Game system, computer program used therein, and control method

The game system addresses the issue of biased game element selection by incorporating a special performance stage that varies based on user choices, thereby enhancing user engagement and experience diversity.

JP7650484B2Active Publication Date: 2025-03-25KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2020210363
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-18
Publication Date
2025-03-25
Estimated Expiration
2040-12-18

AI Technical Summary

Technical Problem

Existing game systems suffer from bias in game element selection, leading to user boredom and a lack of engagement, as users tend to select game elements perceived as positively affecting play, resulting in limited diversity in game experiences.

Method used

A game system that includes a selection opportunity for users to choose game elements from a candidate group, a first stage where the selected element affects the result, and a second stage featuring a special performance associated with the selected element. The system uses performance identification and provision means to provide unique performances based on the selected game elements, promoting varied game experiences.

Benefits of technology

The system effectively reduces bias in game element selection by providing unique and varied special performances, enhancing user engagement and experience diversity, and encouraging exploration of different game elements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system capable of reducing deviation of a game element selected in a selection opportunity.SOLUTION: A game machine 30 includes: a reading step of allowing a user to select at least one character from among plural characters via a character selection screen 50; a battle step of playing the selected player so as to affect a result; and a result step that is provided according to a play result of the battle step. The result step provides an action game including a dance performance related to a character selected in the character selection screen 50. The game machine 30 also specifies singing so as to correspond to a character selected in the character selection screen 50, and provides a dance performance so as to including singing specified by the character in the result process on the basis of singing data VD for realizing singing that differs for each character.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a game system that provides a game including a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, a first stage in which the game element selected at the selection opportunity is played so that the selected game element influences the outcome, and a second stage that is provided depending on the result of playing the first stage, the second stage including a special effect as an effect associated with the selected game element. [Background technology]

[0002] There is a game system that provides a game including a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, a first stage in which the game element selected at the selection opportunity is played so as to affect the outcome, and a second stage that is provided according to the result of playing the first stage, the second stage including a special effect as an effect associated with the selected game element. A game system that provides a game including a first game and a second game as such a first stage and second stage is known (see, for example, Patent Document 1). In addition, Patent Document 2 is another prior art document related to the present invention. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6538942 [Patent Document 2] JP 2005-81007 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the game of Patent Document 1, the position of each character may change in the dance of the second game depending on the ranking in the first game. However, the content of the dance does not change except for the position of each character. For example, when a dance is performed by three characters, the position of which of these three characters is in the middle changes depending on the order of the first game, but the dance itself does not change. There may be cases where each character performs a different dance depending on the position, but even in such a case, the difference is only which character performs an individual dance (predetermined data) depending on the position, and the dance as a whole seen as a set of three characters (or the data for the dance for each position) is the same regardless of the result of the first game. For this reason, it is considered that the influence of the dance in the second game on the selection of characters for the first game is small.

[0005] On the other hand, when a user selects a game element that affects play from a candidate group including a plurality of game elements, the selection of game elements tends to be biased (or fixed). For example, if there is a specific game element that is considered to have a more favorable effect on play than other game elements, even if the candidate group includes many game elements, there is a possibility that only such a specific game element will be selected. And the bias in the selection of game elements may cause the user to become bored. For example, in the game of Patent Document 1, a character for the first game functions as such a game element, but as described above, the influence of the dance in the second game on the selection of the character is considered to be small, so there is a possibility that the bias in the selection cannot be sufficiently eliminated.

[0006] In addition, in the game of Patent Document 2, the player may assign characters to each singing part. However, this assignment can be freely performed by the player and does not affect the game result. Therefore, it is not directly related to the bias of the selection of game elements in the selection opportunity, and naturally does not lead to the elimination of such bias.

[0007] Therefore, an object of the present invention is to provide a game system etc. that can reduce bias in the game elements selected during a selection opportunity. [Means for solving the problem]

[0008] The game system of the present invention includes a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, a first stage in which the game is played so that the selected game element selected at the selection opportunity influences the outcome, and a second stage provided according to the result of playing the first stage, the second stage being a game system that provides a game including a special effect as an effect associated with the selected game element, and is equipped with an effect identification means that identifies a selected element effect as an effect corresponding to the selected game element based on effect data for realizing an effect that differs for each game element in the candidate group, and an effect providing means that provides the special effect so as to include the selected element effect in the two stages.

[0009] On the other hand, a computer program according to the present invention is configured to cause a computer to function as each of the means of the game system described above.

[0010] In addition, the control method of the present invention includes a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, a first stage in which the game is played so that the selected game element selected at the selection opportunity affects the outcome, and a second stage provided according to the result of playing the first stage, the second stage including a special effect associated with the selected game element. The control method of the present invention causes a computer incorporated in a game system that provides a game including a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, the first stage including a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, and a second stage provided according to the result of playing the first stage, the second stage including a special effect associated with the selected game element, to execute a performance identification procedure for identifying a selected element performance as a performance corresponding to the selected game element based on performance data for realizing a performance that differs for each game element in the candidate group, and a performance provision procedure for providing the special effect so as to include the selected element performance in the two stages. [Brief description of the drawings]

[0011] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 1 is an explanatory diagram for explaining an example of the flow of an action game. [Figure 4] FIG. 4 is a diagram illustrating an example of a character selection screen. [Diagram 5] FIG. 4 is a diagram showing an example of a battle screen. [Figure 6] FIG. 4 is a diagram illustrating an example of a dance screen. [Figure 7] FIG. 11 is an explanatory diagram for explaining changes in dance performance that occur depending on differences in characters. [Figure 8] FIG. 4 is a diagram showing an example of the configuration of play data. [Figure 9] FIG. 4 is a diagram showing an example of a configuration of singing data. [Figure 10] 11 is a flowchart showing an example of a procedure for special effect processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] An example of a game system according to an embodiment of the present invention will be described below. First, the overall configuration of the game system according to an embodiment of the present invention will be described with reference to Fig. 1. The game system 1 includes a center server SV and game machines 30. In the example of Fig. 1, the center server SV is configured as one logical server device by combining server units 20 as a plurality of computer devices, but it may be configured by one server unit 20. Alternatively, the center server SV may be configured logically by using cloud computing.

[0013] The game machine 30 is connected to the center server SV via the network 5 and functions as a client device. An appropriate number of game machines 30 may be connected to the center server SV, but in the example of FIG. 1, three (plural) game machines 30 are connected. The game machine 30 is an example of a game machine that provides a game. The game machine 30 may include various game devices as appropriate, and may include user terminal devices (computer devices that can be connected to a network and are provided for personal use by users) such as a home-use stationary game machine, a portable game machine, a stationary or notebook-type personal computer, a portable tablet terminal device, and a mobile phone (including a smartphone). In this way, the game machine 30 may include various computer devices as appropriate, but in the example of FIG. 1, it is configured as a commercial game machine. A commercial game machine (sometimes called an arcade game machine) is a game machine that allows a user to play a game within a range corresponding to a play fee in exchange for payment of a predetermined fee, and is often installed in a predetermined facility such as a store with the main purpose of making a large number of users play the game repeatedly to generate profits.

[0014] The game machine 30 may provide various games such as simulation games, role-playing games, or music games as appropriate, and provides an action game as an example. An action game is a type of game in which the actions of characters (including various objects such as cars and horses) appearing in the game are directly controlled through the user's play. The game machine 30 may provide various action games as appropriate, and provides an action game of a type in which the user plays against other users as an example. In addition, the action game may include various characters as appropriate, and includes characters corresponding to cards as an example. Specifically, the game machine 30 is configured to be able to read physical cards, and characters corresponding to the cards appear in the action game through the reading of the cards. In other words, the action game is also configured as a card game that uses cards. In addition, various effects are executed as appropriate in the action game. Such effects include a dance performance in which the characters perform a dance to the rhythm of the music. Details of the action game provided by the game machine 30 will be described later.

[0015] The game machine 30 may be provided with various output devices and input devices necessary for providing a game. An example of such an input device is an operation unit OP, and an example of an output device is a main monitor MO1 and a sub-monitor MO2. The operation unit OP is an input device for inputting various operations by the user. Both the main monitor MO1 and the sub-monitor MO2 are well-known display devices for displaying various images. Various game screens described below are appropriately displayed on the main monitor MO1 and the sub-monitor MO2, and these may be appropriately used depending on the application or purpose. The action game of the game machine 30 is played through the operation unit OP, the main monitor MO1, and the sub-monitor MO2.

[0016] The network 5 may be appropriately configured as long as the game machine 30 can be connected to the center server SV. As an example, the network 5 is configured to realize network communication using the TCP / IP protocol. Typically, the network 5 is configured by combining the Internet 5A as a WAN and an intranet 5B as a LAN. In the example of FIG. 1, the center server SV and the game machine 30 are both connected to the network 5 via a router RT. Note that the network 5 is not limited to a form using the TCP / IP protocol. As the network 5, various forms using a wired line or a wireless line (including infrared communication, short-distance wireless communication, etc.) for communication may be used. In addition, a local server may be appropriately installed in the facility where the game machine 30 is installed, and the game machine 30 may be connected to the router RT via such a local server.

[0017] The center server SV provides various game machine services to users of the game machines 30 via the network 5. The game machine services include a distribution service that distributes and updates programs or data for the game machines 30 via the network 5. The center server SV appropriately distributes various programs or data required for providing games to each game machine 30 through such distribution services. The game machine services also include a matching service that matches multiple users together when they play a common game (a competitive or cooperative game) via the network 5. The game system 1 may provide a game as a multi-player game in which multiple users share the same progress through such a matching service.

[0018] The game machine service may also include a service of receiving user identification information from the game machine 30 and authenticating the user. The game machine service may also include a service of receiving play data of an authenticated user from the game machine 30 and storing it, or providing the stored play data to the game machine 30. Furthermore, the game machine service may also include a billing service for collecting fees from users.

[0019] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server SV is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0020] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 22 records a program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data necessary for providing various services. Such server data may include various data for services, and in the example of FIG. 2, play data PD, singing data VD as performance data, dance data DD, and music data MD are shown as one type of such various data.

[0021] The play data PD is data describing information on the past play results of each user. The play data PD is used to carry over the play results (past results) up to the previous time to the next time or to carry over the settings specific to each user. The music data MD is data for playing music. The music data MD is used to play each music (there may be only one type of music, but as an example, multiple types are prepared) in a dance performance. The dance data DD is data for realizing the dance of a character in a dance performance. The dance data DD may be configured as appropriate data for realizing the dance of a character, but as an example, it is configured as motion capture data (data configured based on the result of capturing the movement of an actual person dancing). The singing data VD is data for realizing singing by each character. In a dance performance, only dancing may be performed, but as an example, the character sings each music piece along with the dance. The singing data VD is used for such singing, as an example. For this reason, the dance data DD and the singing data VD are prepared for each music piece. Details of the play data PD and the singing data VD will be further described later.

[0022] The server data may also include various other data for implementing various services. For example, such data may include image data, ID management data, and the like. The image data is data for displaying various images on a display device. The ID management data is data for managing various IDs such as user IDs. However, illustration of these is omitted.

[0023] The control unit 21 is provided with a game machine service management unit 24 as a logical device realized by a combination of the hardware resources of the control unit 21 and the program PG1 as a software resource. The game machine service management unit 24 executes various processes for providing the above-mentioned game machine services to the game machine 30. Note that various output devices and input devices such as a monitor or a keyboard can be appropriately connected to the control unit 21, but are not shown in FIG. 2.

[0024] On the other hand, the game machine 30 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0025] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 records a program PG2 as an example of a computer program that causes the control unit 31 to execute various processes required to provide a game to a user. The storage unit 32 also records game data required to provide a game. Such game data may include various data for an action game, and the example in FIG. 2 shows play data PD, singing data VD, dance data DD, and music data MD as examples.

[0026] The play data PD, the singing data VD, the dance data DD, and the music data MD are appropriately provided from the center server SV through a distribution service or the like. The play data PD, the singing data VD, the dance data DD, and the music data MD are not limited to being provided from the center server SV. These data PD, VD, DD, and MD (as well as other game data) may be recorded in the recording unit 32 by an appropriate method. For example, depending on the type of game machine 30 such as an arcade game machine, they may be recorded in the storage unit 32 from the beginning, or may be provided to the recording unit 32 by appropriate means through various recording media or the like. In these cases, the recording of these data PD, VD, DD, and MD in the center server SV may be omitted. The game data may include, for example, various other data for the game. Such data may include image data provided through a distribution service or the like like the music data MD, or ID management data, as appropriate. However, illustration of these is omitted.

[0027] In the control unit 31, various logical devices are configured by combining the hardware resources of the control unit 31 and the program PG2 as a software resource. Various processes required for providing the action game (including processes required for enjoying the game machine services provided by the game machine service management unit 24 of the center server SV) are executed through these logical devices, and in the example of Fig. 2, a progress control unit 33 and a performance providing unit 34 are shown as logical devices related to the action game.

[0028] The progress control unit 33 is a logical device that performs various processes necessary for the progress of the action game. Such processes include, for example, moving a character through input of a play action to the operation unit OP or the like by the user, calculating damage inflicted on an opponent as a result of the action or damage inflicted by the opponent on the character, and granting acquired items and points. On the other hand, the performance providing unit 34 is a logical device that performs various processes for realizing the performance included in the action game. Such performance includes various performances, including dance performances by the characters. For this reason, the processing executed by the performance providing unit 34 includes various processes for realizing dance performances. Specifically, the performance providing unit 34 executes a special performance process as one of such processes. The procedure of the special performance process will be described in detail later.

[0029] The game machine 30 may be provided with various output devices and input devices as appropriate, but in the example of FIG. 2, the reader RD, touch panel TP, and the above-mentioned operation unit OP are provided as examples of input devices, and the speaker SP, the above-mentioned main monitor MO1, and the sub-monitor MO2 are provided as examples of output devices. The operation unit OP, the main monitor MO1, and the sub-monitor MO2 are as described above. The touch panel TP is an input device that outputs a signal corresponding to a user's touch operation (operation of touching with a finger). The touch panel TP may be disposed on either the main monitor MO1 or the sub-monitor MO2, but as an example, it is disposed on the main monitor MO1 so as to cover the display surface. For this reason, the touch panel TP is used to input various touch operations to the game screen displayed on the main monitor MO1. The speaker SP is a well-known sound reproduction device for reproducing various sounds including music.

[0030] The reader RD is a well-known device for acquiring information from a card CD held by a user. As the reader RD, various devices such as a receiver for receiving information recorded in an electronic recording medium such as an IC chip through various short-distance wireless communication standards may be appropriately used according to the method of recording information on the card CD, and a camera is used as an example. Similarly, various information may be recorded on the card CD by an appropriate method such as an IC chip, and as an example, the information is recorded through a code (pattern) generated according to a predetermined rule. The card CD may include various cards such as an ID card or a card for payment, and as an example, includes a character card corresponding to each character. A character card (hereinafter, sometimes referred to as a character card CD) is a card used to reproduce a character in an action game. For this reason, information required for reproduction of such a character (for example, information on parameters defining a character, etc.) is appropriately recorded in the code of the character card CD. In this case, the reader RD (camera) reads the code of the character card CD and provides the information recorded therein to the control unit 31.

[0031] In addition, the game machine 30 may be provided with various other output devices and input devices as appropriate. For example, the game machine 30 may or may not have a function for generating a card CD, but if it has such a function, a card generating device is provided in the game machine 30 as an output device. Various devices may be used as such a card generating device as appropriate, for example, a printer that prints necessary information on a predetermined mount may be used. In addition, a well-known device such as a fee collection mechanism for collecting a fee for an action game may be provided in the game machine 30 as an input device as appropriate.

[0032] Next, the action game provided by the game machine 30 will be described in detail with reference to Figs. 3 to 6. Fig. 3 is an explanatory diagram for explaining an example of the flow of the action game. As shown in Fig. 3, the action game includes a preparation phase F1, a battle phase F2, and an end phase F3, in that order. The preparation phase F1 is a phase for preparing for a battle using characters. The preparation phase F1 may include various processes for preparing for a battle, and in the example of Fig. 3, includes a reading process and a setting process.

[0033] The reading process is a process for reading the code of the character card CD and reproducing the character corresponding to the character card CD. In the reading process, the user selects a character card CD to be used in the game from a plurality of character cards CD and uses it for reading (reading and reproducing). Therefore, the reading process functions as a selection opportunity for selecting a character to be used in the game. The character read (selected) in this reading process (selection opportunity) may be used appropriately in the game, and as an example, it is used in a battle provided in the battle phase F2. Therefore, the reading in the reading process affects the result of the play (battle) in the battle phase F2. Such a reading process may be realized appropriately, and as an example, it is realized through a character selection screen described later. In this example, the reading process functions as a selection opportunity of the present invention.

[0034] The setting process is a process for executing various settings for the character selected for play in the reading process. Such settings include, for example, the purchase and use of various items (including equipment in the case of equipment), or customization of the appearance of clothing, etc. The setting process also provides an opportunity to select whether or not to proceed to the battle phase F2. The setting process may be implemented appropriately. For example, the selection of various settings and progress is often implemented through a game screen generally called a main screen or home screen, and the setting process may be implemented in a similar manner.

[0035] The battle phase F2 is a phase for providing a battle. The battle phase F2 may be provided as appropriate, for example, only once in exchange for a predetermined price, but as an example, it is provided repeatedly until an appropriate end condition (for example, defeat in the battle, or an end operation to end the battle is executed by the user) is satisfied. The battle phase F2 may include various processes for the battle as appropriate, but in the example of FIG. 3, it includes a battle process, a result process, a lottery process, and a progress selection process. The battle process is a process in which the user fights against an opponent through a character. That is, a battle play is realized in the battle process. In this battle play, the character loaded in the loading process is used. In addition, the opponent in the battle process may include not only other users (for example, other users matched through a matching service) but also a computer. Such a battle process may be realized as appropriate, but as an example, it is realized through a battle screen described later. In this example, the battle process functions as the first stage of the present invention.

[0036] The result process is a process for presenting the result of the battle in the battle process to the user. Therefore, the result process is provided to present the result appropriately according to the result of the battle. Also, the dance performance may be provided in an appropriate process of each phase, but is provided in the result process as an example. That is, the result process includes a dance performance. Such a dance performance may be realized appropriately, but is realized through a dance screen described below as an example. In this example, the result process functions as the second stage of the present invention.

[0037] The lottery process is a process for drawing a prize to be given to the user as a result of the battle. Various game elements may be used as such a prize, and characters are used as one example. That is, in the lottery process, some characters to be given to the user are determined by lottery from a plurality of characters prepared in the game. The granting of the characters may be realized through the generation of a character card CD, and is realized by granting the characters to the play data PD as one example. That is, in the play data PD, the characters owned by each user are managed as part of the play record. The lottery in the lottery process may be realized appropriately.

[0038] The progress selection process is a process for selecting progress after the battle. In the progress selection process, various progresses may be appropriately selected, and as an example, progress is selected to continue or end play of the action game. If continuation of play is selected in the progress selection process, the process may return to an appropriate process, for example, returning to the loading process of the preparation phase F1 and may be executed again from character selection, but as an example, the process returns to the setting process of the preparation phase F1. Then, the process proceeds in the same manner thereafter. On the other hand, if ending the game is selected in the progress selection process (an example of an ending operation is executed), the process proceeds to the end phase F3.

[0039] The end phase F3 is a phase for ending the game play. In other words, the current game play ends after the end phase F3 is provided. The end phase F3 may be provided under appropriate conditions, and as an example, it is provided when the end of the game is selected in the progress selection step as described above. The end phase F3 may be realized as appropriate, and may be realized, for example, through an end screen for notifying the end of the game. As an example, an action game progresses in the above manner.

[0040] FIG. 4 is a diagram showing a schematic example of a character selection screen. The character selection screen is a game screen for selecting a character to be used in a battle in the battle process. The character selection screen may be displayed on either the main monitor MO1 or the sub-monitor MO2, but is displayed on the main monitor MO1 as an example. In addition, an appropriate number of characters may be used in a battle in the battle process, but the example of FIG. 4 shows a character selection screen in the case where three characters are used in a battle in the battle process. Furthermore, in the character selection screen, various characters may be used as selection candidates. For example, such various characters may include characters corresponding to each character card CD reproduced through reading each character card CD (hereinafter, sometimes referred to as card characters), and electronically managed characters, but only card characters may function as candidates usable in a battle. Alternatively, conversely, only electronically managed characters may function as candidates usable in a battle. In this way, various characters may function as selection candidates, but the example of FIG. 4 shows a character selection screen in the case where both card characters and electronically managed characters function as selection candidates. In this case, as shown in FIG. 4, the character selection screen 50 includes a selection frame area 51, a first candidate area 52, a second candidate area 53, and a selection confirmation area .

[0041] The first candidate area 52 and the second candidate area 53 are areas showing characters that are electronically managed as candidates for characters that can be used in a battle. Specifically, the first candidate area 52 is an area showing each character that is given to each user through a lottery process in a past play, for example, and is electronically owned, as a candidate that can be used in a battle. The first candidate area 52 may present such candidates as appropriate, but in the example of FIG. 4, they are presented through owned character areas 52a corresponding to each character. For this reason, the first candidate area 52 includes owned character areas 52a in a number corresponding to the number of characters electronically owned by each user. Each user may electronically own an appropriate number of characters, but in the example of FIG. 4, thirteen owned character areas 52a are shown. In this case, the user who is using this character selection screen 50 owns thirteen characters that correspond to these thirteen owned character areas 52a, respectively. These thirteen characters may be different characters including differences in parameters, such as the same character at different levels (an example of a parameter), or may include overlapping characters. Each owned character area 52a may include various information for identifying each character, and in the example of FIG. 4, includes information such as the character's image, level, or name.

[0042] In addition, only characters that have not been generated as character cards CD (not made into a card) may be displayed as candidates in the first candidate area 52, or characters owned by the player may be displayed as candidates regardless of whether they have been made into a card or not. Furthermore, making into a card may be performed in the game machine 30, or may be performed via a separate generation device. Furthermore, a specified fee may be required for making into a card, and in that case, various benefits (such as an increase in level) may be given to the character when it is made into a card.

[0043] On the other hand, the second candidate area 53 is an area showing characters that can be lent (rented) as candidates that can be used in a battle. Electronic characters may be classified appropriately, for example, they may be classified only as characters owned by each user, in which case the second candidate area 53 may be omitted. On the other hand, when electronic characters include characters that can be rented, those characters are presented through the second candidate area 53. The second candidate area 53 may present such candidates appropriately, but in the example of FIG. 4, they are presented through rental character areas 53a corresponding to each character (rental object). For this reason, the second candidate area 53 includes rental character areas 53a in the number corresponding to the number of characters that can be rented. In the game, an appropriate number of various characters (including differences in parameters such as levels) may be prepared as rental candidates, and five rental character areas 53a are presented in the example of FIG. 4. In this case, five characters corresponding to these five rental character areas 53a are prepared as rental candidates in the game. Each rental character area 53a may include various information for identifying each character, and in the example of Fig. 4, includes information such as the image or name of the character. In this example, each owned character area 52a, or a plurality of electronic characters presented through each rental character area 53a, or a card character corresponding to a character card CD owned by each user, function as a game element of the present invention. A character group formed by these plurality of characters functions as a candidate group of the present invention.

[0044] The selection frame area 51 is an area showing a frame (range) for presenting characters selected as characters to be used in a battle in the battle process. The selection frame area 51 may present such a frame as appropriate, but when three characters are selected for a battle, the three characters are presented through three selection frame areas 51 corresponding to the three characters, respectively. Various information regarding the selection of a character may be presented as appropriate in each selection frame area 51, but as an example, the selection frame area 51 in which the currently selected character exists presents information about the currently selected character. Such information may include various information as appropriate, but in the example of FIG. 4, as shown in the leftmost and center selection frame areas 51, information such as the character's image, type (such as "card" corresponding to a card character or "digital" corresponding to an electronic character), and level is included.

[0045] On the other hand, in the selection frame area 51 where there is no selected character (hereinafter, sometimes referred to as the unselected selection frame area 51), information indicating unselection is presented. Various information may be used as such information, but in the example of FIG. 4, as shown in the rightmost selection frame area 51, information that encourages reading of the character card CD, such as "Please place the card in the card reader", is presented. In addition, the selection of the character for the battle may be realized appropriately, but as an example, it is realized through the unselected selection frame area 51. Specifically, when the character card CD is read, the character corresponding to the read character card CD is presented as the selected character in the unselected selection frame area 51 from the left end. In the example of FIG. 4, the leftmost selection frame area 51 presents information on the character of the character card CD as the character card CD is read. For this reason, the leftmost selection frame area 51 includes information on "card".

[0046] In addition, the user can select either the owned character area 52a of the first candidate area 52 or the rental character area 53a of the second candidate area 53 as a character for battle by dragging and dropping it into the unselected selection frame area 51. In this case, the information of the character in the dragged and dropped owned character area 52a or rental character area 53a is presented in the unselected selection frame area 51 as the selected character. In the example of FIG. 4, the owned character area 52a located at the bottom left end of the first candidate area 52 is dragged and dropped into the center selection frame area 51. Therefore, the center selection frame area 51 contains information of "digital". On the other hand, the rightmost selection frame area 51 is an unselected selection frame area 51. Therefore, the third character is selected by reading the character card CD or by dragging and dropping it from the first candidate area 52 or the like. Then, with the selection, various information of the selected character (such as an image of the character) is displayed in the rightmost selection frame area 51.

[0047] The selection confirmation area 54 is an area for deciding the characters being selected through each selection frame area 51 as the characters for battle in the battle process. Such a decision may be realized appropriately, and is realized through the decision button 54a as an example. For this reason, the selection confirmation area 54 includes the decision button 54a. The decision button 54a is an area indicating an area in which a touch operation should be performed as an operation for deciding the characters for battle. For this reason, when a touch operation is performed on the decision button 54a (an appropriate intention confirmation process may be intervened), the three characters being selected through the three selection frame areas 51 are decided as the characters for battle. In addition, a touch operation on the decision button 54a may be permitted even when the number of characters being selected is less than three, such as two, but is permitted only when the number of characters being selected is three, as an example. In other words, the character selection screen 50 is provided so that three characters are always selected for battle. In this example, when the decision button 54a is touched, the three characters being selected in the three selection frame areas 51 function as the selected game elements and two or more game elements of the present invention. Furthermore, the character selection screen 50 and the sub-monitor MO2 function as the game screen and the display device of the present invention, respectively.

[0048] Also, a price may not be required for the selection of a character for battle, but is required as an example. As such a price, various values ​​may be appropriately used, but as an example, a value called cost is used. For this reason, information (the number of star symbols) indicating the upper limit of the cost that can be consumed (used as a price) is displayed in the selection decision area 54. The upper limit of the cost may be set appropriately, for example, it may be uniform for all users, or it may be different for each user depending on various factors such as achievements. A cost required when the character is used in a battle is also set for each character. The cost set for each character may be appropriate, but as an example, it is set so that the higher the cost, the higher the character has an element advantageous for a battle, such as level or equipment. Also, in order to promote cardization, electronic characters may be set higher than characters on character cards CD. As a result, each user is required to make a strategic selection while being aware of the upper limit of the cost (restriction on selection).

[0049] FIG. 5 is a diagram showing an example of a battle screen. The battle screen is a game screen for realizing a battle in a battle process. The battle screen may be displayed on either the main monitor MO1 or the sub-monitor MO2, but is displayed on the main monitor MO1 as an example. As shown in FIG. 5, the battle screen 40 includes a player's character 40A and enemy characters 40B, 40C. In the battle screen 40, a user operates the player's character 40A, which is an example of an object, to fight against enemy characters 40B, 40C operated by other users or a computer. The user then acquires score items that appear by attacking the enemy characters 40B, 40C or defeating the enemy characters 40B, 40C. The user who acquires the most score items within a predetermined time limit wins.

[0050] The user can acquire the score items that appear by touching the score items on the battle screen 40 or by operating the buttons on the operation unit OP. As an example, the more damage inflicted on the enemy characters 40B, 40C, the more score items that appear. Furthermore, when the user defeats the enemy characters 40B, 40C, the user can steal some or all of the score items that the enemy characters 40B, 40C had acquired.

[0051] If the number of score items acquired within the time limit is the same, multiple users are placed in the same rank, or the user with the higher points wins. In the example of FIG. 5, four users are competing against each other, but the battle may be configured so that three or fewer users or five or more users can compete against each other. Each user selects three characters for play, but only one of each character can appear on the battle screen 40. When one character is defeated, the next character appears from the remaining two characters selected for the battle (the order of appearance may be arbitrary, but as an example, the order of appearance is selected by the user). Alternatively, the battle may be configured so that two or more characters appear.

[0052] In addition, the user can set weapons (equipment) for each character. In the example of FIG. 5, four users correspond to MASTER1 to MASTER4, respectively. A laser cannon is set as the weapon of the character operated by each user. Each user can use the set weapon during the game to attack characters used by other users. Furthermore, a predetermined number of item containers appear during the game. By picking up an item container, the user can acquire weapons after the game ends. In addition, by defeating a character used by another user, the user can steal an item container picked up by the character used by the other user.

[0053] The user can lock on to the enemy characters 40B, 40C by selecting the enemy characters 40B, 40C. In the example of FIG. 5, the enemy character 40B is locked on, and the target mark 41 is displayed superimposed on the enemy character 40B. The user can select any character from among the enemy characters 40B, 40C appearing in the game. For example, the user can switch the selected enemy character 40B (on which the target mark 41 is displayed superimposed) to the enemy character 40C by pressing a switch button provided on the operation unit OP.

[0054] When the user presses the switch button, the enemy character 40B closest to the player's character 40A is switched to the enemy character 40C which is further away as the switch button is pressed. The user can also select the enemy character 40C by touching the enemy character 40C displayed on the battle screen 40.

[0055] Furthermore, the user can select the character operated by each user as a target by touching the user's names 42A, 42B, 42C, and 42D as selection information displayed in the ranking 42, which is an example of a selection field. As an example, the user's names 42A, 42B, 42C, and 42D are arranged in order of the highest score, indicating the real-time ranking. The user can select the character to lock on to while referring to the ranking 42. Note that the ranking 42 also displays the name of the user of the player's character 40A, "MASTER1." However, this user's name may be omitted.

[0056] In the ranking 42, the user names 42A, 42B, 42C, and 42D are each given a character string of "1st" indicating first place, "2nd" indicating second place, "3rd" indicating third place, and "4th" indicating fourth place, in that order from top to bottom. The character string indicating the rank may be omitted. In this case, the user names may be arranged in order of high or low rank from top to bottom to indicate the rank. The selection information may be any information that can identify the object that the user should select. Therefore, the rank may be indicated by color, or the size of the characters or images, or the degree of density or brightness, etc. may be different depending on the rank to indicate the rank. In this case, the arrangement according to the rank may be omitted.

[0057] In this way, in a game in which multiple users and / or computers compete against each other, the user is notified of the game situation by displaying the rankings 42. In particular, the situation that changes during the progress of the game is reflected in the rankings 42, which provides a real-time ranking, allowing the user to grasp the game situation in real time. In addition, as an auxiliary process, a process is executed to assist in a battle with a specific character selected by the user, and an enemy character is selected in consideration of the game situation. That is, as described above, by using the rankings 42 to select an enemy character, the effect of the auxiliary process can be exerted on the enemy character desired by the user.

[0058] At least one of the above-mentioned character selection methods can be adopted. In addition, the game may be configured so that a character can be selected by selecting a target button on the battle screen 40. Furthermore, the game may be configured so that a character can be automatically selected by moving the player's character 40A closer to another character and shortening the distance between the player's character 40A and the other character to less than a predetermined distance.

[0059] In the game, when the enemy character 40B is locked on, an auxiliary process is executed to assist the user in operating the selected enemy character 40B. The auxiliary process is a process for making it easier for the user to operate the selected character. For example, in the example of FIG. 5, a guide process is executed as the auxiliary process to guide the selected enemy character 40B. Specifically, a target mark 41 having a substantially double circle shape is displayed on the battle screen 40 to indicate the selected enemy character 40B. The display mode of the target mark 41 may change depending on whether the enemy character 40B is within the range of the weapon of the player character 40A or not.

[0060] The guidance process may be a process that can guide the user to the character selected by the user, and may be a process that displays images such as a crosshair, a circle, an arrow, or special effects, or characters to indicate the selected character. The target mark 41 does not have to be displayed superimposed on the enemy character 40B. For example, instead of the target mark 41, an image of an arrow pointing to the enemy character 40B may be displayed so as to be lined up with the enemy character 40B. Furthermore, instead of the target mark 41, a special effect such as a plurality of flashing images displayed to surround the enemy character 40B may be displayed.

[0061] The guidance process may also be a process of highlighting the selected character by changing the display of the color, brightness, etc. of the selected character. Alternatively, the guidance process may be a process of dimming the display of all other characters that are not selected by changing the display of the color, brightness, etc. of the selected character. Furthermore, the guidance process may be a process of playing the name of the selected character by voice. In addition, the guidance process may be a process of indicating the position of the selected character or the direction in which the selected character is located, as long as the selected character can be indicated. For example, when the selected character is not displayed on the battle screen 40, an image indicating the direction in which the character is located outside the battle screen 40 may be displayed as the guidance process.

[0062] The battle screen 40 also has a first information column 43 in which the state of the player's own character 40A being operated by the user is displayed, and a second information column 44 in which information on characters owned by the user is displayed. Furthermore, a third information column 45 in which information on the enemy characters 40B and 40C is displayed is provided above the enemy characters 40B and 40C. In the example of FIG. 5, for the sake of convenience, the first information column 43, the second information column 44, and the third information column 45 are surrounded by dashed lines.

[0063] The first information field 43 displays a life gauge 43A indicating the life points that are reduced when the player's character 40A is attacked. When the life points reach zero, the player's character 40A is defeated, and the next character owned by the user appears in the game instead. The first information field 43 also displays the number of remaining bullets 43B indicating the result of reduction due to the use of weapons, and the maximum number of bullets, which is the initial number of bullets. In the example of FIG. 5, it is shown that the number of remaining bullets is 30 and the maximum number of bullets is 50.

[0064] The second information column 44 displays character information 44A, which is information about the player's character 40A. The character information 44A in the example of FIG. 5 includes an icon of the player's character 40A, the name of the user who is operating the player's character 40A, "MASTER1", and the name of the player's character 40A, "Pretty". Furthermore, the second information column 44 displays points 44B acquired by the player's character 40A. In the example of FIG. 5, it is shown that the acquired points are 107 points. Furthermore, the second information column 44 displays reserve character information 44C indicating other characters owned by the user other than the player's character 40A. The reserve character information 44C includes the icons of the other characters. In the example of FIG. 5, icons of three characters are shown.

[0065] The third information column 45 is provided in the same manner for each of the enemy characters 40B and 40C. Therefore, the third information column 45 for the enemy character 40C will be described below. The third information column 45 displays a life gauge 45A of the enemy character 40C. The third information column 45 also displays a user name 45B indicating the name of the user operating the enemy character 40C. In the example of FIG. 5, the name of the user operating the enemy character 40C, "MASTER3", is displayed.

[0066] Furthermore, the battle screen 40 displays a radar 46 that indicates the position of the character operated by the other user. The radar 46 indicates the position of the other character within a circle having a predetermined radius centered on the player's own character 40A as a dot. The battle screen 40 also displays a timer 47 that indicates the remaining time limit. In the example of FIG. 5, the remaining time is shown to be 65.06 seconds. As an example, a battle in the battle process is realized through such a battle screen 40.

[0067] 6 is a diagram showing a schematic example of a dance screen. The dance screen is a game screen displayed to provide a dance performance. The dance screen may be displayed on either the main monitor MO1 or the sub-monitor MO2, but as an example, it is displayed on the sub-monitor MO2. Also, the dance performance may be provided unconditionally every time in the result process, but as an example, it is provided when the result of the battle (play) in the battle process satisfies the performance conditions.

[0068] The presentation condition may appropriately use various results as the result of the battle as a requirement, for example, the form of the battle or the number of characters to be fought may be used as a requirement. Specifically, for example, when the battle is provided so that three battles are performed for each character, the presentation condition may be satisfied when a predetermined number or more of victories, including three consecutive victories, are obtained. Alternatively, the presentation condition may be satisfied when the score acquired in the battle process is a predetermined value or more, or when a predetermined number or more of enemy characters are defeated by the player's character. Also, when the presentation condition is provided in a format in which the characters appear one by one in sequence as described above, the presentation condition may be satisfied when a predetermined number or more of the player's characters remain until the end of the battle. Furthermore, the presentation condition may use the play results in multiple plays as a requirement. Specifically, for example, a victory in one battle process may be counted as one victory, and the presentation condition may be satisfied when the number of victories reaches a predetermined number. In this way, the presentation condition may use various play results as a requirement and may be appropriately satisfied according to such play results, but as an example, the presentation condition is satisfied when all three consecutive battle processes are won, that is, when three consecutive wins are obtained in three battle processes.

[0069] The dance performance may be appropriately configured and may include effects by various performance devices such as speakers SP and lighting devices (not shown) provided on the game machine 30, but includes performances by each character as an example. The performance of each character may be appropriately realized and may not include a part of a song, singing by each character, and dancing, but is realized by a combination of all of these (including all of them) as an example. Furthermore, the dance performance may be appropriately realized by various characters and may be realized by any one character (which may be one of the three characters for battle, or a character unrelated to the three characters for battle such as a fixed character), or may be performed by an appropriate part of the three characters selected for battle (for example, the order of selection, the order of best results in the battle, or the user's selection result, etc.). In this way, the dance performance may be realized by appropriate characters, but is performed by all three characters used in the battle as an example. The example of FIG. 6 shows a dance screen when displaying an example of such a dance performance.

[0070] As shown in Fig. 6, the dance screen 60 includes three character images 61 corresponding to the three characters, respectively. Each character image 61 may be displayed individually (one by one) on the dance screen 60, or only a portion of the character image 61 (for example, only the face, only the upper body, etc.) may be displayed, but in the example of Fig. 6, all three character images 61 including the entire body are displayed. These three character images 61 may correspond to the three characters used in any of the three battle processes, but as an example, they respectively correspond to the three characters used in the final (third) battle process.

[0071] The dance performance may be appropriately configured by a combination of dancing and singing by each character image 61 in accordance with the music, but as an example, it is configured to include both individual dancing and singing by each character image 61 (hereinafter, sometimes referred to as individual performance) and dancing and singing by all character images 61 (hereinafter, sometimes referred to as unit performance). That is, each character image 61 performs a dance or sings to the music on the dance screen 60, either one by one or in three. In addition, the three character images 61 may be arranged in an appropriate order on the dance screen 60, but are arranged in the order of selection in the example of FIG. 6. Specifically, the character images 61 are arranged in order from the left on the dance screen 60 according to the order of selection through the selection frame area 51 on the character selection screen 50, in other words, the order of arrangement from the left in the three selected selection frame areas 51.

[0072] The dance performance is associated with each character so as to change according to the character used in the battle process, in other words, the character selected in the reading process. That is, the dance performance changes according to the three characters performing the dance performance. Such a change in the dance performance may be realized appropriately, for example, as a change in the performance through various performance devices provided in the game machine 30, or as a change in various backgrounds on a dance screen such as a stage, but as an example, it is realized as a change in the dance performance itself. Specifically, at least a part of the music, dance, and singing constituting the dance performance changes. In addition, the subject of such a change may be appropriate, but as an example, singing functions as the subject of the change. Singing may include appropriate elements, but as an example, it includes voice, pitch, scale, lyrics, and melody. That is, the dance performance is executed so that at least one of these changes depending on the three characters used in the battle. In this example, the dance performance functions as a special performance of the present invention.

[0073] FIG. 7 is an explanatory diagram for explaining changes in dance performance that occur according to differences in characters. The example in FIG. 7 shows an example of the configuration of data used to realize a dance performance. As shown in FIG. 7, the data for realizing a dance performance includes music data MD for an intro, data for the first character (A melody), data for the second character (A melody), data for the third character (A melody), and data for the chorus from the first character to the third character. The dance performance is realized by combining these data.

[0074] The intro music data MD is music data MD for reproducing the intro part of each music. Music for dance performance may be determined appropriately, for example, may be fixed or may be determined from a plurality of music based on a predetermined condition (for example, random, etc.). In dance performance, the music data MD corresponding to the intro (introduction part) of the music determined appropriately in this way is used first.

[0075] Following the intro music data MD, the first data (A melody), the second data (A melody), and the third data (A melody) are used in this order. The first data (A melody), the second data (A melody), and the third data (A melody) are all data for realizing individual performances by each character. Specifically, the first data (A melody) is data for realizing an individual performance by the first character (the character in the character image 61 located at the left end in the example of FIG. 6) among the three characters used in the battle. More specifically, the first data (A melody) is data for realizing singing corresponding to "singing pattern 1" and playing a music corresponding to "music pattern 1" as an individual performance. When the change in dance performance includes a difference in singing, multiple types of singing are realized by the singing data VD. A plurality of types of singing may be prepared as appropriate, for example, so as to correspond individually to all characters appearing in the game, but as an example, they are prepared so as to be classified into a plurality of singing patterns (different patterns for a predetermined number of characters, such as ten). Each singing pattern corresponds to a singing that differs from the others in at least one of the voice, scale, pitch, lyrics, and melody. "Singing pattern 1" is one of such a plurality of singing patterns. More specifically, each character is associated with at least one of the plurality of singing patterns, and "singing pattern 1" is the singing pattern associated with the first character.

[0076] Furthermore, when the multiple singing patterns include patterns with different musical tones, the music data MD is configured to reproduce multiple music patterns with different musical tones for each song. "Music pattern 1" is one of such multiple music patterns, and is a music pattern associated with the musical tones of "singing pattern 1". In other words, the first data (A melody) may be realized appropriately, but as an example, it is realized by a combination of singing data VD that realizes "singing pattern 1" and music data MD that realizes "song pattern 1". Then, the individual performance of the first character is executed as singing of "singing pattern 1" to match the music of "song pattern 1" based on the combination of these data VD and MD.

[0077] The data for the second character (A melody) and the data for the third character (A melody) are similar to the data for the first character (A melody). Specifically, the data for the second character (A melody) is composed of a combination of singing data VD and music data MD that respectively realize "singing pattern 2" and "music pattern 2" associated with the second character (the character corresponding to the character image 61 located at the center in the example of FIG. 6). Similarly, the data for the third character (A melody) is composed of a combination of singing data VD and music data MD that respectively realize "singing pattern 3" and "music pattern 3" associated with the third character (the character corresponding to the character image 61 located at the left end in the example of FIG. 6). Then, the second character and the third character perform individual performances based on these data VD and MD in the same way as the first character.

[0078] In a dance performance, any one of the three characters may function as the first character, and for example, the order of the characters on the dance screen 60 may differ from the order of the individual performances (singing) in the dance performance. For this reason, for example, if each character has unique information such as a name or ID, the individual performances may be shown in an order based on the unique information (this may be the same every time if the combination of the three characters is the same). As long as differences occur in the dance performance according to the characters for battle (for example, differences in individual performances according to each character, differences in their combinations, or differences in unit performances, etc.), the order of the individual performances may be arbitrary, but as an example, each character shows an individual performance according to the order from the left on the dance screen 60. That is, the characters on the left, center, and right ends of the dance screen 60 function as the first, second, and third characters, respectively. In addition, such individual performances may be appropriately expressed through the dance screen 60, and for example, only the character performing the performance may be displayed on the dance screen 60 (including appropriate changes such as enlargement), but as an example, all three characters are displayed. In this case, appropriate effects may be added, such as a spotlight shining on the character performing the performance, or only the character performing the performance moving toward the front in the depth direction on the dance screen 60.

[0079] Although the individual performances of each character may be configured to correspond to different ranges of the same music piece, in the example of FIG. 7, they are all configured to correspond to the same range. Specifically, the individual performances of each character are all configured to correspond to the A melody of the same music piece (the part from the beginning of the music piece to just before the melody changes). For this reason, the data of the first character (A melody), the data of the second character (A melody), and the data of the third character (A melody) are all configured to correspond to the A melody part of each music piece. In addition, the individual performances of each character are configured to differ in at least one of various elements such as voice due to differences in singing patterns, but in the example of FIG. 7, they are configured to have a common voice and different lyrics and melody. As a result, in the dance performance, following the intro music piece, individual performances in which the same A melody is sung with different lyrics and melody are presented in the order of the first character, the second character, and the third character.

[0080] Similarly, the first character data (chorus), the second character data (chorus), and the third character data (chorus) are singing data VDs associated with each character, and all of them are data for realizing singing of the chorus part of each song. These first character data (chorus), the second character data (chorus), and the third character data (chorus) are used in combination as data for realizing a unit performance by the three characters. Specifically, the first character data (chorus) is composed of singing data VDs that respectively realize "singing pattern 4", the second character data (chorus) is composed of singing data VDs that respectively realize "singing pattern 5", and the third character data (chorus) is composed of singing data VDs that respectively realize "singing pattern 6". The multiple singing patterns may include various singing patterns corresponding to various ranges of each song, but in the example of FIG. 7, each song includes singing patterns that correspond to different singing of the same chorus part. These "singing patterns 4" to "singing patterns 6" correspond to such singing patterns. These "singing patterns 4" to "singing patterns 6" may be configured to have at least one of the various elements such as voices different from each other as described above, but as an example, they are configured to have different pitches so that a chorus of three characters is realized. In other words, the unit performance may be realized as appropriate, but in the example of FIG. 7, it is realized as a performance in which three characters sing the same lyrics at different pitches. As a result, in the dance performance, following the individual performances by each character, a chorus of the chorus part by the three characters is presented as a unit performance. In this example, the individual performances of each character, the unit performance, or the dance performance including them function as the selection element performance of the present invention. Similarly, the unit performance by three characters, or the dance performance including the individual performances, etc. function as the combination performance of the present invention.

[0081] In addition, the singing pattern for realizing the chorus as a unit performance may be common to some of the three characters. For example, when three types of singing patterns corresponding to the same chorus part are prepared for each character, a chorus in which the three characters each take on a different pitch may be realized as in the example of FIG. 7. On the other hand, each character may be appropriately prepared with less than three types of singing patterns, such as one type of singing pattern corresponding to the chorus part. In this case, the reproduction of the same singing pattern may be omitted. Specifically, for example, when the same singing pattern is associated with two characters out of three characters, the singing of one of the two characters may be omitted in the chorus as a unit performance. In other words, the unit performance as a chorus may be performed by two characters.

[0082] Next, the play data PD and the singing data VD will be described in detail. FIG. 8 is a diagram showing an example of the structure of the play data PD. The play data PD may appropriately include various information related to the achievements of each user, such as the win / loss achievements for determining whether or not a game has won three games in a row (including various information for determining whether or not a game has won, such as the date and time of victory and the opportunity to play). The example in FIG. 8 shows a portion of the information for managing the characters owned by each user. In this case, as shown in FIG. 8, the play data PD includes a play record PDR for managing the characters owned by each user for each user. To realize such management, the play record PDR includes information on "user ID", "character", and "parameter".

[0083] The "user ID" is information indicating a unique user ID for each user to identify each user. The "character" is information indicating a character owned by each user. Various information for identifying a character owned by each user may be appropriately described in the "character", and as an example, character ID information is described. The character ID is information uniquely assigned to each character to identify each character. That is, the "character" describes information indicating the character ID of the character owned by each user. The "parameter" is information indicating the parameters of each character. Various parameters such as name, level, and cost may be set for each character, and the "parameter" describes information indicating these various parameters appropriately. The play record PDR records these pieces of information so that they are mutually associated. The play data PD is not limited to these pieces of information, and may include various pieces of information appropriately according to the characteristics of various games, for example. Alternatively, some of these pieces of information may be omitted appropriately.

[0084] FIG. 9 is a diagram showing an example of the configuration of the singing data VD. The singing data VD may include various information as appropriate, but the example in FIG. 9 shows a portion related to a plurality of singing patterns. As shown in FIG. 9, the singing data VD includes a singing data section VD1 and a singing management section VD2. The singing data section VD1 is a portion configured as well-known voice data for realizing singing (voice) corresponding to various singing patterns. The singing data section VD1 is prepared for each singing pattern with respect to a plurality of singing patterns. On the other hand, the singing management section VD2 is a portion for managing the singing data section VD1 corresponding to each singing pattern. The singing management section VD2 includes a singing record VDR for managing various information for each singing pattern. In addition, the singing record VDR includes information on "pattern", "singing", "character", "tune" and "melody" in order to realize such management. In the singing record VDR, these pieces of information are recorded so as to be mutually associated with each other.

[0085] "Pattern" is information for identifying each singing pattern. Various information capable of identifying each singing pattern may be appropriately described in "Pattern", and as an example, information indicating a pattern ID is described. The pattern ID is information unique to each singing pattern in order to identify each singing pattern. For example, "singing pattern 1", "singing pattern 2", and "singing pattern 3" are each assigned a different pattern ID. "Singing" is information indicating the singing content of each singing pattern. As described above, each singing is defined by various elements such as voice, pitch, scale, lyrics, and melody, and information such as the voice, pitch, scale, lyrics, and melody corresponding to each singing pattern is appropriately described in "Singing". "Character" is information indicating a character associated with each singing pattern. Various information capable of identifying a character associated with each singing pattern may be appropriately described in "Character", and as an example, information indicating a character ID is described.

[0086] "Song" is information indicating the song to which each singing pattern corresponds. Various information indicating each song may be appropriately described in "Song", and as an example, information indicating a song ID is described. The song ID is information unique to each song to identify each song. "Melody" is information indicating the melody (range) to which each singing pattern corresponds in each song. Information indicating the range of each song, such as the A-melody or the chorus, may be appropriately described in "Melody", and as an example, alphabetical information indicating each range, such as "A" for the A-melody and "S" for the chorus, is described. Note that the singing management unit VD2 is not limited to these pieces of information, and may include various pieces of information appropriately according to, for example, the convenience of managing each singing pattern. Alternatively, part of these pieces of information may be omitted appropriately. For example, the singing data VD includes both a portion for playing the singing of each character and a portion for playing the song corresponding to the singing, but these may be configured as separate data. Specifically, the singing data VD may be composed of a combination of voice data for reproducing the voice (singing) of each character and music data for reproducing music corresponding to the voice. In this case, when the same voice data is combined with music data having different tunes, etc., various combinations of voice data and music data can be used to reproduce a variety of singing sounds.

[0087] Next, the procedure of the special effect processing will be described with reference to FIG. 10. The special effect processing is a process for providing a special effect. The special effect is an effect whose content changes according to the game play result among various effects. Such a special effect includes a dance performance. The example of FIG. 10 shows the procedure of the special effect processing when a dance performance is provided as a special effect. The effect providing unit 34 starts the special effect processing of FIG. 10 every time a battle process ends, and first determines whether the effect condition is satisfied (step S101). The effect condition may be satisfied as appropriate, but as an example, it is satisfied when the user has won in the most recent three consecutive battle processes including the current battle. For this reason, the effect providing unit 34 first determines whether the user has won in the most recent three consecutive battle processes. If the user has not won in the most recent three consecutive battle processes, that is, if the effect condition is not satisfied, the effect providing unit 34 skips the subsequent processes and ends the current special effect processing. As a result, if the effect condition is not satisfied, the effect providing unit 34 omits providing the dance performance.

[0088] On the other hand, if the user has won in the most recent three consecutive battle processes, that is, if the performance conditions are met, the performance providing unit 34 determines the characters that should provide the dance performance (step S102). As an example, the dance performance is provided by three characters. Also, various characters may be used as appropriate as these three characters, but as an example, the three characters used in the battle in the last battle process of the most recent three consecutive battle processes are used. For this reason, the performance providing unit 34 determines the three characters used in the battle in the last battle process (the battle process that has just ended) as the characters for the dance performance.

[0089] Next, the performance providing unit 34 specifies the content of the special performance, that is, the performance to be provided as the dance performance (step S103). The performance to be provided as the dance performance, that is, the content of the dance performance, is specified according to the three characters specified in step S102. Specifically, the performance providing unit 34 first specifies a piece of music to be used in the dance performance. This piece of music may be specified as appropriate, but as an example, it is specified randomly from a plurality of candidates. Next, the performance providing unit 34 specifies data for the dance performance corresponding to the specified piece of music.

[0090] The data for dance performance may be prepared for each song in advance, but as an example, the data is generated by the direction providing unit 34 in step S103. In this case, the direction providing unit 34 generates the data for dance performance as follows. First, the direction providing unit 34 determines the song data MD corresponding to the intro part of the identified song. Next, the direction providing unit 34 determines the singing patterns corresponding to the three characters determined in step S102 as the singing patterns corresponding to the identified song. This determination is realized based on the information on "song" and "character" in the singing data VD. In this determination, two singing patterns for the A melody and the chorus are determined for each character as the singing patterns corresponding to the identified song. Next, the direction providing unit 34 combines the song data MD and the singing data VD corresponding to the singing patterns of each character in the order of the song of the intro part, the singing pattern for the A melody, and the singing pattern for the chorus. In the combination of the singing patterns for the A melody, the direction providing unit 34 combines the singing data VD corresponding to the singing patterns of each character according to the selection order of each character. In addition, for the singing pattern for the chorus, the direction providing unit 34 combines the singing data VD for three characters so that a chorus of three characters is realized. In this case, the direction providing unit 34 may determine whether the singing patterns for the chorus are overlapped, and omit the combination of singing data VD corresponding to the overlapping singing patterns. As an example, the direction providing unit 34 generates data for a dance performance from such a combination. Then, the direction providing unit 34 specifies the direction reproduced by the generated data as the direction of the current dance performance. In other words, the direction providing unit 34 specifies the direction of the dance performance by generating such data.

[0091] Next, the performance providing unit 34 provides the performance specified in step S103 (step S104). Specifically, the performance providing unit 34 displays the dance screen 60 on the sub-monitor MO2 so that a dance performance is executed based on the data for the dance performance generated in step S103. Then, after this provision (realization of the dance performance through the dance screen 60), the performance providing unit 34 ends this special performance processing. As a result, the dance performance is provided through the dance screen 60. In addition, the dance performance is provided when a performance condition using the play result (three consecutive victories in the battle process) is satisfied, but it changes depending on the combination of three characters used in the last battle process.

[0092] As described above, according to this embodiment, different singing patterns (performances) are prepared for each character. Then, a singing pattern corresponding to the character selected on the character selection screen 50 is specified, and a dance performance is provided in the result process so as to include the singing pattern. That is, the dance performance in the result process changes according to the character selected on the character selection screen 50. Specifically, following the intro of the music, singing (individual performances) based on the singing pattern for the A melody individually associated with each character used in the battle (third time) are first provided in order as the dance performance. Furthermore, following the singing of each character, a chorus (unit performance) of three characters based on the singing pattern for the chorus is provided as the dance performance. Therefore, the change in dance performance based on the combination of singing (performances) associated with each character can be used as motivation when selecting a character on the character selection screen 50. Specifically, the selection of a character with the purpose of changing the dance performance, such as an individual performance, can be promoted on the character selection screen 50. As a result, the bias of the characters selected on the character selection screen 50 can be reduced compared to the case where such motivation is not provided.

[0093] Moreover, the dance performance includes three individual performances by the three characters, and further includes a unit performance as a chorus by the three characters. Therefore, the dance performance changes both by the combination of the individual performances and the combination in the unit performance. This can improve the diversity of the dance performance. Furthermore, the three characters used in the battle perform a dance performance, and the dance performance is composed of the singing pattern associated with the three characters. Therefore, the three characters selected on the character selection screen 50 can be directly associated with the dance performance provided in the result process. This can make it possible to better utilize the change in the dance performance as a motivation for selection on the character selection screen 50. As a result, this can further reduce the bias of the characters selected on the character selection screen 50.

[0094] In the above embodiment, the effect providing unit 34 of the game machine 30 functions as the effect specifying means and effect providing means of the present invention by executing the procedure of Fig. 10. Specifically, the effect providing unit 34 functions as the effect specifying means by executing step S103 of the procedure of Fig. 10, and functions as the effect providing means by executing step S104 of the procedure of Fig. 10.

[0095] The present invention is not limited to the above-mentioned embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-mentioned embodiment, all three characters are involved in the change of the dance performance. However, the present invention is not limited to such an embodiment. For example, only an appropriate part of the three characters, such as only the initially selected character, may be involved in the change of the dance performance.

[0096] Also, in the above-mentioned embodiment, in the reading step (selection opportunity), the characters appearing in the game function as selection objects. However, the present invention is not limited to this embodiment. Various game elements included in the game may function as selection objects in the selection opportunity. For example, in the selection opportunity, various items such as equipment (including accessories such as clothes) to be equipped to each character may be selected as game elements. In this case, for example, although the dance performance is performed by a fixed character, the selection result in the selection opportunity may be appropriately reflected in the change in the dance performance, such as the equipment worn by the character being the equipment selected in the selection opportunity.

[0097] In the above-described embodiment, the dance performance changes according to the player's own selection on the character selection screen 50. However, the present invention is not limited to this embodiment. For example, the dance performance may change according to the character selected by the opponent on the character selection screen 50. In this case, it is possible to reduce bias in the opponent's selection on the character selection screen 50. Alternatively, it is possible to add an uncertain element (the opponent's selection) to the dance performance.

[0098] In the above embodiment, the dance screen 60 providing the dance performance is displayed on the sub-monitor MO2. However, the present invention is not limited to this embodiment. For example, if the game machine 30 is installed at an event venue, and a large monitor is installed at the event venue separately from the game machine 30 as a production device for producing the event, the dance screen 60 may be displayed on the large monitor. In other words, the dance performance may be utilized as a production to liven up the event at the event venue.

[0099] Furthermore, the reflection of the selection result in the reading process (selection opportunity) is not limited to the dance performance in the result process. The selection result in the selection opportunity may be reflected in various effects occurring in relation to the result of the battle process (first stage). For example, as described above, when the game machine 30 is installed in an event venue, and various performance devices (including, for example, speakers, lighting, or smoke generating devices) for producing an event such as a large monitor are installed in the event venue separately from the game machine 30, the selection result in the selection opportunity may be reflected in the performance by those performance devices. Specifically, for example, the color of the lighting installed as a performance device in the event venue may change according to the character selected on the character selection screen 50. In this case, it is preferable that the color of the lighting is associated with the character selected on the character selection screen 50, for example, the color associated with each character, but it does not necessarily have to be associated with the character as long as the color changes according to the selected character.

[0100] In the above embodiment, the game system 1 includes the center server SV, but the center server SV may be omitted. In this case, one game machine 30 may function as the game system of the present invention. Furthermore, in this case, the game machine 30 does not need to be connected to the network 5. As a result, not only a computer device connectable to a network, but also various independent computer devices such as a home game machine may function as the game machine 30 as appropriate. Alternatively, conversely, the center server SV may execute all or part of the role (various processes, etc.) of the game machine 30 in the above embodiment. For example, each procedure in FIG. 10 may be executed by the center server SV and the game machine 30 in cooperation with each other as appropriate. In this case, the combination of the center server SV and the game machine 30 may function as the game system of the present invention. On the other hand, for example, when the center server SV executes all of the procedures in FIG. 10, one center server SV (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention.

[0101] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0102] The game system of the present invention is a game system (30) that provides a game including a selection opportunity (loading process) for a user to select at least one game element from a candidate group including a plurality of game elements (characters), a first stage (battle process) in which the game is played so that the selected game element selected at the selection opportunity affects the result, and a second stage (result process) that is provided according to the result of playing the first stage, the second stage including a special performance (dance performance) associated with the selected game element, and is equipped with a performance identification means (34) that identifies a selected element performance as a performance corresponding to the selected game element based on performance data (VD) for realizing a performance (singing pattern) that differs for each game element in the candidate group, and a performance providing means (34) that provides the special performance so as to include the selected element performance in the two stages.

[0103] According to the present invention, different effects are prepared for each game element. Then, an effect corresponding to the game element selected in the selection opportunity is specified, and a special effect is provided in the second stage so as to include the effect. That is, the special effect in the second stage changes according to the game element selected in the selection opportunity. Therefore, such a change can be used as a motivation for selecting a game element in the selection opportunity. Specifically, it is possible to promote the selection of a game element in the selection opportunity with the purpose of changing the special effect. As a result, it is possible to reduce the bias of the game elements selected in the selection opportunity compared to the case where such motivation is not provided.

[0104] The selection element presentation may or may not require a play action by the user. In other words, the selection element presentation may be configured as a game, or may simply be a presentation rather than a game. The same applies to the special presentation. The special presentation may or may not include anything other than the selection element presentation. For example, the special presentation may include an appropriate game in addition to the selection element presentation. The same applies to the second stage. In other words, the second stage may or may not include anything other than the special presentation. Furthermore, the special presentation may be provided unconditionally or conditionally. Specifically, for example, the special presentation may be provided unconditionally as the second stage every time after the first stage. Alternatively, the special presentation may be provided when various conditions are satisfied. For example, in one aspect of the game system of the present invention, the presentation providing means may provide the special presentation when the play result of the first stage satisfies the presentation condition, while omitting the provision of the special presentation when the play result of the first stage does not satisfy the presentation condition.

[0105] In the selection opportunity, an appropriate number of game elements may be selected. For example, only one game element may be selected in the selection opportunity, or multiple game elements may be selected. In addition, when multiple game elements are selected in the selection opportunity, the game elements used as the target of the selection element performance may be all or a part of them. Furthermore, in a case where a game is played by multiple users as a competitive game or a cooperative game, the game elements used as the target of the selection element performance may be game elements selected by any of the users. Therefore, in a competitive game, the selection result of a user in a selection opportunity may be reflected in the special performance of the opponent. For example, in one aspect of the game system of the present invention, when two or more game elements are selected as the selection game elements in the selection opportunity, the performance specifying means may specify the selection element performance based on the performance data so as to include a combination performance (unit performance) in which two or more performances corresponding to the two or more game elements are combined, and the performance providing means may provide the special performance in the second stage so as to include the combination performance as the selection element performance. In this case, the diversity of the selection element performance can be improved. This can further reduce the bias of the game elements selected in the selection opportunity.

[0106] Various kinds of effects may be appropriately used as the selection element effect. For example, when the game system includes various kinds of effect devices such as a monitor, a speaker, or lighting, and a game machine that provides a game, various effects through such effect devices may function as the selection element effect. Specifically, for example, when the game system includes effect devices installed at an event venue and a game machine, the selection element effect may be realized through various effect devices for effecting the event venue. Alternatively, when a game machine (including a case where one game machine functions as the game system of the present invention) is provided with similar various effect devices, the selection element effect may be realized through various effect devices of such a game machine. For example, such effect devices may include speakers, and various sounds (including music) reproduced by the speakers may be used as the selection element effect. Similarly, for example, the effect devices provided on the game machine may include a display device dedicated to effect, or may include a display device for displaying a game screen. For this reason, various effects may be executed as the selection element effect through the game screen. Moreover, such selection element presentation may be the same every time, or may change according to various conditions, such as being different from the first time to the second time. Furthermore, various elements included in the game may function as game elements as appropriate. For example, various items such as equipment included in the game may function as game elements, or various characters (including various objects such as cars and horses). Similarly, such various game elements may be appropriately utilized for selection element presentation. For example, the background on the game screen may change as selection element presentation, or the appearance of the character's clothing, etc. may change as selection element presentation. Alternatively, the behavior of the character on the game screen may change as selection element presentation.

[0107] Specifically, for example, in one aspect of the game system of the present invention, each character (61) included in the game screen (50) displayed for the game via the display device (MO2) may be used as each game element of the candidate group, and the performance performed by each character on the game screen may be used as the effect corresponding to each game element. In this case, the character (game element) selected in the selection opportunity can be directly associated with the performance (effect) corresponding to that character. This makes it possible to better utilize the change in the special effect as a motivation for selection in the selection opportunity.

[0108] The performance as the selection element effect may include various elements realized by the characters. For example, various actions such as a winning run of a horse or a car (character) in a horse racing game or a racing game may function as a performance. Alternatively, dance (movement) or singing (including various musical elements such as voice, pitch, scale, melody, or lyrics) by various characters may function as a performance. Specifically, for example, in a mode in which a performance by each character is executed as the selection element effect, the performance may include singing in which at least one of the voice, pitch, scale, melody, or lyrics differs depending on each character.

[0109] On the other hand, the computer program of the present invention is configured to cause the computer (31) to function as each of the means of the game system described above.

[0110] The control method of the present invention includes a selection opportunity (reading process) for a user to select at least one game element from a candidate group including a plurality of game elements (characters), a first stage (battle process) in which the selected game element selected at the selection opportunity is played so as to affect the result, and a second stage (result process) provided according to the play result of the first stage, the second stage including a special effect (dance performance) associated with the selected game element, and causes a computer (31) incorporated in the game system (30) to execute an effect specifying procedure for specifying a selected element effect as an effect corresponding to the selected game element based on effect data (VD) for realizing an effect (singing pattern) different for each game element of the candidate group, and an effect providing procedure for providing the special effect in the two stages so as to include the selected element effect. The game system of the present invention can be realized through the computer program or control method of the present invention. [Explanation of symbols]

[0111] 1. Game System 30 Game consoles (game systems) 31 Control unit (computer) 34 Production provision department (production specifying means, production provision means) 50 Character selection screen (opportunity to choose) 60 Dance screen (game screen) 61 Character Video (Character) VD Singing data (Performance data) MO2 Sub-monitor (display device)

Claims

1. A game system including: a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements; a first stage in which a game is played so that the selected game element as the game element selected at the selection opportunity affects a result; and a second stage provided according to a result of playing the first stage, the second stage including a special effect as an effect associated with the selected game element, an effect specifying means for specifying a selected element effect as an effect corresponding to the selected game element based on effect data for realizing different effects for each game element of the candidate group; and a performance providing means for providing the special performance so as to include the selection element performance in the second stage, the effect specifying means specifies the selected element effect based on the effect data so as to include a combination effect in which two or more effects corresponding to the two or more game elements are combined when two or more game elements are selected as the selected game elements in the selection opportunity; The effect providing means provides the special effect in the second stage so as to include the combination effect as the selection element effect; The special effect includes a target content as a content determined as a target from a plurality of contents, The effect specification means specifies an effect that differs depending on the target content as the selection element effect for each game element of the two or more game elements so that the combination effect differs depending on the target content.

2. 2. The game system according to claim 1, wherein the effect providing means provides the special effect when the play result of the first stage satisfies the effect condition, while omitting to provide the special effect when the play result of the first stage does not satisfy the effect condition.

3. As each game element of the candidate group, each character included in a game screen displayed for the game via a display device is used; 3. The game system according to claim 1, wherein a performance performed by each character on the game screen is utilized as a representation corresponding to each game element.

4. 4. The game system according to claim 3, wherein the performance includes singing in which at least one of a voice, a pitch, a scale, and lyrics differs for each character.

5. A computer program configured to cause a computer to function as each of the means of the game system according to any one of claims 1 to 4.

6. A computer incorporated in a game system that provides a game including a selection opportunity for a user to select at least one game element from a candidate group including a plurality of game elements, a first stage in which a game is played so that the selected game element as the game element selected at the selection opportunity affects a result of the game, and a second stage that is provided according to a result of the game played in the first stage, the second stage including a special effect as an effect associated with the selected game element, a selection element effect specifying step of specifying a selection element effect corresponding to the selected game element based on effect data for realizing different effects for each of the game elements of the candidate group; a step of providing the special effect so as to include the selection element effect in the second stage; Run the command, The effect identification step includes, when two or more game elements are selected as the selected game elements in the selection opportunity, identifying the selected element effect based on the effect data so as to include a combination effect in which two or more effects corresponding to the two or more game elements are combined; The effect providing step provides the special effect in the second stage so as to include the combination effect as the selection element effect, The special effect includes a target content as a content determined as a target from a plurality of contents, The effect identification step is a control method in which an effect that differs depending on the target content is identified as the selection element effect for each game element of the two or more game elements so that the combination effect differs depending on the target content.

Citation Information

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