a result of the main game progressing by a predetermined amount of progress by the first progress processing unit 12a each time the progress is made (each time one round of normal play is completed). On the other hand, when the player plays the main game in full-power mode, the bonus granting unit 17 can grant to the player each bonus obtained as a result of the main game progressing by an amount of progress equivalent to a predetermined number of times (a predetermined multiple) of the above-mentioned predetermined amount of progress by the second progress processing unit 12b all at once after one round of full-power play is completed.

[0053] Furthermore, the bonus granting unit 17 may grant different bonuses to a player when the player plays the main game in normal mode and when the player plays the main game in full power mode. For example, when the player plays the main game in full power mode, the bonus granting unit 17 may grant the player a bonus that is greater than the cumulative amount of bonuses that the player would have received if the player had played the main game in normal mode. This allows the game program to motivate the player to play the main game in full power mode.

[0054] The attribute value change unit (attribute value change function) 18 changes the attribute values ​​set in the game media (e.g., characters and / or items) used in the main game as a result of the second process being executed by the second progress processing unit 12b. The attribute value change unit 18 outputs attribute value information 6e including information on the changed attribute value to the result change unit 16.

[0055] The display processing unit 20 generates screen information 6h regarding game screens of the main game and the sub game that can present the results of a series of processes to the player based on the progress information 5d input from the first progress processing unit 12a, the progress information 5e input from the second progress processing unit 12b, the screen information 6a, presentation information 7a, and display information 7b input from the game processing unit 15, and the reflection information 6g input from the result reflection unit 19, and outputs the screen information 6h to the display unit 50, thereby causing the game screen to be displayed on the display unit 50.

[0056] When the player plays the main game in normal mode, the display processing unit 20 can present the result of the main game progressed by a predetermined amount by the first progress processing unit 12a (for example, see the play end screen D4 in FIG. 2) to the player each time the progress is made (each time one round of normal play ends). On the other hand, when the player plays the main game in full-power mode, the display processing unit 20 can present the result of the main game progressed by an amount equivalent to a predetermined number of times (a predetermined multiple) of the predetermined amount of progress by the second progress processing unit 12b to the player all at once after one round of full-power play ends. This allows the game program to omit the time required for the presentation accompanying the game progress, thereby maintaining the player's motivation to play the game.

[0057] The input unit 40 accepts operations by the player. In the present embodiment, the input unit 40 may be a touch panel. The input unit 40 includes an input surface 41 and an input control unit 42. Note that the method of providing input to the mobile terminal 100 is not limited to touch operations using the touch panel (for example, input can also be provided by pressing a predetermined input key).

[0058] The input surface 41 is a device (for example, a touch surface included in the touch panel) capable of detecting a position designated by an operation by a player. The input surface 41 outputs a touch signal 5a corresponding to the designated position to the input control unit .

[0059] The input control unit 42 generates coordinate information 5b including information relating to coordinates on the input surface 41 based on a touch signal 5a input from the input surface 41.

[0060] The display unit 50 is a device that displays a game screen. In this embodiment, the display unit 50 may be a liquid crystal display. In FIG. 1, the input unit 40 and the display unit 50 are shown separately in order to clearly show the functions that each of them has. However, for example, when the input unit 40 is a touch panel and the display unit 50 is a liquid crystal display, it is preferable that the two are configured as one unit.

[0061] The storage unit 30 is a storage device configured with any recording medium, such as a hard disk, an SSD (silicon state drive), a semiconductor memory, or a DVD, and stores a game program capable of controlling the mobile terminal 100 and data.

[0062] (Details of the first subgame) 3 is a schematic diagram showing an example (first set) of a first sub game realized by the above game program, where (a) shows a game screen of the sub game, and (b) shows a process in which a character is selected by a player in a predetermined order. As exemplified in (a) of FIG. 3, the game processing unit 15 can display the multiple images on the display unit 50 by outputting presentation information 7a, which presents multiple images (card images) corresponding to multiple characters (game media) in a selectable manner, to the display processing unit 20.

[0063] Here, the multiple images include (1) images that represent the same character (two or more game media belonging to the same series) with different rarities set (hereinafter referred to as "images of the same series"), and (2) other images that represent characters different from the character. The "series" refers to game media (characters) that are in a systematic relationship with each other, including cases where one game medium changes to a systematic relationship with other game media through evolution, generation, transformation, synthesis, level-up, etc. Also, the "rarity" is an index that indicates the difficulty of obtaining the image (character), and indicates that the difficulty of obtaining increases in the order of, for example, "N (normal)", "R (rare)", "SR (S rare)", and "SS (super rare)". In general, the higher the rarity, the greater the effect that occurs when the character represented in the image is used in the main game.

[0064] As illustrated in (a) and (b) of FIG. 3, rarity (information suggesting a predetermined order) is indicated at a predetermined position (e.g., bottom left) of the same series of images. Rarity is similarly indicated at a predetermined position (bottom left) of other images. Alternatively, rarity may be similarly indicated at a position separate from the image. In addition, the above-mentioned multiple images are decorated more ornately as the rarity set for each of the multiple images increases. For example, the higher the rarity, the more powerful the weapon equipped by the character becomes, the more aggressive the pose the character takes, effects are inserted in the background of the character, and so on, and even if the images represent the same character, the decoration (pattern) of the image may change according to the rarity set for the image.

[0065] In the first sub game, the player is required to select only images of the same series in the order of the rarity (which may be ascending or descending) within a time limit, using the characters shown in each image and the rarity shown at the bottom left of each image as clues (see FIG. 3(b)). Alternatively, in the first sub game, the player may be required to select only images of the same series in the order of the rarity (which may be ascending or descending) within a time limit, using the characters shown in each image and the rarity shown at a position separated from the image (or only the characters shown in each image). When the player can select only images of the same series in the correct order of rarity without making any mistake in the character order, the game processing unit 15 determines that the player has cleared one sub game, records the fact of the clearing, and newly displays the next sub game.

[0066] 4 is a schematic diagram showing a different example (second set) of the first sub game realized by the above game program, where (a) shows a game screen of the sub game, and (b) shows the process of the player selecting an incorrect image. As in the above, the player is required to select only images of the same series in order of rarity within the time limit.

[0067] If the player makes a mistake in selecting an image (if the player selects a different image or selects images from the same series in the wrong order, see FIG. 4(b)), the game processing unit 15 ends the game processing for realizing the sub game and returns to the processing of the main game. At this time, the result changing unit 16 can change the result of the execution of the second processing, and the result reflecting unit 19 can reflect the changed result in the main game.

[0068] For example, if the main game is a forward game, the result modification unit 16 can modify the result of the main game being played in full-power mode (the result of the second process being executed) by varying the amount by which the second progress processing unit 12b progresses the main game (i.e., the distance the character advances), and the result reflection unit 19 can reflect the modified result in the main game.

[0069] Alternatively, in the full power mode, when the sub-game is started by encountering an enemy character in the main game while the character is advancing through the game field (see enemy character encounter screen D2 in FIG. 2), the result change unit 16 inputs change information 6c including, for example, information on the number of sub-games cleared to the attribute value change unit 18 in the game processing unit 15. Then, the attribute value change unit 18 can change the attribute values ​​set for the characters and / or items used in the main game, such as (1) increasing or decreasing the hit points (attribute value) of the enemy character, (2) increasing or decreasing the attack power (attribute value) of the ally character, or (3) restoring the number of times an item can be used, depending on the number of sub-games cleared. In this way, the game program can allow the player to advance the battle with the enemy character, which is started after the end of the sub-game, to an advantage (or disadvantage) for the player.

[0070] Alternatively, in the full power mode, when the sub game is started by picking up an item in the main game while the character is moving forward in the game field, the result change unit 16 inputs change information 6c including, for example, information on the number of images of the same series that have been correctly selected consecutively in the game processing unit 15 to the bonus granting unit 17. Then, the bonus granting unit 17 can vary the bonus given to the player according to the number of images by (1) changing the type of the item, (2) increasing or decreasing the rarity of the item, (3) adjusting the attribute value of the item, or (4) shortening or shortening the distance the character moves forward. This allows the game program to make the player have expectations about the quality of the bonus.

[0071] As described above, the game program executes game processing to realize the first sub game while the main game is being played in full power mode, and changes the result of the main game according to the result of the game processing (e.g., the number of first sub games cleared by the player) and reflects the changed result in the main game, thereby motivating the player to play the first sub game. This allows the game program to increase the interest of the entire game.

[0072] Also, the player can obtain new knowledge about the characters by playing the first subgame in which the player selects images of the same series in sequence. For example, consider a case where the player has an image (card) (1) that represents a "girl" character and has a rarity set to "R (rare)" and an image (card) (2) that represents the same "girl" character and has a different rarity is displayed in the subgame (see, for example, (a) of FIG. 3). In the process of playing the main game, the player usually sees the image (1) and the image (2) at different times and in different situations, and therefore may not be aware that both images represent the same character (i.e., both images are images of the same series). As described above, if the rarity is different, the decoration (pattern) of the image changes even if the images represent the same character.

[0073] By playing the first sub game, the player has the opportunity to view images of the same series, and can be aware that, for example, the image (1) and the image (2) are images of the same series. This allows the game program to provide the player with new knowledge about the characters, and thus arouse the player's enthusiasm for the main game.

[0074] Also, as described above, in the first sub game, the player is required to select only images of the same series in order of rarity, but the player may be required to select only images of the same series regardless of the order of selection.

[0075] The bonus granting unit 17 can grant the player a character or an item usable in the main game, which is shown in the same series of images, as a bonus for clearing the sub game. The bonus granting unit 17 can also grant the player an item, which is shown as an image related to the character shown in the same series of images and which is usable in the main game.

[0076] For example, if a "girl" character is depicted in the image of the same series, the bonus granting unit 17 can grant the player a "ribbon" (for example, which has the effect of increasing the character's attractiveness when used) represented as an image related to a "girl" as an item that can be used in the main game. Alternatively, if a "warrior" character is depicted in the image of the same series, the bonus granting unit 17 can grant the player a "dumbbell" (for example, which has the effect of increasing the character's attack power when used) represented as an image related to a "warrior" as an item that can be used in the main game. In this way, the game program can grant a bonus to the player depending on the outcome of the sub game, thereby arousing the player's enthusiasm for playing the sub game.

[0077] The layout of the plurality of images is not limited to the 3×3 layout illustrated in Figures 3 and 4, and may be, for example, a 4×4 layout or another layout. Furthermore, the game processing unit 15 may change (shuffle) the layout every time the player selects an image. This allows the game program to freely adjust the difficulty level of the first sub game.

[0078] The game processing unit 15 can also display a hint about the next image to be selected at a predetermined position (for example, around the position where the image is displayed). Furthermore, the game processing unit 15 can display each of the images with a predetermined production (effect), such as by masking a part or the whole of each image. This allows the game program to increase the variety of the first sub-game.

[0079] The player can select an image not only by tapping the touch panel (input unit 40) but also by, for example, (1) using voice and / or (2) using a predetermined device (for example, an input finger ring communicably connected to the mobile terminal 100). This allows the game program to provide the player with a more intuitive input method.

[0080] (Details of the second subgame) FIG. 5 is a schematic diagram showing an example of the second sub-game realized by the above game program, in which (a) shows the process in which an image 8b of an enemy character (e.g., a boss character) moves from the right side to the left side of the game screen, and (b) shows a case in which a part or the whole of the image 8b of the enemy character is within the hit area 8a at the timing when the player gives an input. Note that in FIG. 5, the direction in which the image 8b moves is shown by an arrow, but the game processing unit 15 may or may not actually display the arrow on the game screen. The image 8b used in the second sub-game is not limited to a boss character, and may be, for example, an image of a predetermined game medium according to the content of the event.

[0081] In the full power mode, when the character encounters an enemy character while advancing on the game field (see enemy character encounter screen D2 in FIG. 2), the game processing unit 15 can execute game processing for realizing a second sub-game. In this sub-game, the game processing unit 15 outputs display information 7b to the display processing unit 20 for displaying image 8b showing the enemy character (predetermined game medium) so that the image 8b moves from the right side to the left side of the game screen.

[0082] In the second sub game, the player is required to give an input to the input unit 40 (for example, tap the touch panel) at a timing when a part or the whole of the moving image 8b falls within the hit area (predetermined area) 8a. The game processing unit (area determination function) 15 determines whether or not a part or the whole of the image 8b falls within the hit area 8a at a timing according to the input by the player, and if it does, determines that the player has cleared one sub game, records the fact that the sub game has been cleared, and newly displays the next sub game.

[0083] Fig. 6 is a schematic diagram showing another example of the second sub game realized by the above game program. Fig. 6(a) shows the process of the enemy character image 8b moving from the right side to the left side of the game screen, (b) shows the process of the enemy character image 8b moving from the upper left to the lower right of the game screen, (c) shows the case where the enemy character image 8b is within the hit area 8a at the timing when the player gives an input, (d) shows the process of the enemy character image 8b moving from the upper left to the lower right of the game screen, and (e) shows the process of the enemy character image 8b moving from the upper right to the lower left of the game screen.

[0084] As illustrated in (a) to (e) of FIG. 6, the game processing unit 15 can output to the display processing unit 20 display information 7b for displaying an image 8b showing an enemy character so that the image 8b moves along a predetermined trajectory (for example, from the upper left to the lower right of the game screen). Note that the predetermined trajectory is not limited to the trajectories illustrated in FIG. 5 and FIG. 6, and may be any trajectory, such as a straight line, a curve, or a spiral. The game processing unit (image control function) 15 can also control the size at which the image 8b is displayed and / or the speed at which the image 8b moves, and output display information 7b for displaying the image 8b so that the image 8b moves based on the size and / or the speed.

[0085] If the player fails to provide an input to the input unit 40 at the timing when a part or the whole of the image 8b falls within the hit area 8a, the game processing unit 15 ends the game processing for realizing the sub game and returns to the processing of the main game. At this time, the result changing unit 16 can change the result of the main game according to the number of times that the game processing unit 15 has determined that a part or the whole of the image 8b falls within the hit area 8a at the timing according to the input by the player (i.e., the number of sub games cleared), and the result reflecting unit 19 can reflect the changed result in the main game.

[0086] For example, if the main game is a forward game, as described above, the result modification unit 16 can change the result of the main game being played in full force mode (the result of the second process being executed) by varying the amount by which the second progress processing unit 12b progresses the main game (i.e., the distance the character advances), and can reflect the changed result in the main game.

[0087] Alternatively, in the full power mode, when the sub game is started by encountering an enemy character in the main game while the character is advancing on the game field, the result change unit 16 inputs, in the game processing unit 15, change information 6c including, for example, information on the number of sub games cleared to the attribute value change unit 18. Then, similar to the above, the attribute value change unit 18 can change the attribute values ​​set for the characters and / or items used in the main game, such as (1) increasing or decreasing the hit points (attribute value) of the enemy character, (2) increasing or decreasing the attack power (attribute value) of the ally character, or (3) restoring the number of times an item can be used, according to the number of sub games cleared. In this way, the game program allows the player to advantageously proceed with the battle with the enemy character that is started after the end of the sub game.

[0088] Alternatively, in the full power mode, when the sub game is started by picking up an item in the main game while the character is moving forward in the game field, the result change unit 16 inputs, in the game processing unit 15, change information 6c including, for example, information regarding the number of sub games cleared to the bonus granting unit 17. Then, similar to the above, the bonus granting unit 17 can (1) change the type of the item, (2) increase or decrease the rarity of the item, (3) adjust the attribute value of the item, or (4) extend or shorten the distance the character moves forward, depending on the number of sub games cleared, thereby varying the bonus given to the player. In this way, the game program can make the player have expectations about the quality of the bonus.

[0089] As described above, the game program executes game processing for realizing a second sub game while the main game is being played in full power mode, and changes the result of the main game according to the result of the game processing (e.g., the number of second sub games cleared by the player) and reflects the changed result in the main game, thereby motivating the player to play the second sub game. This allows the game program to increase the interest of the entire game.

[0090] The game processing unit 15 can change the size of the image 8b and change the speed at which the image 8b moves according to the number of cleared sub games. For example, the game processing unit 15 can increase the size of the image 8b and increase the speed at which the image 8b moves as the number of cleared sub games increases. The game processing unit 15 can also change the size, trajectory, etc. of the image 8b and change the speed at which the image 8b moves each time the image 8b moves and disappears off the screen and is then displayed again on the screen. For example, the game processing unit 15 can increase the size of the image 8b, change the trajectory to a curved line, spiral, etc., and increase the speed at which the image 8b moves as the number of times the image 8b moves and disappears off the screen and is then displayed again on the screen increases. In this way, the game program can give the player a sense of tension in playing the second sub game.

[0091] Furthermore, the game processing unit 15 can simultaneously display a plurality of images 8b. In this case, the game processing unit 15 can display the plurality of images 8b so that an image of an enemy character (minion character) which is a subordinate protects an image of an enemy character which is a boss. This allows the game program to increase the variety of the second sub-game.

[0092] Furthermore, the game processing unit 15 may display a plurality of hit regions 8a, and determine whether or not a part or the whole of the image 8b falls within any of the hit regions 8a at a timing according to an input by the player. Also, the attribute value changing unit 18 may set in advance an upper limit value by which the attribute value of the enemy character can be increased or decreased, and may increase or decrease the attribute value in stages toward the upper limit value each time the player provides an input to the input unit 40 at a timing when a part or the whole of the image 8b falls within the hit region 8a.

[0093] In addition to the above-mentioned determination according to timing, the determination may be made according to the size (image ratio) of the image 8b that fits within the hit area 8a. Furthermore, the attribute value change unit 18 can set in advance an upper limit value by which the attribute value of the enemy character can be increased or decreased, and can increase the attribute value stepwise toward the upper limit value each time the player is able to provide an input to the input unit 40 at a timing when the entire image 8b fits within the hit area 8a rather than a timing when only a part of it fits within the hit area. This allows the game program to further increase the variety of the second sub game.

[0094] (Other configurations) When a forward movement game is played in full power mode, if the distance that the character has advanced in the game field is longer than the distance that the character can advance, the second progress processing unit 12b advances the main game by regarding the character as having advanced by an upper limit distance (advanceable distance) so that the character does not advance beyond the advanceable distance. At this time, the second progress processing unit 12b can reduce the predetermined resource required to advance the character by the upper limit distance.

[0095] Furthermore, when the player plays the main game in full power mode, if the character's abilities are insufficient for a specific event that is scheduled to occur while the main game is being progressed by the second progress processing unit 12b (for example, if the character is likely to lose a battle with an enemy character that it encounters), the second progress processing unit 12b can stop playing the main game midway.

[0096] In this case, the display processing unit 20 can display the game screen by rearranging the information arrangement on the game screen so that the player can pay attention to the reason why the play was stopped midway. It can also display information about the reason why the play was stopped midway. For example, if the play is stopped midway due to an encounter with a boss character, the display processing unit 20 can display a mark such as "boss encounter" on the game screen that displays the result. In addition, the display processing unit 20 can display a boss appearance mark at the top of the transition destination dungeon exploration screen (game screen) so that the player can fight the boss smoothly.

[0097] Furthermore, when a player plays the main game in full power mode, the player can have a character owned by another player who is a friend of the player accompany the player in the main game. In this case, the bonus granting unit 17 can grant a predetermined bonus (e.g., points, etc.) to the other player after the play in full power mode ends.

[0098] (Processing Executed by Mobile Terminal 100) 7 is a flowchart showing an example of processing executed by the mobile terminal 100. In the following description, "steps" in parentheses indicate each step included in the computer control method.

[0099] The input acquisition unit 11 acquires instruction information 5c input by the player (Step 1; hereinafter, "Step" will be abbreviated as "S"). The progress processing unit 12 determines whether the player played the main game in normal mode or full power mode (S2), and if it is determined that the player played the main game in normal mode (NO in S2), the first progress processing unit 12a executes a first process of progressing the main game by a predetermined amount in accordance with the instruction information 5c (S3, first progress processing step).

[0100] On the other hand, when it is determined that the game was played in full power mode (YES in S2), the second progress processing unit 12b executes a second process for progressing the main game by an amount different from the above-mentioned predetermined progress amount (S4, second progress processing step). The condition determination unit 13 determines whether or not a predetermined event has occurred in the main game while the second process is being executed by the second progress processing unit 12b, as one of the conditions for causing the game processing unit 15 to execute game processing (S5). When it is determined that a predetermined event has occurred (YES in S5), the game processing unit 15 executes game processing included in the sub game while the second process is being executed by the second progress processing unit 12b (S6, game processing step).

[0101] When the game processing unit 15 determines that the sub game has ended (YES in S7), the result change unit 16 changes the result of the second process executed by the second progress processing unit 12b according to the result of the game process executed by the game processing unit 15 (S8, result change step), and the result reflection unit 19 reflects the changed result in the main game (S9, result reflection step). The game processing unit 15 returns control to the main game processing (S10), and when it determines that the main game has ended (YES in S11), ends the game.

[0102] The above control method may include not only the above-mentioned process described above with reference to FIG.

[0103] [Embodiment 2] A second embodiment (embodiment 2) of the present invention will be described with reference to FIG. 8. Note that in embodiment 2, only configurations different from those included in embodiment 1 described above will be described. All of the configurations described in embodiment 1 can also be included in embodiment 2 (and vice versa). The definitions of the terms described in embodiment 1 are also the same in embodiment 2.

[0104] Fig. 8 is a schematic diagram showing the configuration of a game system 300 including a mobile terminal 100 and a server device 200. As exemplified in Fig. 8, a case will be described in which a computer according to the present invention functions as a server device 200 communicably connected to the mobile terminal 100 via a predetermined network, and a game program according to the present invention is executed on the server device 200.

[0105] The server device (computer) 200 is an information processing device that includes the control unit 10 described in the first embodiment as being included in the mobile terminal 100, and is capable of executing a game program including some or all of the processes described in the first embodiment. The server device 200 receives instruction information 5c input by a player via the above-mentioned predetermined network. Then, the server device 200 executes a first process of progressing the main game by a predetermined amount in response to the instruction information 5c (normal mode).

[0106] On the other hand, the server device 200 can execute a second process for progressing the main game by an amount different from the predetermined amount of progress (full-power mode), and executes a game process included in the sub game while the second process is being executed (for example, when a predetermined event occurs). Then, the server device 200 changes the result of the second process (i.e., the result of the main game) according to the result of the game process, and reflects the changed result in the main game. The display processing unit 20 included in the control unit 10 of the server device 200 generates screen information 6h related to game screens of the main game and the sub game at any timing, which can present the result of a series of processes to the player, and transmits the screen information 6h to the mobile terminal 100.

[0107] The mobile terminal 100 receives the game play results (e.g., screen information 6h, etc.) from the server device 200, and displays the results on the display unit 50. When the game play results are displayed via a web browser, the mobile terminal 100 can store the information received from the server device 200 in a predetermined storage area (web storage) installed in the web browser, for example.

[0108] In this way, the server device 200 can be configured to include some or all of the units (especially the control unit 10) described as being included in the mobile terminal 100 in the first or second embodiment, and the server device 200 can be configured to transmit the output result of the game to the mobile terminal 100 based on an input given to the mobile terminal 100. In this way, the server device 200 can achieve all the same effects as those achieved by the mobile terminal 100 when the mobile terminal 100 provides functions.

[0109] The game may be a hybrid game in which the server device 200 and the mobile terminal 100 each handle part of the processing, for example, by displaying the game progress screen as a web display on the mobile terminal 100 based on data generated by the server device 200, and displaying other menu screens and the like as native displays using a native application installed on the mobile terminal 100.

[0110] Furthermore, even when the game program according to the present invention is realized as a native application executed on the mobile terminal 100, the mobile terminal 100 can access the server device 200 as necessary and download and use information related to the progress of the game (e.g., information about the player, information about other players who are friends with the player, information about accumulated points, items, and characters given to the player, ranking information about the player, etc.). Furthermore, the mobile terminal 100a and another mobile terminal 100b can be communicatively connected (e.g., so-called peer-to-peer communication such as short-range wireless communication using Bluetooth (registered trademark)) and synchronized with each other to play the game in multiplayer.

[0111] [Effects of the Game Program, the Mobile Terminal 100, and the Server Device 200] As described above, the game program, mobile terminal 100 (computer), and server device 200 (computer) according to each embodiment of the present invention execute game processing included in a sub-game while a second process is being executed that progresses the main game by an amount different from a predetermined amount of progress, and can change the result of the second process depending on the result of the game process, and can reflect the changed result in the main game, thereby achieving the effect of improving the interest of the game as a whole.

[0112] [Software implementation example] The control blocks (particularly, the control unit 10) of the mobile terminal 100 and the server device 200 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit). In the latter case, the mobile terminal 100 and the server device 200 are provided with a CPU that executes instructions of a game program, which is software that realizes each function, a ROM (Read Only Memory) or storage device (these are referred to as "recording media") in which the game program and various data are recorded so as to be readable by a computer (or the CPU), and a RAM (Random Access Memory) in which the game program is expanded. The object of the present invention is achieved by having the computer (or the CPU) read and execute the game program from the recording medium. As the recording medium, a "non-transient tangible medium", for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc. can be used. The game program may also be supplied to the computer via any transmission medium (such as a communication network or broadcast waves) capable of transmitting the game program. The present invention can also be realized in the form of a data signal embedded in a carrier wave in which the game program is embodied by electronic transmission.

[0113] Specifically, the game program according to the embodiment of the present invention causes a computer (mobile terminal 100, server device 200) to realize a first progress processing function, a second progress processing function, a game processing function, a result change function, a bonus granting function, an attribute value change function, a result reflection function, a condition determination function, an area determination function, an image control function, and a time limit function. The first progress processing function, the second progress processing function, the game processing function, the result change function, the bonus granting function, the attribute value change function, the result reflection function, the condition determination function, the area determination function, the image control function, and the time limit function can be realized by the first progress processing unit 12a, the second progress processing unit 12b, the game processing unit 15, the result change unit 16, the bonus granting unit 17, the attribute value change unit 18, the result reflection unit 19, the condition determination unit 13, the game processing unit 15, the game processing unit 15, and the time limit unit 14, respectively. Details are as described above.

[0114] The game program can be implemented using, for example, a script language such as ActionScript or JavaScript (registered trademark), an object-oriented programming language such as Objective-C or Java (registered trademark), or a markup language such as HTML5. The present invention also includes a game system 300 including an information processing terminal (e.g., a mobile terminal 100) having units for implementing the functions implemented by the game program, and a server (e.g., a server device 200) having units for implementing the remaining functions different from the functions.

[0115] [Additional Notes] The present invention is not limited to the above-mentioned embodiments, and various modifications are possible within the scope of the claims. The technical scope of the present invention also includes embodiments obtained by appropriately combining the technical means disclosed in the different embodiments. Furthermore, new technical features can be formed by combining the technical means disclosed in each embodiment. The technical ideas that can be understood from the above-described embodiment and other examples will be described below. [1] A game program that processes the progress of a game including a first game and a second game, the game program having a computer realize: a selection function that selects a first mode or a second mode of the first game in response to instruction information input by a player; a first progress processing function that, when the first mode is selected, progresses the first game by a predetermined amount of progress in response to the instruction information input by the player; and, when the second mode is selected, a second progress processing function that progresses the first game by an amount greater than the predetermined amount of progress; a game processing function that, after the first game in the second mode has been started, executes the second game using a predetermined game medium before ending the first game, in response to the display of the game medium in the first game; and a result reflection function that reflects the results of the second game in the first game. [2] The game program described in [1], further comprising causing the computer to realize a display processing function of presenting to the player, after the first game in the second mode has ended, the results of the progress of the first game by an amount of progress equivalent to a predetermined number of times of the predetermined progress amount by the second progress processing function. [3] A game program described in [1] or [2], wherein the first progress processing function moves the game medium within a game field by a first movement amount, thereby executing a process to progress the first game, and the second progress processing function moves the game medium within a game field by a second movement amount that is greater than the first movement amount, thereby executing a process to progress the first game. [4] A game program described in any one of [1] to [3], wherein the first progress processing function consumes a first predetermined amount of resources to execute the first game in the first mode, and the second progress processing function consumes a second predetermined amount of resources greater than the first predetermined amount to execute the first game in the second mode. [5] A game program described in any one of [1] to [4], wherein the second progress processing function, when the amount of progress made in the first game in the second mode exceeds an upper limit value of the amount of progress possible in the first game, limits the amount of progress made in the first game to an upper limit value of the amount of progress possible in the first game, and consumes resources corresponding to the upper limit value. [6] A game program described in any one of [1] to [5], wherein the game is progressed using a game medium, and the second progress processing function stops the first game in accordance with information possessed by the game medium when a specified event occurs while the first game is being executed. [7] A game program described in any one of [1] to [6], wherein the game program further causes the computer to realize a bonus granting function that grants a predetermined bonus to the player as a result of the first game in the second mode by the second progress processing function, and the result reflection function changes the result of the first game in the second mode by varying the predetermined bonus granted by the bonus granting function depending on the result of the game processing executed by the game processing function. [8] A game program described in any one of [1] to [7], wherein the game program further causes the computer to realize an attribute value change function that changes an attribute value set in a specified game medium used in the first game as a result of the first game in the second mode by the second progress processing function, and the result reflection function changes the result of the first game in the second mode by varying the attribute value changed by the attribute value change function depending on the result of the game processing executed by the game processing function. [9] A game program described in any one of [1] to [8], further realizing a condition determination function in the computer that determines whether a predetermined event has occurred in the first game while the first game in the second mode is being executed by the second progress processing function, as one of the conditions for causing the game processing function to execute the game processing.

[10] A game program described in any one of [1] to [9], wherein the game processing function executes, as one of the game processes, a process of outputting presentation information that presents a plurality of selectable images corresponding to a plurality of game media, and the result reflection function changes the result of the first game in the second mode by the second progress processing function depending on the result of the player selecting two or more images out of the plurality of images.

[11] The game program described in

[10] , wherein the result reflection function changes the result of the first game in the second mode by the second progress processing function depending on whether the two or more images were selected by the player in a predetermined order.

[12] The game program described in

[11] , wherein the two or more images each contain information suggesting the specified order.

[13] A game program described in any one of

[10] to

[12] , wherein the two or more images are images corresponding to two or more game media belonging to the same series.

[14] A game program described in any one of

[10] to

[13] , wherein the result reflection function changes the result of the first game in the second mode by the second progress processing function depending on the number of images selected by the player.

[15] A game program described in any one of [1] to

[14] , wherein the game processing function executes, as one of the game processes, a process of outputting display information for displaying an image showing a specified game medium so that the image moves, and the game program further causes the computer to realize an area determination function for determining whether a part or all of the image displayed by the display information falls within a specified area at a timing corresponding to an input by the player, and the result reflection function changes the result of the first game in the second mode by the second progress processing function in accordance with the result determined by the area determination function.

[16] The game program described in

[15] , wherein the game processing function executes, as the game processing, a process of outputting display information for displaying an image showing the specified game medium so that the image moves along a specified trajectory.

[17] A game program as described in

[15] or

[16] , wherein the area determination function obtains input by the player multiple times and determines the number of times that part or all of an image representing the specified game medium falls within the specified area, and the result reflection function changes the result of the first game in the second mode by the second progress processing function in accordance with the number of times determined by the area determination function.

[18] A computer control method for processing the progress of a game including a first game and a second game, the computer control method including: a selection step for selecting a first mode or a second mode of the first game in response to instruction information input by a player; a first progress processing step for progressing the first game by a predetermined amount of progress in response to the instruction information input by the player if the first mode is selected; a second progress processing step for progressing the first game by an amount greater than the predetermined amount of progress if the second mode is selected; a game processing step for executing the second game using a predetermined game medium before ending the first game, triggered by the display of the game medium in the first game after the first game in the second mode has been started; and a result reflection step for reflecting the result of the second game in the first game.

[19] A computer that processes the progress of a game including a first game and a second game, the computer comprising: a selection unit that selects a first mode or a second mode of the first game in response to instruction information input by a player; a first progress processing unit that, when the first mode is selected, progresses the first game by a predetermined amount of progress in response to the instruction information input by the player; a second progress processing unit that, when the second mode is selected, progresses the first game by an amount greater than the predetermined amount of progress; a game processing unit that, after the first game in the second mode has been started, executes the second game using a predetermined game medium before ending the first game, in response to the display of the game medium in the first game; and a result reflection unit that reflects the results of the second game in the first game. [A] A game program for processing the progress of a game including a first game and a second game using a character corresponding to a player, the game program comprising: a game execution function that executes a game process of the second game before a start of an event in the first game when an execution condition for executing the event is satisfied; a change function for changing an attribute value of the character or an attribute value of an item used in the first game according to a result of the execution of the second game; a restart function of restarting the first game and starting the event using the changed attribute value when the second game is completed; the game execution function executes, as one of the game processes of the second game, a process of outputting presentation information for selectively presenting a plurality of images corresponding to a plurality of game media used in the first game; The change function changes the attribute value in accordance with the result of the player selecting two or more images from among the plurality of images. [B] the game execution function, when the execution condition is satisfied, executes game processing of a plurality of the second games during a period from when the execution condition is satisfied to when the event is started; The game program described in [A], wherein the change function changes an attribute value of the character or an attribute value of the item used in the first game depending on the number of wins by the player in the second game. [C] The game program according to [B], wherein the change function increases or decreases an attribute value of another character competing against the character. [D] The game program according to [B], wherein the change function increases or decreases an attribute value of another character who is an ally of the character. [E] The game program according to [B], wherein the change function restores the number of times the item that can be used in the first game can be used. [F] the game execution function, when the execution condition is satisfied, executes game processing of a plurality of the second games during a period from when the execution condition is satisfied to when the event is started; The game program described in [A], wherein the change function changes the attribute value of the item used in the first game or the movement amount of the character depending on the number of wins by the player in the second game. [G] The game program according to [F], wherein the change function changes the type of the item. [H] The game program according to [F], wherein the change function changes the rarity of the item. [I] The game program according to any one of [A] to [H], wherein the execution condition is that the character plays a game against another character different from the character in the first game. [J] The game program according to any one of [A] to [I], wherein the execution condition is that the character acquires the item in the first game. [K] The computer includes: a selection function for selecting a first mode of the first game or a second mode in which resources are reduced by a predetermined factor compared to the first mode in response to instruction information input by the player; a first progress processing function for progressing the first game by a predetermined amount in response to instruction information input by the player when the first mode is selected; The game program according to any one of [A] to [J], further realizing a second progress processing function that, when the second mode is selected, progresses the first game by an amount greater than the specified progress amount. [L] The game program described in [K], wherein the second progress processing function, when the amount of progress of the first game in the second mode based on a single instruction from the player exceeds an upper limit value of the amount of progress that can be made in the first game, limits the amount of progress of the first game to an upper limit value of the amount of progress that can be made in the first game, and consumes resources corresponding to the upper limit value. [M] The game program described in [K] or [L], further causing the computer to realize a display processing function of presenting to the player, after the first game in the second mode has ended, the results of the progress of the first game by the second progress processing function, the progress amount corresponding to a predetermined number of times of the predetermined progress amount. [N] The game program described in [A], wherein the game execution function determines whether or not the player has selected only the game media of the same series in a predetermined order, and if it is determined that the player has selected only the game media of the same series in the predetermined order, it determines that the second game has been cleared. [Industrial Applicability]

[0116] The present invention can be widely applied to any computer, such as a smartphone, a tablet terminal, a mobile phone, a home game console, a personal computer, a server device, a workstation, or a mainframe. [Explanation of symbols]

[0117] 5c: instruction information, 7a: presentation information, 7b: display information, 8a: hit area (predetermined area), 8b: image, 12a: first progress processing unit (first progress processing function), 12b: second progress processing unit (second progress processing function), 13: condition determination unit (condition determination function), 14: time limit unit (time limit function), 15: game processing unit (game processing function), 16: result change unit (result change function), 17: bonus granting unit (bonus granting function), 18: attribute value change unit (attribute value change function), 19: result reflection unit (result reflection function), 100: mobile terminal (computer), 200: server device (computer), 300: game system.

Claims

1. A game program for processing the progress of a game including a first game and a second game using a character corresponding to a player, the game program comprising: a selection function for selecting a first mode of the first game or a second mode in which resources are reduced by a predetermined factor compared to the first mode in response to instruction information input by the player; a first progress processing function for progressing the first game by a predetermined amount in response to the instruction information input by the player when the first mode is selected; a second progress processing function for progressing the first game by an amount greater than the predetermined progress amount when the second mode is selected; a game execution function for executing a game process of the second game only in the second mode, when an execution condition that an item is acquired is satisfied, the execution condition being a condition for executing an event in which the character battles another character different from the character, during the period from when the execution condition is satisfied to when the event is started; a change function for changing at least one of an attribute and a type of the item acquired in the first game according to a result of the execution of the game process of the second game; A restart function for restarting the first game and starting the event when the second game is completed is realized. Game program.

2. The game execution function further includes: when an execution condition for executing the event, that is, an encounter between the character and an enemy character, is satisfied in the first game, execute a plurality of game processes for the second game during the period from when the execution condition is satisfied to when the event is started; The change function increases or decreases the attribute value of the other character. The game program according to claim 1 .

3. The game execution function further includes: when an execution condition for executing the event, that is, an encounter between the character and an enemy character, is satisfied in the first game, execute a plurality of game processes for the second game during the period from when the execution condition is satisfied to when the event is started; The change function increases or decreases the attribute value of a character who is an ally of the character. The game program according to claim 1 .

4. The game execution function further includes: when an execution condition for executing the event, that is, an encounter between the character and an enemy character, is satisfied in the first game, execute a plurality of game processes for the second game during the period from when the execution condition is satisfied to when the event is started; The change function restores the number of times an item that can be used in the first game can be used. The game program according to claim 1 .

5. 2. The game program according to claim 1, wherein the second progress processing function, when the amount of progress of the first game in the second mode based on a single instruction from the player exceeds an upper limit value of the amount of progress possible in the first game, limits the amount of progress of the first game to an upper limit value of the amount of progress possible in the first game, and consumes resources corresponding to the upper limit value.

6. 6. The game program according to claim 1 or 5, further comprising a display processing function for displaying to the player, after the first game in the second mode has ended, results of the progress of the first game by the second progress processing function corresponding to a predetermined number of times of the predetermined progress amount.

7. A game program for processing the progress of a game including a first game and a second game using a character corresponding to a player, the game program comprising: a game execution function for executing a game process of the second game in a plurality of times during a period from when an execution condition for executing an event in which the character battles another character different from the character is satisfied, the execution condition being that an item has been acquired, to when the event is started, in the first game; a change function for changing at least one of an attribute and a type of the item acquired in the first game according to a result of the execution of the game process of the second game; a restart function for restarting the first game and starting the event when the second game is completed; The game execution function determines whether or not the player has selected only game media of the same series in a predetermined order in the second game, and determines that the second game has been cleared if it is determined that the player has selected only game media of the same series in the predetermined order.

8. A method for controlling a computer that processes progress of a game including a first game and a second game using a character corresponding to a player, comprising: The computer, selecting a first mode of the first game or a second mode in which resources are reduced by a predetermined factor compared to the first mode in response to instruction information input by the player; when the first mode is selected, progressing the first game by a predetermined amount in response to the instruction information input by the player; when the second mode is selected, progressing the first game by an amount greater than the predetermined progress amount; when an execution condition for executing an event in which the character battles another character different from the character and the character has acquired an item is satisfied only in the first game of the second mode, executing a plurality of game processes of the second game during the period from when the execution condition is satisfied to when the event is started; changing at least one of an attribute and a type of the item acquired in the first game according to a result of the execution of the game process of the second game; if the second game is completed, restarting the first game and starting the event.

9. An information processing system for processing progress of a game including a first game and a second game using a character corresponding to a player, selecting a first mode of the first game or a second mode in which resources are reduced by a predetermined factor compared to the first mode in response to instruction information input by the player; when the first mode is selected, progressing the first game by a predetermined amount in response to the instruction information input by the player; a progress processing section that progresses the first game by an amount greater than the predetermined progress amount when the second mode is selected; a game execution unit that, when an execution condition for executing an event in which the character battles another character different from the character and an item is acquired is satisfied only in the first game of the second mode, executes a plurality of game processes of the second game during a period from when the execution condition is satisfied to when the event is started; a change unit that changes at least one of an attribute and a type of the item acquired in the first game according to a result of the execution of the game process of the second game; a restart unit that restarts the first game and starts the event when the second game is completed.

Citation Information

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