Control Method, Information Processing Apparatus, and Control Program
The control method and system provide diverse gameplay by allowing players to select and use multiple types of player objects with specific parameters, enhancing engagement through dynamic interactions and parameter changes, addressing the monotony in conventional games.
Patent Information
- Application Number
- JP2024071467
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-25
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2038-05-25
AI Technical Summary
Conventional video game devices lack variety in player objects, leading to monotonous gameplay and reduced player engagement, as players cannot use objects of their choice, and the devices fail to enhance willingness to continue playing.
A control method and system that allows players to select from multiple types of player objects, associating each with specific parameters and game objects, enabling different games to be played based on these relationships, with parameter changes and game transitions based on player inputs and object interactions.
Enables diverse gameplay experiences by allowing players to use varied player objects, enhancing engagement and interest through dynamic parameter changes and game progression based on object interactions.
Smart Images

Figure 0007697725000001 
Figure 0007697725000002 
Figure 0007697725000003
Abstract
Description
Technical Field
[0001] The present invention relates to a control method, an information processing apparatus, and a control program.
Background Art
[0002] Conventionally, a game device that displays a game object such as a predetermined character and advances the game according to a player's operation on the game object has been known.
[0003] For example, Patent Document 1 describes a game device that provides a game of acquiring a game object imitating a fish that moves in a virtual space imitating the sea, a river, a lake, or the like according to a player's operation. In this game device, a game is played in which it is determined whether or not the game object is hooked on the lure according to the relationship between a fish school gauge indicating a school of fish and a player object imitating a lure operated by the player. When the game object is hooked on the lure, a game of lifting and acquiring the game object is played.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in conventional video game devices, a plurality of player objects having different functions and performances are not prepared, and the player cannot advance the game using the player object desired by the player. In such a case, even in a game scenario in which a plurality of games transition sequentially, the game play itself often becomes monotonous, and it has been difficult for conventional game devices to improve the player's willingness to continue the game.
[0006] The present invention has been made to solve such problems, and an object thereof is to provide a control method, an information processing apparatus, and a control program capable of advancing various games according to the type of player object.
Means for Solving the Problems
[0007] The control method according to the present invention is a control method of an information processing apparatus that has a storage unit and provides a game to a player, and stores information related to a plurality of types of player objects associated with the player and information related to game objects in the storage unit. According to the relationship between the player object selected from among the plurality of types of player objects and the game object, a first parameter and a second parameter are determined. According to the game start instruction of the player, a first game that progresses based on the first parameter is executed. When a predetermined progress condition regarding the first game is satisfied, a second game that progresses based on the second parameter is executed.
[0008] Also, in the control method according to the present invention, information on an image indicating a moving object is stored in the storage unit. During the progress of the first game, an image indicating the moving object that moves is displayed. When a first game input by the player is received at a predetermined timing according to the first parameter and the movement of the moving object, it is preferable to execute the second game.
[0009] Also, in the control method according to the present invention, the information related to the game object includes information on an image indicating the game object and information indicating the parameters of the game object. During the progress of the second game, an image indicating the game object that moves based on the second parameter is displayed. Based on the display position of the game object and the timing when a second game input by the player is received, the parameters of the game object are changed. When a predetermined game end condition regarding the changed parameters is satisfied, it is preferable to associate a privilege with the player.
[0010] Also, in the control method according to the present invention, an image related to a game object is displayed at a predetermined game field and a predetermined position within the predetermined game field, and a game start instruction is input by a player indicating a position within the displayed predetermined game field. It is preferable to change at least one of the determined first parameter and second parameter according to the position indicated by the player.
[0011] Also, in the control method according to the present invention, it is preferable to change the determined first parameter and second parameter according to the selected player object and the position indicated by the player.
[0012] Also, in the control method according to the present invention, game objects are classified into a plurality of object groups according to their sizes, and the plurality of types of player objects include player objects associated with at least one of the plurality of object groups. It is preferable to determine the first parameter and the second parameter according to the relationship between the object group associated with the selected player object and the object group to which the game object belongs.
[0013] Also, in the control method according to the present invention, the predetermined game field is a game field selected by the player from among a plurality of game fields, and the plurality of types of player objects include player objects associated with at least one of the plurality of game fields. It is preferable to determine the first parameter and the second parameter according to the relationship between the game field associated with the selected player object and the predetermined game field.
[0014] Also, in the control method according to the present invention, it is preferable for the information processing device to provide a game to a plurality of players and display, for each of the plurality of players, a position within a predetermined game field indicated by another player.
[0015] In addition, in the control method according to the present invention, a plurality of players are classified into at least two groups, and when the execution result of the second game of each player belonging to a predetermined group satisfies a predetermined privilege granting condition, it is preferable to associate a group privilege with each player belonging to the predetermined group.
[0016] The information processing apparatus according to the present invention is an information processing apparatus that provides a game to a player, a storage unit that stores information regarding a plurality of types of player objects associated with a player and information regarding a game object, a parameter control unit that determines a first parameter and a second parameter according to the relationship between a player object selected from among the plurality of types of player objects and the game object, and a game execution unit that executes a first game that progresses based on the first parameter according to a game start instruction of the player, and when a predetermined progress condition regarding the first game is satisfied, executes a second game that progresses based on the second parameter.
[0017] The control program according to the present invention has a storage unit and is a control program for an information processing apparatus that provides a game to a player. The control program stores information regarding a plurality of types of player objects associated with a player and information regarding a game object in the storage unit, determines a first parameter and a second parameter according to the relationship between a player object selected from among the plurality of types of player objects and the game object, and causes the information processing apparatus to execute, according to a game start instruction of the player, a first game that progresses based on the first parameter, and when a predetermined progress condition regarding the first game is satisfied, execute a second game that progresses based on the second parameter.
Advantages of the Invention
[0018] The control method, information processing apparatus, and control program according to the present invention make it possible to progress various games according to the type of player object.
Brief Description of the Drawings
[0019]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Embodiments for Carrying Out the Invention
[0020] Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to those embodiments, and extends to the invention described in the claims and its equivalents.
[0021] (Outline of this Embodiment) The game system of this embodiment has a mobile terminal owned by a player and a server that communicates with the mobile terminal owned by the player. Note that the server is an example of an information processing device.
[0022] The server can provide a game to the player. For example, the server transmits information related to the game to the mobile terminal owned by the player. The mobile terminal displays a screen related to the progress of the game based on the information related to the game received from the server. Also, the mobile terminal displays a game that progresses according to the information related to the game and the player's instructions, etc. Thereby, the player can play the game provided by the server using the mobile terminal.
[0023] Information related to a game includes display data for displaying a screen related to the progress of the game, various data related to game settings, a player's game history, etc., or a control program for controlling the progress of the game. The server stores, as information related to the game, information about one or more types of player objects associated with the player. A game that progresses according to a player's instruction is, for example, a game in which the server or the mobile terminal executes a control program based on input information input according to an operation of an input unit such as a touch panel provided in the mobile terminal by the player. Each of the server and the mobile terminal may have a control program, and the game may be progressed by both the server and the mobile terminal executing the control program.
[0024] The player object is displayed or changed by the mobile terminal according to the player's instruction. Changes to the player object are, for example, the movement or disappearance of the player object displayed on the display screen of the mobile terminal, the deformation of the outer shape of the object, the change in the size of the object, the splitting of the object, or the combination with other objects. Also, when the player object is displayed on the mobile terminal, the display of the player object on the mobile terminal may end according to the player's instruction.
[0025] For example, when the game provided by the server is a fishing game, the mobile terminal displays a player object imitating a fishing rod according to the player's instruction and changes the player object according to the player's instruction. For example, when the game provided by the server is a baseball game, the mobile terminal displays a player object imitating a bat according to the player's instruction and changes the player object according to the player's instruction. For example, when the game provided by the server is a battle game, the mobile terminal displays a player object imitating a weapon according to the player's instruction and changes the player object according to the player's instruction.
[0026] Player objects are classified into multiple types based on multiple classification elements. The classification elements include performance, attributes, parameters, game fields, levels, skills, etc. within the game.
[0027] For example, when the game provided by the server is a fishing game, the server may associate and store a player object imitating a fishing rod with at least one of a plurality of game fields. In this case, the game fields include a game field corresponding to river fishing (catching organisms such as fish living in the river), a game field corresponding to sea fishing (catching organisms such as fish living in the sea), etc. In this way, player objects may be classified based on multiple game fields.
[0028] Also, in the case of a fishing game, the server may associate and store a player object imitating a fishing rod with any one of a plurality of numerical ranges of parameters (such as a fishing rod length of 900 g or more, a weight of 800 g or more and less than 900 g, a weight of less than 800 g, etc.). Also, in the case of a fishing game, the server may associate and store a player object imitating a fishing rod with at least one of a plurality of attributes related to sizes (for example, a "large" fishing rod, a "medium" fishing rod, a "small" fishing rod, etc.). In this way, player objects may be classified based on parameters or attributes, etc.
[0029] For example, when the game provided by the server is a baseball game, the server may associate and store a player object imitating a bat with at least one of a plurality of attributes (such as made of metal, made of wood, etc.). Also, in the case of a baseball game, the server may associate and store a player object imitating a bat with any one of a plurality of numerical ranges of parameters (a weight of 5 m or more, a weight of 4 m or more and less than 5 m, a weight of less than 4 m, etc.). Also, in the case of a baseball game, the server may associate and store a player object imitating a bat with at least one of a plurality of game fields (a baseball field).
[0030] The server stores information about game objects as information related to the game. The game objects are controlled to automatically change based on predetermined operation instructions or input information from other players, etc. For example, when the game provided by the server is a fishing game, the game object is an object imitating a fish and is controlled to automatically move within the display screen of the mobile terminal. For example, when the game provided by the server is a baseball game, the game object is an object imitating a ball and is controlled to automatically move within the display screen of the mobile terminal. For example, when the game provided by the server is a battle game, the game object is an object imitating an opponent's character, etc., and is controlled to automatically move within the display screen of the mobile terminal and perform attack or defense actions.
[0031] Hereinafter, the game provided by the server will be described. For example, the server progresses an object determination game and, when the progress conditions related to the object determination game are satisfied, progresses a parameter change game. The object determination game is a game for determining the game objects to appear in the parameter change game. The parameter change game is a game for changing the parameters associated with the determined game objects and determining the result of the game according to the change result of the parameters.
[0032] For example, when the game provided by the server is a fishing game, the object determination game is a hooking game for hooking a game object imitating a fish. In this case, the parameter change game is a fight game for changing the parameters associated with the hooked game object in order to lift the hooked game object.
[0033] In a hooking game, for example, when a player performs a predetermined operation according to the timing at which a moving object imitating a "float" that moves in conjunction with a fishing hook moves, it is determined that the hooking of the game object has succeeded, and a fighting game starts.
[0034] In a fighting game, according to the display position of a game object that is controlled to move within the display screen of a mobile terminal and a predetermined operation by the player, a parameter associated with the game object is changed (for example, decreased). In this case, when the game success condition regarding the parameter associated with the game object is satisfied, it is determined that the player has acquired the game object, and a series of games ends with the acquired game object being associated with the player. The game success condition is, for example, that the parameter associated with the game object becomes less than a predetermined value or exceeds a predetermined value.
[0035] Before or at the start of the progress of an object determination game, the server selects a player object used in the object determination game and the parameter change game from one or more types of player objects associated with the player. Based on the selected game object, the server determines the parameter used in the object determination game and the parameter used in the parameter change game.
[0036] For example, when the game provided by the server is a fishing game, the parameter used in the object determination game (hooking game) is a parameter regarding the moving object. The parameter regarding the moving object is, for example, the moving speed of the moving object, the moving amount, the length of the period of the timing when it is determined that the hooking has succeeded, and the like. Also, the parameter used in the parameter change game (fighting game) is the moving speed of the game object and the like.
[0037] In this way, the game system changes various parameters used in a plurality of games according to the player object selected by the player. With this game system 1, the player can play various games.
[0038] Note that the above description is only for deepening the understanding of the content of the present invention. Specifically, the present invention is implemented in each of the embodiments described below, and may be implemented by various modifications without substantially exceeding the principles of the present invention. All such modifications are included in the scope of the present invention and the disclosure of this specification.
[0039] (Configuration of Game System 1) FIG. 1 is a diagram showing an example of the schematic configuration of the game system 1.
[0040] The game system 1 includes a plurality of mobile terminals 2 operated by each of a plurality of players, and a server 3. The mobile terminal 2 and the server 3 are interconnected via a communication network such as, for example, a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. Communication between the mobile terminal 2 and the server 3 is performed based on a predetermined communication protocol. The predetermined communication protocol is, for example, the Hypertext Transfer Protocol (HTTP). Note that the server 3 is an example of an information processing device that provides games, but the information processing device is not limited to the server 3. For example, the mobile terminal 2 may be used as the information processing device. Also, the game system 1 including the mobile terminal 2 and the server 3 may be used as the information processing device.
[0041] The mobile terminal 2 is a terminal device such as, for example, a multifunctional mobile phone (so-called "smartphone"). Note that the mobile terminal 2 may be, for example, a mobile phone (so-called "feature phone"), a personal digital assistant (PDA), a tablet terminal, or a tablet personal computer (PC). Also, the mobile terminal 2 may be a portable game machine, a portable music player, or a notebook PC.
[0042] (Configuration of Mobile Terminal 2) FIG. 2 is a diagram showing an example of the schematic configuration of mobile terminal 2.
[0043] Mobile terminal 2 is connected to server 3 via base station 4, mobile communication network 5, gateway 6, and Internet 7, and communicates with server 3. Mobile terminal 2 controls the progress of the game according to various instructions input by the player. Further, mobile terminal 2 receives various data from server 3 and displays a game progress screen or the like. For this purpose, mobile terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25.
[0044] Terminal communication unit 21 includes a communication interface circuit including an antenna having a predetermined frequency band as a sensing band, and connects mobile terminal 2 to a communication network. Terminal communication unit 21 establishes a wireless signal line with base station 4 by means of CDMA (Code Division Multiple Access) or the like via a channel assigned by base station 4, and communicates with base station 4. Then, terminal communication unit 21 transmits the data supplied from terminal processing unit 25 to server 3. Further, terminal communication unit 21 supplies the data received from server 3 or the like to terminal processing unit 25.
[0045] The terminal memory unit 22 includes, for example, semiconductor memory devices such as ROM (Read Only Memory) and RAM (Random Access Memory). The terminal memory unit 22 stores an operating system program, a driver program, an application program, data, etc. used in the processing by the terminal processing unit 25. The driver programs stored in the terminal memory unit 22 include an input device driver program for controlling the operation unit 23 and an output device driver program for controlling the display unit 24. The application programs stored in the terminal memory unit 22 are control programs for displaying screens related to the progress of the game. The data stored in the terminal memory unit 22 is player identification information for identifying the player who owns the mobile terminal 2 (the player who plays the game). Also, the terminal memory unit 22 may temporarily store temporary data related to predetermined processing (for example, display data for displaying various screens).
[0046] The operation unit 23 is a pointing device such as a touch panel. Note that the operation unit 23 may also be an input key or the like. The player can use the operation unit 23 to input characters, numbers, symbols, or the position on the display screen of the display unit 24. When the operation unit 23 is operated by the player, a signal corresponding to the operation is generated. Then, the generated signal is supplied to the terminal processing unit 25 as an instruction from the player.
[0047] The display unit 24 is a liquid crystal display. Note that the display unit 24 may also be an organic EL (Electro-Luminescence) display or the like. The display unit 24 displays a video corresponding to the video data supplied from the terminal processing unit 25, an image corresponding to the image data, etc.
[0048] The terminal processing unit 25 includes one or more processors and their peripheral circuits. The terminal processing unit 25 comprehensively controls the overall operation of the mobile terminal 2, and is, for example, a CPU (Central Processing Unit). The terminal processing unit 25 executes various information processes in an appropriate procedure based on the programs stored in the terminal storage unit 22 and various instructions input according to the operations of the operation unit 23 by the player, and controls the operations of the terminal communication unit 21 or the display unit 24. The terminal processing unit 25 executes various information processes based on the operating system program, driver program, and application program stored in the terminal storage unit 22. Also, the terminal processing unit 25 can execute a plurality of programs in parallel.
[0049] The terminal processing unit 25 includes at least a terminal transmission unit 251, a terminal reception unit 252, and a display processing unit 253. Each of these units is a functional module realized by a program executed by the processor included in the terminal processing unit 25. Alternatively, each of these units may be implemented in the mobile terminal 2 as firmware.
[0050] Hereinafter, with reference to FIG. 3, an example of various screens displayed on the display unit 24 of the mobile terminal 2 will be described.
[0051] FIG. 3(a) is a diagram showing an example of a home screen 300 displayed on the display unit 24 of the mobile terminal 2.
[0052] The home screen 300 is displayed based on the home screen display data transmitted by the server 3 when, for example, the display of the home screen 300 is instructed according to the instruction of the player. The home screen 300 includes an object setting button 301 and a game start button 302.
[0053] The object setting button 301 is a button object for instructing the display of an object set screen 310 described later. The object setting button 301 may be an icon image, text, or the like. When the input position on the home screen 300 input in response to the operation of the operation unit 23 by the player is within the display area of the object setting button 301, an object setting instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the object setting button 301, an object setting instruction is transmitted to the server 3. When the object setting instruction is transmitted to the server 3, the object set screen 310 is displayed on the display unit 24 based on the object set screen display data transmitted from the server 3.
[0054] The game start button 302 is a button object for instructing the start of the progress of the game. The game start button 302 may be an icon image, text, or the like. When the input position on the home screen 300 input in response to the operation of the operation unit 23 by the player is within the display area of the game start button 302, a game start instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the game start button 302, a game start instruction is transmitted to the server 3. When the game start instruction is transmitted to the server 3, the game field selection screen 400 is displayed on the display unit 24 based on the game field selection screen display data transmitted from the server 3.
[0055] FIG. 3(b) is a diagram showing an example of the object set screen 310 displayed on the display unit 24 of the mobile terminal 2. The object set screen 310 includes a first object set 311, a second object set 312, a first object set setting button 313, a second object set setting button 314, and a home screen display instruction button 315.
[0056] During the game, the player can use one or more player objects. For example, the player can set two types of sets of three player objects (hereinafter sometimes referred to as "object sets"), and during the game, select and use either of the two types of object sets.
[0057] The first object set 311 and the second object set 312 are images showing the player objects included in the two types of object sets. In the first object set 311 and the second object set 312, if all or part of the player objects included in the object set are not set, an image indicating "not set" is displayed.
[0058] In the example shown in FIG. 3(b), in the object set A indicated by the first object set 311, it is shown that all (three) player objects are set. Also, in the object set B indicated by the second object set 312, it is shown that one player object is not set.
[0059] The first object set setting button 313 is a button object for instructing the setting of the object set A indicated by the first object set 311. Also, the second object set setting button 314 is a button object for instructing the setting of the object set B indicated by the second object set 312. The first object set setting button 313 and the second object set setting button 314 may be icon images or text, etc. Hereinafter, the first object set setting button 313 and the second object set setting button 314 may sometimes be referred to as object set setting buttons respectively.
[0060] When the input position on the object set screen 310 input in response to the operation of the operation unit 23 by the player is within the display area of the object set setting button, an object set setting instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the object set setting button, the object set setting instruction is transmitted to the server 3. When the object set setting instruction is transmitted to the server 3, the object setting screen 320 is displayed on the display unit 24 based on the object setting screen display data transmitted from the server 3. Note that the object set setting instruction includes information for identifying the object set corresponding to the object set setting button. For example, the object set setting instruction transmitted when the first object set setting button 313 is selected includes object set identification information for identifying object set A.
[0061] The home screen display instruction button 315 is a button object for instructing the display of the home screen 300. The home screen display instruction button 315 may be an icon image, text, or the like. When the input position on the object set screen 310 input in response to the operation of the operation unit 23 by the player is within the display area of the home screen display instruction button 315, a home screen display instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the home screen display instruction button 315, the home screen display instruction is transmitted to the server 3. When the home screen display instruction is transmitted to the server 3, the home screen 300 is displayed on the display unit 24 based on the home screen display data transmitted from the server 3.
[0062] Not limited to the example shown in FIG. 3(b), the number of object sets that can be set by the player may be one type or three or more types. When the player can set only one type of object set, on the object set screen 310 shown in FIG. 3(b), the second object set 312 and the second object set setting button 314 are not displayed. When the player can set three or more types of object sets, on the object set screen 310 shown in FIG. 3(b), images showing player objects included in each of the three or more types of object sets, and object set setting buttons for instructing the settings of each of the three or more types of object sets are displayed.
[0063] Two player objects or four or more player objects may be set in the object set. Also, only one player object may be set in the object set.
[0064] FIGS. 3(c) and (d) are diagrams showing an example of an object setting screen 320 displayed on the display unit 24 of the mobile terminal 2. The object setting screen 320 includes an object set 321, object options 322, and a setting button 323.
[0065] The object set 321 is an image showing each player object included in the object set identified by the object set identification information included in the object set setting instruction transmitted from the mobile terminal 2 to the server 3. Similar to FIG. 3(b), when all or part of the player objects included in the object set are not set, an image indicating "not set" is displayed.
[0066] When the input position on the object setting screen 320 input according to the operation of the operation unit 23 by the player is within the display area of any one of the images in the object set 321, the display mode of the image is changed (in the example shown in FIG. 3(d), the display mode of the right image is changed). The change in the display mode is, for example, a change to a grayed-out display, a change in brightness, a change to a blinking display, etc., which indicates that any one of the images included in the object set 321 has been selected by the player.
[0067] The object option 322 is an image and name indicating a player object among the player objects associated with the player that has not been selected as a player object included in the object set. When the input position on the object setting screen 320 input according to the operation of the operation unit 23 by the player is within the display area of any one of the object options 322, the display mode of the object option 322 is changed (in the example shown in FIG. 3(d), the display mode of the second object option is changed). The change in the display mode is, for example, a change to a grayed-out display, a change in brightness, a change to a blinking display, etc., which indicates that the object option 322 has been selected by the player.
[0068] Note that the object option 322 may be an image and name indicating all or part of the player objects associated with the player (including those that have already been selected as player objects included in the object set).
[0069] The setting button 323 is a button object for changing a player object to be changed, which is included in the object set 321 and indicated by the image selected by the player, to a player object indicated by the object option 322 selected by the player. The setting button 323 may be an icon image, text, or the like. When the input position on the object setting screen 320 input in response to the operation of the operation unit 23 by the player is within the display area of the setting button 323, an object set determination instruction is transmitted from the mobile terminal 2 to the server 3. The object set determination instruction includes identification information for identifying the player object indicated by the image selected by the player and identification information for identifying the player object indicated by the object option 322 selected by the player. When the image included in the object set 321 and selected by the player is an image indicating "not set", the object set determination instruction includes identification information for identifying a new player object as identification information for identifying the player object to be newly added.
[0070] In this way, when the player performs an operation of selecting the setting button 323, an object set determination instruction is transmitted to the server 3. When the object set determination instruction is transmitted to the server 3, the object set associated with the player and stored by the server 3 is updated, and object set screen display data for displaying the object set screen 310 based on the updated object set is transmitted to the mobile terminal 2. The update of the object set is to delete the player object to be changed from the object set and add a new player object to the object set. When the new player object is the player object to be newly added, the update of the object set is to add a new player object to the object set. Then, the object set screen 310 based on the object set screen display data transmitted from the server 3 is displayed on the display unit 24 by the mobile terminal 2.
[0071] FIG. 4(a) is a diagram showing an example of an object set screen 310 displayed on the display unit 24 of the mobile terminal 2 when the player performs an operation of selecting the setting button 323.
[0072] The object set screen 310 shown in FIG. 4(a) has the right image included in the second object set 312 changed as compared with the object set screen 310 shown in FIG. 3(b). That is, the right image included in the second object set 312 is changed to the image of the second object selection option included in the three object selection options 322 shown in FIG. 3(d). Thereby, the player can confirm the object set changed according to the operation on the object setting screen 320 in FIGS. 3(c) and (d).
[0073] FIG. 4(b) is a diagram showing an example of a game field selection screen 400 displayed on the display unit 24 of the mobile terminal 2. The game field selection screen 400 includes a first game field selection button 401, a second game field selection button 402, and a home screen display instruction button 403.
[0074] The first game field selection button 401 is a button object for the player to select game field A as the game field to play. The second game field selection button 402 is a button object for the player to select game field B as the game field to play. Note that, in the game field selection screen 400, game field selection buttons for selecting each of three or more types of game fields may be included.
[0075] The first game field selection button 401 and the second game field selection button 402 may be icon images or texts, etc. Hereinafter, the first game field selection button 401 and the second game field selection button 402 may be referred to as game field selection buttons, respectively.
[0076] When the input position on the game field selection screen 400 input in response to the operation of the operation unit 23 by the player is within the display area of the game field selection button, a game field selection instruction is transmitted from the mobile terminal 2 to the server 3. In this way, when the player performs an operation of selecting a game field selection button, a game field selection instruction is transmitted to the server 3. When the game field selection instruction is transmitted to the server 3, an object set selection screen 410 is displayed on the display unit 24 based on the object set selection screen display data transmitted from the server 3. Note that the game field selection instruction includes information for identifying the game field corresponding to the game field selection button. For example, the game field selection instruction transmitted when the first game field selection button 401 is selected includes game field identification information for identifying game field A. When the game field selection instruction is transmitted to the server 3, the game field on which the player plays is set to game field A.
[0077] The home screen display instruction button 403 has the same function as the home screen display instruction button 315.
[0078] FIG. 4(c) is a diagram showing an example of the object set selection screen 410 displayed on the display unit 24 of the mobile terminal 2. The object set selection screen 410 includes a first object set 411, a second object set 412, a first object set selection button 413, a second object set selection button 414, and a return button 415.
[0079] The first object set 411 and the second object set 412 each have the same configuration as the first object set 311 and the second object set 312.
[0080] The first object set selection button 413 is a button object for the player to select the object set A indicated by the first object set 411 as the object set to be used in the game. Also, the second object set selection button 414 is a button object for the player to select the object set B indicated by the second object set 412 as the object set to be used in the game. The first object set selection button 413 and the second object set selection button 414 may be an icon image, text, or the like. Hereinafter, the first object set selection button 413 and the second object set selection button 414 may be referred to as object set selection buttons, respectively.
[0081] When the input position on the object set selection screen 410 input in response to the operation of the operation unit 23 by the player is within the display area of the object set selection button, an object set selection instruction is transmitted from the mobile terminal 2 to the server 3. In this way, when the player performs an operation of selecting an object set selection button, an object set selection instruction is transmitted to the server 3. Note that the object set selection instruction includes object set identification information for identifying the object set corresponding to the object set selection button. For example, the object set selection instruction transmitted when the first object set selection button 413 is selected includes object set identification information for identifying object set A.
[0082] When the object set selection instruction is transmitted to the server 3, an object determination game screen 500 is displayed on the display unit 24 based on the object determination game screen display data transmitted from the server 3. Also, the server 3 sets the object set to be used by the player in the game to the object set identified by the object set identification information included in the object set selection instruction.
[0083] Figs. 5(a) to 5(d) are diagrams showing an example of an object determination game screen 500 displayed on the display unit 24 of the mobile terminal 2. The object determination game screen 500 is a screen for displaying the progress of the object determination game. For example, on the object determination game screen 500, an image is displayed in which the player is looking at a movable area R (such as a river or the sea) where a game object image 501 described later can move from a virtual position (a predetermined position on the shore or the like).
[0084] The object determination game screen 500 includes a game object image 501. The game object image 501 is an image related to the game object. Images related to the game object are an image showing the game object, an image showing the schematic shape of the game object, an image showing the display position of the game object, and the like. In the example shown in Fig. 5(a), the object determination game screen 500 includes game object images 501a, 501b, and 501c showing the shadows of three types of game objects. By visually recognizing the game object images 501a, 501b, and 501c, the player can grasp where in the area R of the game field the game object is located.
[0085] As shown in Fig. 5(b), the area R of the game field has a plurality of areas 502a, 502b, and 502c, and the areas 502a, 502b, and 502c are set in order from the farthest from the virtual position.
[0086] When the area R of the game field included in the object determination game screen 500 is designated according to the operation of the operation unit 23 by the player, an instruction object display instruction is transmitted from the mobile terminal 2 to the server 3.
[0087] When the indication object display indication is sent to the server 3, as shown in FIG. 5(c), an object determination game screen 500 including a player object image 503 and an indication object image 504 is displayed on the display unit 24. The player object image 503 is an image showing the player object included in the object set selected by the player on the object set selection screen 410. The indication object image 504 is an image showing the object arranged at the position specified according to the operation of the operation unit 23 by the player. In the example shown in FIG. 5(c), the player object image 503 is an image imitating a fishing rod, and the indication object image 504 is an image imitating a "float".
[0088] After the player object image 503 and the indication object image 504 are displayed, when the moving object display condition is satisfied, as shown in FIG. 5(d), a moving object image 510 showing the moving object is displayed. When the moving object image 510 showing the moving object is displayed, at least one of a caution image 505 and a movable area 511 as shown in FIG. 5(d) may be displayed. The moving object display condition is, for example, a condition that a certain amount of time has elapsed according to the distance between the indication object image 504 and the game object image 501 closest to the indication object image 504.
[0089] The moving object image 510 is displayed so as to be movable within the movable area 511. In the example shown in FIG. 5(d), the moving object image 510 is displayed so as to automatically repeat vertical movement within the movable area 511.
[0090] The moving speed or moving amount of the moving object image 510 is determined according to the player object indicated by the displayed player object image 503 based on the parameter table T1 described later. For example, when the game field is a game field corresponding to river fishing, if the player object is associated with the river fishing game field, the moving speed of the moving object image 510 is set slower than a predetermined speed. In this case, the moving amount of the moving object image 510 may be set to be large.
[0091] Furthermore, correction processing for correcting the moving speed or moving amount of the moving object image 510 may be executed according to various classification elements associated with the player object and the designated position of the object determination game screen 500 when the object display instruction is transmitted.
[0092] For example, when the player object is associated with the attribute of "large", if the designated position of the object determination game screen 500 is within the area 502a, correction processing for reducing at least one of the set moving speed and moving amount of the moving object image 510 is executed. Note that, in this case, the correction processing may not be executed, or the parameters associated with the player object may be corrected.
[0093] Also, when the player object is associated with the attribute of "large", if the designated position of the object determination game screen 500 is within the area 502b, correction processing for increasing at least one of the set moving speed and moving amount of the moving object image 510 by a first predetermined amount is executed.
[0094] Also, when the player object is associated with the attribute of "large", if the designated position of the object determination game screen 500 is within the area 502c, correction processing for increasing at least one of the set moving speed and moving amount of the moving object image 510 by a second predetermined amount is executed. Note that the second predetermined amount is an amount larger than the first predetermined amount.
[0095] Furthermore, when the player object is associated with the "medium" attribute, if the designated position on the object determination game screen 500 is within the area 502a, a correction process is executed to increase at least one of the moving speed and the moving amount of the set moving object image 510.
[0096] Also, when the player object is associated with the "medium" attribute, if the designated position on the object determination game screen 500 is within the area 502b, a correction process is executed to decrease at least one of the moving speed and the moving amount of the set moving object image 510. Note that in this case, the correction process may not be executed, or the parameters associated with the player object may be corrected.
[0097] Also, when the player object is associated with the "medium" attribute, if the designated position on the object determination game screen 500 is within the area 502c, a correction process is executed to increase at least one of the moving speed and the moving amount of the set moving object image 510.
[0098] Furthermore, when the player object is associated with the "small" attribute, if the designated position on the object determination game screen 500 is within the area 502a, a correction process is executed to increase at least one of the moving speed and the moving amount of the set moving object image 510 by a third predetermined amount.
[0099] Also, when the player object is associated with the "small" attribute, if the designated position on the object determination game screen 500 is within the area 502b, a correction process is executed to increase at least one of the moving speed and the moving amount of the set moving object image 510 by a fourth predetermined amount. Note that the fourth predetermined amount is less than the third predetermined amount.
[0100] Also, when the player object is associated with the "small" attribute, if the designated position on the object determination game screen 500 is within the area 502c, a correction process is executed to reduce at least one of the moving speed and the moving amount of the set moving object image 510. Note that in this case, the correction process may not be executed, or the parameters associated with the player object may be corrected instead.
[0101] As described above, an example where the parameters to be corrected are the moving speed and the moving amount of the game object image 621 has been explained, but a correction process for correcting other parameters than the moving speed and the moving amount may be executed. Other parameters are other parameters than the moving speed and the moving amount of the game object image 621. Other parameters may also be parameters associated with the player object.
[0102] In this way, since the parameters used in the game are changed according to the designated position corresponding to the classification element of the currently used player object, the player needs to adopt a strategy according to the player object, and it becomes possible to further improve the interestingness of the game.
[0103] When a position within the object determination game screen 500 is designated according to the operation of the operation unit 23 by the player, an object determination instruction is transmitted from the mobile terminal 2 to the server 3.
[0104] When the timing at which the server 3 acquires (or receives) an object determination instruction from the mobile terminal 2 is within a predetermined period, it is determined that the object determination game has been successful. The predetermined period is, for example, the period during which the moving object image 510 is located in the determination area (for example, the lower half area) of the movable area 511.
[0105] When it is determined that the object determination game has been successful, for example, an object determination game success screen 600 shown in FIG. 6(a) is displayed on the display unit 24. The object determination game success screen 600 is a screen in which an object determination game success notification image 601 is superimposed on the object determination game screen 500.
[0106] After the object determination game success screen 600 is displayed, when a predetermined time has elapsed, a parameter change game screen 620 is displayed on the display unit 24.
[0107] When it is determined that the object determination game has not been successful, for example, an object determination game failure screen 610 shown in FIG. 6(b) is displayed on the display unit 24. The object determination game failure screen 610 is a screen in which an object determination game failure notification image 611 is superimposed on the object determination game screen 500.
[0108] After the object determination game failure screen 610 is displayed, when a predetermined time has elapsed, the object determination game screen 500 may be redisplayed on the display unit 24 so that the player can play the object determination game again.
[0109] FIG. 6(c) is a diagram showing an example of a parameter change game screen 620 displayed on the display unit 24 of the mobile terminal 2. The parameter change game screen 620 includes a game object image 621, a target object image 622, a parameter cursor 623, and a parameter gauge frame 624.
[0110] The game object image 621 is an image showing a game object and is controlled to automatically move along a predetermined path or a randomly determined path within the parameter change game screen 620.
[0111] The moving speed of the game object image 621 is determined according to the player object indicated by the displayed player object image 503 based on the parameter table T2 described later. For example, when the game field is a game field corresponding to river fishing, if the player object is associated with the river fishing game field, the moving speed of the game object image 621 is set slower than a predetermined speed. In this case, the moving amount of the game object image 621 may be set large.
[0112] Furthermore, correction processing may be executed to correct the moving speed or moving amount of the game object image 621 according to various classification elements associated with the player object and the designated position of the object determination game screen 500 when the object display instruction is transmitted.
[0113] For example, when the player object is associated with the attribute of "large", if the designated position of the object determination game screen 500 is within the area 502a, correction processing to decrease the set moving speed or moving amount of the game object image 621 is executed. Note that, in this case, the correction processing may not be executed, or the parameters associated with the player object may be corrected.
[0114] Also, when the player object is associated with the attribute of "large", if the designated position of the game object image 621 is within the area 502b, correction processing to increase the moving speed or moving amount of the set moving object image 510 by a first predetermined amount is executed.
[0115] Also, when the player object is associated with the attribute of "large", if the designated position of the game object image 621 is within the area 502c, correction processing to increase the moving speed or moving amount of the set moving object image 510 by a second predetermined amount is executed. Note that the second predetermined amount is an amount larger than the first predetermined amount.
[0116] Furthermore, when the player object is associated with the "medium" attribute, if the specified position on the object determination game screen 500 is within the area 502a, a correction process is executed to increase the moving speed or the amount of movement of the set game object image 621.
[0117] Also, when the player object is associated with the "medium" attribute, if the specified position on the object determination game screen 500 is within the area 502b, a correction process is executed to decrease the moving speed or the amount of movement of the set game object image 621. In this case, the correction process may not be executed, or the parameters associated with the player object may be corrected.
[0118] Also, when the player object is associated with the "medium" attribute, if the specified position on the object determination game screen 500 is within the area 502c, a correction process is executed to increase the moving speed or the amount of movement of the set game object image 621.
[0119] Furthermore, when the player object is associated with the "small" attribute, if the specified position on the object determination game screen 500 is within the area 502a, a correction process is executed to increase the moving speed or the amount of movement of the set game object image 621 by a third predetermined amount.
[0120] Also, when the player object is associated with the "small" attribute, if the specified position on the object determination game screen 500 is within the area 502b, a correction process is executed to increase the moving speed or the amount of movement of the set game object image 621 by a fourth predetermined amount. The fourth predetermined amount is an amount smaller than the third predetermined amount.
[0121] Also, when the player object is associated with the "small" attribute, if the designated position on the object determination game screen 500 is within the area 502c, a correction process for reducing the movement speed or movement amount of the set game object image 621 is executed. Note that in this case, the correction process may not be executed, or the parameters associated with the player object may be corrected instead.
[0122] As described above, an example where the parameters to be corrected are the movement speed and movement amount of the game object image 621 has been explained, but a correction process for correcting other parameters than the movement speed and movement amount may be executed. Other parameters are other parameters than the movement speed and movement amount of the game object image 621. Other parameters may also be parameters associated with the player object.
[0123] In this way, since the parameters used in the game are changed according to the designated position corresponding to the classification element of the currently used player object, the player needs to adopt a strategy according to the player object, and it becomes possible to further improve the interestingness of the game.
[0124] As shown in FIG. 6(c), the target object image 622 has a first target image 622a, a second target image 622b, and a third target image 622c. The second target image 622b has an area surrounding the first target image 622a, and the third target image 622c has an area surrounding the second target image 622b.
[0125] When a position within the parameter change game screen 620 is designated according to the operation of the operation unit 23 by the player, a game input instruction is transmitted from the mobile terminal 2 to the server 3. At the timing when the server 3 acquires (or receives) the game input instruction from the mobile terminal 2, it is determined whether a predetermined location (for example, a location corresponding to the mouth of the fish) of the game object image 621 is located in any of the first target image 622a, the second target image 622b, and the third target image 622c.
[0126] When it is determined that a predetermined position of the game object image 621 is located at any one of the first target image 622a, the second target image 622b, and the third target image 622c, a parameter change process for changing the parameters of the game object is executed.
[0127] The amount of change in the parameters of the game object may be changed according to the position of the predetermined position of the game object image 621 at the timing when a game input instruction is acquired (or received) from the mobile terminal 2. When the predetermined position of the game object image 621 is located at the first target image 622a, the parameters associated with the game object are decreased by the amount of the first decrease value. When the predetermined position of the game object image 621 is located at the second target image 622b, the parameters associated with the game object are decreased by the amount of the second decrease value which is lower than the first decrease value. When the predetermined position of the game object image 621 is located at the third target image 622c, the parameters associated with the game object are decreased by the amount of the third decrease value which is lower than the second decrease value. When the predetermined position of the game object image 621 is not located at the target object image 622, the parameters associated with the game object are not changed.
[0128] The parameter cursor 623 is a cursor object indicating the parameters associated with the game object, and is arranged at a position corresponding to the parameters associated with the game object within the parameter gauge frame 624. In the example shown in FIG. 6(c), the parameter cursor 623 can move left and right within the parameter gauge frame 624, and the larger the value of the parameters associated with the game object, the more it is arranged in the right direction within the parameter gauge frame 624.
[0129] When the parameter associated with the game object becomes less than or equal to a predetermined value (e.g., "0" (zero)), the player is determined to have succeeded in the parameter change game. When the parameter associated with the game object reaches the predetermined value, as shown in FIG. 6(d), the parameter cursor 623 is arranged at the leftmost position within the parameter gauge frame 624, and the parameter change game screen 620 including the game success image 625 is displayed.
[0130] FIG. 7(a) is a diagram showing an example of the parameter change game success screen 700 displayed on the display unit 24 of the mobile terminal 2. The parameter change game success screen 700 is displayed when the game success condition is satisfied.
[0131] The parameter change game success screen 700 includes the acquired game object image 701, the game restart button 702, and the home screen display instruction button 703.
[0132] The acquired game object image 701 is an image showing the game object associated with the player when the game success condition is satisfied. The acquired game object image 701 may include information indicating the name of the game object associated with the player, a predetermined point, or the like.
[0133] The game restart button 702 is a button object for starting the next game. The game restart button 702 may be an icon image, text, or the like. When the input position on the parameter change game success screen 700 input in response to the operation of the operation unit 23 by the player is within the display area of the game restart button 702, a game restart instruction is transmitted from the mobile terminal 2 to the server 3. When the game restart instruction is transmitted to the server 3, the object determination game screen 500 is displayed on the display unit 24 based on the object determination game screen display data transmitted from the server 3. Thereby, the player can start the next game.
[0134] In the next game, a player object image 503 indicating the player object used in the previous game is displayed.
[0135] The home screen display instruction button 703 has the same function as the home screen display instruction button 315.
[0136] FIG. 7(b) is a diagram showing an example of a parameter change game failure screen 710 displayed on the display unit 24 of the mobile terminal 2. The parameter change game failure screen 710 is displayed when the game failure condition is satisfied.
[0137] The parameter change game failure screen 710 includes an unacquired game object image 711, a game restart button 702, and a home screen display instruction button 703.
[0138] The unacquired game object image 711 is an image related to the game object that was supposed to be associated with the player when the game success condition was satisfied. Images related to the game object include an image showing the contour shape of the game object, an image of the deformed game object, etc.
[0139] In the next game that progresses when the player selects the game restart button 702, among the player objects included in the object set selected by the player on the object set selection screen 410, a player object image 503 indicating a player object other than the player object that has already been used is displayed. Thereby, when the player fails in the game, the player object becomes unusable, and it becomes possible to improve the interest in the game.
[0140] (Configuration of Server 3) FIG. 8 is a diagram showing an example of the schematic configuration of the server 3.
[0141] The server 3 executes games such as an object determination game and a parameter change game in response to an instruction from the mobile terminal 2. Further, the server 3 creates display data of various screens related to the game and transmits it to the mobile terminal 2. For this purpose, the server 3 includes a server communication unit 31, a server storage unit 32, and a server processing unit 33.
[0142] The server communication unit 31 includes a communication interface circuit for connecting the server 3 to the Internet 7 and communicates with the Internet 7. The server communication unit 31 supplies data received from the mobile terminal 2 or the like to the server processing unit 33 and transmits the data supplied from the server processing unit 33 to the mobile terminal 2 or the like.
[0143] The server storage unit 32 includes at least one of, for example, a magnetic tape device, a magnetic disk device, or an optical disk device. The server storage unit 32 stores an operating system program, a driver program, an application program, data, etc. used in the processing by the server processing unit 33. The application program stored in the server storage unit 32 is a game program or the like that executes games such as an object determination game and a parameter change game for each mobile terminal 2 in response to various instructions from each mobile terminal 2 and creates display data for displaying various screens. The computer program stored in the server storage unit 32 may be installed in the terminal storage unit 22 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known setup program or the like.
[0144] The data stored in the server storage unit 32 includes a parameter table T1, a parameter table T2, etc. Further, the server storage unit 32 stores various image data (for example, image data indicating a game medium) related to the progress of games such as an object determination game and a parameter change game. Furthermore, the server storage unit 32 may temporarily store temporary data related to a predetermined process. That is, the server storage unit 32 includes a volatile memory (RAM) and may store dynamic data that varies according to the progress of the game.
[0145] Next, an example of the data structure of various tables stored in the server storage unit 32 will be described with reference to FIG. 9.
[0146] FIG. 9(a) shows a parameter table T1 that manages parameters used in the object determination game. In the parameter table T1, parameters corresponding to the relationship between game objects classified by type according to the classification elements (attributes, parameters, etc.) of the game field and game objects, and player objects classified in the same way are managed.
[0147] For example, when a small game object inhabiting game field A is hooked by a player object for game field A and small, the movement of the moving object is controlled according to the parameter value "3". For example, the greater the value of the parameter, the slower the movement speed of the moving object is controlled. Also, the greater the value of the parameter, the greater the movement amount of the moving object may be controlled. Also, the greater the value of the parameter, the greater the determination area of the movable area 511 may be controlled.
[0148] FIG. 9(b) shows a parameter table T2 that manages parameters used in the parameter change game. In the parameter table T2, parameters corresponding to the relationship between game objects classified by type according to the classification elements (attributes, parameters, etc.) of the game field and game objects, and player objects classified in the same way are managed.
[0149] For example, when a small game object inhabiting game field A is hooked by a player object for game field A and small, the movement of the moving object is controlled according to the parameter value "1". For example, the greater the value of the parameter, the faster the movement speed of the moving object is controlled.
[0150] In this way, by storing the parameter tables T1 and T2 in the server storage unit 32, the game settings of each game are variably changed according to the types of player objects used by the player. As a result, the interestingness of the games provided by the game system 1 is improved, and it becomes possible to provide various games to the player.
[0151] Returning to FIG. 8, the server processing unit 33 includes one or a plurality of processors and their peripheral circuits. The server processing unit 33 comprehensively controls the overall operation of the server 3 and is, for example, a CPU. The server processing unit 33 executes various information processes in an appropriate procedure based on various instructions from programs and the like stored in the server storage unit 32, and controls the operation of the server communication unit 31. The server processing unit 33 executes various information processes based on the operating system program, driver program, and application program stored in the server storage unit 32. Also, the server processing unit 33 can execute a plurality of programs in parallel.
[0152] The server processing unit 33 includes a server reception unit 331, a creation unit 332, a setting unit 333, a progress processing unit 334, a server transmission unit 335, and the like. Each of these units is a functional module realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be implemented in the server 3 as firmware.
[0153] Hereinafter, the terminal processing unit 25 of the mobile terminal 2 and the server processing unit 33 of the server 3 will be described. First, each of the terminal transmission unit 251, the terminal reception unit 252, and the display processing unit 253 included in the terminal processing unit 25 of the mobile terminal 2 will be described.
[0154] (Terminal transmission unit 251) When the display of the home screen is instructed according to the player's instruction, the terminal transmission unit 251 transmits a home screen display instruction to the server 3 via the terminal communication unit 21. Also, when the object setting button 301 included in the home screen 300 is selected according to the player's instruction, the terminal transmission unit 251 transmits an object setting instruction to the server 3 via the terminal communication unit 21.
[0155] Also, when the object set setting button included in the object set screen 310 is selected according to the player's instruction, the terminal transmission unit 251 transmits an object set setting instruction to the server 3 via the terminal communication unit 21. Also, when the setting button 323 included in the object setting screen 320 is selected according to the player's instruction, the terminal transmission unit 251 transmits an object set determination instruction to the server 3 via the terminal communication unit 21.
[0156] Also, when the game start button 302 included in the home screen 300 is selected according to the player's instruction, the terminal transmission unit 251 transmits a game start instruction to the server 3 via the terminal communication unit 21. Also, when the game field selection button included in the game field selection screen 400 is selected according to the player's instruction, the terminal transmission unit 251 transmits a game field selection instruction to the server 3 via the terminal communication unit 21.
[0157] Also, when the object set selection button included in the object set selection screen 410 is selected according to the player's instruction, the terminal transmission unit 251 transmits an object set selection instruction to the server 3 via the terminal communication unit 21.
[0158] Also, during the progress of the parameter change game, when a game input instruction is input according to the operation of the operation unit 23 by the player, the terminal transmission unit 251 transmits the game input instruction to the server 3 via the terminal communication unit 21.
[0159] (Terminal reception unit 252) The terminal receiving unit 252 receives, from the server 3 via the terminal communication unit 21, home screen display data, object set screen display data, object setting screen display data, game field selection screen display data, object set selection screen display data, object determination game screen display data, object determination game success screen display data, object determination game failure screen display data, parameter change game screen display data, parameter change game success screen display data, and parameter change game failure screen display data.
[0160] (Display processing unit 253) Based on the home screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the home screen 300 on the display unit 24. Also, based on the object set screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the object set screen 310 on the display unit 24.
[0161] Also, based on the object setting screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the object setting screen 320 on the display unit 24. Also, based on the game field selection screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the game field selection screen 400 on the display unit 24.
[0162] Also, based on the object set selection screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the object set selection screen 410 on the display unit 24. Also, based on the object determination game screen display data received by the terminal receiving unit 252, the display processing unit 253 displays the object determination game screen 500 on the display unit 24.
[0163] In addition, the display processing unit 253 displays the object determination game success screen 600 on the display unit 24 based on the object determination game success screen display data received by the terminal reception unit 252. Further, the display processing unit 253 displays the object determination game failure screen 610 on the display unit 24 based on the object determination game failure screen display data received by the terminal reception unit 252.
[0164] In addition, the display processing unit 253 displays the parameter change game screen 620 on the display unit 24 based on the parameter change game screen display data received by the terminal reception unit 252. Further, the display processing unit 253 displays the parameter change game success screen 700 on the display unit 24 based on the parameter change game success screen display data received by the terminal reception unit 252. Further, the display processing unit 253 displays the parameter change game failure screen 710 on the display unit 24 based on the parameter change game failure screen display data received by the terminal reception unit 252.
[0165] Next, each of the server reception unit 331, creation unit 332, setting unit 333, progress processing unit 334, and server transmission unit 335 included in the server processing unit 33 of the server 3 will be described.
[0166] (Server reception unit 331) The server reception unit 331 receives, from the mobile terminal 2 via the server communication unit 31, a home screen display instruction, an object setting instruction, an object set setting instruction, an object set determination instruction, a game start instruction, a game field selection instruction, an object set selection instruction, an instruction object display instruction, an object determination instruction, and a game input instruction.
[0167] (Creation unit 332) When the server reception unit 331 receives a home screen display instruction, the creation unit 332 creates home screen display data for displaying the home screen 300. Further, when the server reception unit 331 receives an object setting instruction, the creation unit 332 creates object set screen display data for displaying the object set screen 310.
[0168] In addition, when the server receiving unit 331 receives an object set setting instruction, the creation unit 332 creates object setting screen display data for displaying the object setting screen 320. Further, when the server receiving unit 331 receives an object set determination instruction, the creation unit 332 creates object set screen display data for displaying the object set screen 310.
[0169] In addition, when the server receiving unit 331 receives a game start instruction, the creation unit 332 creates game field selection screen display data for displaying the game field selection screen 400. Further, when the server receiving unit 331 receives a game field selection instruction, the creation unit 332 creates object set selection screen display data for displaying the object set selection screen 410.
[0170] In addition, when the server receiving unit 331 receives an object set selection instruction, the creation unit 332 creates object determination game screen display data for displaying the object determination game screen 500. Further, when the server receiving unit 331 receives an indicated object display instruction, the creation unit 332 creates object determination game screen display data for displaying the object determination game screen 500 including the player object image 503 and the indicated object image 504.
[0171] In addition, when it is determined by the progress processing unit 334 that the moving object display condition is satisfied, the creation unit 332 creates object determination game screen display data for displaying the object determination game screen 500 including the moving object image 510 indicating the moving object.
[0172] In addition, when the progress processing unit 334 determines that the acquisition timing of the object determination instruction is within a predetermined period, the creation unit 332 creates object determination game success screen display data for displaying the object determination game success screen 600. Also, when the progress processing unit 334 determines that the acquisition timing of the object determination instruction is not within a predetermined period, the creation unit 332 creates object determination game failure screen display data for displaying the object determination game failure screen 610.
[0173] In addition, the creation unit 332 creates parameter change game screen display data for displaying the parameter change game screen 620 after a predetermined time from when the player succeeds in the object determination game.
[0174] In addition, when the progress processing unit 334 determines that the game success condition is satisfied, the creation unit 332 creates parameter change game success screen display data for displaying the parameter change game success screen 700. Also, when the progress processing unit 334 determines that the game failure condition is satisfied, the creation unit 332 creates parameter change game failure screen display data for displaying the parameter change game failure screen 710.
[0175] (Setting Unit 333) When the server reception unit 331 receives an object set determination instruction, the setting unit 333 executes an object set setting process of updating the object set associated with the player and stored in the server storage unit 32 based on the identification information for identifying each of the player object to be changed and the new player object included in the object set determination instruction, and storing it in the server storage unit 32.
[0176] In addition, when the server reception unit 331 receives an object set selection instruction, the setting unit 333 sets the object set indicated by the object set identification information as the object set used by the player in the game based on the object set identification information included in the object set selection instruction.
[0177] (Progress Processing Unit 334) The progress processing unit 334 determines whether an instruction object display instruction has been received by the server reception unit 331 during the progress of the object determination game.
[0178] Also, when it is determined that an instruction object display instruction has been received, the progress processing unit 334 determines whether the moving object display condition is satisfied.
[0179] Also, when it is determined that the moving object display condition is satisfied, the progress processing unit 334 determines whether an object determination instruction has been received by the server reception unit 331 during the progress of the object determination game.
[0180] Also, when it is determined that an object determination instruction has been received, the progress processing unit 334 refers to the parameter table T1 and determines whether the acquisition timing of the object determination instruction is within a predetermined period. For example, the progress processing unit 334 sets the moving speed and moving amount of the moving object image based on the parameter table T1 and the classification elements of the game object. Note that the progress processing unit 334 may further execute correction processing for the moving speed and moving amount of the moving object image. And when the timing at which the object determination instruction is obtained from the mobile terminal 2 is within a predetermined period (for example, the period during which the moving object image 510 is located in the determination area (for example, the lower half area) of the movable area 511), the progress processing unit 334 determines that the object determination game has been successful.
[0181] In addition, when it is determined that a game input instruction has been received, the progress processing unit 334 refers to the parameter table T2 and executes a process of changing the parameters associated with the game object. That is, the progress processing unit 334 sets the moving speed and moving amount of the game object image based on the parameter table T2 and the classification elements of the game object. Note that the progress processing unit 334 may execute a correction process for the moving speed and moving amount of the game object image. Then, when it is determined that a predetermined location of the game object image 621 is located at any one of the first target image 622a, the second target image 622b, and the third target image 622c at the timing when the game input instruction is acquired from the mobile terminal 2, the progress processing unit 334 executes a parameter change process for changing the parameters of the game object.
[0182] In addition, the progress processing unit 334 determines whether the game success condition or the game failure condition is satisfied. When it is determined by the progress processing unit 334 that the game success condition is satisfied, the game object is associated with the player and stored in the server storage unit 32.
[0183] (Server transmission unit 335) The server transmission unit 335 transmits the home screen display data, object set screen display data, object setting screen display data, game field selection screen display data, object set selection screen display data, object determination game screen display data, object determination game screen display data, object determination game success screen display data, object determination game failure screen display data, parameter change game screen display data, parameter change game success screen display data, and parameter change game failure screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31.
[0184] (Operation sequence of game system 1) FIG. 10 is a diagram showing an example of the operation sequence of the game system 1. This operation sequence is mainly executed by the terminal processing unit 25 and the server processing unit 33 in cooperation with the respective elements of the mobile terminal 2 and the server 3 based on programs stored in advance in the terminal storage unit 22 and the server storage unit 32.
[0185] First, when the terminal transmission unit 251 of the mobile terminal 2 is instructed to display the home screen in response to the player's instruction, it transmits a home screen display instruction to the server 3 via the terminal communication unit 21 (step S101).
[0186] Next, the server reception unit 331 of the server 3 receives a home screen display instruction from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 creates home screen display data for displaying the home screen 300 (step S102).
[0187] Next, the server transmission unit 335 transmits the home screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S103).
[0188] Next, the terminal reception unit 252 of the mobile terminal 2 receives home screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the home screen 300 on the display unit 24 based on the game screen display data received by the terminal reception unit 252 (step S104).
[0189] Next, when the object setting button 301 included in the home screen 300 is selected in response to the player's instruction, the terminal transmission unit 251 of the mobile terminal 2 transmits an object setting instruction to the server 3 via the terminal communication unit 21 (step S105).
[0190] Next, the server reception unit 331 of the server 3 receives an object setting instruction from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 creates object set screen display data for displaying the object set screen 310 (step S106).
[0191] Next, the server transmission unit 335 transmits the object set screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S107).
[0192] Next, the terminal reception unit 252 of the mobile terminal 2 receives the object set screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object set screen 310 on the display unit 24 based on the object set screen display data received by the terminal reception unit 252 (step S108).
[0193] Next, when an object set setting button included in the object set screen 310 is selected in response to an instruction from the player, the terminal transmission unit 251 of the mobile terminal 2 transmits an object set setting instruction to the server 3 via the terminal communication unit 21 (step S109).
[0194] Next, the server reception unit 331 of the server 3 receives the object set setting instruction from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 of the server processing unit 33 creates object setting screen display data for displaying the object setting screen 320 (step S110).
[0195] Next, the server transmission unit 335 transmits the object setting screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S111).
[0196] Next, the terminal reception unit 252 of the mobile terminal 2 receives the object setting screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object setting screen 320 on the display unit 24 based on the object setting screen display data received by the terminal reception unit 252 (step S112).
[0197] Next, when the setting button 323 included in the object setting screen 320 is selected in response to an instruction from the player, the terminal transmission unit 251 of the mobile terminal 2 transmits an object set determination instruction to the server 3 via the terminal communication unit 21 (step S113).
[0198] Next, the server reception unit 331 of the server 3 receives an object set determination instruction from the mobile terminal 2 via the server communication unit 31. Next, the setting unit 333 of the server processing unit 33 executes an object set setting process of updating the object set associated with the player and storing it in the server storage unit 32 based on the identification information for identifying the player object included in the object set determination instruction (step S114). Then, the creation unit 332 creates object set screen display data for displaying the object set screen 310.
[0199] Next, the server transmission unit 335 transmits the object set screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S115).
[0200] Next, the terminal reception unit 252 of the mobile terminal 2 receives the object set screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object set screen 310 on the display unit 24 based on the object set screen display data received by the terminal reception unit 252 (step S116).
[0201] (Operation sequence of the game system 1) FIG. 11 is a diagram showing another example of the operation sequence of the game system 1. This operation sequence is mainly executed in cooperation with each element of the mobile terminal 2 and the server 3 by the terminal processing unit 25 and the server processing unit 33 based on programs stored in advance in the terminal storage unit 22 and the server storage unit 32.
[0202] Steps S201 to S204 of the operation sequence shown in FIG. 11 are the same processing as steps S101 to S104 of the operation sequence shown in FIG. 10.
[0203] In step S204, after the home screen 300 is displayed on the display unit 24 of the mobile terminal 2, if the game start button 302 included in the home screen 300 is selected according to the player's instruction, the terminal transmission unit 251 of the mobile terminal 2 transmits a game start instruction to the server 3 via the terminal communication unit 21 (step S205).
[0204] Next, the server reception unit 331 of the server 3 receives a game start instruction from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 of the server processing unit 33 creates game field selection screen display data for displaying the game field selection screen 400 (step S206).
[0205] Next, the server transmission unit 335 transmits the game field selection screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S207).
[0206] Next, the terminal reception unit 252 of the mobile terminal 2 receives the game field selection screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the game field selection screen 400 on the display unit 24 based on the game field selection screen display data received by the terminal reception unit 252 (step S208).
[0207] Next, if a game field selection button included in the game field selection screen 400 is selected according to the player's instruction, the terminal transmission unit 251 of the mobile terminal 2 transmits a game field selection instruction to the server 3 via the terminal communication unit 21 (step S209).
[0208] Next, the server receiving unit 331 of the server 3 receives a game field selection instruction from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 of the server processing unit 33 creates object set selection screen display data for displaying the object set selection screen 410 (step S210).
[0209] Next, the server transmission unit 335 transmits the object set selection screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S211).
[0210] Next, the terminal receiving unit 252 of the mobile terminal 2 receives the object set selection screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object set selection screen 410 on the display unit 24 based on the object set selection screen display data received by the terminal receiving unit 252 (step S212).
[0211] Next, when an object set selection button included in the object set selection screen 410 is selected in response to the player's instruction, the terminal transmission unit 251 of the mobile terminal 2 transmits an object set selection instruction to the server 3 via the terminal communication unit 21 (step S213).
[0212] Next, the server receiving unit 331 of the server 3 receives an object set selection instruction from the mobile terminal 2 via the server communication unit 31. Next, the setting unit 333 of the server processing unit 33 sets the object set indicated by the object set identification information as the object set to be used by the player in the game based on the object set identification information included in the object set selection instruction. Then, the creation unit 332 of the server processing unit 33 creates object determination game screen display data for displaying the object determination game screen 500 (step S214).
[0213] Next, the server transmission unit 335 transmits the object determination game screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S215).
[0214] Next, the terminal reception unit 252 of the mobile terminal 2 receives the object determination game screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object determination game screen 500 on the display unit 24 based on the object determination game screen display data received by the terminal reception unit 252 (step S216).
[0215] (Operation sequence of game system 1) FIG. 12 is a diagram showing another example of the operation sequence of the game system 1. This operation sequence is mainly executed by the terminal processing unit 25 and the server processing unit 33 in cooperation with the respective elements of the mobile terminal 2 and the server 3 based on programs stored in advance in the terminal storage unit 22 and the server storage unit 32.
[0216] The operation sequence shown in FIG. 12 is executed after the process of step S216 shown in FIG. 11.
[0217] First, during the progress of the object determination game, when various instructions are input according to the operation of the operation unit 23 by the player or the progress of the game, the terminal transmission unit 251 of the mobile terminal 2 transmits the various instructions to the server 3 via the terminal communication unit 21 (step S301).
[0218] Next, the server reception unit 331 of the server 3 receives various instructions from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 and the progress processing unit 334 of the server processing unit 33 execute the object determination game progress process based on the various instructions (step S302). The details of the object determination game progress process will be described later.
[0219] Next, the server transmission unit 335 transmits the display data of various screens created in accordance with the execution of the object determination game progress process to the mobile terminal 2 via the server communication unit 31 (step S303).
[0220] Next, the terminal reception unit 252 of the mobile terminal 2 receives the display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays various screens on the display unit 24 based on the display data received by the terminal reception unit 252 (step S304).
[0221] (Object Determination Game Progress Process) FIG. 13 is a diagram showing an example of the operation flow of the object determination game progress process by the creation unit 332 and the progress processing unit 334 of the server processing unit 33 of the server 3. The object determination game progress process shown in FIG. 13 is executed in step S302 of FIG. 12.
[0222] First, the progress processing unit 334 determines whether an instruction object display instruction has been received by the server reception unit 331 during the progress of the object determination game (step S401).
[0223] If it is determined that the instruction object display instruction has not been received (step S401-No), the progress processing unit 334 waits until the instruction object display instruction is received.
[0224] If it is determined that the instruction object display instruction has been received (step S401-Yes), the creation unit 332 creates object determination game screen display data for displaying the object determination game screen 500 including the player object image 503 and the instruction object image 504 (step S402). The creation unit 332 passes the created object determination game screen display data to the server transmission unit 335.
[0225] Next, the progress processing unit 334 determines whether the moving object display condition is satisfied (step S403).
[0226] When it is determined that the moving object display condition is not satisfied (step S403 - No), the progress processing unit 334 waits until the moving object display condition is satisfied.
[0227] When it is determined that the moving object display condition is satisfied (step S403 - Yes), the creation unit 332 creates object determination game screen display data for displaying the object determination game screen 500 including the moving object image 510 indicating the moving object (step S404). The creation unit 332 passes the created object determination game screen display data to the server transmission unit 335.
[0228] Next, the progress processing unit 334 determines whether an object determination instruction has been received by the server reception unit 331 during the progress of the object determination game (step S405).
[0229] When it is determined that the object determination instruction has not been received (step S405 - No), the progress processing unit 334 waits until the object determination instruction is received.
[0230] When it is determined that the object determination instruction has been received (step S405 - Yes), the progress processing unit 334 refers to the parameter table T1 and determines whether the acquisition timing of the object determination instruction is within a predetermined period (step S406).
[0231] When it is determined that the acquisition timing of the object determination instruction is within the predetermined period (step S406 - Yes), the creation unit 332 creates object determination game success screen display data for displaying the object determination game success screen 600 (step S407) and ends a series of steps.
[0232] When it is determined that the acquisition timing of the object determination instruction is not within the predetermined period (step S406 - No), the creation unit 332 creates object determination game failure screen display data for displaying the object determination game failure screen 610 (step S408) and ends the series of steps.
[0233] (Operation sequence of the game system 1) FIG. 14 is a diagram showing another example of the operation sequence of the game system 1. This operation sequence is executed mainly by the terminal processing unit 25 and the server processing unit 33 in cooperation with the respective elements of the mobile terminal 2 and the server 3 based on programs stored in advance in the terminal storage unit 22 and the server storage unit 32.
[0234] The operation sequence shown in FIG. 14 is executed after the process of step S304 shown in FIG. 12.
[0235] First, the creation unit 332 of the server 3 creates parameter change game screen display data for displaying the parameter change game screen 620 (step S501).
[0236] Next, the server transmission unit 335 transmits the parameter change game screen display data to the mobile terminal 2 via the server communication unit 31 (step S502).
[0237] Next, the terminal reception unit 252 of the mobile terminal 2 receives the parameter change game screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the parameter change game screen 620 on the display unit 24 based on the parameter change game screen display data received by the terminal reception unit 252 (step S503).
[0238] Next, during the progress of the parameter change game, when various instructions are input according to the operation of the operation unit 23 by the player or the progress of the game, the terminal transmission unit 251 of the mobile terminal 2 transmits the various instructions to the server 3 via the terminal communication unit 21 (step S504).
[0239] Next, the server receiving unit 331 of the server 3 receives various instructions from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 and the progress processing unit 334 of the server processing unit 33 execute parameter change game progress processing based on the various instructions (step S505). Details of the parameter change game progress processing will be described later.
[0240] Next, the server transmission unit 335 transmits the display data of various screens created by executing the parameter change game progress processing to the mobile terminal 2 via the server communication unit 31 (step S506).
[0241] Next, the terminal receiving unit 252 of the mobile terminal 2 receives the display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays various screens on the display unit 24 based on the display data received by the terminal receiving unit 252 (step S507).
[0242] (Parameter change game progress processing) FIG. 15 is a diagram showing an example of an operation flow of parameter change game progress processing by the creation unit 332 and the progress processing unit 334 of the server processing unit 33 of the server 3. The parameter change game progress processing shown in FIG. 15 is executed in step S505 of FIG. 14.
[0243] First, the progress processing unit 334 determines whether a game input instruction has been received by the server receiving unit 331 during the progress of the parameter change game (step S601).
[0244] If it is determined that the game input instruction has not been received (step S601-No), the progress processing unit 334 waits until the game input instruction is received.
[0245] If it is determined that the game input instruction has been received (step S601-Yes), the progress processing unit 334 refers to the parameter table T2 and executes a process of changing the parameters associated with the game object (step S602).
[0246] Next, the progress processing unit 334 determines whether the game success condition is satisfied (step S603).
[0247] When it is determined that the game success condition is satisfied (step S603-Yes), the progress processing unit 334 associates the game object with the player and stores it in the server storage unit 32 (step S604).
[0248] Next, the creation unit 332 creates parameter change game success screen display data for displaying the parameter change game success screen 700 (step S605), and ends a series of steps.
[0249] When it is determined that the game success condition is not satisfied (step S603-No), the progress processing unit 334 determines whether the game failure condition is satisfied (step S606).
[0250] When it is determined that the game failure condition is not satisfied (step S606-No), the progress processing unit 334 returns the process to step S601.
[0251] When it is determined that the game failure condition is satisfied (step S606-Yes), the progress processing unit 334 creates parameter change game failure screen display data for displaying the parameter change game failure screen 710 (step S607), and ends a series of steps.
[0252] As described in detail above, the game system 1 of the present embodiment changes various parameters used in a plurality of games according to the player object selected by the player. With this game system 1, the player can play various games.
[0253] (Modification Example 1) Note that the present invention is not limited to this embodiment. For example, the game system 1 may provide a game in which a plurality of players can play simultaneously on the same game field. Hereinafter, a game in which a plurality of players can play simultaneously on the same game field may be referred to as a multiplayer game.
[0254] Hereinafter, with reference to FIGS. 16 to 20, an example of the game system 1 that provides a multiplayer game will be described.
[0255] FIG. 16(a) is a diagram showing an example of a participation registration screen 800 displayed on the display unit 24 of the mobile terminal 2.
[0256] The participation registration screen 800 is displayed based on the participation registration screen display data transmitted by the server 3 when, for example, the display of the participation registration screen 800 is instructed in response to an operation of the operation unit 23 by the player. The participation registration screen display instruction may be transmitted to the server 3 in place of the game start instruction when the player performs an operation of selecting the game start button 302.
[0257] The participation registration screen 800 includes a preparation period 801, participating players 802, an object set confirmation button 803, a participation button 804, and a home screen display instruction button 805.
[0258] The preparation period 801 is information including text (numbers, characters, etc.) indicating the remaining time until the multiplayer game starts. The preparation period 801 may be image information (image information showing a clock face, etc.) indicating the remaining time until the multiplayer game starts, or the preparation period 801 may be information indicating the time when the multiplayer game starts.
[0259] The participating player 802 is information indicating a player whose participation in a multiplayer game has been registered. The information indicating the player is image information showing a character selected by the player. The information indicating the player may also be character information for identifying the player (information indicating the player's name, player ID, etc.), icon information, image information of an avatar selected by the player, or the like.
[0260] The participation registration screen 800 shown in FIG. 16(a) is set to include three types of participating players 802. That is, the maximum number of players who can participate in the multiplayer game on the participation registration screen 800 is three. The maximum number of players who can participate in the multiplayer game may be two or more than three. Also, the participation registration screen 800 may not include participating players 802 corresponding to all players who can participate in the multiplayer game.
[0261] In the example shown in FIG. 16(a), it is shown that one player has registered to participate in the multiplayer game, and the remaining two players can participate in the multiplayer game.
[0262] The object set confirmation button 803 is a button object for instructing the display of an object set confirmation screen 810 described later. The participation registration screen 800 includes object set confirmation buttons 803 corresponding to each of the participating players 802 included in the participation registration screen 800. The participation registration screen 800 shown in FIG. 16(a) includes three object set confirmation buttons 803. Each object set confirmation button 803 is arranged in the vicinity of the participating player 802 corresponding to each object set confirmation button 803. With such a participation registration screen 800, the participating players 802 and the object set confirmation buttons 803 corresponding to each player whose participation in the multiplayer game has been registered are displayed.
[0263] The object set confirmation button 803 may be an icon image, text, or the like. When the input position on the participation registration screen 800 input in response to the operation of the operation unit 23 by the player is within the display area of the object set confirmation button 803, a confirmation screen display instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the object set confirmation button 803, a confirmation screen display instruction is transmitted to the server 3. When the confirmation screen display instruction is transmitted to the server 3, an object set confirmation screen 810 described later is displayed on the display unit 24 based on the object set confirmation screen display data transmitted from the server 3. Note that the object set confirmation screen 810 is a screen related to the object set used by the player who selects the object set confirmation button 803 selected by the player in the multi-game.
[0264] The participation button 804 is a button object for notifying the server 3 that the player participates in the multi-player game. The participation button 804 may be an icon image, text, or the like. When the input position on the participation registration screen 800 input in response to the operation of the operation unit 23 by the player is within the display area of the participation button 804, a participation instruction is transmitted from the mobile terminal 2 to the server 3. Thus, when the player performs an operation of selecting the participation button 804, a participation instruction including the player identification information stored in the terminal storage unit 22 is transmitted to the server 3. When the participation instruction is transmitted to the server 3, a participation process for registering the player who selected the participation button 804 in the multi-player game is executed by the server 3. A participation registration screen 820 is displayed based on the participation registration screen display data transmitted by the server 3 after the execution of the participation process.
[0265] The home screen display instruction button 805 has the same function as the home screen display instruction button 315.
[0266] FIG. 16(b) is a diagram showing an example of the object set confirmation screen 810 displayed on the display unit 24 of the mobile terminal 2.
[0267] The object set confirmation screen 810 includes an object set 811, parameters 812, and a screen termination instruction button 813. In the example shown in FIG. 16(b), the object set confirmation screen 810 is displayed so as to overlap the participation registration screen 800, but the object set confirmation screen 810 may be displayed on the display unit 24.
[0268] The object set 811 is an image showing player objects included in the object set used by the player corresponding to the object set confirmation button 803 selected by the player in the multi-game. In the example shown in FIG. 16(b), in the object set indicated by the object set 811, it is shown that all (three) player objects are set.
[0269] The parameters 812 are text indicating the parameters of each player object included in the object set indicated by the object set 811. The parameters 812 may also be an image indicating the parameters of each player object. In the example shown in FIG. 16(b), it is shown that the parameters of the player object corresponding to the right image in the object set 811 are for game field A and small. Also, it is shown that the parameters of the player object corresponding to the middle image in the object set 811 are for game field B and large. Also, it is shown that the parameters of the player object corresponding to the middle image in the object set 811 are for game field A and large.
[0270] The screen end instruction button 813 is a button object for instructing the end of the display of the object set confirmation screen 810. The screen end instruction button 813 may be an icon image, text, or the like. When the input position on the object set confirmation screen 810 input in response to the operation of the operation unit 23 by the player is within the display area of the home screen display instruction button 315, the display of the object set confirmation screen 810 ends. When the display of the object set confirmation screen 810 ends, the participation registration screen 800 is displayed again. Thus, when the player performs an operation of selecting the screen end instruction button 813, the display of the object set confirmation screen 810 ends and the participation registration screen 800 is redisplayed.
[0271] FIG. 16(c) is a diagram showing an example of the participation registration screen 820 displayed on the display unit 24 of the mobile terminal 2 after the execution of the participation process.
[0272] The participation registration screen 820 is a participation registration screen that is redisplayed after the player performs an operation of selecting the participation button 804 included in the participation registration screen 800 and the participation process is executed by the server. Different from the participation registration screen 800, the participation registration screen 820 has the middle participation player 802 among the three types of participation players 802 (indicating the player who performed the operation of selecting the participation button 804) added. This shows that two players have registered for the multi-game.
[0273] FIG. 16(d) is a diagram showing an example of the battle preparation screen 830 displayed on the display unit 24 of the mobile terminal 2.
[0274] The battle preparation screen 830 is displayed based on the battle preparation screen display data transmitted by the server 3 when the number of players registered to participate in the multiplayer game reaches the maximum number of players who can participate in the multiplayer game. The battle preparation screen display data is transmitted to each player's mobile terminal 2 registered to participate in the multiplayer game. The battle preparation screen display data may also be transmitted to the mobile terminal 2 of a player who has not registered to participate in the multiplayer game. The battle preparation screen 830 includes participating players 831 included in the first group and participating players 832 included in the second group.
[0275] The participating player 831 corresponds to the participating player 802 included in the participation registration screen 800 (or the participation registration screen 820). The participating player 832 is an NPC (non-player character) that battles against the participating player 831. This enables a player registered to participate in the multiplayer game to confirm other player friends.
[0276] In the multiplayer game, a plurality of players playing simultaneously may be classified into at least two groups, and the participating player 832 may correspond to a player belonging to a group different from the participating player 831. In this case, group selection screen display data for displaying a group selection screen (not shown) for the player to select the group they want to participate in is created by the server. The group selection screen is displayed on the display unit 24 based on the group selection screen display data transmitted by the server. Participation registration screen display data for displaying the participation registration screen 800 corresponding to the group selected in response to the player's operation on the group selection screen is transmitted from the server.
[0277] In the example shown in FIG. 16(d), the maximum number of players who can participate in the multiplayer game is six. When the number of players registered as multiplayer players belonging to each group reaches the maximum number of players who can belong to that group (three in the example shown in FIG. 16(d)), the battle preparation screen 830 is displayed on the display unit 24 of the mobile terminal 2 of the players belonging to that group.
[0278] When the current time reaches the time when the multiplayer game starts, the display of the battle preparation screen 830 ends. Note that when the current time reaches the time when the multiplayer game starts, if the number of participating players belonging to each group does not satisfy the maximum number of players who can belong, NPCs may be set in place of the insufficient players.
[0279] FIG. 17 is a schematic diagram for explaining an example of a game field including an area R (such as a river or sea) where the game object image 501 can move and images corresponding to players participating in the multiplayer game (including images showing NPCs).
[0280] In the example shown in FIG. 17, the area R has at least a surface with a predetermined outer shape (for example, circular), and the images Pa to Pf corresponding to each player are arranged at predetermined positions outside along the outer shape of the area R. As shown in FIG. 17, the images corresponding to the players belonging to the same group may be arranged adjacent to each other, or the images corresponding to each player may be arranged at randomly set positions regardless of group affiliation.
[0281] FIG. 18(a) is a diagram showing an example of an object determination game screen 900 displayed on the display unit 24 of the mobile terminal 2. The object determination game screen 900 is a screen for displaying the progress of the object determination game in the multiplayer game, and is displayed when the display of the battle preparation screen 830 ends.
[0282] The object determination game screen 900 shown in FIG. 18(a) is a screen displayed on the display unit 24 of the player's mobile terminal 2 corresponding to the image Pa. For example, on the object determination game screen 900, an image as if looking at the area R of the game field from the arrangement position of the image Pa is displayed. The object determination game screen 910 may be displayed on the display unit 24 of the player's mobile terminal 2 according to the operations of each player corresponding to the image Pb or Pc.
[0283] The object determination game screen 900 includes game object images 901 (901a, 902b), the image Pa, the image Pd, instruction object images 504 (504a, 504d), the identification image Ma, and the identification image Md. The game object image 901 is the same image as the game object image 501 included in the object determination game screen 500.
[0284] The image Pa is an image corresponding to the player who owns the mobile terminal 2 that displays the object determination game screen 900, and the image Pd is an image corresponding to the player belonging to another group as the opponent.
[0285] The instruction object image 504a is an image indicating an object arranged at a position on the game field designated according to the operation of the operation unit 23 by the player corresponding to the image Pa. The instruction object image 504d is an image indicating an object arranged at a position on the game field designated according to the operation of the operation unit 23 by the player corresponding to the image Pd.
[0286] The identification image Ma is arranged near the instruction object image 504a. The identification image Ma is an image for identifying that the instruction object image 504a is an image displayed according to the operation of the player corresponding to the image Pa. The identification image Ma may be the name of the player, the image Pa, etc.
[0287] The identification image Md is arranged near the instruction object image 504d. The identification image Md is an image for identifying that the instruction object image 504d is an image displayed in response to the operation of the player corresponding to the image Pd. The identification image Md may be the name of the player, the image Pd, or the like.
[0288] In this way, in a multiplayer game, it is possible to display images (such as the instruction object image 504d and the identification image Md) related to the game progress of other players.
[0289] The object determination game screen 910 shown in FIG. 18(b) is a screen displayed on the display unit 24 of the mobile terminal 2 of the player corresponding to the image Pb. For example, on the object determination game screen 910, an image as if looking at the area R of the game field from the arrangement position of the image Pb is displayed. The object determination game screen 910 may be displayed on the display unit 24 of the mobile terminal 2 of the player in response to the operations of the players corresponding to the images Pa or Pc.
[0290] The object determination game screen 910 includes game object images 901 (901c, 902d), the image Pb, the image Pe, instruction object images 504 (504b, 504e), the identification image Mb, and the identification image Me.
[0291] The image Pb is an image corresponding to another player belonging to the same group as the player corresponding to the image Pa. The image Pe is an image corresponding to a player belonging to another group that is an opponent (different from the player corresponding to the image Pd).
[0292] The instruction object image 504b is an image indicating an object arranged at a position on the game field specified according to the operation of the operation unit 23 by the player corresponding to the image Pb. The instruction object image 504e is an image indicating an object arranged at a position on the game field specified according to the operation of the operation unit 23 by the player corresponding to the image Pe.
[0293] The identification image Mb is arranged near the instruction object image 504b. The identification image Mb is an image for identifying that the instruction object image 504b is an image displayed in response to the operation of the player corresponding to the image Pb. The identification image Mb may be the name of the player, the image Pb, etc.
[0294] The identification image Me is arranged near the instruction object image 504e. The identification image Me is an image for identifying that the instruction object image 504e is an image displayed in response to the operation of the player corresponding to the image Pe. The identification image Me may be the name of the player, the image Pe, etc.
[0295] In this way, in a multiplayer game, it is possible to display images related to the game progress of other players (such as the instruction object image 504e and the identification image Me, etc.).
[0296] The object determination game screen 920 shown in FIG. 18(c) is a screen displayed on the display unit 24 of the mobile terminal 2 of the player corresponding to the image Pc. For example, on the object determination game screen 920, an image as if looking at the area R of the game field from the arrangement position of the image Pc is displayed. The object determination game screen 920 may be displayed on the display unit 24 of the mobile terminal 2 of the player in response to the operations of the players corresponding to the images Pa or Pb.
[0297] The object determination game screen 920 includes game object images 901 (901e, 902f), the image Pc, the image Pf, instruction object images 504 (504c, 504f), the identification image Mc, and the identification image Mf.
[0298] The image Pc is an image corresponding to another player belonging to the same group as the player corresponding to the image Pa (different from the player corresponding to the image Pb). The image Pf is an image corresponding to a player belonging to another group as the opponent (different from the players corresponding to the images Pd and Pe).
[0299] The instruction object image 504c is an image indicating an object arranged at a position on the game field specified according to the operation of the operation unit 23 by the player corresponding to the image Pc. The instruction object image 504f is an image indicating an object arranged at a position on the game field specified according to the operation of the operation unit 23 by the player corresponding to the image Pf.
[0300] The identification image Mc is arranged in the vicinity of the instruction object image 504c. The identification image Mc is an image for identifying that the instruction object image 504c is an image displayed according to the operation of the player corresponding to the image Pc. The identification image Mc may be the name of the player, the image Pc, etc.
[0301] The identification image Mf is arranged in the vicinity of the instruction object image 504f. The identification image Mf is an image for identifying that the instruction object image 504f is an image displayed according to the operation of the player corresponding to the image Pf. The identification image Mf may be the name of the player, the image Pf, etc.
[0302] In this way, in a multiplayer game, it becomes possible to display images related to the game progress of other players (instruction object images 504c and 504f, identification images Mc and Mf, etc.).
[0303] (Operation sequence of game system 1) Figures 19 and 20 are diagrams showing another example of the operation sequence of game system 1. This operation sequence is executed mainly by the terminal processing unit 25 and the server processing unit 33 in cooperation with the respective elements of the mobile terminal 2 and the server 3 based on programs stored in advance in the terminal storage unit 22 and the server storage unit 32.
[0304] First, when the terminal transmission unit 251 of the mobile terminal 2 is instructed to display the participation registration screen 800 according to the player's instruction, it transmits a participation registration screen display instruction to the server 3 via the terminal communication unit 21 (step S701).
[0305] Next, the server receiving unit 331 of the server 3 receives an instruction to display a participation registration screen from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 creates participation registration screen display data for displaying the participation registration screen 800 (step S702).
[0306] Next, the server transmission unit 335 transmits the participation registration screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S703).
[0307] Next, the terminal receiving unit 252 of the mobile terminal 2 receives the participation registration screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the participation registration screen 800 on the display unit 24 based on the participation registration screen display data received by the terminal receiving unit 252 (step S704).
[0308] Next, when the object set confirmation button 803 included in the participation registration screen 800 is selected in response to the player's instruction, the terminal transmission unit 251 of the mobile terminal 2 transmits an instruction to display a confirmation screen to the server 3 via the terminal communication unit 21 (step S705).
[0309] Next, the server receiving unit 331 of the server 3 receives an instruction to display a confirmation screen from the mobile terminal 2 via the server communication unit 31. Next, the creation unit 332 creates object set confirmation screen display data for displaying the object set confirmation screen 810 (step S706).
[0310] Next, the server transmission unit 335 transmits the object set confirmation screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S707).
[0311] Next, the terminal receiving unit 252 of the mobile terminal 2 receives object set confirmation screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object set confirmation screen 810 on the display unit 24 based on the object set confirmation screen display data received by the terminal receiving unit 252 (step S708).
[0312] Next, when a participation button 804 included in the participation registration screen 800 is selected in response to an instruction from the player, the terminal transmission unit 251 of the mobile terminal 2 creates a participation instruction including player identification information stored in the terminal storage unit 22, and transmits the created participation instruction to the server 3 via the terminal communication unit 21 (step S709).
[0313] Next, the server receiving unit 331 of the server 3 receives a participation instruction from the mobile terminal 2 via the server communication unit 31. Next, the setting unit 333 of the server processing unit 33 executes a participation process of registering the player in the multiplayer game based on the player identification information included in the participation instruction and storing it in the server storage unit 32 (step S710). Registering a player in a multiplayer game is realized, for example, by the setting unit 333 associating the player identification information and the group identification information to which the player belongs with the game identification information for identifying the multiplayer game and storing it in the server storage unit 32. Then, the creation unit 332 creates participation registration screen display data for displaying the participation registration screen 820.
[0314] Next, the server transmission unit 335 transmits the participation registration screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S711).
[0315] Next, the terminal receiving unit 252 of the mobile terminal 2 receives the participation registration screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the participation registration screen 820 on the display unit 24 based on the participation registration screen display data received by the terminal receiving unit 252 (step S712).
[0316] Next, the setting unit 333 of the server processing unit 33 determines whether the number of players registered to participate in the multiplayer game has reached the maximum number of players that can participate in the multiplayer game (step S713). When multiple players who play simultaneously are classified into at least two groups, in step S710, the setting unit 333 may determine for each group whether the number of players registered in the multiplayer as players belonging to each group has reached the maximum number of players that can belong to the group.
[0317] When the setting unit 333 determines that the number of players registered to participate in the multiplayer game has not reached the maximum number of players that can participate in the multiplayer game (step S713-No), it waits until the number of players registered to participate in the multiplayer game reaches the maximum number of players that can participate in the multiplayer game. If the number of players registered to participate in the multiplayer game has not reached the maximum number of players that can participate in the multiplayer game but the current time has reached the time when the multiplayer game is to start, the process proceeds to step S716.
[0318] If the creation unit 332 determines that the number of players registered to participate in the multiplayer game has reached the maximum number of players that can participate in the multiplayer game (step S713-Yes), it creates match preparation screen display data for displaying the match preparation screen 830.
[0319] Next, the server transmitting unit 335 transmits the battle preparation screen display data created by the creating unit 332 to the portable terminal 2 via the server communication unit 31 (step S714).
[0320] Next, the terminal receiving unit 252 of the portable terminal 2 receives the battle preparation screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the battle preparation screen 830 on the display unit 24 based on the battle preparation screen display data received by the terminal receiving unit 252 (step S715).
[0321] Next, the setting unit 333 of the server processing unit 33 determines whether the current time has reached the time when the multiplayer game starts (step S716).
[0322] If the setting unit 333 determines that the current time has not reached the time when the multiplayer game starts (step S716 - No), it waits until the current time reaches the time when the multiplayer game starts.
[0323] When the creation unit 332 determines that the current time has reached the time when the multiplayer game starts (step S716 - Yes), it creates object determination game screen display data for displaying the object determination game screen 900.
[0324] Next, the server transmission unit 335 transmits the object determination game screen display data created by the creation unit 332 to the mobile terminal 2 via the server communication unit 31 (step S717).
[0325] Next, the terminal reception unit 252 of the mobile terminal 2 receives the object determination game screen display data from the server 3 via the terminal communication unit 21. Then, the display processing unit 253 displays the object determination game screen 900 on the display unit 24 based on the object determination game screen display data received by the terminal reception unit 252 (step S718).
[0326] Thereby, the player can play the game while competing with or cooperating with other players, and it is further possible to improve the interestingness of the game.
[0327] (Modification Example 2) In addition, when the game system 1 provides a multiplayer game, the progress processing unit 334 may determine the victory or defeat of each group according to the game objects associated with each player when each player succeeds in the game during a predetermined game execution period. For example, the progress processing unit 334 calculates the total number of game objects associated with the players belonging to each group, determines that the group with the largest total number wins, and associates a predetermined group privilege with each player belonging to the winning group.
[0328] For example, at the end of a predetermined game execution period, two game objects and three game objects are respectively associated with player a1 and player a2 belonging to the first group, and one game object and two game objects are respectively associated with player b1 and player b2 belonging to the second group. In this case, the total of the first group is five, and the total of the second group is three. Therefore, it is determined that the first group wins.
[0329] Note that the condition for associating a predetermined group privilege with each player may be, for example, that the total of the group exceeds a predetermined number. For example, when the predetermined number is two, in the above example, a predetermined group privilege is associated with each player belonging to both the first group (total: five) and the second group (total: three).
[0330] (Modification Example 3) In addition, when the game system 1 provides a multiplayer game to players belonging to a plurality of groups, the game system 1 may provide each player with various items having a predetermined game effect.
[0331] The item has an effect of moving, for example, a game object of a predetermined type to an area designated by a player within the game field. Also, the item may have an effect of being controlled so that the game object images 501a, 501b, and 501c are not displayed in the area designated by the player within the game field. Further, the item may have an effect of changing parameters of the game object, etc.
[0332] When an operation of selecting or using various items is performed by the player, the progress processing unit 334 generates a predetermined game effect corresponding to the item. As a result, the player can fight together with teammates (other players belonging to the same group) to attack other players belonging to other groups or defend against attacks from other players belonging to other groups. Therefore, the game system 1 can improve the interestingness of the game and provide various games to the player.
[0333] (Modification Example 4) Also, all or part of each function of the server processing unit 33 described above may be realized by the terminal processing unit 25 of the mobile terminal 2. In this case, if various tables are stored in the terminal storage unit 22, it is not necessary to communicate with the server 3 each time processing is performed, and it is also possible to realize the above functions only with the mobile terminal 2. Further, the game executed on the mobile terminal 2 may be a hybrid game in which each of the server 3 and the mobile terminal 2 is responsible for a part of the processing. In that case, for example, each game screen related to the progress of the game is a web display displayed on the mobile terminal 2 based on the display data generated by the server 3, and other menu screens, etc. are native displays displayed by the native application installed on the mobile terminal 2.
[0334] Hereinafter, an example in the case where all or part of each function of the server processing unit 33 is realized by the terminal processing unit 25 of the mobile terminal 2 will be described.
[0335] The processes of steps S102, S106, S110, and S114 shown in FIG. 10, and the processes of steps S202, S206, S210, and S214 shown in FIG. 11 may be executed by the terminal processing unit 25 of the mobile terminal 2. In this case, the processes of steps S101, S103, S105, S107, S109, S111, S113, and S115 shown in FIG. 10, and the processes of steps S201, S203, S205, S207, S209, S211, S213, and S215 shown in FIG. 11 are not executed.
[0336] The object determination game progress process in FIG. 13 may be executed by the terminal processing unit 25 of the mobile terminal 2. In this case, the processes of steps S301 and S303 shown in FIG. 12 are not executed.
[0337] When the object determination game progress process is executed by the terminal processing unit 25 of the mobile terminal 2, in step S401, the progress processing unit 334 determines whether an instruction object display instruction has been input. When it is determined that the instruction object display instruction has been input, the terminal transmission unit 251 transmits information regarding the position specified according to the operation of the operation unit 23 by the player to the server 3 via the terminal communication unit 21. Hereinafter, it will be described assuming that the player who specifies the position is player A, and the other players participating in the multiplayer game are players B and C.
[0338] The server receiving unit 331 of the server 3 receives information regarding the position specified according to the operation of the operation unit 23 by player A from the mobile terminal 2 of player A via the server communication unit 31. The server transmission unit 335 transmits the information regarding the position received by the server receiving unit 331 to the mobile terminal 2 of player B and the mobile terminal 2 of player C via the server communication unit 31. The display processing units 253 of the mobile terminal 2 of player B and the mobile terminal 2 of player C display the instruction object image 504a corresponding to player A and the identification image Ma on the display unit 24 based on the information regarding the position received by the terminal receiving unit 252.
[0339] When an instruction object image 504a and an identification image Ma of another player other than the player are displayed on the display unit 24 of the player's mobile terminal 2, when the parameter change game by the other player ends, the display of the instruction object image 504a and the identification image Ma ends. The display of the instruction object image 504a and the identification image Ma may also end when the moving object display condition is satisfied or when the object determination game ends.
[0340] The process of step S702 in FIG. 19 may be executed by the terminal processing unit 25 of the mobile terminal 2. In this case, the processes of steps S701 and S703 shown in FIG. 19 are not executed. The terminal transmission unit 251 transmits an instruction to request information about the players registered in the multiplayer game to the server 3 via the terminal communication unit 21. The terminal reception unit 252 receives information about the players registered in the multiplayer game from the server 3 via the terminal communication unit 21, and the display processing unit 253 creates participation registration screen display data based on the information about the players registered in the multiplayer game.
[0341] The process of step S706 in FIG. 19 may be executed by the terminal processing unit 25 of the mobile terminal 2. In this case, the processes of steps S705 and S707 shown in FIG. 19 are not executed. The terminal transmission unit 251 transmits an instruction to request information about the object set of the players registered in the multiplayer game to the server 3 via the terminal communication unit 21. The terminal reception unit 252 receives information about the object set of the players registered in the multiplayer game from the server 3 via the terminal communication unit 21, and the display processing unit 253 creates object set confirmation screen display data based on the information about the object set.
[0342] In step S711 of FIG. 19, instead of the participation registration screen display data, information regarding the players registered in the multiplayer game may be transmitted. In this case, the terminal receiving unit 252 receives, via the terminal communication unit 21, information regarding the players registered in the multiplayer game from the server 3, and the display processing unit 253 creates participation registration screen display data based on the information regarding the players registered in the multiplayer game.
[0343] In step S714 of FIG. 19, instead of the battle preparation screen display data, information regarding the players registered in the multiplayer game may be transmitted. In this case, the terminal receiving unit 252 receives, via the terminal communication unit 21, information regarding the players registered in the multiplayer game from the server 3, and the display processing unit 253 creates battle preparation screen display data based on the information regarding the players registered in the multiplayer game.
[0344] In step S717 of FIG. 20, instead of the object determination game screen display data, information regarding the players registered in the multiplayer game may be transmitted. In this case, the terminal receiving unit 252 receives, via the terminal communication unit 21, information regarding the players registered in the multiplayer game from the server 3, and the display processing unit 253 creates object determination game screen display data based on the information regarding the players registered in the multiplayer game.
[0345] As described in detail above, all or part of each function of the server processing unit 33 is realized by the terminal processing unit 25 of the mobile terminal 2, thereby reducing the information processing load on the server 3 and preventing the communication between the server 3 and the mobile terminal 2 from becoming unstable. As a result, in the game system 1, the occurrence of problems in the multiplayer game can be prevented, and it becomes possible to encourage the player to continue participating in the game.
[0346] (Modification Example 5) Alternatively, the game system 1 may be configured to include only a plurality of mobile terminals 2 operated by respective players. Each of the plurality of mobile terminals 2 performs wireless communication with other mobile terminals 2 by a wireless communication method conforming to the IEEE802.11 standard, and an ad hoc network is configured by the plurality of mobile terminals 2. In this case, a specific mobile terminal 2 among the plurality of mobile terminals 2 functions as a host and executes each function of the server 3 described above. The game described above is executed by a mobile terminal 2 other than the specific mobile terminal 2 among the plurality of mobile terminals 2 communicating with the specific mobile terminal 2 that executes each function of the server 3. Note that the specific mobile terminal 2 functioning as a host executes both the functions of the server 3 and the functions of the mobile terminal 2.
[0347] Those skilled in the art should understand that various changes, substitutions, and modifications can be made to this without departing from the spirit and scope of the present invention.
Explanation of Signs
[0348] 1 Game system 2 Mobile terminal 21 Terminal communication unit 22 Terminal storage unit 23 Operation unit 24 Display unit 25 Terminal processing unit 251 Terminal transmission unit 252 Terminal reception unit 253 Display processing unit 3 Server 31 Server communication unit 32 Server storage unit 33 Server processing unit 331 Server reception unit 332 Creation unit 333 Setting unit 334 Progress processing unit 335 Server transmission unit 4 Base station 5 Mobile communication network 6 Gateway 7 Internet
Claims
1. A first means receives from a player a selection of a player object from among a plurality of types of player objects; a second means for receiving from the player a designation of a display area from a display screen divided into a plurality of display areas; a third means for changing a first parameter based on a relationship between the selected player object and a game object in accordance with a display area designated by the player; a fourth means for progressing a first game in response to a player's instruction for a moving object that moves based on the changed first parameter; A control method including a fifth means for progressing a second game in which the game object is acquired based on a second parameter associated with the game object, the second parameter being based on a relationship between the selected player object and the game object, when a predetermined condition related to the first game is satisfied.
2. The fourth means displays an image showing the moving object moving during the progression of the first game; The control method according to claim 1 , wherein the predetermined condition regarding the first game is a condition regarding movement of the moving object.
3. The fifth means, during the progress of the second game, modifying a third parameter of the game object in response to a game input by the player; if it is determined that the player has acquired the game object based on the changed third parameter, associating the acquired game object with the player; The control method according to claim 1 or 2, further comprising displaying an image showing the acquired game object.
4. A control method as described in claim 3, wherein the sixth means includes, when a specific game medium is selected by the player, generating a predetermined game effect corresponding to the specific game medium.
5. The method of claim 4 , wherein the predetermined game effect is to change the third parameter of the game object.
6. The game objects are classified into a plurality of object groups; the plurality of types of player objects includes a player object associated with at least one of the plurality of object groups; The method of claim 1 , wherein the first parameter is based on a relationship between an object group associated with the selected player object and an object group to which the game object belongs.
7. the plurality of types of player objects includes a player object associated with at least one of a plurality of game fields; The control method according to any one of claims 1 to 6, wherein the third means includes changing the first parameter depending on a relationship between a game field associated with the selected player object and a game field selected from the plurality of game fields.
8. A control method as described in any one of claims 1 to 7, wherein the seventh means includes resuming the first game if the specified condition regarding the first game is not satisfied.
9. The fifth means changes the second parameter in accordance with a display area designated by the player during the progress of the second game; The control method according to any one of claims 1 to 8, further comprising progressing a second game in which the game object is acquired based on the changed second parameter.
10. a first means for receiving from a player a selection of a player object from among a plurality of types of player objects; A second means for receiving, from the player, a designation of a display area from a display screen divided into a plurality of display areas; a third means for changing a first parameter based on a relationship between the selected player object and a game object in accordance with a display area designated by the player; a fourth means for progressing a first game in response to a player's instruction to a moving object that moves based on the changed first parameter; and a fifth means for, when a predetermined condition related to the first game is satisfied, progressing a second game in which the game object is acquired based on a second parameter related to the game object, the second parameter being based on a relationship between the selected player object and the game object.
11. Computer, a first means for receiving from a player a selection of a player object from among a plurality of types of player objects; A second means for receiving, from the player, a designation of a display area from a display screen divided into a plurality of display areas; a third means for changing a first parameter based on a relationship between the selected player object and a game object in accordance with a display area designated by the player; a fourth means for progressing a first game in response to a player's instruction to a moving object that moves based on the changed first parameter; and a fifth means for progressing a second game in which the game object is acquired, based on a second parameter related to the game object, which is based on a relationship between the selected player object and the game object, when a predetermined condition related to the first game is satisfied.
Citation Information
Patent Citations
Fishing game device
JP1998305165A
Game device, game control method and program
JP2012179216A
Game apparatus, server device, game control method, and game control program
JP2014226495A
Game system, program, and information storage medium
JP2015150178A