Game system, server device, and program

The backgammon game system dynamically adjusts game information based on predetermined conditions to maintain player engagement by offering strategic opportunities and rewards, addressing the loss of motivation due to 'hit' squares.

JP7714404B2Active Publication Date: 2025-07-29BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021134700
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-20
Publication Date
2025-07-29
Estimated Expiration
2041-08-20

AI Technical Summary

Technical Problem

Existing backgammon game systems risk reducing player motivation due to the potential loss of game pieces when passing through 'hit' squares, making recovery impossible and diminishing the willingness to continue playing.

Method used

A game system that sets specific information in cells or squares of a game map, allowing for dynamic adjustment of game information based on predetermined conditions, such as lottery probabilities and item possession, to maintain player engagement by offering opportunities for future selections and rewards.

Benefits of technology

The system enhances player motivation by increasing the likelihood of rewarding game content and maintaining interest through dynamic game information changes and strategic opportunities.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system or the like allowing a player to maintain the motivation to play a game.SOLUTION: Game information is set to respective grids of a game map composed of the multiple grids in predetermined order, grids are selected along grids of the game map on the basis of a predetermined parameter, and game information of the grids concerned is selected. It is determined whether a predetermined condition is satisfied. Game information including specific information is set to at least one grid of the multiple grids. When a grid is selected after specific information has been set to the grids but the specific information is not set to the selected grid and a predetermined condition is satisfied, a grid to which specific information is set is selected instead of the selected grid and game information of a grid to which specific information is set is selected.SELECTED DRAWING: Figure 13
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Description

Technical Field

[0001] The present invention relates to a game system, a server device, and a program.

Background Art

[0002] Conventionally, there has been a game system for playing a backgammon game. Some such game systems advance the player's piece on the backgammon board based on the player's operation to proceed with the game (see Patent Document 1).

[0003] Also, there is a game system that gives a player a rare privilege when the player's character stops at a specific square (see Patent Document 2). And when the player's character stops at the square within a certain time after another player's character has left the square where it had stopped, the game system has a specification to change a specific point. This specific point is a point referred to as a condition for moving to a bonus area.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the game system of the backgammon game with "hits" and "misses" as shown in the prior art, when an object (piece) passes through a "hit" and moves to a "miss", there is a risk of reducing the willingness to continue the game. For example, in a backgammon game, if the player's object passes through a "hit" square, it may become impossible to recover.

[0006] The present invention has been made in view of the above problems, and even when a cell after a cell in which specific information (for example, "win") is set is selected, when a predetermined condition is satisfied, a game information corresponding to the specific information (for example, game content of "win") is provided. Or, it is possible to increase the possibility of future selection, and as a result, to provide a game system or the like that can maintain the player's willingness to play the game.

Means for Solving the Problems

[0007] (1) The present invention is A game system for selecting game content, A setting unit that sets game information in a predetermined order for each cell in a game map composed of a plurality of cells, A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell, A determination unit that determines whether a predetermined condition is satisfied, and includes The setting unit is Setting specific information and game information corresponding to the specific information in at least one of the plurality of cells, The selection unit is When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, instead of the selected cell, the cell in which the specific information is set is selected, and the game information of the cell in which the specific information is set is selected. The present invention relates to a game system characterized by

[0008] Further, the present invention relates to a server device including the above-described units. Further, it relates to a terminal device (game device) including the above-described units. Further, the present invention relates to a program that causes a computer to function as the above-described units. Further, the present invention relates to an information storage medium readable by a computer, which stores a program that causes a computer to function as the above-described units.

[0009] According to the present invention, when a cell after a cell with specific information set is selected, and the specific information is not set in the selected cell and a predetermined condition is satisfied, the cell with the specific information set is selected instead of the selected cell, and game information (for example, game content such as an item) of the cell with the specific information set is selected. Therefore, it is possible to maintain the player's motivation to play the game.

[0010] (2) Further, the present invention relates to a game system for selecting game content, comprising a setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined permutation, a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell, a determination unit that determines whether a predetermined condition is satisfied, wherein the setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of cells, when a cell after the cell with the specific information set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, changes the game information of the selected cell to the game information corresponding to the specific information, wherein the selection unit selects the changed game information when the game information of the selected cell is changed. The present invention relates to a game system characterized by this.

[0011] Further, the present invention relates to a server device including the above-described units. Further, the present invention relates to a terminal device (game device) including the above-described units. Further, the present invention relates to a program that causes a computer to function as the above-described units. Further, the present invention relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-described units.

[0012] According to the present invention, when a square after a square with specific information set is selected, and the specific information is not set in the selected square and a predetermined condition is satisfied, the game information of the selected square is changed to game information corresponding to the specific information, and the changed game information (for example, game content such as an item) is selected, so that it is possible to maintain the player's motivation to play the game.

[0013] (3) Further, the present invention relates to a game system for selecting game content, comprising a setting unit that sets game information in each square in a game map composed of a plurality of squares in a predetermined order; a selection unit that selects a square along the squares of the game map based on a predetermined parameter and selects the game information of the square; a determination unit that determines whether or not a predetermined condition is satisfied, and the setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of squares, when a square after the square with the specific information set is selected, and the specific information is not set in the selected square and the predetermined condition is satisfied, at least one square is selected from among the squares after the selected square in which the specific information is not set, and the game information of the square is changed to the game information corresponding to the specific information. The present invention relates to a game system characterized by this.

[0014] Further, the present invention relates to a server device including the above-described units. Further, the present invention relates to a terminal device (game device) including the above-described units. Further, the present invention relates to a program that causes a computer to function as the above-described units. Further, the present invention relates to an information storage medium readable by a computer, which stores a program that causes a computer to function as the above-described units.

[0015] According to the present invention, when a square after a square with specific information set is selected, and the specific information is not set in the selected square and a predetermined condition is satisfied, at least one square is selected from among the squares after the selected square in which the specific information is not set, and the game information of the square is changed to the game information corresponding to the specific information. Therefore, in the future, the possibility of selecting game information including specific information (for example, game content such as an item) can be increased. As a result, it becomes possible to maintain the player's motivation to play the game.

[0016] (4) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the game map may be configured by a plurality of squares arranged in a circular or linear shape. According to the present invention, since a circular or linear game map is prepared, it becomes possible to maintain the player's motivation to play the game.

[0017] (5) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the determination unit may determine that the predetermined condition is satisfied when winning by lottery processing.

[0018] According to the present invention, winning by lottery processing gives an opportunity to select game information including specific information (for example, "winning" game content) or has an influence of increasing the possibility of future selection. Therefore, the interest of the game can be enhanced, and it becomes possible to maintain the player's motivation to play the game.

[0019] (6) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the determination unit may change the lottery probability of the lottery processing based on the positional relationship between the square in which the specific information is set and the square selected based on the predetermined parameter.

[0020] According to the present invention, since the positional relationship between the cell with the specific information set and the cell selected based on the predetermined parameter affects the lottery probability, it is further possible to enhance the interest of the game and maintain the player's motivation to play the game.

[0021] (7) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the determination unit may change the lottery probability based on whether the player has or uses a predetermined type of item.

[0022] According to the present invention, whether the player has or uses a predetermined type of item affects the lottery probability, so it is further possible to enhance the interest of the game and maintain the player's motivation to play the game.

[0023] (8) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the determination unit may change the lottery probability of the lottery process based on the selection progress status of the cell.

[0024] According to the present invention, since the selection progress status of the cell (for example, the number of times the game map is traversed) affects the lottery probability, it is further possible to enhance the interest of the game and maintain the player's motivation to play the game.

[0025] (9) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the determination unit may change the lottery probability of the lottery process based on at least one of the number of times the specific information is set in the cell selected during the predetermined period and the number of times the specific information is not set in the cell selected during the predetermined period.

[0026] According to the present invention, the probability of winning is affected by at least one of the number of times specific information is set in the selected square during a specified period and the number of times specific information is not set in the selected square during a specified period, which further increases the interest of the game and keeps the player motivated to play the game.

[0027] (10) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The selection unit For each player's turn, a predetermined parameter is determined, and a square is selected based on the predetermined parameter; The determination unit The lottery probability of the lottery process may be changed based on at least one of the combination and permutation of the predetermined parameters determined in each turn.

[0028] According to the present invention, at least one of the combination and permutation of the predetermined parameters determined in each turn affects the lottery probability, which further increases the interest of the game and makes it possible to maintain the player's motivation to play the game.

[0029] (11) The game system, server device, terminal device, program, and In the information storage medium, The determination unit The lottery probability of the lottery process may be changed based on a given consumption value.

[0030] According to the present invention, a given consumption value affects the lottery probability, which further increases the interest of the game and makes it possible to maintain the player's motivation to play the game.

[0031] (12) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The selection unit For each player's turn, a predetermined parameter is determined, and a square is selected based on the predetermined parameter; The determination unit It is also possible to control the execution of a plurality of the lottery processes during a given turn of the player. According to the present invention, since a plurality of lottery processes are controlled to be executable during a given turn of the player, it is possible to further increase the interest of the game and maintain the player's motivation to play the game.

[0032] (13) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The selection unit For each player's turn, a predetermined parameter is determined, and a square is selected based on the predetermined parameter; The determination unit During a given turn of a player, a process of selecting a square in the opposite direction to the direction in which the square was selected based on a predetermined parameter for the opposite direction may be executed one or more times, and if the specific information is set in the square last selected during that turn, the lottery process may be used to determine that a win has been made.

[0033] According to the present invention, it is possible to increase the interest of the lottery process itself, and furthermore, it is possible to maintain the player's motivation to play the game.

[0034] (14) Furthermore, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The selection unit When a first game map and a second game map different from the first game map exist, and a square on the first game map is set as the selection target, when a square on which the specific information is set is selected, the selection target may be changed from a square on the first game map to a square on the second game map.

[0035] According to the present invention, since the target of selection of squares can be changed from the first game map to the second game map, it is possible to further enhance the interestingness and maintain the player's motivation to play the game.

[0036] (15) Also, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the selection unit when selecting a square of the second game map as the selection target, if a square where the specific information is not set is selected, and / or if at least one of the cases where the predetermined condition is not satisfied applies, the selection target may be changed from the square of the second game map to a square of the first game map in such a manner.

[0037] According to the present invention, in the second game map, when at least one of the cases where a square where the specific information is not set is selected and where the predetermined condition is not satisfied applies, the selection target is changed from the square of the second game map to a square of the first game map. Therefore, it is possible to further enhance the interestingness and maintain the player's motivation to play the game.

Brief Description of the Drawings

[0038]

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Mode for Carrying Out the Invention

[0039] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.

[0040] [1] Game system First, the outline and general configuration of the game system according to this embodiment will be described with reference to FIG. 1. Note that FIG. 1 is a diagram showing an example of the system configuration indicating the configuration of the game system according to this embodiment.

[0041] The server device 10 is an information processing device capable of providing a given service using a terminal device (game device) 20 communicatively connected via the Internet (an example of a network).

[0042] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game machine, etc., an image generation device, and is a device connectable to the server device 10 via a network such as the Internet (WAN) or LAN. There is.

[0043] [1.1] Game system configured in a client - server model As shown in FIG. 1, the game system according to this embodiment may be configured such that the server device 10 and the terminal devices 20 (for example, terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).

[0044] The player can play a game based on information transmitted from the server device 10 via the Internet by accessing the server device 10 from the terminal device 20.

[0045] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 and each game may be provided to the terminal device 20.

[0046] Note that various processes related to the present invention may be performed only by the server device 10, or various processes related to the present invention may be performed only by the terminal device 20.

[0047] [1.2] Terminal device The game system of this embodiment may also be implemented by a single terminal device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.

[0048] In addition, in this embodiment, the present invention may be implemented only by the terminal device 20 without connecting to the server device 10. For example, it may be a game system implemented by a plurality of terminal devices 20 through communication using the P2P (peer-to-peer method).

[0049] Then, a plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as a host (server device 10), and may be implemented by a plurality of terminal devices.

[0050] Note that the terminal device may be not only a terminal device, but also a tablet-type information terminal device, a personal computer, or a terminal device (housing) installed in an amusement park.

[0051] [1.3] Cloud-based game system In addition, the game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, the server device 10 (cloud device) performs basic processing (including game processing, drawing processing, etc.), and on the terminal device 20 side, only the display control of the processing result of the server device 10 (cloud device) is performed. Further, the terminal device 20 only transmits information such as input information of the controller to the server device 10. In such a case, the terminal device 20 may transmit information other than the input information.

[0052] Furthermore, in this embodiment, except for the input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program are executed by the server device 10, and the terminal device 20 may implement the above game by executing the input and image display by streaming.

[0053] Further, the game system may store information stored in the server device 10 and information stored in the terminal device 20 in a given storage area on the Internet.

[0054] [1.4] Terminal device equipped with a plurality of controllers Also, in the present embodiment, one terminal device 20 may be provided with a plurality of controllers (input unit 260). When a plurality of players play a game using the controllers of each player of one terminal device 20, it is assumed that the plurality of players are physically close to each other.

[0055] [1.5] Example of a social game Also, in the present embodiment, it may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service capable of providing communication between a plurality of players.

[0056] Also, in the present embodiment, for example, when functioning as an SNS server, it is possible to provide a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS to be provided.

[0057] Note that a social game includes a game that does not require dedicated client software and can be used only with a web browser and an SNS account, unlike existing online games. Also, in the present embodiment, it has a configuration capable of providing an online game that can be connected to the terminal devices 20 of other players via a network and share the same game progress online.

[0058] [1.6] Example of a browser game In particular, in the present embodiment, games provided on the web browser of the terminal device 20, for example, browser games made in various languages such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applets, JavaScript (registered trademark), etc. (games that can be launched simply by opening the installation site on the web browser) may be provided.

[0059] Further, the terminal device 20 is equipped with a web browser capable of browsing web pages (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, and performs display control using the data received from the server device 10 (such as web data, data created in HTML format, etc.), and also has a web browser function for transmitting player operation data to the server device 10. It executes various processes for providing a game screen to the player and enables the player to execute the game. However, the terminal device 20 may also acquire game control information provided from the server device 10 and execute a predetermined game process, and execute a game based on the game process.

[0060] Specifically, when the terminal device 20 makes a request to the server device 10 to perform a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may, if necessary, use an API to cause the server device 10 functioning as an SNS server to perform a predetermined process, or may have a configuration to acquire information of players managed by the server device 10 functioning as an SNS server and execute the game.

[0061] [1.7] Others In this embodiment, it may be composed of one (device, processor), or may be composed of a plurality of (devices, processors). Information (such as player information, game information, etc.) stored in the storage area (storage unit 170 described later) of the server device 10 may be stored in a database (broadly, a storage device, a memory) connected via a network (intranet or Internet). Note that the communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0062] [2] Server Device Next, the server device 10 of this embodiment will be described with reference to FIG. 2. Note that FIG. 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. Also, in this embodiment of this embodiment, a configuration in which some of the components (each part) in FIG. 2 are omitted may be adopted.

[0063] In this embodiment, it includes an input unit 160 for use by an administrator or other inputs, an information storage medium 180 in which predetermined information is stored, a communication unit 196 that communicates with the terminal device 20 and others, a processing unit 100 that mainly executes processing related to the provided game, and a storage unit 170 that mainly stores various data used for the game.

[0064] The input unit 160 is used by a system administrator or the like for game-related settings and other necessary settings and data input. For example, the input unit 160 of this embodiment is composed of a mouse, a keyboard, or the like.

[0065] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its function is composed of an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0066] The communication unit 196 performs various controls for communication with an external entity (e.g., a terminal, another server, or another network system), and its functions are configured by hardware such as various processors or communication ASICs, as well as programs.

[0067] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are configured by RAM (VRAM), etc. Note that the information stored in the storage unit 170 may be managed by a database.

[0068] In addition, the storage unit 170 of the present embodiment has, in addition to the main storage unit 171, an image buffer 172, a game data storage unit 174 that stores game information indicating information related to the game, and a player information storage unit 176.

[0069] In particular, the game data storage unit 174 stores information on the game space (game field) in which the game is implemented, information on the virtual camera, set values used in the game, etc.

[0070] Also, in the player information storage unit 176, for each player (per user), player information (user information) is stored in association with a player ID (user ID). The player ID is identification information for identifying the player.

[0071] Note that the player information may be a concept that includes not only the player information associated with the player but also information on the player's character, etc.

[0072] Also, a plurality of game contents (game content data) are stored in the content data storage unit 178.

[0073] The processing unit 100 performs various processes using the main storage unit 171 in the storage unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.

[0074] The processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180. That is, in the information storage medium 180, a program for causing a computer to function as each part of the present embodiment (a program for causing a computer to execute the processing of each part) is stored.

[0075] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and performs various processes such as control of data transfer between each part. Further, it performs a process of providing various services in response to a request from the terminal device 20.

[0076] In the present embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.

[0077] The processing unit 100 includes a setting unit 110, a selection unit 112, a determination unit 113, a game processing unit 115, a reception unit 119, a communication control unit 120, a Web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.

[0078] The setting unit 110 sets game information in a game map composed of a plurality of cells in a predetermined order for each cell. In particular, the setting unit 110 of the present embodiment sets specific information (for example, "hit") and game information corresponding to the specific information in at least one cell among the plurality of cells.

[0079] The game map is composed of a plurality of cells arranged in a circular or linear shape. For example, the game map may be a circular or linear map in which an object can move in a predetermined direction.

[0080] In addition, when the setting unit 110 selects a cell after the cell in which the specific information is set, and the specific information is not set in the selected cell and a predetermined condition is satisfied, the game information of the selected cell may be changed to the game information corresponding to the specific information. For example, when the object moves through the cell in which the specific information is set, and the specific information is not set in the cell where the object is located and a predetermined condition is satisfied, the game information of the cell where the object is located may be changed to the game information corresponding to the specific information.

[0081] In addition, when the setting unit 110 selects a cell after the cell in which the specific information is set, and the specific information is not set in the selected cell and a predetermined condition is satisfied, at least one cell is selected from the cells after the selected cell in which the specific information is not set, and the game information of the cell is changed to the game information corresponding to the specific information. For example, when the object moves through the cell in which the specific information is set, and the specific information is not set in the cell where the object is located and a predetermined condition is satisfied, at least one cell is selected from the cells after the cell where the object is located in which the specific information is not set, and the game information of the cell is changed to the game information corresponding to the specific information.

[0082] The selection unit 112 selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell. Note that the selection unit 112 determines a predetermined parameter for each turn of the player, selects a cell based on the predetermined parameter, and selects the game information of the cell.

[0083] For example, the selection unit 112 moves the player's object along the cells of the game map based on a predetermined parameter and selects the game information of the cell where the object is located.

[0084] Further, when the selection unit 112 of the present embodiment selects a cell after the cell in which the specific information is set, and the specific information is not set in the selected cell and a predetermined condition is satisfied, the selection unit 112 may select the cell in which the specific information is set instead of the selected cell, and select the game information of the cell in which the specific information is set. For example, when the object moves past the cell in which the specific information is set, and the specific information is not set in the cell where the object is located and a predetermined condition is satisfied, the selection unit 112 moves the object to the cell in which the specific information is set, and selects the game information of the cell in which the specific information is set.

[0085] Further, when the game information of the selected cell is changed, the selection unit 112 may select the changed game information. For example, when the game information of the cell where the object is located is changed, the selection unit 112 may select the changed game information.

[0086] Further, when there are a first game map and a second game map different from the first game map, and the selection unit 112 is selecting a cell of the first game map, when the selection unit 112 selects a cell in which the specific information is set, the selection target may be changed from the cell of the first game map to the cell of the second game map. That is, when the object moves to the cell in which the specific information is set on the first game map, the selection unit 112 may move the object to a given cell of the second game map.

[0087] Further, when the selection unit 112 selects a cell of the second game map, if it selects a cell where specific information is not set, or if it meets at least one of the cases where a predetermined condition is not satisfied, it may change the selection target from the cell of the second game map to the cell of the first game map. That is, in the second game map, when an object moves to a cell where specific information is not set, and when it meets at least one of the cases where a predetermined condition is not satisfied, the selection unit 112 may move the object to a given cell of the first game map.

[0088] The determination unit 113 determines whether a predetermined condition is satisfied. For example, the determination unit 113 may determine that the predetermined condition is satisfied when winning by a lottery process.

[0089] Further, the determination unit 113 may change the lottery probability of the lottery process based on the positional relationship between the cell where specific information is set and the cell selected based on a predetermined parameter. For example, the determination unit 113 may change the lottery probability of the lottery process based on the distance from the cell where specific information is set to the cell where the object moved based on a predetermined parameter is located.

[0090] Further, the determination unit 113 may change the lottery probability based on whether the player possesses or uses a predetermined type of item.

[0091] Further, the determination unit 113 may change the lottery probability of the lottery process based on the progress status of cell selection.

[0092] Further, the determination unit 113 may change the lottery probability of the lottery process based on at least one of the number of times the specific information is set in the cell selected during a predetermined period and the number of times the specific information is not set in the cell selected during the predetermined period.

[0093] Further, the determination unit 113 may change the lottery probability of the lottery process based on at least one of the combination and permutation of the predetermined parameters determined in each turn. Based on at least one of them, the lottery probability of the lottery process may be changed.

[0094] Also, the determination unit 113 may change the lottery probability of the lottery process based on a given consumption value. For example, the lottery probability of the lottery process may be changed based on the consumption value of parameters such as points associated with the player or the value of in-game currency.

[0095] Further, the determination unit 113 may control to enable execution of a plurality of lottery processes in a given turn of the player.

[0096] Also, in a given turn of the player, the determination unit 113 may execute, one or more times, a process of causing a square to be selected based on predetermined parameters for the reverse direction in the direction opposite to the direction in which the square was selected. When specific information is set for the square finally selected in the turn, the determination unit 113 may use the process of determining a win as the lottery process.

[0097] The game processing unit 115 executes game processing based on the input information (operation information) of the player. For example, the game processing unit 115 may receive the input information (operation information) of the player from the player's terminal device 20 and perform game processing.

[0098] The game processing unit 115 may give the player the game information (for example, game content such as an item) selected by the selection unit 112. Also, the game processing unit 115 may perform a given game process based on the game information (for example, square ID, predetermined information indicating "win" or "lose", game content, etc.) selected by the selection unit 112 for the player.

[0099] The receiving unit 119 receives the player's input. Further, the receiving unit 119 may receive a touch input to the touch panel as the player's input. Note that the receiving unit 119 receives and accepts the content of the input (touch position, timing, etc.) from the terminal device 20.

[0100] Also, the receiving unit 119 may receive the player's input, instructions, etc. through data transmission and reception by the communication control unit 120.

[0101] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing for communicating (transmitting and receiving) data via the network.

[0102] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs processing for transmitting data in response to a request from a Web browser installed in the terminal device 20 through a communication protocol such as HTTP (Hypertext Transfer Protocol), and processing for receiving data transmitted by the Web browser of the terminal device 20.

[0103] The management unit 122 manages game information and player information associated with the player's identification information for each player. Also, the management unit 122 may manage information such as in-game currency and items.

[0104] Also, the notification unit 123 notifies the player of given information. Note that "notifying" means notifying information to the player (the player's terminal device 20). Note that "notifying" may be interpreted by rephrasing it with words such as providing, presenting, displaying, and transmitting.

[0105] The notification unit 123 may also perform transmission control to notify the game screen to the terminal device 20. Good. That is, the notification unit 123 generates display control information for the game screen (game image) and controls the generated display control information to be displayed on the player's terminal device 20 (for example, the display unit 290 of the terminal device 20).

[0106] Note that "notification" means that the server device 10 sends to the player's terminal device 20 by electronic mail (which may be a mail magazine or the like) transmitted and received by SMTP (Simple Mail Transfer Protocol), not limited to SMTP, but transmitted by a given protocol, push notification, notifying a predetermined screen (banner display screen, notification screen, pop-up screen, etc.) of a predetermined application, the Web processing unit 121 of the server device 10 notifying by a Web page, etc. That is, it indicates that the server device 10 actively notifies the player's terminal device 20. In this embodiment, in response to a request from the player's terminal device 20, sending information to the requested terminal device 20 may also be regarded as an aspect of "notification". Note that push notification is to display a message window in a partial area (such as the upper end) of the screen of the terminal (smartphone). Note that "notification" includes voice notification in which a displayed message or the like is vocalized. Also, "notification" includes notification by vibration.

[0107] The image generation unit 130 is realized, for example, by a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer. The image generation unit 130 generates an image of one game screen in one frame time (for example, 1 / 60 second) according to the progress of the game. The generated image is transmitted to the terminal device 20.

[0108] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image and outputting it to the image buffer 172 or transmitting it to the terminal device 20. The image generation unit 130 may generate an image (so-called 3D image) visible from a virtual camera (a given viewpoint) within the object space (game space).

[0109] For example, when generating a 3D game image, the image generation unit 130 first performs geometric processes such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation. Based on the results of these processes, drawing data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, or α values, etc.) is created. Then, based on this drawing data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometric processing) is drawn on the image buffer 172 (a buffer capable of storing image information in pixel units such as a frame buffer or a work buffer. VRAM). Thereby, an image visible from a virtual camera (a given viewpoint) within the object space is generated.

[0110] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voices, and transmits them to the terminal device 20.

[0111] Note that the processing unit 100 operates in conjunction with the terminal device 20 and executes the game processing of the game provided in this embodiment for each player based on the input of the player input via the terminal device 20.

[0112] Also, the processing unit 100 has a timer function and may be used to synchronize with each terminal device 20 in order to manage the progress of the game. In particular, it may output the current time or a preset time to each part.

[0113] [3] Terminal Device Next, the terminal device 20 of the present embodiment will be described with reference to FIG. 3. Note that FIG. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 in the present embodiment. Also, the terminal device 20 of the present embodiment may have a configuration in which some of the components (each part) in FIG. 3 are omitted.

[0114] The input unit 260 is for a player to input operation data, and its function can be realized by a touch panel or a touch panel type display, etc. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x, y) on the screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in the contact detection area (touch panel).

[0115] Note that the contact operation on the display screen (hereinafter referred to as "touch panel" except in special cases) may be performed using a fingertip or may be performed using an input device such as a touch pen.

[0116] Also, the input unit 260 may include buttons, levers, keyboards, steering wheels, microphones, acceleration sensors, etc. that can input input information (operation signals) other than the instruction position.

[0117] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its function can be realized by a RAM (VRAM), etc. And the storage unit 270 of the present embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which the final display image, etc. is stored, a game data storage unit 274, a player information storage unit 276, and a content data storage unit 278. Note that a configuration in which some of these are omitted may be used, or the storage unit 170 of the server device 10 may constitute a part of them.

[0118] The image buffer 272 may store the image data generated by the image generation unit 230 or the image data received from the server device 10.

[0119] The game data storage unit 274 stores information on the game space (game field) in which the game is played, information on each character, information on the virtual camera, and other setting values used in the game. Note that the terminal device 20 may store the information received from the server device 10 in the game data storage unit 274.

[0120] The player information storage unit 276 stores player information. Note that the terminal device 20 may receive the player information corresponding to the player ID from the server device 10 and store it in the player information storage unit 276.

[0121] Also, the content data storage unit 278 stores game content. Note that the terminal device 20 does not necessarily have to store the game content in the content data storage unit 278. Also, when the terminal device 20 stores the game content in the content data storage unit 278, it may receive the game content corresponding to the player ID from the server device 10 and store it in the content data storage unit 278.

[0122] The information storage medium 280 (a computer-readable medium) stores programs, data, etc., and its function can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.

[0123] Also, the information storage medium 280 can store a program (a program for causing a computer to execute the processing of each part) for causing a computer to function as each part of the present embodiment. Note that the processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280 as described later.

[0124] ​The display unit 290 outputs the image generated according to the present embodiment, and its function can be realized by a CRT, an LCD, a touch panel type display, or an HMD (head-mounted display), etc.

[0125] In particular, in the present embodiment, the display unit 290 also functions as an input unit 260 for a player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a touch panel such as a resistive film method (4-wire type, 5-wire type), a capacitance method, an electromagnetic induction method, an ultrasonic surface acoustic wave method, or an infrared scanning method can be used.

[0126] The sound output unit 292 outputs the sound generated according to the present embodiment, and its function can be realized by a speaker, or headphones, etc.

[0127] The communication unit 296 performs various controls for communication with the outside (for example, the server device 10 and other terminal devices 20), and its function can be realized by hardware such as various processors or communication ASICs, or programs, etc.

[0128] Note that the terminal device 20 may receive, via a network, a program and data for causing a computer to function as each unit of the present embodiment stored in the information storage medium 180 and the storage unit 170 of the server device 10, and store the received program and data in the information storage medium 280 and the storage unit 270. Even when the terminal device 20 is caused to function by receiving such a program and data, it can be included within the scope of the present invention.

[0129] The processing unit 200 (processor) performs processes such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data, programs, etc. from the input unit 260.

[0130] In particular, in this embodiment, as game processing, there are included processing for starting a game when game start conditions are satisfied, processing for advancing the game, processing for arranging objects such as characters and enemy characters, processing for displaying the objects, processing for calculating game results, or processing for ending the game when game end conditions are satisfied, and the like.

[0131] Also, the processing unit 200 performs game processing (for example, processing such as a battle game) and the like based on the player input information input by the input unit 260. Further, the processing unit 200 may be executed in conjunction with the server device 10, or a part or all of it may be formed in the server device 10.

[0132] Also, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.

[0133] The processing unit 200 includes a display control unit 211, a reception unit 212, a notification unit 213, a communication control unit 220, a Web browser 221, an image generation unit 230, and a sound processing unit 240. Note that a configuration in which some of these are omitted may also be adopted.

[0134] The display control unit 211 performs processing for displaying a game screen on the display unit 290. For example, the display control unit 211 may display using the Web browser 221. Also, the display control unit 211 causes the display unit 290 to display information necessary during the game based on the information transmitted from the server device 10. For example, the terminal device 20 displays the display information of the game screen received from the server device 10.

[0135] Also, the display control unit 211 may perform the same processing as all or part of the processing of the presentation unit 116 of the server device 10.

[0136] The receiving unit 212 performs a process of receiving an input from the player. For example, the receiving unit 212 may transmit the input information received by the terminal device 20 to the server device 10 so that the server device 10 receives the input information. Also, it may perform a process similar to all or part of the process of the receiving unit 119 of the server device 10.

[0137] The notification unit 213 notifies the player of given information. For example, the notification unit 213 displays the information on the game screen. Also, the notification unit 213 may perform a process similar to all or part of the process of the notification unit 123 of the server device 10.

[0138] The communication control unit 220 performs a process of transmitting and receiving data to and from the server device 10 respectively. Also, the communication control unit 220 performs a process of storing the data received from the server device 10 in the storage unit 270, a process of analyzing the received data, and other control processes related to data transmission and reception.

[0139] Note that the communication control unit 220 may perform a process of storing and managing the destination information (network information such as IP address and port number) of other terminal devices 20 and the server device 10 in the storage unit 270 and the information storage medium 280. And the communication control unit 220 may perform communication with the server device 10 when it receives input information for starting communication from the player.

[0140] In particular, the communication control unit 220 performs a process of transmitting the player's identification information and input information to the server device 10 and receiving data (such as the player's web page, game screen, etc.) from the server device 10.

[0141] Note that the communication control unit 220 may perform data transmission and reception with the server device 10 at a predetermined cycle, or may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 220 of the present embodiment performs a process of receiving given screen information (for example, information of the game screen, etc.) from the server device 10.

[0142] The web browser 221 is an application program for viewing web pages (game screens). It downloads HTML files, image files, etc. from a web server (server device 10), analyzes the layout, and controls the display. Also, the web browser 221 uses input forms (links, buttons, text boxes, etc.) to send data to the web server (server device 10).

[0143] The web browser 221 of this embodiment can implement browser games. For example, the web browser 221 may execute programs described in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), etc. received from a web server (server device 10).

[0144] The terminal device 20 can display information from a web server specified by a URL (abbreviation for Uniform Resource Locator) via the Internet by the web browser 221. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 by the web browser 221.

[0145] The image generation unit 230 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image and outputting it to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called 2D image or a so-called 3D image. Note that the image generation unit 230 may perform the same processing as all or part of the processing of the image generation unit 130 of the server device 10.

[0146] The sound processing unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound processing unit 240 may perform the same processing as all or part of the processing of the sound processing unit 140 of the server device 10.

[0147] When the terminal device 20 of the present embodiment plays a game with a plurality of terminal devices 20 by P2P or the like, one terminal device 20 may play the role of a host and execute processing. In such a case, the terminal device 20 as the host may execute the processing of each processing unit (a part or all of each processing unit) of the server device 10.

[0148] [4] Overview The present embodiment relates to a game system that selects a square on a game map composed of a plurality of squares and selects an item, a character, etc. of the selected square. For example, the game system advances the player's object (piece) on the game map and selects game information such as an item or a character of the square where the object is located.

[0149] For example, the backgammon game will be described as an example. As shown in FIG. 4, the game system of the backgammon game of the present embodiment sets a game map A1 composed of a plurality of squares that can be moved around in a game space (virtual space).

[0150] Then, the starting square M1 is set as the initial position of the object OB1 of the player P1, and based on the roll of the dice (any number from 1 to 6), the object OB1 is moved along the squares as a piece. Each square is associated with "hit" or "miss". In the present embodiment, among the 16 squares, the square M3 is set as the "hit" square, and the squares other than the square M3 are set as the "miss" squares.

[0151] Also, in the present embodiment, game content is set in association with each square. In particular, in the present embodiment, by setting game content with a high rarity (rarity) in the "hit" square, the fun of the game is improved.

[0152] The moving method of the object OB1 of the player P1 is carried out in accordance with the rules of the backgammon. That is, in the situation where the object OB1 is located on the square M1, if the roll of the die shows "4", the object OB1 is moved 4 squares. That is, as shown in FIG. 5, the object OB1 is moved to the square M5.

[0153] Since it is difficult for the player P1 to predict the roll of the die, there is an interesting aspect unique to backgammon. However, as shown in FIG. 5, if the object OB1 of the player P1 passes through the "hit" square M3, the chance of "hitting" will be missed, and there is a possibility that the player P1's motivation to continuously play the game will decrease.

[0154] Therefore, in this embodiment, even if the player passes through the "hit" square, control is performed to give the player an opportunity to select the "hit" game content. By doing so, it is possible to maintain the player's motivation to play the game, and furthermore, the fun of the game can be enhanced. enhanced.

[0155] In the following description, for the sake of convenience of explanation, mainly, an example of a backgammon game in which the object OB1 to be operated by the player P1 is moved as a piece will be described.

[0156] [5] Explanation of the game map In this embodiment, as shown in FIG. 4, a game map A1 composed of a plurality of squares is prepared. Note that the game map may be rephrased in terms of "area" or "course". Also, the square may be rephrased in terms of "section".

[0157] The game map of this embodiment may be composed of a plurality of squares arranged in a ring shape as shown in FIG. 4. For example, the game map A1 is an annular game map in which the object OB1 can move around in a predetermined direction (for example, clockwise).

[0158] Also, as shown in FIG. 6, the game system of this embodiment may be composed of a plurality of squares arranged linearly. That is, the game system may adopt a linear (straight or curved) game map A2 in which the object OB1 can be selected in a predetermined direction (for example, downward). In the case of the linear game map A2, when reaching the goal square M6 from the initial position square M1, it may be made to reciprocate by selecting from the square M6 toward the square M1, that is, in the direction opposite to the predetermined direction (for example, upward), or after reaching the square M6, it may be made to select in the predetermined direction (for example, downward) again from the square M1 toward the square M6.

[0159] [6] Explanation of Predetermined Parameters The game system of this embodiment selects squares along the squares of the game map based on a predetermined parameter. The predetermined parameter is the number of squares up to the square to be selected. For example, the predetermined parameter is the amount of movement for moving the object OB1 of the player P1.

[0160] In the initial state (the first turn) of this embodiment, a reference square is determined in advance as the square M1, and the predetermined parameter is the number of squares up to the square to be selected from the reference square M1. For example, when the predetermined parameter is "1" in the initial state, the first square M2 is selected from the reference square M1. Note that in the initial state, it may be controlled so that there is no reference square. In such a case, the predetermined parameter is the number of squares including the first square. For example, when the predetermined parameter is "1" in the initial state, the first square M1 is selected.

[0161] Also, in the turns after the second turn, the square selected in the previous turn is used as the reference square, and the predetermined parameter is the number of squares up to the square to be selected from the reference square. For example, when the square M2 was selected in the previous turn and the predetermined parameter is "1" in this turn, the square M3 is selected.

[0162] In addition, the game system of this embodiment determines a predetermined parameter for each turn of the player. That is, for each turn, the player P1 is given an opportunity to select a square.

[0163] Specifically, in the game system of this embodiment, an integer value of 1 to 6, which is the outcome of rolling a die, is determined as the predetermined parameter. That is, in this embodiment, a program for determining the predetermined parameter is executed, and the computer randomly determines an integer value as the predetermined parameter, and based on this predetermined parameter, a square is selected. That is, based on the predetermined parameter, the object OB1 is moved on the game map. Note that the game system may determine the execution timing of the program for determining the predetermined parameter based on the input information of the player P1. It may be determined.

[0164] For example, in the initial state, the object OB1 is placed on the start square M1. Then, when the turn of the player P1 arrives and the predetermined parameter is "4", the predetermined parameter is determined to be "4", and the object OB1 is moved from the start square M1 to the square M5 and stopped. Note that the object may be rephrased as words such as a piece, an indicator, or a pointer.

[0165] Also, it may be controlled so that a process of selecting a square can be performed by consuming (subtracting) a predetermined consumption value from a consumption parameter (points) such as in-game currency possessed by the player P1.

[0166] The game system of this embodiment may prepare a snake and ladder game (the second game) as a sub - game of a main game (the first game) such as an RPG game (role - playing game) or a battle game. For example, in the main game, when a given selection process (lottery process) is executed a predetermined number of times (e.g., 5 times), in the snake and ladder game, it may be controlled so that a process of selecting a square can be performed. For example, in the snake and ladder game, the game content selected at the square where the object OB1 is located may be game content available in the main game.

[0167] Note that in this embodiment, the predetermined parameter is not limited to 1 to 6, and an integer value of 7 or more may be determined.

[0168] The main game may be not only an RPG game or a battle game, but also other games such as a fighting game, a sports game, a racing game, an action game, a music game, a breeding game, a simulation game, a puzzle game, a communication - type game, etc.

[0169] [7] Setting of game information In this embodiment, game information is set for each square in a game map composed of a plurality of squares in a predetermined permutation.

[0170] FIG. 7 shows an example of game information corresponding to each square. The "game information" is information including at least one of a square ID for identifying a square, "predetermined information", and "game content".

[0171] The "predetermined information" is information indicating "win" or "lose". For example, as shown in FIG. 7, the game system sets "win" or "lose" for each square. Note that "win" may be paraphrased as "specific information" or "success". Also, "lose" may be paraphrased as "unspecific information" or "failure". The "predetermined information" may be information other than "win" and "lose".

[0172] In this embodiment, at least one of the multiple squares is set to "win." For example, in the game map A1 of the game system, square M3 is set to "win," and squares other than square M3 are set to "lose."

[0173] "Game content" is content that can be given to a player, such as a character (character object) or an item (item object). For example, a player can use game content in the game system of this embodiment. Game content may also be special images or videos of the game. There may also be squares, such as square M1, that do not have game content set.

[0174] In this embodiment, the square ID, the predetermined information, and the game content are in a corresponding relationship. That is, in this embodiment, game content corresponding to a "win" is set in a "win" square, and game content corresponding to a "lose" is set in a "lose" square. For example, the game content corresponding to the "win" square M3 is set to be better game content than the game content corresponding to the "lose" square. Specifically, a "win" item is an item or character with a rarity of "5," and a "lose" item is an item or character with a rarity of "1" to "3." Note that the higher the rarity value, the more scarce the item is.

[0175] [8] Explanation of selection process The game system of this embodiment then selects a square along the squares of the game map based on predetermined parameters under computer control (CPU control), and further selects game information for that square. For example, after moving the object OB1 based on the predetermined parameters, the game system selects game information corresponding to the square where the object OB1 is located (the square where the object OB1 stopped).

[0176] The game system of this embodiment moves the object OB1 of player P1 along the grid, but it is not necessarily required to move the object OB1. Also, the object OB1 itself does not necessarily have to exist on the game map. For example, the game system may display the selection status of the grid by flickering without placing an object on the grid.

[0177] Also, the game system of this embodiment selects a grid based on a determined predetermined parameter for each turn of the player.

[0178] Then, the game system of this embodiment selects game content (an example of game information) corresponding to the selected grid. That is, when placing the object OB1 on the game map, the game content corresponding to the grid where the object OB1 is located is selected. And the selected game content is given to player P1.

[0179] The game system regards the game content given to player P1 as the game content owned by the player, associates it with the identification information of player P1, and stores it in the player information storage unit 176 or the like. When the game system selects game content, then, when the turn of player P1 arrives, based on the grid selected in the previous (immediately preceding) turn, the next grid is selected.

[0180] For example, as shown in FIG. 4, in the initial state, when the object OB1 is located at grid M1 and the turn of player P1 arrives and the predetermined parameter is "2", the object OB1 is moved from grid M1 to grid M3. Then, grid M3 where the object OB1 is located is selected, and item X, which is the game content of grid M3, is selected. And then, when the turn of player P1 arrives again and the predetermined parameter is "2", the object OB1 is moved from grid M3 to grid M5. Then, grid M5 where the object OB1 is located is selected, and item C, which is the game content of grid M5, is selected.

[0181] In this embodiment, the game content of the square where the object OB1 is to move may be selected with a 100% probability, or the player P1 may be asked to select it with a predetermined probability (for example, a 50% probability).

[0182] Also, in this embodiment, selecting game information may mean selecting (designating) a square (square ID). For example, when the selected game information is a square, a given process corresponding to the square may be performed.

[0183] Also, in this embodiment, selecting game information may mean selecting predetermined information such as "win" or "lose". When the selected game information is "win", a given process corresponding to "win", for example, a process of awarding game content corresponding to "win" or a process that is advantageous to the player may be performed. Also, when the selected game information is "lose", a given process corresponding to "lose", for example, a process of awarding game content corresponding to "lose" or a process that is disadvantageous to the player may be performed.

[0184] [9] Explanation of the "win" adjustment process In the game system of this embodiment, when a square after a square with "win" set is selected, and "win" is not set for the selected square and a predetermined condition is satisfied, a "win" adjustment process is performed. By doing so, it becomes possible to maintain the player's motivation to play the game.

[0185] Selecting a square after a square with "win" set means, for example, selecting a square across a "win" square in the turn of player P1. In short, selecting a square after a square with "win" set means selecting a "lose" square after passing through a "win" square.

[0186] Specifically explaining with reference to FIG. 4, when the turn of player P1 is in the initial state (the first turn), selecting a square after the square with a "hit" set means selecting square M4, M5, M6, or M7 after the "hit" square.

[0187] Also, when selecting square M14, M15, M16, square M1, or M2, which is the square before the "hit" square M3 in the previous turn, selecting a square after the square with a "hit" set means selecting square M4, M5, M6, M7, or M8 after the "hit" square.

[0188] Note that when the game system selects a "miss" square without crossing the "hit" square in the turn of player P1, it controls not to perform the adjustment process for "hit". For example, when square M5 was selected in the previous turn and square M7 is selected in this turn, it controls not to perform the adjustment process for "hit".

[0189] [9.1] Specific Example 1 In the game system of this embodiment, when selecting a square after the square with a "hit" set, and the selected square is not set with a "hit" and satisfies a predetermined condition, an adjustment process may be performed to select the "hit" square instead of the selected square. For example, when the object OB1 of player P1 passes through the "hit" square and moves to a "miss" square, under a predetermined condition, an adjustment may be made to move the object OB1 to the square with a "hit" set.

[0190] For example, as shown in FIG. 4, when the object OB1 of player P1 is located at the start square M1, the turn of player P1 arrives and a predetermined parameter is determined. Here, when the predetermined parameter is "4", since the movement amount of the object OB1 is "4", as shown in FIG. 5, the object OB1 is moved from the start square M1 to the fourth square M5.

[0191] In such a case, when the square M5 after the winning square M3 is selected and the selected square M5 has no "win" set and meets a predetermined condition, an adjustment process for "win" is performed. That is, when the losing square M5 is selected after passing through the winning square M3 and meets a predetermined condition (for example, winning in a lottery process), as shown in FIG. 8, the object OB1 is forced to select the "win" square M3 instead of the square M5. Then, control is performed to select the item X of the square M3. That is, control is performed to select the item X corresponding to the square M3 set as "win" instead of the item C corresponding to the square M5. In this way, the player P1 can get a chance to obtain the item X of the square M3. Note that when the predetermined condition is not met (for example, losing in a lottery process), the object OB1 is moved to the square M5, and the item C, which is the game content of the square M5, is selected.

[0192] [9.2] Specific Example 2 In the game system of this embodiment, when a square after the "win" square is selected, and the selected square has no "win" set and meets a predetermined condition, an adjustment process may be performed to change the game information of the selected square to game information corresponding to "win". For example, when the object OB1 of the player P1 passes through the "win" square and moves to a "losing" square, under a predetermined condition, an adjustment may be made to change the game information of the square where the object is located to game information corresponding to "win".

[0193] For example, as shown in FIG. 4, when the object OB1 of the player P1 is located at the start square M1, when the turn of the player P1 arrives and a predetermined parameter is "4", as shown in FIG. 5, it is moved to the fifth square M5 from the start square M1.

[0194] In such a case, when the square M5 after the winning square M3 is selected and the selected square M5 has not been set as a "win", if a predetermined condition is satisfied, an adjustment process for "win" is performed. That is, when passing through the winning square M3 and selecting the "losing" square M5, if a predetermined condition is satisfied (for example, winning in the lottery process), as shown in FIGS. 9 and 10, the predetermined information of the square M5 is forcibly changed from "losing" to "winning". Then, as shown in FIG. 10, the game content associated with the square M5 is changed from the item C with a rarity of "1" to the item X with a rarity of "5" corresponding to "win". And in this embodiment, it is controlled to select the item X of the square M5 where the object OB1 is located. In this way, the player P1 can obtain a chance to acquire the "winning" item X. Note that when the predetermined condition is not satisfied (for example, losing in the lottery process), the game information and game content associated with the square M5 remain maintained. That is, the player P1 is made to select the "losing" item C of the square M5.

[0195] Note that, as shown in FIG. 10, in this embodiment, along with changing the square M5 to "win", the game information associated with the square M3 is changed. That is, the predetermined information associated with the square M3 is changed from "win" to "lose", and the game content associated with the square M3 is changed to the game content corresponding to "lose". For example, the game content associated with the square M3 is changed from the item X with a rarity of "5" to the item C with a rarity of "1". Note that in this embodiment, it is not necessarily required to change the game information associated with the square M3.

[0196] [9.3] Specific Example 3 In the game system of this embodiment, when a square after a "win" square is selected and the selected square has not been set as a "win", if a predetermined condition is satisfied, at least one square is selected from among the squares that are not "win" squares, that is, "losing" squares, after the selected square, and the game information of the square is made to correspond to "win". Adjustment processing may be performed to change the game information. For example, when the object OB1 of player P1 passes through a "hit" square and moves to a "miss" square, under certain conditions, at least one square is selected from among the "miss" squares after the square where the object is located, and adjustment is made to change the game information of the selected square to the game information corresponding to "hit". That is, the number of "hit" squares on the game map may be increased, and adjustment may be made to increase the probability of selecting "hit" in the future.

[0197] For example, as shown in FIG. 4, when the object OB1 of player P1 is located at the start square M1, when the turn of player P1 arrives and a predetermined parameter is "4", as shown in FIG. 5, it is moved to the fourth square M5 from the start square M1.

[0198] In such a case, when the square M5 after the hit square M3 is selected and the selected square M5 is not set as "hit" and satisfies a predetermined condition, adjustment processing for "hit" is performed. That is, when a "miss" square M5 is selected after passing through the hit square M3 and satisfies a predetermined condition (for example, winning in a lottery process), as shown in FIGS. 11 and 12, at least one "miss" square after the square M5 is selected. The "miss" square is, for example, a square within a predetermined range (for example, within 6 squares) from the square M5. For example, when the square M8 is selected, the predetermined information of the square M8 is forcibly changed from "miss" to "hit". Then, as shown in FIG. 12, the game content of the square M8 is changed from the item F with a rarity of "1" to the item Y with a rarity of "5" corresponding to "hit". In this way, the number of "hit" squares increases, and the probability of selecting the game content of "hit" increases, and continuous game play can be encouraged for player P1. Note that when the predetermined condition is not satisfied (for example, losing in a lottery process), the process of increasing the number of "hit" squares is not performed.

[0199] [9.4] Flowchart Next, an example of the processing flow of this embodiment will be described with reference to FIG. 13. First, it is determined whether or not the player's turn has arrived (step S1). Then, when the player's turn has arrived (Y in step S1), predetermined parameters are determined (step S2). And based on the predetermined parameters, a square is selected (step S3).

[0200] It is determined whether or not the selected square is a "hit" square (step S4).

[0201] When the selected square is not a "hit" (N in step S4), it is determined whether or not a square after the "hit" square has been selected (step S5). Note that when the selected square is not a "hit", for example, it is a case where the selected square is a "miss" square.

[0202] When a square after the "hit" square has been selected (Y in step S5), it is determined whether or not a predetermined condition is satisfied (step S6).

[0203] When the predetermined condition is satisfied (Y in step S6), hit adjustment processing is performed (step S7).

[0204] The "hit adjustment processing" is any one of the following processes: (1) a process of selecting a "hit" square instead of the selected square, (2) a process of changing the game information of the selected square to game information corresponding to a "hit", and (3) a process of selecting at least one square from among the "miss" squares after the selected square and changing the game information of the square to game information corresponding to a "hit". Note that when performing the process of selecting a "hit" square instead of the selected square, a process of moving the object OB1 to the square where "hit" is set may be performed.

[0205] Then, the game content of the selected square is selected (step S8).

[0206] For example, as the "hit adjustment process", when (1) performing the process of selecting a "hit" cell instead of the selected cell, select the game content of the "hit" cell.

[0207] Also, as the "hit adjustment process", when (2) performing the process of changing the game information of the selected cell to the game information corresponding to "hit", select the game content included in the game information corresponding to the "hit" after the change.

[0208] Also, as the "hit adjustment process", when (3) after the selected cell, selecting at least one cell from among the "miss" cells and performing the process of changing the game information of the selected cell to the game information corresponding to "hit", since the selected cell is a "miss" cell, select the game content of the "miss" cell.

[0209] Note that when the selected cell is a "hit" cell (Y in step S4), select the game content of the selected cell (step S8). That is, select the game content of the "hit" cell.

[0210] Also, in the case of N in step S5 or N in step S6, select the game content of the selected cell (step S8). That is, in the case of N in step S5 or N in step S6, in step S8, select the game content corresponding to the "miss" cell.

[0211] Then, notify the selected game content (step S9). For example, display the selected game content on the player's terminal device 20. The process ends here.

[0212]

[10] Predetermined conditions Next, the "predetermined conditions" will be described in detail. In the game system of this embodiment, it is determined whether or not the predetermined conditions are satisfied. The predetermined conditions are conditions for determining whether or not to perform the adjustment process for "winning". For example, when winning by a lottery process, the game system determines that the predetermined conditions are satisfied and controls to select the game content of "winning". If the lottery probability of the lottery process is X (%), the value range of X is 0 < X ≤ 100.

[0213] In this embodiment, the lottery probability of the lottery process may be changed by various methods. Hereinafter, when the object OB1 is located at the start square M1 in the game map A1 shown in FIG. 5, when the player's turn arrives, the dice is rolled, and when the predetermined parameter is determined to be "4" and the square M5 is selected, this case will be taken as an example for explanation.

[0214] (A) Example 1 of the determination process of the lottery probability The game system of this embodiment may change the lottery probability of the lottery process based on the positional relationship between the "winning" square and the square selected based on the predetermined parameter. For example, the game system may change the lottery probability of the lottery process based on the distance from the "winning" square to the square selected based on the predetermined parameter. The distance is the distance from the "winning" square to the square selected in a predetermined direction (for example, clockwise).

[0215] Also, the shorter the distance, the higher the lottery probability may be set. In other words, the longer the distance, the lower the lottery probability may be set. That is, when the distance is 1 square, the lottery probability is determined to be 90%, when the distance is 2 squares, the lottery probability is 80%, when the distance is 3 squares, the lottery probability is 70%, and when the distance is 4 squares, Set the lottery probability to 60%. If the distance is 5 squares or more, determine the lottery probability to be 50%. For example, if the winning square is M3 and the object OB1 is located at square M5, since the distance is 2 squares, determine the lottery probability to be 80%. Note that the shorter the distance, the lower the lottery probability may be set.

[0216] (B) Example 2 of the lottery probability determination process In this embodiment, the lottery probability may be changed based on whether the player possesses or uses (consumes) a predetermined type of item. For example, when the player P1 possesses or uses (consumes) a predetermined item (e.g., item P), the lottery probability may be set to 100%. Alternatively, when the player P1 possesses or uses (consumes) a predetermined item (e.g., item P), the lottery probability may be increased, such as increasing it by 10%, so as to increase the lottery probability.

[0217] (C) Example 3 of the lottery probability determination process The game system of this embodiment may change the lottery probability of the lottery process based on the selection progress status of the squares. For example, the selection progress status of the squares may be the number of player turns, the number of selection times of the squares, the number of movement times of the object OB1, etc.

[0218] For example, the "selection progress status of the squares" may be the number of times the object OB1 moves and orbits in a predetermined direction (e.g., clockwise) from the starting square M1. In the case of a linear map, it may be the number of times counted with one round being from the starting square to the goal square, or the number of times counted with one round being the round-trip number between the starting square and the goal square.

[0219] And as the selection progress status of the squares progresses (e.g., the number of times increases), the lottery probability may be increased. For example, when the number of times is 1, the lottery probability is 10%; when the number of times is 2, the lottery probability is 20%; when the number of times is 3, the lottery probability is 30%.

[0220] (D) Example 4 of the lottery probability change process The game system of this embodiment may change the lottery probability of the lottery process based on at least one of the number of times specific information is set in the selected square during a predetermined period and the number of times specific information is not set in the selected square during the predetermined period.

[0221] For example, the game system counts the number B1 of times a "win" is set in the square selected based on a predetermined parameter during a predetermined period and the number B2 of times a "win" is not set in the square selected based on the predetermined parameter (the number of "losses"), and may change the lottery probability of the lottery process based on at least one of the number B1 and the number B2.

[0222] The predetermined period can be, for example, an event period within the game in which the start date and time and the end date and time are determined. Also, based on at least one of the number B1 and the number B2 of the predetermined period, the probability of a "win" is calculated, and when the probability of the "win" is lower than a predetermined rate (for example, 30%), the lottery probability may be increased (for example, increased by 10%).

[0223] (E) Example 5 of the lottery probability change process The game system of this embodiment may change the lottery probability of the lottery process based on at least one of the combination and permutation of the predetermined parameters determined in each turn.

[0224] For example, multiple player turns arrive in the game system. Therefore, the lottery probability of the lottery process may be changed based on at least one of the combination and permutation (order) of the predetermined parameters (for example, the numerical value of the dice roll) determined in each turn.

[0225] For example, when three turns have come for player P1, if the predetermined parameters for each turn are all the same number, i.e., a "match" (for example, a match of "5, 5, 5"), or if the predetermined numerical values are arranged in a predetermined order (for example, in the order of "1", "2", "3"), the lottery probability may be increased, such as doubling it to 1.2 times.

[0226] (F) Example 6 of the lottery probability change process In the game system of this embodiment, the lottery probability of the lottery process may be changed based on a given consumption value. The given consumption value can be, for example, the consumption value of in-game currency or the value of a predetermined parameter.

[0227] Also, the game system may determine the lottery probability based on the consumption value of player P1's in-game currency. For example, as the consumption value of player P1's in-game currency increases, the lottery probability may be controlled to increase. The consumption value of player P1's in-game currency may be the consumption value of in-game currency per consumption, or the total value of the consumption of in-game currency within a predetermined period.

[0228] For example, assuming that a given consumption value is subtracted from the value of player P1's in-game currency based on player P1's input information. In such a case, when the consumption value of in-game currency is 90 points, the lottery probability is set to 100% and controlled to ensure a "win". Also, when the consumption value of in-game currency is 60 points, the lottery probability is controlled to be 70%. Also, when the consumption value of in-game currency is 30 points, the lottery probability is controlled to be 50%.

[0229] Also, in this embodiment, based on the positional relationship (for example, distance) between the "win" cell and the cell selected based on a predetermined parameter (for example, the cell where the object OB1 moved based on the predetermined parameter is located), and the consumption value of in-game currency, the lottery probability of the lottery process may be changed.

[0230] FIG. 14 shows the correspondence between the distance from the "hit" cell to the cell selected based on predetermined parameters and the lottery probability, and an example of the consumption value of in-game currency. For example, as shown in FIG. 14, when the distance is 3 cells and the consumption value of in-game currency is 90 points, the lottery probability is determined to be 100%. Also, when the distance is 3 cells and the consumption value of in-game currency is 60 points, the lottery probability is determined to be 70%. Also, when the distance is 3 cells and the consumption value of in-game currency is 30 points, the lottery probability is determined to be 50%. Also, when the distance is 5 cells and the consumption value of in-game currency is 120 points, the lottery probability is determined to be 100%. Also, when the distance is 5 cells and the consumption value of in-game currency is 90 points, the lottery probability is determined to be 70%. Also, when the distance is 5 cells and the consumption value of in-game currency is 60 points, the lottery probability is determined to be 50%. Also, when the distance is 7 cells and the consumption value of in-game currency is 150 points, the lottery probability is determined to be 100%. Also, when the distance is 7 cells and the consumption value of in-game currency is 120 points, the lottery probability is determined to be 70%. Also, when the distance is 7 cells and the consumption value of in-game currency is 90 points, the lottery probability is determined to be 50%. That is, in this embodiment, the consumption value of in-game currency may be increased as the distance becomes longer. Also, in this embodiment, the lottery probability is controlled to increase as the consumption value of in-game currency increases.

[0231] Also, a given consumption value may be a consumption value of a predetermined parameter. For example, if the predetermined parameter is 4 and moving from the starting square M1 to square M5, it will pass two squares from the "winning" square M3. Then, manage the value of these two squares, which is "2", as the consumption value (liability value), and control to change the lottery probability to be high (for example, set the lottery probability to 100%) and perform the adjustment process for "winning" (for example, select the "winning" square). And in subsequent turns, if the predetermined parameter is a value of 2 or more, subtract the consumption value (liability value) "2" from the predetermined parameter, and determine the square to be selected based on the predetermined parameter after subtraction.

[0232]

[11] Example of lottery process The lottery process of this embodiment determines winning or losing based on the lottery probability. For example, perform the lottery process based on a given lottery algorithm, lottery table, etc.

[0233] For example, in a given turn of the player, the game system may execute the process of selecting a square in the opposite direction (for example, counterclockwise) to the selected direction of the square based on a predetermined parameter for the opposite direction one or more times. And when the square finally selected in that turn is "winning", the process of determining it as a win may be used as the lottery process.

[0234] Specifically, for example, in the turn of the player in the initial state, when the predetermined parameter is "4", the game system selects square M5 in a predetermined direction (for example, clockwise). In such a case, execute the process of selecting a square in the opposite direction (for example, counterclockwise) one or more times. For example, when selecting a square in the opposite direction once, if the predetermined parameter for the opposite direction is "2", the "winning" square M3 will be selected last and determined as a win. Also, for example, when selecting a square in the opposite direction twice, if the predetermined parameter for the first opposite direction is "1" and the predetermined parameter for the second opposite direction is "1", the "winning" square M3 will be selected last and determined as a win.

[0235] Note that the game system moves the object OB1 in the direction opposite to the predetermined direction (for example, counterclockwise) based on a predetermined parameter for the reverse direction.

[0236]

[12] Number of lottery processes The game system of this embodiment may be controlled to be capable of executing a plurality of lottery processes in a given turn of the player P1. For example, in the Nth turn, it may be controlled to be capable of executing one lottery process, and in the (N + 1)th turn, it may be controlled to be capable of executing a plurality of lottery processes.

[0237] For example, when the object OB1 is located at the square M1, if the predetermined parameter is "4", the game system selects the "losing" square M5. In such a case, at least two lottery processes may be performed. For example, if the player wins in the first lottery process, it is determined that a predetermined condition is satisfied. Also, if the player loses in the first lottery process and wins in the second lottery process, it is also determined that a predetermined condition is satisfied. Note that if the player loses in the first lottery process and loses in the second lottery process, it is determined that the predetermined condition is not satisfied.

[0238]

[13] Movement of the game map In the game system of this embodiment, there may be a plurality of game maps in the game space (virtual space). For example, in the plurality of game maps, the number of squares may be the same or different. Also, in the plurality of game maps, the number of "winning" squares may be the same or different. Also, in the plurality of game maps , the game information (for example, game content) corresponding to the squares may be the same or different.

[0239] Moreover, in the game system of this embodiment, there may be a first game map and a second game map different from the first game map. In such a case, when a cell on the first game map is the selection target, if a cell with a hit set is selected, the selection target may be changed from the cell on the first game map to a cell on the second game map.

[0240] FIG. 15 shows an example of a first game map A1-1 and a second game map A1-2. In the example of FIG. 15, in the second game map A1-2, the number of cells with a "hit" is larger than that in the first game map A1-1, and items with a higher rarity are set. Therefore, it is advantageous for the player to be able to change (transition, move) to the second game map A1-2. That is, the first game map A1-1 is set as a normal area, and the second game map A1-2 is set as a bonus area.

[0241] For example, in the first game map A1-1, when the object OB1 of the player P1 is located at the cell M1, the turn of the player P1 arrives, and it is assumed that the object OB1 moves to the cell M5 with a "hit" set and the cell M5 is selected. Since the cell M5 is set to have a map change, the selection target is changed from the cell on the first game map A1-1 to a cell on the second game map A1-2. For example, the game system moves the object OB1 to a given cell (for example, the start cell K1) on the second game map A1-2. That is, the game system may use the selection of the cell M5 where the game map can be changed in the first game map A1-1 as a condition for changing from the first game map A1-1 to the second game map A1-2.

[0242] Then, for example, when the object OB1 is located at the start cell K1 of the second game map A1-2, the predetermined parameter is "2", and it is assumed that the object OB1 moves to the cell K3 with a "hit" set and the cell K3 is selected. Then, the game system selects the "hit" item X of the cell K3.

[0243] Also, when the object OB1 is located at the start square K1 of the second game map A1-2, if the predetermined parameter is "4", and the object OB1 passes through the "hit" squares K2, K3, K4 and moves to the "miss" square K5, and square K5 is selected, control may be performed such that when a predetermined condition is satisfied (for example, when winning in a lottery process), an adjustment process for "hit" is performed.

[0244] For example, as shown in the second game map A1-2 shown in FIG. 15, when there are a plurality of passed "hit" squares such as square K2, square K3, and square K4, when a predetermined condition is satisfied, the "hit" square K4 closest to the square K5 where the object OB1 is located may be selected, and the game content of square K4 may be selected, or a square randomly determined from among squares K2, K3, and K4 may be selected, and the game content of the selected square may be selected.

[0245] On the other hand, when the game system does not satisfy a predetermined condition (for example, when losing in a lottery process), it selects the "miss" square K5 and changes the game map. For example, the object OB1 is moved to a given square (for example, square M1) of the first game map A1-1. That is, when the game system is selecting squares of the second game map A1-2, if a predetermined condition is not satisfied, the selection target may be changed from the squares of the second game map to the squares of the first game map.

[0246] Also, in the game system of this embodiment, in the second game map A1-2, regardless of whether the object OB1 passes through the "hit" squares K2, K3, and K4 during the turn of player P1, when a "losing" square (for example, any one of squares K5, K10, and K13) where "game map change" is set to "yes" is selected, the selection target may be changed from the squares of the second game map A1-2 to the squares of the first game map A1-1. Then, the object OB1 may be controlled to move to a given square (for example, square M1) of the first game map A1-1.

[0247] That is, in the second game map A1-2, the game system may use the selection of the squares K5, K10, and K13 where the game map can be changed as a condition for changing from the second game map A1-2 to the first game map A1-1.

[0248] Note that in the second game map A1-2, the number of "hit" squares may be made smaller than that in the first game map A1-1. The first game map A1-1 may be set as a normal area, and the second game map A1-2 may be set as an area disadvantageous to the player.

[0249]

[14] Notification control When the turn of player P1 arrives, the game system of this embodiment may control to display a game map screen as shown in FIG. 4 on the display unit of the terminal device 20 of player P1 so that the current position of the object OB1 of player P1 is displayed.

[0250] And in this embodiment, the information of the square finally selected and the selected game information (for example, game content) during the turn of player P1 may be notified (displayed) to player P1.

[0251] Also, in this embodiment, the selection process of the squares on the game map (for example, the movement process of the object OB1 of player P1) until the game information is finally selected during the turn of player P1 may not be notified to player P1.

[0252] For example, when it is Player P1's turn and a predetermined parameter (e.g., the roll of a die) is "4", the object OB1 is moved from square M1 to square M5, and the losing square M5 is selected. After that, in the case where the winning square M3 is selected instead of square M5 by the "hit" adjustment process, it may not be necessary to display an image of selecting the losing square M5 or an image indicating that the winning square M3 has been selected instead of the losing square M5. For example, it may not be necessary to display an image of the object OB1 moving from square M1 to square M5 or an image of returning from square M5 to square M3.

[0253] That is, in the game system of this embodiment, after the predetermined parameter is determined, control is performed so as not to notify an image of the object OB1 of Player P1 moving to the "losing" square M5 and an image of finally moving to the "winning" square M3 by the "hit" adjustment process.

[0254] Also, it may not be necessary to notify the image of the game map A1 itself. That is, the result of selecting the item X on the winning square M3 finally in Player P1's turn is notified to Player P1. That is, the item X acquired in Player P1's turn is displayed on the display unit of the terminal device 20 of Player P1. By doing so, a sense of satisfaction and exhilaration can be obtained for Player P1, and furthermore, the desire to continue the game play can be increased.

[0255] In this embodiment, the process of the "hit" adjustment process is made non-display, but it does not necessarily negate displaying the process. That is, in this embodiment, it may be possible to notify Player P1 of an image of selecting the "losing" square M5 and an image of the adjustment process for increasing the chance of "hitting" (e.g., an image indicating that the winning square M3 has been selected instead of the losing square M5).

[0256]

[15] Explanation of Another Example Regarding the Selection Process In this embodiment, as shown in FIG. 16, a game map may be adopted in which three columns composed of a plurality of squares are arranged in a virtual game space. In other words, three columnar (linear) game maps composed of a plurality of squares may be arranged side by side.

[0257] [15.1] Setting of game information As shown in FIG. 16, each of the columns A2-1, A2-2, and A2-3 is composed of six squares, and a "hit" (specific information) is set for a given square. In addition, a "miss" (unspecified information) is set for squares other than the "hit".

[0258] For example, as shown in FIGS. 16 and 17, column A2-1 is composed of squares L1, L2, L3, L4, L5, and L6. Then, a "hit" is set for square L3 in column A2-1, and no game content is set. In addition, a "miss" is set for squares L1, L2, L4, L5, and L6 in column A2-1, and an item with a rarity level of "1" is set.

[0259] In addition, column A2-2 is composed of squares L11, L12, L13, L14, L15, and L16. Then, a "hit" is set for square L14 in column A2-2, and no game content is set. In addition, a "miss" is set for squares L11, L12, L13, L15, and L16 in column A2-2, and an item with a rarity level of "3" is set. That is, the game system sets an item with a higher rarity level in squares L11, L12, L13, L15, and L16 in column A2-2 than the items set in the "miss" squares L1, L2, L4, L5, and L6 in column A2-1.

[0260] In column A2-3, it is composed of squares L21, L22, L23, L24, L25, and L26. Then, "win" is set for squares L21, L22, L23, L24, and L25 in column A2-3, and an item with a high rarity (for example, an item with a rarity of "5") is set. That is, the game system sets an item with a higher rarity in squares L21, L22, L23, L24, and L25 in column A2-3 than the items set in the "lose" squares L11, L12, L13, L15, and L16 in column A2-2. That is, the game system that adopts the game map shown in FIG. 16 enables the selection of items with higher rarity in the rightmost columns. Then, "lose" is set for square L26 in column A2-3 so as not to set game content.

[0261] [15.2] Explanation of Selection Process The game system of this embodiment selects a square based on a predetermined parameter. The selection direction of the square is downward. When the bottommost square is selected, selection is made from the first square in the next column. For example, it goes from square L1 to square L6, then from square L11 to square L16, and finally from square L21 to square L26, and squares are selected along the grid. When reaching square L26 in the last column, it returns to the first square L1.

[0262] Also, as shown in FIG. 16, in the game system, the predetermined parameter in the initial state (the first turn) in the game map with three columns arranged is the number of squares including the first square. For example, in the initial state, when the predetermined parameter is "1", square L1 is selected.

[0263] Also, in turns after the second turn, using the square selected in the previous turn as the reference square, the predetermined parameter is the number of squares from the reference square to the square to be selected. For example, if square L2 was selected in the previous turn, and the predetermined parameter is "1" in this turn, square L3 is selected.

[0264] Then, in the game system of this embodiment, when a losing square is selected in columns A2-1 and A2-2, the game information of that square is selected. On the other hand, when a winning square is selected in columns A2-1 and A2-2, the selection changes to the next column to select a square. Also, in column A2-3, when a winning square is selected, the game information of that square is selected. On the other hand, when a losing square is selected in column A2-3, the selection changes to the first column to select a square.

[0265] Specifically, in the initial state, the predetermined parameter is "3" in the game system. When square L3 is selected, the selection changes to column A2-2, and the square to be selected in column A2-2 is determined. That is, when the object OB1 is located at the "winning" square L3 in column A2-1, the destination of the object OB1 is determined in column A2-2.

[0266] In column A2-1, when the selected square is a "losing" square based on the predetermined parameter, the game information (e.g., game content) of that square is selected.

[0267] Then, in column A2-2, the game system determines the predetermined parameter again and determines the square to be selected in column A2-2 based on the predetermined parameter. For example, in column A2-2, when the predetermined parameter is "4" and square L14 is selected, the selection changes to column A2-3, and the square to be selected in column A2-3 is determined. That is, when the object OB1 is located at the "winning" square L14 in column A2-2, the destination is determined in column A2-3.

[0268] In column A2-2, when the selected square is a "losing" square based on the predetermined parameter, the game information (e.g., game content) of that square is selected.

[0269] Then, in column A2-3, the game system determines the predetermined parameters again and determines the square to be selected in column A2-3 based on the predetermined parameters. For example, when the predetermined parameter is "6" in column A2-3 and square L26 is selected, the game system changes to column A2-1 and determines the square to be selected in column A2-1. That is, when the object OB1 is located at the "losing" square L26 in column A2-3, the destination is determined again in column A2-1.

[0270] In addition, in column A2-3, when the selected square is a "winning" square based on the predetermined parameters, the game information (for example, game content) of the square is selected.

[0271] When the game system changes the selection target to column A2-1, it determines the square to be selected in column A2-1 again based on the predetermined parameters. In this way, the selection process continues while changing the column until the game item to be selected is determined.

[0272] [15.3] Explanation of "winning" adjustment process In the game system of this embodiment, even in a game map that moves among multiple columns, when a "losing" square after a "winning" square is selected as described above, an adjustment process is performed to give an opportunity to select a "winning" square under predetermined conditions.

[0273] For example, in column A2-1, when the player's turn arrives in the initial situation where no square has been selected, if a "losing" square L4, L5, or L6 after the "winning" square L3 is selected, the above-described adjustment process may be performed to give an opportunity to select a winning under predetermined conditions.

[0274] ​Also, in the game system, in column A2-1, when the player's turn comes in the situation where squares L1 and L2 were selected in the previous turn, if the player selects a "losing" square L4, L5, L6, L11, or L12 after the "winning" square L3, the above-described adjustment process may be performed to give the player an opportunity to select a winning square under a predetermined condition.

[0275] Also, in the game system, in column A2-2, when the turn of player P1 comes, if no square has been selected yet, or if squares L11, L12, and L13 were selected in the previous turn, and the player selects a "losing" square L15 or L16 after the "winning" square L14 based on a predetermined parameter, the above-described adjustment process may be performed to give the player an opportunity to select a winning square under a predetermined condition.

[0276] Also, for example, in the game system, in column A2-3, when the turn of player P1 comes, if no square has been selected yet, or if squares L21, L22, L23, L24, L25, and L26 were selected in the previous turn, and the player selects a "losing" square L26, L1, L2, L4, L5, or L6 after the "winning" square L25 or square L3 based on a predetermined parameter, the above-described adjustment process may be performed to give the player an opportunity to select a winning square under a predetermined condition.

[0277] [15.4] Notification Control When the game system of this embodiment adopts a game map that moves through a plurality of columns as shown in FIG. 16, in the turn of player P1, the game content finally selected is notified to player P1. Note that the game system may not notify player P1 of the process of selecting squares (for example, the movement process of the object OB1 of player P1) or the game map composed of columns A2-1, A2-2, and A2-3.

[0278] For example, the game system may not notify player P1 of the existence of the columns themselves, the column to be selected, or the selection of another column as the selection target.

[0279] That is, when the game system selects a "hit" cell in column A2-1, it does not notify player P1 that the "hit" cell has been selected. On the other hand, when a "miss" cell is selected in column A2-1, the game system may or may not notify player P1 that the "miss" cell has been selected. Then, when game information such as game content corresponding to the "miss" cell is selected, the selected game information is notified to player P1.

[0280] Also, the game system performs the same notification process in column A2-2 as in column A2-1. That is, when the game system selects a "hit" cell in column A2-2, it does not notify player P1 that the "hit" cell has been selected. On the other hand, when a "miss" cell is selected in column A2-2, the game system may or may not notify player P1 that the "miss" cell has been selected. Then, when game information such as game content corresponding to the "miss" cell is selected, the selected game information is notified to player P1.

[0281] Also, when the game system selects a "miss" cell in column A2-3, it does not notify player P1 that the "miss" cell has been selected. On the other hand, when a "hit" cell is selected in column A2-3, the game system may or may not notify player P1 that the "hit" cell has been selected. Then, when game information such as game content corresponding to the "hit" cell is selected, the selected game information is notified to player P1.

[0282] Also, the game system may not notify player P1 of the process of the "hit" adjustment process. By doing so, a sense of satisfaction and excitement can be obtained for player P1, and furthermore, the desire to continue the game play can be increased.

[0283] In addition, in this embodiment, the process of selecting game content, the game map composed of columns A2-1, A2-2, and A2-3, the process of adjustment processing for increasing the chance of "winning", etc. are not displayed, but it does not necessarily deny the display of this information.

[0284] [15.5] Flow of processing The flow of the selection process will be described with reference to FIGS. 18A, 18B, 18C, 18D, 18E, and 18F.

[0285] First, as shown in FIG. 18A, it is determined whether or not the player's turn has arrived (step S11). If the player's turn has arrived (Y in step S11), predetermined parameters are determined (step S12). Then, based on the predetermined parameters, a square is selected (step S13).

[0286] Then, it is determined whether or not the selected square is a square in column A2-1 (step S14). If the selected square is a square in column A2-1 (Y in step S14), it is determined whether or not the selected square is a "winning" square in column A2-1 (step S15).

[0287] If the selected square is a "winning" square in column A2-1 (Y in step S15), the process proceeds to step S21 shown in FIG. 18B. Note that if the selected square is a "winning" square in column A2-1 (Y in step S15), control is performed so as not to notify (display) that a win has occurred.

[0288] On the other hand, if the selected square is not a "winning" square in column A2-1 (N in step S15), that is, if the selected square is a "losing" square in column A2-1, the process proceeds to step S41 shown in FIG. 18D.

[0289] Also, if the selected cell is not a cell in column A2-1 (N in step S14), it is determined whether the selected cell is a cell in column A2-2 (step S16). If the selected cell is a cell in column A2-2 (Y in step S16), the process proceeds to step S23 shown in FIG. 18B. On the other hand, if the selected cell is not a cell in column A2-2 (N in step S16), the process proceeds to step S33 shown in FIG. 18C.

[0290] And, in the case of Y in step S15, as shown in FIG. 18B, a predetermined parameter in column A2-2 is determined (step S21). Then, in column A2-2, a cell is selected based on the predetermined parameter (step S22).

[0291] Then, in column A2-2, it is determined whether the selected cell is a "win" cell (step S23).

[0292] If the selected cell in column A2-2 is a "win" cell (Y in step S23), the process proceeds to step S31 shown in FIG. 18C. Note that, if the selected cell in column A2-2 is a "win" cell (Y in step S23), control is performed so as not to notify (display ) that a win has occurred.

[0293] On the other hand, if the selected cell in column A2-2 is not a "win" (i.e., if the selected cell in column A2-2 is a "loss"), the process proceeds to step S51 shown in FIG. 18E.

[0294] And, in the case of Y in step S23, as shown in FIG. 18C, a predetermined parameter in column A2-3 is determined (step S31). Then, in column A2-3, a cell is selected based on the predetermined parameter (step S32).

[0295] Then, in column A2-3, it is determined whether the selected cell is a "win" cell (step S33).

[0296] In column A2-3, when the selected cell is a "win" cell (Y in step S33), in column A2-3, select the game content of the "win" cell (step S34). Then, notify the selected game content (step S35). Note that when notifying the selected game content, it may also be notified that a "win" has occurred.

[0297] On the other hand, in column A2-3, when the selected cell is not a "win" (N in step S33), that is, when the selected cell in column A2-3 is a "loss", proceed to step S61 shown in FIG. 18F.

[0298] Next, a processing example when the selected cell in column A2-1 is a "loss" cell will be described. That is, in the case of N in step S15, as shown in FIG. 18D, in column A2-1, it is determined whether the cell after the "win" cell has been selected (step S41).

[0299] When the cell after the "win" cell has been selected in column A2-1 (Y in step S41), it is determined whether a predetermined condition is satisfied (step S42).

[0300] When the predetermined condition is satisfied (Y in step S42), a win adjustment process is performed (step S43).

[0301] The "win adjustment process" is, for example, (1) a process of selecting a "win" cell instead of the selected cell, (2) a process of changing the game information of the selected cell to game information corresponding to a "win", or (3) a process of selecting at least one cell from among the "loss" cells after the selected cell and changing the game information of the cell to game information corresponding to a "win".

[0302] After the adjustment process, in column A2-1, it is determined whether the selected cell is a "win" cell (step S44). If, in column A2-1, the selected cell is a "win" cell (Y in step S44), the process proceeds to step S21 shown in FIG. 18B. Note that if, in column A2-1, the selected cell is a "win" cell (Y in step S44), control is performed so as not to notify (display) that a win has occurred.

[0303] On the other hand, if, in column A2-1, the selected cell is not a "win" (N in step S44), that is, if the selected cell is a "loss" cell, in column A2-1, the game content of the selected cell is selected (step S45). That is, the game content of the "loss" cell is selected.

[0304] Also, if, in column A2-1, the cell after the "win" cell has not been selected (N in step S41), or if a predetermined condition is not satisfied (N in step S41), the game content of the selected cell (the "loss" cell) is selected (step S45). Then, the selected game content is notified (step S46).

[0305] Next, a processing example when the selected cell in column A2-2 is a "loss" cell will be described. That is, in the case of N in step S23, as shown in FIG. 18E, in column A2-2, it is determined whether the cell after the "win" cell has been selected (step S51).

[0306] If, in column A2-2, the cell after the "win" cell has been selected (Y in step S51), it is determined whether a predetermined condition is satisfied (step S52).

[0307] If the predetermined condition is satisfied (Y in step S52), a win adjustment process is performed (step S53).

[0308] After the adjustment process, in column A2-2, it is determined whether the selected cell is a "win" cell (step S54). If, in column A2-2, the selected cell is a "win" cell (Y in step S54), the process proceeds to step S31 shown in FIG. 18C. Note that if, in column A2-2, the selected cell is a "win" cell (Y in step S54), control is performed so as not to notify (display) that a win has occurred.

[0309] On the other hand, if, in column A2-2, the selected cell is not a "win" cell (N in step S54), that is, if, in column A2-2, the selected cell is a "loss", the game content of the selected cell is selected (step S55). That is, the game content of the "loss" cell is selected.

[0310] Also, if, in column A2-2, the cell after the "win" cell has not been selected (N in step S51), or if a predetermined condition is not satisfied (N in step S52), the game content of the selected cell (the "loss" cell) is selected (step S55). Then, the selected game content is notified (step S56).

[0311] Next, a processing example when the selected cell in column A2-3 is a "loss" cell will be described. That is, in the case of N in step S33, as shown in FIG. 18F, in column A2-3, it is determined whether the cell after the "win" cell has been selected (step S61).

[0312] If, in column A2-3, the cell after the "win" cell has been selected (Y in step S61), it is determined whether a predetermined condition has been satisfied (step S62).

[0313] If a predetermined condition is satisfied (Y in step S62), a win adjustment process is performed (step S63).

[0314] After the adjustment process, in column A2-3, it is determined whether the selected cell is a "win" cell (step S64). If, in column A2-3, the selected cell is a "win" cell (Y in step S64), in column A2-3, the game content of the selected cell (the "win" cell) is selected (step S65). Then, the selected game content is notified (step S66). Note that when notifying the selected game content, it may also be notified that a "win" has occurred.

[0315] On the other hand, if, in column A2-3, the selected cell is not a "win" (N in step S64), that is, if, in column A2-3, the selected cell is a "loss" cell, the process proceeds to step S12 shown in FIG. 18A.

[0316] Also, if, in column A2-3, the cell after the "win" cell has not been selected (N in step S61), or if a predetermined condition is not satisfied (N in step S62), the process also proceeds to step S12 shown in FIG. 18A.

[0317] Then, the process is performed until game content is selected. The process ends here.

[0318] [15.6] Others For the sake of convenience of explanation, an example of selecting game information in three columns has been described, but the number of columns may be two or four or more.

[0319] Also, the game system may appropriately change the winning cells in each column and the game information (e.g., game content) corresponding to a win.

[0320] Also, the game system may select cells from the initial state even in the second and subsequent turns.

[0321]

[16] Others The present invention is not limited to what has been described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0322] The present invention includes a configuration that is substantially the same as the configuration described in the embodiment (for example, a configuration having the same functions, methods, and results, or a configuration having the same objectives and effects). The present invention also includes a configuration in which a non-essential part of the configuration described in the embodiment is replaced. The present invention also includes a configuration that exhibits the same operational effects as the configuration described in the embodiment or a configuration that can achieve the same objective. The present invention also includes a configuration in which known techniques are added to the configuration described in the embodiment.

[0323] As described above, the embodiments of the present invention have been described in detail, but those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modification examples are intended to be included within the scope of the present invention.

Explanation of Reference Numerals

[0324] 10 Server device, 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 112 Selection unit, 113 Judgment unit, 115 Game processing unit, 119 Reception unit, 120 Communication control unit, 121 Web processing unit, 122 Management unit, 123 Notification unit, 130 Image generation unit, 140 Sound processing unit, 160 Input unit, 170 Storage unit, 171 Main storage unit, 172 Image buffer, 174 Game data storage unit, 176 Player information storage unit, 178 Content data storage unit, 180 Information storage medium, 196 Communication unit, 200 Processing unit, 211 Display control unit, 212 Reception unit, 213 Notification unit, 220 Communication control unit, 221 Web browser, 230 image generation unit, 240 sound processing unit, 260 input unit, 262 detection unit, 270 memory unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information memory unit, 278 content data memory unit, 280 information storage medium, 290 display unit, 292 sound output unit, 296 communication unit

Claims

1. A game system for selecting game content, comprising: a setting unit that sets game information in a predetermined permutation for each cell in a game map composed of a plurality of cells; a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell; a determination unit that determines whether a predetermined condition is satisfied; wherein the setting unit: sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; wherein the selection unit: when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, selects the cell in which the specific information is set instead of the selected cell, and selects the game information of the cell in which the specific information is set. A game system characterized by this.

2. A game system for selecting game content, comprising: a setting unit that sets game information in a predetermined permutation for each cell in a game map composed of a plurality of cells; a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell; a determination unit that determines whether a predetermined condition is satisfied; a game information change unit that changes game information; wherein the setting unit: sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; wherein the game information change unit: when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, selects at least one cell from among the cells after the selected cell and in which the specific information is not set, and changes the game information of the selected cell to the game information corresponding to the specific information. A game system characterized by this.

3. In Claim 1 or 2, the game map: is characterized by being composed of a plurality of cells arranged in a circular or linear shape. A game system.

4. In any one of Claims 1 to 3, the determination unit: is characterized by determining that the predetermined condition is satisfied when winning by a lottery process. A game system.

5. In Claim 4, the determination unit: ​ A game system, characterized in that the lottery probability of the lottery process is changed based on the positional relationship between the cell in which the specific information is set and the cell selected based on the predetermined parameter. **Claim 6** In claim 4 or 5, The determination unit A game system, characterized in that the lottery probability is changed based on whether a player possesses or uses a predetermined type of item. **Claim 7** In any one of claims 4 to 6, The determination unit A game system, characterized in that the lottery probability of the lottery process is changed based on the progress status of the selection of cells. **Claim 8** In any one of claims 4 to 7, The determination unit A game system, characterized in that the lottery probability of the lottery process is changed based on at least one of the number of times the specific information is set in the cell selected during a predetermined period and the number of times the specific information is not set in the cell selected during the predetermined period. **Claim 9** In any one of claims 4 to 8, The selection unit For each turn of the player, a predetermined parameter is determined, and based on the predetermined parameter, a cell is selected. The determination unit A game system, characterized in that the lottery probability of the lottery process is changed based on at least one of the combination and permutation of the predetermined parameters determined in each turn. **Claim 10** In any one of claims 4 to 9, The determination unit A game system, characterized in that the lottery probability of the lottery process is changed based on a given consumption value. **Claim 11** In any one of claims 4 to 10, The selection unit For each turn of the player, a predetermined parameter is determined, and based on the predetermined parameter, a cell is selected. The determination unit A game system, characterized in that in a given turn of the player, the execution of a plurality of the lottery processes is controllably enabled. **Claim 12** In any one of claims 4 to 11, The selection unit For each turn of the player, a predetermined parameter is determined, and based on the predetermined parameter, a cell is selected. The determination unit In a given turn of the player, the process of selecting a cell in the direction opposite to the direction in which the cell was selected based on the predetermined parameter for the reverse direction is executed one or more times, and when the specific information is set in the cell finally selected in that turn, it is determined as a winning in the lottery process. A game system characterized by this. **Claim 13** In any one of claims 1 to 12, the selection unit when there are a first game map and a second game map different from the first game map, and when selecting a cell of the first game map as a selection target, if a cell set with the specific information is selected, the selection target is changed from the cell of the first game map to a cell of the second game map. A game system characterized by this.

14. In claim 13, the selection unit when selecting a cell of the second game map as a selection target, if a cell not set with the specific information is selected, and when at least one of the cases where the predetermined conditions are not satisfied is applicable, the selection target is changed from the cell of the second game map to a cell of the first game map. A game system characterized by this.

15. A game system for selecting game content, a setting unit that sets game information in a predetermined permutation for each cell in a game map composed of a plurality of cells; a selection unit that determines a predetermined parameter for each turn of the player, selects a cell along the cells of the game map based on the predetermined parameter, and selects the game information of the cell; a determination unit that determines whether or not a predetermined condition is satisfied; a game information changing unit that changes game information, and includes: the setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; the game information changing unit when a cell after the cell set with the specific information is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, changes the game information of the selected cell to the game information corresponding to the specific information; the selection unit when the game information of the selected cell is changed, selects the changed game information and the determination unit determines that the predetermined condition is satisfied when winning by a lottery process, In a given turn of the player, a process of selecting a cell in a direction opposite to the direction in which the cell is selected based on a predetermined parameter for reverse direction is executed one or more times, and when the specific information is set in the cell finally selected in the turn, the lottery process is the process of determining a win. A game system characterized by this.

16. A game system for selecting game content, A setting unit that sets game information in a predetermined permutation for each cell in a game map composed of a plurality of cells, A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell, A determination unit that determines whether a predetermined condition is satisfied, A game information change unit that changes game information, and includes, The setting unit, Sets specific information and game information corresponding to the specific information in at least one of the plurality of cells, The game information change unit, When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, the game information of the selected cell is changed to the game information corresponding to the specific information, The selection unit, When the game information of the selected cell is changed, selects the changed game information, When there exists a first game map and a second game map different from the first game map, and when the cells of the first game map are the selection targets, if a cell in which the specific information is set is selected, the selection target is changed from the cells of the first game map to the cells of the second game map, When the cells of the second game map are the selection targets, if a cell in which the specific information is not set is selected and / or when at least one of the cases where the predetermined condition is not satisfied applies, the selection target is changed from the cells of the second game map to the cells of the first game map. A game system characterized by this.

17. A game system that selects game content, A setting unit that sets game information in a predetermined permutation for each cell in a game map composed of a plurality of cells, A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell, A determination unit that determines whether a predetermined condition is satisfied, A game information change unit that changes game information, and includes, The setting unit, Sets specific information and game information corresponding to the specific information in at least one of the plurality of cells, The game information change unit, When a cell after the cell with the specific information set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, change the game information of the selected cell to the game information corresponding to the specific information. The selection unit When the game information of the selected cell is changed, select the changed game information. Select The determination unit When winning by a lottery process, determine that the predetermined condition is satisfied. A game system characterized by changing the lottery probability so that the closer the distance between the cell with the specific information set and the cell selected based on the predetermined parameter, the higher the lottery probability of the lottery process.

18. A server device for selecting game content, A setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined order; A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell; A determination unit that determines whether or not a predetermined condition is satisfied, and The setting unit Sets specific information and game information corresponding to the specific information in at least one of the plurality of cells. The selection unit When a cell after the cell with the specific information set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, select the cell with the specific information set instead of the selected cell, and select the game information of the cell with the specific information set. A server device characterized by that.

19. A server device for selecting game content, A setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined order; A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell; A determination unit that determines whether or not a predetermined condition is satisfied; A game information change unit that changes game information, and The setting unit Sets specific information and game information corresponding to the specific information in at least one of the plurality of cells. The game information change unit When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, at least one cell is selected from among the cells after the selected cell in which the specific information is not set, and game information of the cell is changed to game information corresponding to the specific information. A server device characterized by the above. [

20. ] A server device that selects game content, A setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined order; For each turn of the player, a predetermined parameter is determined, and based on the predetermined parameter, a cell is selected along the cells of the game map, and the game information of the cell is selected. A selection unit; A determination unit that determines whether a predetermined condition is satisfied; A game information changing unit that changes game information, and includes: The setting unit is In at least one of the plurality of cells, specific information and game information corresponding to the specific information are set. The game information changing unit is When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, the game information of the selected cell is changed to game information corresponding to the specific information. The selection unit is When the game information of the selected cell is changed, the changed game information is selected. The determination unit is When winning by a lottery process, it is determined that the predetermined condition is satisfied. In a given turn of the player, a process of selecting a cell in a direction opposite to the direction in which the cell is selected based on a predetermined parameter for the reverse direction is executed one or more times. When the specific information is set in the cell finally selected in the turn, the lottery process is used as the process for determining a win. A server device characterized by the above. [

21. ] A server device that selects game content, A setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined order; A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell; A determination unit that determines whether a predetermined condition is satisfied; A game information changing unit that changes game information, and includes: The setting unit is Set specific information and game information corresponding to the specific information in at least one of the plurality of cells. The game information changing unit When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, change the game information of the selected cell to the game information corresponding to the specific information. The selection unit When the game information of the selected cell is changed, select the changed game information. When there exist a first game map and a second game map different from the first game map, and when a cell in the first game map is the selection target, if a cell in which the specific information is set is selected, change the selection target from the cell in the first game map to a cell in the second game map. When a cell in the second game map is the selection target, if a cell in which the specific information is not set is selected and / or at least one of the cases where the predetermined condition is not satisfied, change the selection target from the cell in the second game map to a cell in the first game map. A server device characterized by this.

22. A server device for selecting game content, A setting unit that sets game information in each cell in a game map composed of a plurality of cells in a predetermined order; A selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell; A determination unit that determines whether a predetermined condition is satisfied; A game information changing unit that changes game information, and includes: The setting unit Set specific information and game information corresponding to the specific information in at least one of the plurality of cells. The game information changing unit When a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, change the game information of the selected cell to the game information corresponding to the specific information. The selection unit When the game information of the selected cell is changed, select the changed game information. The determination unit When winning by a lottery process, determine that the predetermined condition is satisfied. A server device, characterized in that the lottery probability of the lottery process is changed such that the shorter the distance between the cell in which the specific information is set and the cell selected based on the predetermined parameter, the higher the lottery probability.

23. A program for selecting game content, comprising: a setting unit that sets game information in a predetermined order for each cell in a game map composed of a plurality of cells; a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell; causing a computer to function as a determination unit that determines whether a predetermined condition is satisfied; The setting unit: sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; The selection unit: when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, selects the cell in which the specific information is set instead of the selected cell, and selects the game information of the cell in which the specific information is set. A program characterized by this.

24. A program for selecting game content, comprising: a setting unit that sets game information in a predetermined order for each cell in a game map composed of a plurality of cells; a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell; a determination unit that determines whether a predetermined condition is satisfied; causing a computer to function as a game information change unit that changes game information; The setting unit: sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; The game information change unit: when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, selects at least one cell from among the cells after the selected cell and in which the specific information is not set, and sets the game information of the cell to the game information corresponding to the specific information. A program characterized by changing.

25. A program for selecting game content, comprising: a setting unit that sets game information in a predetermined order for each cell in a game map composed of a plurality of cells; For each turn of the player, determine a predetermined parameter, and based on the predetermined parameter, select a cell along the cells of the game map and select the game information of the cell, a selection unit 、 a determination unit that determines whether a predetermined condition is satisfied; function the computer as a game information change unit that changes game information, The setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of cells, The game information change unit when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, changes the game information of the selected cell to the game information corresponding to the specific information, The selection unit when the game information of the selected cell is changed, selects the changed game information, The determination unit determines that the predetermined condition is satisfied when winning by a lottery process, In a given turn of the player, execute the process of selecting a cell in the direction opposite to the direction in which the cell is selected based on a predetermined parameter for the reverse direction one or more times, and when the specific information is set in the cell finally selected in the turn, the lottery process is the process of determining a win. A program characterized by that. **Claim 26** A program for selecting game content, a setting unit that sets game information in each cell in a predetermined permutation on a game map composed of a plurality of cells, a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the cell, a determination unit that determines whether a predetermined condition is satisfied; function the computer as a game information change unit that changes game information, The setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of cells, The game information change unit when a cell after the cell in which the specific information is set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, changes the game information of the selected cell to the game information corresponding to the specific information, The selection unit when the game information of the selected cell is changed, selects the changed game information, When there exist a first game map and a second game map different from the first game map, and when a cell of the first game map is the selection target, if a cell with the specific information set is selected, the selection target is changed from the cell of the first game map to a cell of the second game map. A program characterized in that, when a cell of the second game map is the selection target, if a cell without the specific information set is selected and / or if at least one of the cases where a predetermined condition is not satisfied applies, the selection target is changed from the cell of the second game map to a cell of the first game map.

27. A program for selecting game content, a setting unit that sets game information in each cell of a game map composed of a plurality of cells in a predetermined permutation; a selection unit that selects a cell along the cells of the game map based on a predetermined parameter and selects the game information of the selected cell; a determination unit that determines whether a predetermined condition is satisfied; causing a computer to function as a game information change unit that changes game information, wherein the setting unit sets specific information and game information corresponding to the specific information in at least one of the plurality of cells; wherein the game information change unit when a cell after the cell with the specific information set is selected, and the specific information is not set in the selected cell and the predetermined condition is satisfied, changes the game information of the selected cell to the game information corresponding to the specific information; wherein the selection unit selects the changed game information when the game information of the selected cell is changed; wherein the determination unit determines that the predetermined condition is satisfied when winning by a lottery process; and a program characterized by changing the lottery probability so that the closer the distance between the cell with the specific information set and the cell selected based on the predetermined parameter, the higher the lottery probability of the lottery process. ​

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