Game program, game processing method, and game system

The game device and system enhance gameplay interaction by allowing autoplay based on saved user operations, addressing the limited utilization of replay data in existing games.

JP7721156B2Active Publication Date: 2025-08-12KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2023181891
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-23
Publication Date
2025-08-12
Estimated Expiration
2037-03-30

AI Technical Summary

Technical Problem

Existing games that utilize replay data for user operations are limited in their ability to effectively utilize user operation information.

Method used

A game device and system that includes a first play execution unit for user-based gameplay, a storage unit for saving play data, and a second play execution unit for autoplay based on stored play data, allowing for the execution of gameplay without user input.

Benefits of technology

Enhances the utilization of user operation information by enabling autoplay based on saved play data, providing a more engaging and interactive gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To efficiently utilize operation information of a user.SOLUTION: A game device includes: a first play execution section for executing play processing of a game based on operation by a user on a first play condition; a storing section for storing play data related to the operation by the user in a storage part; and a second play execution section for executing auto-play processing on a second play condition based on the play data stored in the storage part instead of the operation by the user.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game processing method, and a game system. [Background technology]

[0002] BACKGROUND ART There are games that store play content played in response to user operations as replay data and display replay footage (replay footage) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-175274 Summary of the Invention [Problem to be solved by the invention]

[0004] Games that display the above-mentioned replay images are an example of utilizing user operation information, and by viewing the replay image after playing, users can confirm their own play. However, the utilization of user operation information has been limited.

[0005] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game system that can more effectively utilize user operation information.

[0006] Another aspect of the present invention aims to provide a game program, a game processing method, and a game system that are capable of achieving the effects described in the embodiments described below. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, one aspect of the present invention is a game device comprising a first play execution unit that executes game play processing based on a user's operation under first play conditions, a storage unit that stores play data related to the user's operation in a memory unit, and a second play execution unit that executes autoplay processing under second play conditions based on the play data stored in the memory unit instead of the user's operation.

[0008] Another aspect of the present invention is a program for causing a computer to function as the above-described game device. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a diagram showing an example of a play screen of a music game according to an embodiment. [Figure 2] FIG. 10 is a diagram showing an example of a skill set for a character according to the embodiment. [Figure 3] FIG. 10 is a diagram showing an example of a play result screen of the music game according to the embodiment. [Figure 4] FIG. 10 is a diagram showing an example of a play start screen of the music game according to the embodiment. [Figure 5] FIG. 1 is a block diagram showing an example of the configuration of a game system according to an embodiment. [Figure 6] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal according to the embodiment. [Figure 7] FIG. 2 is a block diagram showing an example of the configuration of a user terminal according to the embodiment. [Figure 8] FIG. 3 is a diagram showing an example of play data according to the embodiment. [Figure 9] FIG. 10 is a diagram showing an example of calculation of technique evaluation points according to the embodiment. [Figure 10] 10 is a flowchart showing an example of a play result control process according to the embodiment. [Figure 11] 10 is a flowchart showing an example of a play start process according to the embodiment. [Figure 12] 10 is a flowchart showing an example of a play process according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First embodiment]

[0011] [Game Overview] First, an overview of an example of a game according to this embodiment will be described. The game played on the game device according to this embodiment is a music game, for example. Music games are a type of timing game in which operations are performed on objects displayed on a game screen in accordance with standard operation timings (reference timings) set for the objects, and music is used as a guide to the standard timings. The objects displayed on the game screen are set in advance for each song as operation indicators indicating the timings at which the user should perform their operations. The user's play result is determined based on a comparison between the operation indicators (reference timings) set for each song and the user's operations (timing operations) performed in accordance with the operation indicators.

[0012] In addition, in this music game, play is normally performed based on the user's timing operations, but it is also possible to save play data related to those timing operations and use autoplay, in which the game device executes play processing based on the saved play data instead of the user's operations.

[0013] The game device according to the present embodiment may be, for example, a mobile terminal device such as a smartphone or tablet terminal, a stationary type used at home, or a game device corresponding to an arcade game installed in a store, etc. In the following description, the game device according to the present embodiment will be described as a mobile terminal device. For example, the display unit of the mobile terminal device according to the present embodiment is configured as a touch panel, and operations for the music game according to the present embodiment are performed on the touch panel on which the game screen is displayed.

[0014] FIG. 1 shows an example of a play screen on which a user plays, among the game screens of a music game according to this embodiment. Five note appearance areas AAR-1, AAR-2, AAR-3, AAR-4, and AAR-5 are arranged horizontally at the top of the play screen G10 shown in the figure. In this figure, the note appearance areas AAR-1 to AAR-5 are indicated by dashed lines, indicating that the note appearance areas AAR-1 to AAR-5 are not explicitly displayed on the play screen G10. The note appearance areas are areas where notes appear. Notes are objects displayed on the play screen as targets for timing operations. The note appearance areas AAR-1 to AAR-5 may be explicitly displayed on the play screen G10. In the following description, when there is no need to distinguish between the note appearance areas AAR-1 to AAR-5, they will be referred to as note appearance areas AAR.

[0015] Also, five timing operation areas TAR-1, TAR-2, TAR-3, TAR-4, and TAR-5 are displayed in a horizontally aligned state at the bottom of the play screen G10 in the figure. In the following explanation, when there is no need to distinguish between the timing operation areas TAR-1 to TAR-5, they will be referred to as timing operation areas TAR. Furthermore, a judgment line ELN is arranged so as to cross horizontally the timing operation areas TAR-1, TAR-2, TAR-3, TAR-4, and TAR-5. The judgment line ELN is a line displayed to guide the user as a judgment standard for timing operation of notes.

[0016] In the music game of this embodiment, notes appear sequentially from one of the note appearance areas AAR-1 to AAR-5 at timings determined in accordance with the progress of the music. A note that appears from one note appearance area AAR moves to a pre-designated timing operation area TAR from one of the timing operation areas TAR-1 to TAR-5.

[0017] There are two types of notes: single notes and long notes. For example, single notes are circular in shape. On the other hand, long notes are longer than single notes in the direction of note movement, and are strip-shaped with the front and back ends connected. For example, with single notes, the timing of one operation corresponding to the circular part is evaluated, but with long notes, the timing of operations for both the front and back ends is evaluated.

[0018] In the illustrated example, single notes NS-21, NS-22, and NS-23 appear in the order of appearance from note appearance area AAR-1, and the single notes NS-21, NS-22, and NS-23 move to reach timing operation area TAR-1 in the order of appearance. Also shown is a long note NL-31 appearing from note appearance area AAR-3 and moving to reach timing operation area TAR-3. Also shown is a single note NS-41 and NS-42 appearing from note appearance area AAR-4 in the order of appearance, and the single notes NS-41 and NS-42 moving to reach timing operation area TAR-4 in the order of appearance. Also shown is a long note NL-51 appearing from note appearance area AAR-5 and moving to reach timing operation area TAR-5.

[0019] In the following explanation, when there is no particular distinction between individual single notes, they will be referred to as single notes NS. When there is no particular distinction between individual long notes, they will be referred to as long notes NL. When there is no particular distinction between single notes NS and long notes NL, they will be referred to as notes N.

[0020] In addition, in the game space represented on the play screen G10, the note appearance area AAR is located at the top, in the back, and the timing operation area TAR is located at the bottom, in the front. Therefore, according to the law of perspective, notes N are displayed small when they appear from the note appearance area AAR, and gradually become larger as they approach the timing operation area TAR. Similarly, long notes NL are displayed in a shape that gradually becomes larger from the end to the beginning.

[0021] In the illustrated example, timing operation areas TAR-1 to TAR-5 are associated with the note appearance areas AAR-1 to AAR-5, respectively, and a note appearing from one note appearance area AAR (for example, note appearance area AAR-1) moves to the timing operation area TAR corresponding to that note appearance area AAR (for example, timing operation area TAR-1), but this is not limiting. For example, a note appearing from one note appearance area AAR (for example, note appearance area AAR-1) may move to a timing operation area TAR other than the timing operation area TAR corresponding to that note appearance area AAR (for example, timing operation area TAR-2).

[0022] In addition, in the illustrated example, the number of note appearance areas AAR and the number of timing operation areas TAR are each five, but they are not limited to 5. In addition, in the illustrated example, the case where the same number of note appearance areas AAR and timing operation areas TAR are provided is taken as an example, but the number of note appearance areas AAR and the number of timing operation areas TAR may be different from each other.

[0023] Next, the user's timing operations for notes N will be described. First, timing operations for single notes NS will be described using single note NS-21 as an example. A single note NS has one reference timing set as a reference for judgment, which is defined by the sequence data. In this embodiment, the single note NS is set so that it appears from the note appearance area AAR at a timing before the reference timing and reaches the timing operation area TAR at the reference timing. After appearing from the note appearance area AAR, the user performs a single tap operation on the timing operation area TAR-1 (touch operation (touch-in) to touch the timing operation area TAR-1 with a finger, and then immediately release the finger (touch-out)) in time with the single note NS-21 moving thereto and arriving at the timing operation area TAR-1. In this way, timing operations for single notes NS are performed.

[0024] The game device of this embodiment evaluates the timing operation based on the time difference between the timing of the tap operation as a timing operation and the reference timing of the single note NS. As an example, the game device selects one of the following evaluation ranks in order of the shortest time difference from the reference timing: "PERFECT" (best evaluation), "GREAT" (second best evaluation), "GOOD" (third best evaluation), "NICE" (fourth best evaluation), "BAD" (bad evaluation), and "MISS" (failure). The game device then awards points to the user based on the evaluation result.

[0025] When a single note NS reaches the timing operation area TAR, there is a moment when the position of the judgment line ELN coincides with the center of the circular single note NS. This moment corresponds to the reference timing. In other words, the judgment line ELN displayed on the play screen G10 serves as a guide indicating the reference timing at which the user should perform timing operations on the play screen G10.

[0026] Next, the user's timing operations for long notes NL will be explained. Long notes NL are notes that require continuous timing operations. Here, we will explain using long note NL-31 as an example. Long note NL-31 is a note for which the user should perform timing operations over continuous time, and is displayed in a band-like shape with a length corresponding to its duration. For example, long note NL-31 has a front-end note section nls and a rear-end note section nle arranged in a band-like shape. The front-end note section nls indicates the target position for operation at the front end. The rear-end note section nle indicates the target position for operation at the rear end. Therefore, for long notes NL that are evaluated at both ends, such as long note NL-31, two reference timings are specified: a front-end reference timing corresponding to the front-end note section nls and a rear-end reference timing corresponding to the rear-end note section nle.

[0027] The user performs the timing operation for such a long note NL-31 with both ends evaluated as follows: First, the leading note portion nls of the long note NL-31 appears from the note appearance area AAR-3, and then moves toward the timing operation area TAR-3, like a band extending from the leading note portion nls. In response, the user performs a touch operation (touch-in) on the timing operation area TAR-3 to coincide with the leading note portion nls of the long note NL-31 reaching the timing operation area TAR-3. At this time, the user maintains contact with the timing operation area TAR-3 (hold state) without releasing the finger that was placed on the timing operation area TAR-3 by the touch operation. Furthermore, at a certain timing after the leading note portion nls appears, the trailing note portion nle of the long note NL-31 appears from the note appearance area AAR-3, and the trailing note portion nle moves toward the timing operation area TAR-3. When the front note section nls has already reached the timing operation area TAR-3, the band of the long note NL-31 becomes shorter as the rear note section nle moves toward the timing operation area TAR-3. The user releases their finger from the timing operation area TAR-3 (touch out) to release the hold state just as the rear note section nle reaches the timing operation area TAR-3. In this way, the timing operation for the long note NL is performed.

[0028] The game device can evaluate the timing operation performed on the long note NL as described above as follows. For example, the game device calculates the time difference (first time difference) between the timing of the touch operation performed on the front note section nls and the front-end reference timing, and the time difference (second time difference) between the timing of releasing the hold state (releasing the finger) performed on the rear note section nle and the rear-end reference timing. The game device evaluates the timing operation on the long note NL based on the two calculated time differences. As an example, the game device selects one of the following evaluation ranks in order of the smallest first time difference and the smallest second time difference: "PERFECT" (best evaluation), "GREAT" (second best evaluation), "GOOD" (third best evaluation), "NICE" (fourth best evaluation), "BAD" (bad evaluation), and "MISS" (failure). Furthermore, for example, the game device awards the user a score based on the evaluation result as the first time difference and a score based on the evaluation result as the second time difference. Alternatively, the game device may derive one score based on the evaluation result as the first time difference and the evaluation result as the second time difference, and award the derived score to the user.

[0029] As described above, in the music game according to this embodiment, the user performs timing operations on notes N, which indicate reference timing as an operation indicator set for each song. The game device evaluates the performed timing operations by comparing them with the reference timing, and calculates a score to be awarded to the user based on the evaluation result. The game device adds the calculated score to the cumulative score so far. The more accurately the operation is performed in accordance with the reference timing, the higher the score will be, and the more the operation deviates from the reference timing, the lower the score will be. The play screen G10 shown in the figure has a score area SAR that displays the score. Changes in the score calculated based on the evaluation result of the timing operations are reflected in the score area SAR.

[0030] Furthermore, in the play screen G10, a character can be associated with each of the timing operation areas TAR-1 to TAR-5. In this example, there are five timing operation areas TAR, so five characters can be associated and set. For example, before starting play, the user selects a character to be set in each of the five timing operation areas TAR from among the multiple characters displayed on the game screen. When the user starts play with the character selected, an image including the face or appearance of the selected character is displayed in each of the five timing operation areas TAR on the play screen G10.

[0031] In the following explanation, the timing operation areas TAR-1 to TAR-5, which are targets for setting characters, are also referred to as "decks." In other words, setting characters in each of the timing operation areas TAR-1 to TAR-5 is also referred to as setting characters on the deck.

[0032] The characters correspond to users playing the game. Each of the five characters has a value (e.g., "life") indicating their physical strength or vitality. Each of the timing operation areas TAR-1 to TAR-5 is associated with and displays a life gauge GAR-1 to GAR-5 indicating the "life" value of the character set in that area. In the following description, when there is no need to distinguish between the individual life gauges, they will be referred to as "life gauge GAR." For example, each character's life gauge GAR is decremented by a predetermined number when an evaluation result below a certain level is obtained for the timing operations performed on each of the timing operation areas TAR-1 to TAR-5. A character whose life reaches "0" will no longer be evaluated for subsequent timing operations (notes may continue to appear or may no longer appear). When all characters' lives reach "0," the game is over, meaning that the game ends at that point, and the game is determined to have been completed unsuccessfully.

[0033] Skills are also assigned to characters, and the score is also affected when the characters assigned to the timing operation areas TAR-1 to TAR-5 activate their skills. Figure 2 shows an example of skills assigned to characters. For example, skills are classified into score increase, combo bonus, combo continuation, judgment strengthening, life recovery, damage guard, overload, etc.

[0034] Score Up is a skill that increases the score by a certain percentage when determining timing operations for certain notes N. Combo Bonus is a skill that increases the bonus score during a combo by a certain percentage. A combo means that the timing of note N is successfully performed consecutively. A consecutive success would mean, for example, getting a "PERFECT" or "GREAT" rating in succession. When you have a combo, a higher score (bonus score) is added to your score than when you don't have a combo, but when you activate this skill, an even higher bonus score is added. Combo continuation is a skill that eases the criteria for continuing a combo. For example, by relaxing the criteria for determining the evaluation rank, it becomes easier to continue a combo. Note that the evaluation ranks that determine whether a combo is successful may be changed from two ranks, "PERFECT" and "GREAT," to three ranks, "PERFECT," "GREAT," and "GOOD," making it easier to continue a combo. Judgment Enhancement is a skill that enhances judgments above a certain level (for example, "GREAT") to become "PERFECT" judgments. Life Recovery is a skill that increases the appearance rate of recovery notes with a certain probability. Recovery notes have the effect of restoring some or all of the lost life of a character set in the deck, and are included in the appearing notes N at a certain appearance rate. Damage Guard is a skill that negates the loss of life. Overload is a skill that increases score and continues combos in exchange for reducing life.

[0035] Each character is assigned one or more of the above-mentioned skills. By activating the assigned skill, the above-mentioned skills become effective. In this way, the score is not only affected by the comparison of the user's timing operation with the reference timing set for each song (how accurately the user can operate in accordance with the reference timing), but also by which characters are assigned to the deck.

[0036] Another factor that affects the score is condition data. Condition data is data that indicates the state of each character, which is randomly determined at the start of the game. For example, the score may be increased or decreased based on the condition data of the characters set in the deck.

[0037] Note that a character may have parameters set, such as a level. For example, the level can be increased by playing the game or by character synthesis (combining multiple characters into one). Increasing the level further enhances the effect of skills in the game. In this way, the level of the character set in the deck may also be a factor that affects the score.

[0038] Next, a play result screen that displays the results of a user's play will be described. Fig. 3 is a diagram showing an example of a play result screen from among the game screens of the music game according to this embodiment. In the illustrated play result screen G20, the area indicated by the symbol f201 displays the icon of the song played by the user, the song title, and the difficulty level of play. For example, the difficulty level is categorized from highest to lowest into "EXPERT," "NORMAL," and "EASY," and is set in advance for each song.

[0039] The area indicated by the symbol f202 displays the technique evaluation score (here, "99 points"). The technique evaluation score is an evaluation score that depends only on the evaluation result of the user's timing operation, and does not take into account the influence of the type of character set in the deck or whether or not skills are activated.

[0040] Below the technique evaluation score display, the details of the play result are displayed. The area indicated by the symbol f203 displays the aggregated value of the evaluation result (evaluation rank) of the timing operation for each note N (the number of times each of "PERFECT", "GREAT", "GOOD", "NICE", "BAD", and "MISS" was given). This aggregated value is information that serves as a reference value for technique evaluation.

[0041] Additionally, the area indicated by symbol f204 to the left of the aggregated value of this evaluation result (evaluation rank) displays the number of combos (number of consecutive successful combos). The number of consecutive successful combos is, for example, the number of consecutive "PERFECT" or "GREAT" evaluations. Furthermore, if all evaluations are "PERFECT" or "GREAT", "FULL COMBO" is displayed. For example, as the number of combos increases during play, the score per note N also increases, so high scores can be obtained by playing without interrupting the combo. For example, if all evaluations are "PERFECT", the technique evaluation will be "100 points".

[0042] Additionally, the area indicated by the symbol f205 displays information (here, icons of the five characters) indicating the five characters that the user has set on the deck for playing this song. Note that instead of or in addition to the icons of the five characters, information about the characters, such as character names, may be displayed.

[0043] Additionally, the area indicated by the symbol f206 displays the score as a result of playing this song. This area displays the total score as a result of this play, the high score (HIGH SCORE) that indicates the highest score the user has ever gotten playing this song ("0" if this is the first time they've played), and the score rating (here, "SS"). The score ratings are classified, for example, from highest to lowest, as "SS," "S," "A," "B," "C," and "D."

[0044] Additionally, the area indicated by the symbol f207 displays information about saved play data. The technique evaluation score and save date / time of the last saved play data are displayed. In the example shown, since no play data has been saved so far, the technique evaluation score is displayed as "0 points" and the save date / time is blank. One piece of play data is stored for each song and difficulty level. For example, if the technique evaluation score of the play result exceeds the currently saved technique evaluation score, it will be automatically updated. Note that the update may be an overwrite save or an additional save. Additionally, the area indicated by the symbol f207 displays a comment indicating that the play data has been saved because the technique evaluation has been updated.

[0045] Next, a description will be given of the play start screen on which the user starts play. On this game start screen, the user can select whether to play normally (normal play) or auto play. FIG. 4 is a diagram showing an example of a play start screen from among the game screens of the music game according to this embodiment. On the play start screen G30 shown in the figure, deck information is displayed in the area indicated by the symbol f301. Characters can be set for multiple types of decks, and "Deck 10" indicates the tenth deck. Furthermore, "Deck A" is the deck name. The user can arbitrarily set a deck name for each deck.

[0046] The area indicated by the symbol f302 displays information indicating the five characters set in this deck (here, icons of the five characters). Note that instead of or in addition to the icons of the five characters, information about the characters, such as character names, may be displayed. Information about the skills of each character may also be displayed in association with information indicating each character, such as condition data. Note that by tapping the "Deck Composition" button DKC, the display transitions to deck composition (not shown), where characters set in the deck can be selected or changed.

[0047] Each character is assigned a "life" and an "idle power," and the area indicated by the symbol f303 displays a numerical value calculated by adding up the "life" and "idle power" of the five characters set in the deck. "Idol power" is a parameter that affects the score per operation (e.g., tap operation) on note N when playing a music game.

[0048] The area indicated by reference symbol f304 displays a checkbox CBX that selects whether to enable autoplay, as well as the technique evaluation score and save date / time of the last saved play data. Also, a "Start Play" button PLB is displayed to the right of the area indicated by reference symbol f304. When the autoplay function is enabled, the checkbox CBX is displayed and can be checked (active state), and when the autoplay function is disabled, the checkbox CBX is hidden or cannot be checked (inactive state).

[0049] When the user taps the "Start Play" button PLB, the music game starts. When the user taps the "Start Play" button PLB without checking the check box CBX, the normal play process (normal play process) based on the user's timing operation starts.

[0050] On the other hand, if the user taps the checkbox CBX to check it and then taps the "Start Play" button PLB, the autoplay process (autoplay processing) will be executed based on the saved play data. Autoplay reproduces the user's timing operations. However, only the user's timing operations are reproduced, and the deck information at the time of saving and activated skill information are not included. The deck information used by autoplay refers to the currently set deck information, not the deck information at the time of saving. Therefore, the skills activated will also be different, and the play results from autoplay will differ from the play results at the time of saving. Incidentally, if the same deck as when saved is used, the results will generally be the same, but the results may not necessarily be the same because skills that occur with random probability, such as the number of times they occur or the timing, may differ.

[0051] Note that play data may have a usage restriction set for a period of time (for example, 24 hours) during which autoplay can be executed. After this period has elapsed, execution of autoplay for that play data is prohibited, and the checkbox CBX is hidden or displayed in a state where it cannot be checked (inactive state). Note that execution of autoplay may be prohibited while the play data itself remains, or the play data itself may be deleted and execution of autoplay may become impossible. This prevents a player's motivation to play from being dampened, even if the player receives such a good technique evaluation that there is no need to play any further.

[0052] [System Configuration] Next, an overview of the system configuration of the game system 1 according to this embodiment will be described. FIG. 5 is a block diagram showing an example of the configuration of the game system 1 according to this embodiment. The game system 1 includes computer devices, such as a user terminal 10-1, a user terminal 10-2, a user terminal 10-3, and so on, and a game server 30, which are connected via a network NW. Because the user terminals 10-1, 10-2, and 10-3 have similar configurations, when no distinction is made, they will be referred to as user terminals 10, omitting the designations "-1," "-2," etc. Here, three user terminals 10 are illustrated, but any number of user terminals 10 may be connected to the game server 30.

[0053] The game server 30 is a server device that provides a game that can be executed on the user terminal 10. For example, the game server 30 provides a control program (game control program) for a game that can be executed on the user terminal 10 so that the program can be downloaded from the user terminal 10. Note that the game control program downloaded by the user terminal 10 may be stored not only in the game server 30 but also in another downloadable server device.

[0054] The user terminal 10 functions as a game device that executes a game control program downloaded from the game server 30. For example, the user terminal 10 is a computer device used by a user, such as a mobile terminal device such as a smartphone or a tablet terminal.

[0055] 6 is a diagram showing an example of the hardware configuration of a user terminal 10 according to this embodiment. The user terminal 10 includes, for example, a CPU (Central Processing Unit) 11, a communication unit 12, an input unit 13, a display unit 14, a storage unit 15, and a sound output unit 16, and communicates with a game server 30 and other devices connected via a network NW via the communication unit 12. These components are interconnected via a bus so that they can communicate with each other. The CPU 11 executes various programs stored in the storage unit 15 and controls each unit of the user terminal 10.

[0056] The communication unit 12 is configured to include, for example, multiple Ethernet (registered trademark) ports and multiple digital input / output ports such as USB, and communicates with the game server 30 and other devices via the network NW based on the control of the CPU 11. The input unit 13 is, for example, configured as a touch panel integrated with a display, and receives user operations. The input unit 13 outputs operation information indicating the input operation to the CPU 11. Note that the input unit 13 may be other input devices such as a keyboard, a mouse, a touchpad, or a microphone for inputting various instructions by voice. The display unit 14 is a display that displays information such as images and text, and is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, or the like.

[0057] The storage unit 15 includes, for example, a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM), a read-only memory (ROM), a random access memory (RAM), etc., and stores various information, images, programs (including game control programs), etc. processed by the user terminal 10. Note that the storage unit 15 is not limited to being built into the user terminal 10, and may be an external storage device connected via a digital input / output port such as a USB.

[0058] The sound output unit 16 includes a speaker and outputs music in a music game, sound effects of the game, etc. The sound output unit 16 may include an output terminal for outputting audio signals, such as an earphone jack, instead of or in addition to a speaker. The user terminal 10 may include hardware components such as a camera, a gyro sensor, and a GPS (Global Positioning System) receiving module.

[0059] [Functional configuration] Next, the functional configuration of the user terminal 10 will be described with reference to Fig. 7. Fig. 7 is a block diagram showing an example of the configuration of the user terminal 10 according to this embodiment.

[0060] [Functional configuration of user terminal 10] A game control program for executing game processing of the music game and various data necessary for game processing are stored in the memory unit 15 of the user terminal 10. For example, the memory unit 15 includes a game data memory unit 151, a play data memory unit 152, and a play result memory unit 153.

[0061] The game data storage unit 151 stores music data, sequence data, character data, game screen data, sound source data, etc. Music data is data for playing music played in a music game. Sequence data is data that defines operation indicators that indicate reference timing for each music piece. Character data is data regarding character icons, character names, skills, etc. that can be set in a deck, as well as various parameters such as life and idol power. Game screen data is data for generating a game screen. Sound source data is data for outputting sound effects, etc. in the game.

[0062] The play data storage unit 152 stores play data that can be used in autoplay. This play data is data related to timing operations performed by the user, and is associated with user identification information, song identification information, a log of timing operations, a technique evaluation score, the date and time of storage, etc. For example, this play data is updated when the technique evaluation score of the play result exceeds the currently stored technique evaluation score.

[0063] FIG. 8 is a diagram showing an example of play data stored in the play data storage unit 152. The play data shown in the figure includes a user ID, a song ID, and a timing operation log, which includes operation time, operation position, and operation type. The user ID is identification information for the user playing the game. The song ID is identification information for the song being played. The operation time is the time of each user operation, measured relative to the game start time. The operation position is information indicating the operation target operated by the user, i.e., which timing operation area TAR (see FIG. 1 ) the user operated. The operation type is the type of timing operation performed for each note, and is stored as a tap operation on a single note, a touch operation (touch-in) on the front end of a long note, a finger release operation (touch-out) on the rear end of a long note, etc. Note that as a tap operation on a single note, "touch-in" may be stored without distinguishing it from a touch operation on the front end of a long note. The operation logs for each operation, including the operation time, operation position, and operation type, are stored sequentially according to the order of the operations. The play data also stores the evaluation results (evaluation points, evaluation rank, and combo coefficient) of each operation compared with the reference timing, and the technique evaluation score for the entire song based on the evaluation results for each operation, in association with each other. The evaluation results for each operation may be evaluated and stored for each operation, or may be evaluated and stored collectively after all operations for the song being played are completed. The evaluation points, evaluation rank, and combo coefficient are used when calculating the technique evaluation score. The method for calculating the evaluation results for each operation (evaluation points, evaluation rank, and combo coefficient) and the technique evaluation score will be described in detail below with reference to FIG. 9.

[0064] Note that a usage restriction may be set on the play data stored in the play data storage unit 152 as play data that can execute autoplay. For example, this usage restriction is a restriction on the period (e.g., 24 hours) during which autoplay can be executed.

[0065] The play result storage unit 153 stores, for each user's identification information, data relating to the songs played by the user, the play results (scores), and the setting conditions (deck information, etc.) at the time of play.

[0066] The user terminal 10 also includes a game control unit 110 as a functional configuration realized by the CPU 11 executing a game control program stored in the storage unit 15. The game control unit 110 controls the game play processing. For example, the game control unit 110 includes a normal play execution unit 111, an auto-play execution unit 112, a play operation evaluation unit 113, a play result update unit 114, a play data storage unit 115, and an output control unit 116.

[0067] The normal play execution unit 111 executes game play processing (i.e., normal play processing) based on user operation under a first play condition. The auto-play execution unit 112 executes auto-play processing under a second play condition based on play data stored in the play data storage unit 152, instead of user operation. Here, the first play condition and the second play condition are set conditions and parameter conditions for playing, such as conditions based on the characters used to play the game. For example, if the characters set in the deck are the same, the play conditions can be the same, but if the characters set in the deck are different, the play conditions will be different.

[0068] In other words, the autoplay processing executed by the autoplay execution unit 112 reproduces the timing of the user's operations by using play data related to the user's operations, and executes the autoplay processing under new play conditions without the need for user operations. That is, the autoplay processing executed by the autoplay execution unit 112 differs from replay processing, which reproduces all play conditions exactly as they were for the play processing executed by the normal play execution unit 111.

[0069] The autoplay execution unit 112 may permit the execution of autoplay based on the execution result by the normal play execution unit 111. For example, the autoplay execution unit 112 may permit the execution of autoplay for a song based on the song being played a predetermined number of times (e.g., 10 times) or more during normal play. The autoplay execution unit 112 may also permit the user to execute autoplay for a song based on the user clearing the song a predetermined number of times (e.g., three times) with a score above a certain level during normal play. If the number of plays or clears does not reach the predetermined number, the play data may be saved but execution may be prohibited, or it may not be saved at all.

[0070] Furthermore, the autoplay executing unit 112 may permit autoplay execution only for play data that satisfies executable conditions. The executable conditions are preset conditions for permitting execution of autoplay for play data, such as a predetermined technique evaluation score (e.g., 90 points) or above, or a predetermined score or above, etc. Note that play data that does not satisfy the executable conditions may be saved but prohibited from execution, or may not be saved at all.

[0071] Furthermore, if a usage restriction is set on play data stored in the play data storage unit 152 as play data for which autoplay can be executed, the autoplay execution unit 112 permits or prohibits execution of autoplay based on the usage restriction. For example, if the usage restriction is a period during which autoplay can be executed (e.g., 24 hours), the autoplay execution unit 112 permits execution of autoplay only within the period after the play data is saved, and prohibits execution of autoplay for that play data after the period has elapsed.

[0072] The play operation evaluation unit 113 evaluates play data related to the user's timing operations. For example, the play operation evaluation unit 113 evaluates each operation based on the operation position and operation timing of the timing operations performed by the user and the timing operation area and reference timing of each note, and also tallying up evaluation ranks for each operation and calculating technique evaluation points. Specifically, the play operation evaluation unit 113 first associates an operation log (operation time, operation position, operation type, etc.) of the user's timing operations for each note in the order of operation with a user ID and a song ID, and stores the associated log as play data in the play data storage unit 152 (see FIG. 8 ). The play operation evaluation unit 113 also associates the evaluation results for each operation (evaluation points, evaluation rank, and combo coefficient) with the operation log for each operation and stores the associated results as play data. The play operation evaluation unit 113 may evaluate each operation individually, or may evaluate all operations collectively after all operations for the song being played have been completed. In addition, the play operation evaluation unit 113 stores the technique evaluation points calculated based on the evaluation results (evaluation points, evaluation rank, and combo coefficient) of all operations for the song being played as play data in association with the user ID, song ID, and operation log.

[0073] Here, a specific example of a method for calculating technique evaluation points will be described. For example, the technique evaluation score is calculated by taking a "PERFECT" evaluation rank for all notes as 100 points, regardless of the song or difficulty, and then calculating how many points your actual play will receive. The calculation method is to evaluate each timing operation (for short notes, for each tap operation; for long notes, for both the front and back end operations, or combining the front and back end operations), and then add up the points.

[0074] The evaluation of each timing operation is determined by two evaluations: a timing evaluation based on a comparison with the reference timing, and a combo evaluation based on the number of combos achieved up to that point. The technique evaluation points for each timing operation are set as follows: for example, a "PERFECT" rank is 1.0 point, a "GREAT" rank is 0.7 point, a "NICE" rank is 0.4 point, a "BAD" rank is 0.1 point, and a "MISS" rank is 0.0 point.

[0075] Additionally, the coefficient for combo evaluation based on the number of combos changes depending on the number of combos at that time. Basically, the higher the number of combos, the higher the coefficient value. The combo number and coefficient are determined based on a predetermined table, but they can also be calculated using some kind of formula. For example, the coefficient is set as follows: when the number of combos is 0, the coefficient is 1.1 when the number of combos is 1 to 4, the coefficient is 1.2 when the number of combos is 5 to 11, etc. When a combo occurs, the evaluation score for the timing evaluation mentioned above is multiplied by a coefficient according to the number of combos.

[0076] FIG. 9 shows an example of the calculation of technique evaluation points. In this figure, the left side shows the evaluation points, evaluation rank, and combo coefficient for a "perfect" performance (when the evaluation rank for all notes is "PERFECT"), and the right side shows an example of the evaluation points, evaluation rank, and combo coefficient for an actual performance. From top to bottom, this table lists the evaluation rank, combo coefficient, and cumulative evaluation point values for timing operations for each note from the beginning to the end of a song. For example, in the first row of "perfect performance," the evaluation rank for timing operations is "PERFECT," the combo coefficient is 1.0, and the evaluation point is 1.0 (evaluation point 1.0 × combo coefficient 1.0 = 1.0). In the second row of "perfect performance," the evaluation rank for timing operations is "PERFECT," the combo coefficient is 1.1, and the evaluation point is 2.1 (1.0 in the first row + (evaluation point 1.0 × combo coefficient 1.1) = 2.1). The last line of this table is the total score, where the evaluation score for a "perfect" (perfect evaluation points) is 69.6 and the evaluation score for "actual play" (play evaluation points) is 49.1. In this case, the technique evaluation points are calculated as follows: 49.1 (play evaluation points) ÷ 69.6 (perfect evaluation points) = 70.6. Note that this example of calculating technique evaluation points is just one example and is not limiting.

[0077] Returning to FIG. 7 , the play result update unit 114 updates the score based on the user's play result based on the execution result of the play process executed by the normal play execution unit 111. The play result update unit 114 also updates the score based on the user's play result based on the execution result of the autoplay process executed by the autoplay execution unit 112. For example, the play result update unit 114 calculates a score based on the technique evaluation by the play operation evaluation unit 113 and the effect on the score of the activation of skills set for characters set in the deck. The play result update unit 114 also stores the calculated score in the play result storage unit 153 in association with the user's identification information and the song's identification information.

[0078] The play data saving unit 115 saves play data including the operation timing of the user's operations in the play data storage unit 152 as play data related to the user's timing operations. For example, the play data saving unit 115 updates the play data saved in the play data storage unit 152 based on the evaluation results by the play operation evaluation unit 113. Specifically, the play data saving unit 115 updates the play data when the technique evaluation score by the play operation evaluation unit 113 satisfies a saving condition (for example, the technique evaluation score exceeds the technique evaluation score of the currently saved play data). Note that the update may be by overwriting or additional saving. Furthermore, for example, when saving the play data for the first time, the play data saving unit 115 may set a saving condition that the technique evaluation score is equal to or greater than a certain value.

[0079] The output control unit 116 functions as a display control unit that outputs game images of the music game to be displayed as a game screen on the display unit 14. For example, the output control unit 116 outputs images to be displayed on a play screen G10 (see FIG. 1), a play result screen G20 (see FIG. 3), and a play start screen G30 (see FIG. 4). For example, the output control unit 116 causes the play result screen G20 to display the evaluation results (aggregated results of evaluation ranks, technique evaluation points, etc.) by the play operation evaluation unit 113, scores calculated by the play result update unit 114, etc. The output control unit 116 also functions as a sound output control unit that outputs music in the music game, game sound effects, etc. to the sound output unit 16.

[0080] [Game Processing Operation] Next, the operation of the game processing according to this embodiment will be described. First, with reference to Fig. 10, the operation of the play result control process after the normal play process executed by the game control unit 110 of the user terminal 10 will be described. In the play result control process after the normal play process, the play results are displayed and the play data is saved.

[0081] FIG. 10 is a flowchart showing an example of the play result control process according to this embodiment. When the game control unit 110 finishes the normal play process (step S100), it tallies the evaluation rank for each note and calculates the technique evaluation points (step S102). Next, the game control unit 110 calculates the score based on the calculated technique evaluation points, the effect on the score of the character skills set in the deck, etc. (step S104).

[0082] The game control unit 110 also determines whether the technique evaluation score satisfies the storage condition (for example, whether it exceeds the technique evaluation score of the currently stored play data) (step S106). If it is determined that the storage condition is satisfied (YES), the game control unit 110 updates the play data (step S108). On the other hand, if it is determined that the storage condition is not satisfied (NO), the game control unit 110 does not update the play data.

[0083] Then, the game control unit 110 displays information about the song played, the calculated evaluation rank for each note, the technique evaluation points, deck information (information about the character used in the play), score, whether play data has been saved, etc. on the play result screen G20 (see Figure 3) (step S110).

[0084] Next, the operation of the play start processing executed by the game control unit 110 of the user terminal 10 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing an example of the play start processing according to this embodiment. When a song to be played is selected by a user operation (step S120), the game control unit 110 determines whether play data for the selected song has been saved (step S122).

[0085] If it is determined that play data has been saved (YES), the game control unit 110 determines whether the number of times the selected song has been played (or cleared) is a predetermined number or more (step S124). If it is determined that the number of times the song has been played (or cleared) is a predetermined number or more (YES), the game control unit 110 determines whether the saved play data satisfies an executable condition (for example, a predetermined technique evaluation score (for example, 90 points) or more) (step S126). If it is determined that the executable condition is satisfied (YES), the game control unit 110 permits execution of autoplay (step S128), and transitions to a play start screen G30 (see FIG. 4) with the autoplay function enabled (step S130).

[0086] On the other hand, if it is determined in step S122 that play data has not been saved (NO), if it is determined in step S124 that the number of plays (or number of clears) is less than the predetermined number (NO), or if it is determined in step S126 that the saved play data does not satisfy the executable conditions (NO), the game control unit 110 prohibits the execution of autoplay (step S132) and transitions to a play start screen with the autoplay function disabled (step S134).

[0087] In the example shown in FIG. 11, the score is calculated in the play result control process after the play process (step S104), but the game control unit 110 may also calculate and accumulate the score for each timing operation by the user for each note during the play process.

[0088] Next, the operation of the play processing executed by the game control unit 110 of the user terminal 10 will be described with reference to Fig. 12. Fig. 12 is a flowchart showing an example of the play processing according to this embodiment. When the "Start Play" button PLB is tapped on the play start screen G30 (see FIG. 4) (step S140), the game control unit 110 determines whether autoplay is selected based on whether the check box CBX is checked (step S142).

[0089] If the check box CBX is checked, the game control unit 110 determines that autoplay is selected (YES), and reads play data from the play data storage unit 152 (step S144).The game control unit 110 then executes autoplay processing based on the read play data (step S146).

[0090] On the other hand, if the check box CBX is not checked, the game control unit 110 determines that autoplay is not selected (NO), and executes normal play processing based on the user's timing operation (step S148).

[0091] After the normal play process, the play result control process described with reference to Fig. 10 is performed. On the other hand, after the auto play process, the play result control process shown in Fig. 10 is performed except for the play data saving process in steps S106 and S108. In other words, since auto play does not involve a new timing operation by the user, the play data is not updated.

[0092] Summary of the first embodiment As described above, the user terminal 10 (an example of a game device) according to this embodiment includes a normal play execution unit 111 (an example of a first play execution unit), a play data storage unit 115 (an example of a storage unit), and an auto-play execution unit 112 (an example of a second play execution unit). The normal play execution unit 111 executes game play processing based on user operations under first play conditions. The play data storage unit 115 stores play data related to user operations (e.g., timing operations) in a play data storage unit 152 (an example of a storage unit). The auto-play execution unit 112 executes auto-play processing under second play conditions based on the play data stored in the play data storage unit 152 in place of user operations.

[0093] This allows the user terminal 10 to execute autoplay under new play conditions by reproducing the operations performed by the user in the normal play process, and therefore allows the user terminal 10 to use past user operations for plays that will result in new play results, rather than simply reproducing images (replay images). Thus, the user terminal 10 can more effectively utilize user operation information.

[0094] The user terminal 10 (an example of a game device) also includes a play result update unit 114 that updates a value based on the user's play results based on the execution results of the normal play process executed by the normal play execution unit 111 (an example of a first play execution unit) and the execution results of the auto-play process executed by the auto-play execution unit 112 (an example of a second play execution unit). The value based on the user's play results is, for example, a score as a result of play, as described above. Depending on the game, the value based on the user's play results may be a level-up achieved by updating experience points based on performance, or may be counted toward the number of plays if rewards are awarded based on the number of plays. In other words, the value based on the user's play results may be, for example, a score or points based on play, or an evaluation value for play.

[0095] As a result, the user terminal 10 reflects in the play results the results of the autoplay process performed based on the saved play data as well as the results of the normal play process performed based on the user's operations, so that the user can play the game by utilizing operations that they have performed in the past without having to repeat the same operations.

[0096] Furthermore, the first and second play conditions are conditions based on the characters used in playing the game (for example, conditions based on the skills of the characters set in the deck). The first and second play conditions may also be conditions based on items used in playing the game. Items include, for example, items that enhance the effects of skills when set on a character, or items that allow a player to acquire or unlock new skills by achieving a high score or clearing the game, and are items that affect the game's results without being directly related to the reference timing for the user's operation. For example, items may be consumed within the game.

[0097] As a result, when the user terminal 10 executes autoplay processing, it executes under new conditions for conditions other than user operations, such as setting characters on the deck, and thus past user operations can be used for plays that result in new play results.

[0098] Furthermore, the autoplay execution unit 112 (an example of a second play execution unit) permits the execution of autoplay based on the execution result by the normal play execution unit 111 (an example of a first play execution unit). For example, the autoplay execution unit 112 may permit the execution of autoplay for a song based on the song being played a predetermined number of times (e.g., 10 times) or more during normal play. The autoplay execution unit 112 may also permit the user to execute autoplay for a song based on the user clearing the song a predetermined number of times (e.g., 3 times) or more with a certain score or higher during normal play.

[0099] This allows the user terminal 10 to disable autoplay until the user has played a certain number of times, so that even if the user happens to get a good result on a song that they have not played often, it does not discourage the user from playing or from improving their operating skills. Also, the user terminal 10 can prevent the user from relying too much on autoplay.

[0100] Furthermore, the autoplay execution unit 112 (an example of a second play execution unit) allows autoplay execution only for play data that satisfies an executable condition. The executable condition is a condition that is set in advance as a condition for allowing autoplay execution of play data, and is set in advance as a condition such as a predetermined technique evaluation score (e.g., 90 points) or above, or a predetermined score or above, etc.

[0101] This allows the user terminal 10 to provide a special benefit of being able to execute autoplay, thereby increasing the user's motivation to play and improve their operating skills.

[0102] Note that the play data stored in the play data storage unit 152 (an example of a storage unit) may be subject to usage restrictions as play data that can execute autoplay.

[0103] As a result, the user terminal 10 allows or prohibits the execution of autoplay based on the usage restrictions, so that the user can avoid only using autoplay using play data.

[0104] For example, the above-mentioned usage restriction is a restriction on the period during which autoplay can be executed (for example, 24 hours) (usage period restriction). Note that the above-mentioned usage restriction is not limited to a restriction on the period during which autoplay can be executed (usage period restriction), but may also be a restriction on the number of times autoplay can be executed (use number restriction), or a restriction on the operation area in which autoplay can be executed (for example, the timing operation area TAR shown in FIG. 1) (usage operation area restriction). Furthermore, the above-mentioned restrictions on the period, number of times, and operation area may be a fixed period, number of times, and operation area that are set in advance, or may vary depending on the technique evaluation score, etc.

[0105] As a result, the user terminal 10 allows autoplay to be executed only within an executable period (e.g., 24 hours) after the play data is saved, and prohibits the execution of autoplay for that play data once the executable period (e.g., 24 hours) has elapsed, so that even if the technique evaluation score is so good that no further play is necessary, the user's motivation to play is not diminished. Furthermore, the user terminal 10 can prevent the user from relying too much on autoplay in play.

[0106] In addition, the user terminal 10 (an example of a game device) is equipped with a play operation evaluation unit 113 (an example of an evaluation unit) that evaluates play data related to the user's operations, and an output control unit 116 (an example of a display control unit) that displays the evaluation results by the play operation evaluation unit 113.

[0107] This allows the user terminal 10 to present to the user the merits or demerits of the user's operations performed during normal play, thereby increasing the user's motivation to improve their operation skills.

[0108] Furthermore, the play data saving unit 115 (an example of a saving unit) updates the play data saved in the play data storage unit 152 (an example of a storage unit) based on the evaluation results by the play operation evaluation unit 113 (an example of an evaluation unit). For example, the play data saving unit 115 updates the play data when the technique evaluation score by the play operation evaluation unit 113 satisfies a saving condition (for example, the technique evaluation score exceeds the technique evaluation score of the currently saved play data). Note that the update may be by overwriting or additional saving. Furthermore, for example, for the first saving of play data, the play data saving unit 115 may set a saving condition as being that the technique evaluation score is equal to or greater than a certain value.

[0109] This allows the user terminal 10 to save the user's best play data at that time without the user having to perform any special operation. Note that the play data saving unit 115 may save play data in response to user operation. In this case, the user terminal 10 can save play data according to the user's convenience or intention.

[0110] Furthermore, the user's play result is based on a comparison between the user's operation and a predetermined operation indicator.

[0111] As a result, the user terminal 10 can execute autoplay by reproducing good operations among the operations performed by the user in the normal play process in a game in which the content (model) of operations to be performed by the user is set. Therefore, as the user's operation technique improves, the user can play the game by utilizing operations that the user has performed in the past without repeating the same operations.

[0112] For example, the game may be a music game (timing game) in which a reference timing for an operation is set as an operation indicator. The play data saving unit 115 (an example of a saving unit) saves play data including the operation timing of the user's operation in the play data memory unit 152 (an example of a memory unit).

[0113] This allows the user terminal 10 to execute autoplay by reproducing good timing operations performed by the user in normal play processing in a music game (timing game) in which reference timings (models) for user operations are set. Therefore, as the user's operation skills improve, the user can play the game by utilizing operations that the user has performed in the past, without having to repeat the same operations.

[0114] [Variations] The above has described in detail an embodiment of the present invention with reference to the drawings, but the specific configuration is not limited to the above-described embodiment, and includes designs within the scope of the gist of the present invention.

[0115] For example, in the autoplay processing in the above embodiment, execution of autoplay may be skipped. For example, play may be interrupted before the start of autoplay or during autoplay, and the play result may be displayed. In this case, the user terminal 10 displays the play result as if the game had been played to the end. In other words, even when execution of autoplay is skipped, the user terminal 10 performs processing to calculate technique evaluation points, scores, etc., in the same way as when autoplay is executed (when a play is reproduced (displayed)). Note that when skipping execution of autoplay, the user terminal 10 may not perform the same processing as when autoplay is executed, but may instead calculate scores, etc., based on technique evaluation points, etc., instead of play data. Technique evaluation points are not affected by play conditions (e.g., conditions based on the skills of characters set in a deck), so the processing load can be reduced by not recalculating technique evaluation points.

[0116] In the above embodiment, a music game (timing game) in which a reference timing (model) for an operation is set as an operation indicator has been described as an example. However, this is not limiting. For example, an application may be one in which a model, such as a character or a figure to be handwritten by a user, is set as an operation indicator. In this case, the user's play result is determined based on a comparison between the user's operation and a predetermined operation indicator. The auto-play process of the above embodiment may also be applied to games in which there is no clear model operation indicator. For example, in a game in which the angle and strength of a kick by a player character controlled by a user are set to perform a penalty kick, operation information indicating the operation details, such as the angle and strength of the kick when successful, may be saved as play data, and auto-play processing may be executed based on the play data. In this case, play conditions other than the operation details (such as the player character to be controlled, the goalkeeper, etc.) may be changed. Furthermore, in a game in which repeated operations are performed using a preset operation sequence (for example, a pet breeding game in which pets are repeatedly fed using a preset operation sequence), the repeated operation information may be saved as play data, and auto-play processing based on the play data may be executed under new play conditions (such as a different time, day, or a different pet to be raised).

[0117] For example, in situations where a user must repeatedly play the same game (such as when a player needs to earn a certain number of points to advance to the next stage, or when the player wants to earn experience points for character development purposes), the game may feel monotonous to some users because there is little development in the game. Also, when the same game is played repeatedly in this way, even if a very good result is achieved, the result is the result of that play alone, and this may not motivate the player to achieve a better result. In this embodiment, even in such cases, the user's previous operations can be reproduced to execute autoplay, thereby preventing the user from becoming bored and increasing their motivation to play and achieve better results.

[0118] Furthermore, in the above embodiment, an example configuration was described in which the user terminal 10 is provided with a game data storage unit 151, a play data storage unit 152, and a play result storage unit 153, but some or all of these storage units may be provided in an external storage device (e.g., game server 30) to which the network NW is initially connected.

[0119] Alternatively, a program for implementing the functions of the game control unit 110 may be recorded on a computer-readable recording medium, and the program may be loaded into a computer system and executed to perform some or all of the processing of the game control unit 110. Here, "loading a program recorded on a recording medium into a computer system and executing it" includes installing the program on a computer system. The term "computer system" here includes hardware such as an OS and peripheral devices. The term "computer system" may also include multiple computer devices connected via a network, including the Internet, a WAN, a LAN, a dedicated line, or other communication lines. The term "computer-readable recording medium" refers to portable media such as flexible disks, optical magnetic disks, ROMs, and CD-ROMs, as well as storage devices such as hard disks built into a computer system. Thus, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM. The recording medium may also include internal or external recording media accessible from a distribution server for distributing the program. The program code stored on the distribution server's recording medium may be different from the program code executable on a terminal device. In other words, the format in which the program is stored on the distribution server does not matter as long as it can be downloaded from the distribution server and installed in a form that is executable on the terminal device. The program may be divided into multiple parts, each of which may be downloaded at different times and then combined on the terminal device, or each of the divided programs may be distributed by a different distribution server. Furthermore, the term "computer-readable recording medium" also includes a storage medium that stores a program for a certain period of time, such as volatile memory (RAM) within a computer system that serves as a server or client when a program is transmitted over a network. The program may also be a program that realizes part of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that can realize the above-described functions in combination with a program already stored in the computer system.

[0120] Furthermore, part or all of the above-described game control unit 110 may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-described functions may be implemented as a separate processor, or part or all of the functions may be integrated into a processor. The integrated circuit implementation method is not limited to LSI, and may be implemented using a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit implementation technology that can replace LSI emerges due to advances in semiconductor technology, an integrated circuit based on that technology may be used.

[0121] [Note] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.

[0122] (Supplementary Note 1) A game device (10) according to one embodiment of the present invention includes a first play execution unit (111, S148) that executes game play processing based on a user's operation under first play conditions, a storage unit (112, S108) that stores play data related to the user's operation in a storage unit, and a second play execution unit (115, S146) that executes autoplay processing under second play conditions based on the play data stored in the storage unit instead of the user's operation.

[0123] According to the configuration of Supplementary Note 1, the game device can execute autoplay under new play conditions by reproducing the operations performed by the user in the normal play process, and thus can utilize the user's past operations for plays that can produce new play results, rather than simply reproducing images (replay images). Thus, the game device can more effectively utilize user operation information.

[0124] (Appendix 2) Also, one aspect of the present invention is a game device as described in Appendix 1, which includes a play result update unit (114, S104) that updates a value based on the user's play result based on the execution result of the play process executed by the first play execution unit and the execution result of the auto-play process executed by the second play execution unit.

[0125] According to the configuration of Appendix 2, the game device reflects in the play result the results of the autoplay process performed based on the saved play data as well as the results of the normal play process performed based on the user's operations, so that the user can play the game by utilizing operations that they have performed in the past without having to repeat the same operations.

[0126] (Appendix 3) Another aspect of the present invention is a game device described in Appendix 1 or Appendix 2, wherein the first play condition and the second play condition are conditions based on characters or items used in playing the game.

[0127] According to the configuration of Appendix 3, when the game device executes autoplay processing, it executes under new conditions for conditions other than user operations, such as setting characters on the deck, and therefore past user operations can be used for plays that result in new play results.

[0128] (Supplementary Note 4) Another aspect of the present invention is a game device described in any one of Supplementary Note 1 to Supplementary Note 3, wherein the second play execution unit permits the execution of autoplay based on the execution result by the first play execution unit.

[0129] According to the configuration of Supplementary Note 4, the game device can disable autoplay until the user has played a certain number of times, so that even if the user happens to get a good result with a song that they have not played often, it does not discourage the user from playing or from improving their operating skills. Furthermore, the game device can prevent the user from relying too much on autoplay.

[0130] (Supplementary Note 5) Another aspect of the present invention is a game device according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the second play execution unit permits execution of autoplay only for play data that satisfies an executable condition.

[0131] According to the configuration of Supplementary Note 5, the game device can enhance the user's motivation to play and improve their operating skills by providing the benefit of being able to execute autoplay.

[0132] (Appendix 6) Another aspect of the present invention is a game device as described in any one of Appendices 1 to 5, wherein the play data stored in the memory unit has usage restrictions set as play data that can execute autoplay.

[0133] According to the configuration of Supplementary Note 6, the game device allows or prohibits the execution of autoplay based on usage restrictions, so that it is possible to prevent the player from only using autoplay using play data.

[0134] (Supplementary Note 7) Another aspect of the present invention is the game device described in Supplementary Note 6, wherein the usage restriction is a restriction on a period during which autoplay can be executed.

[0135] According to the configuration of Supplementary Note 7, the game device allows autoplay to be executed only within an executable period (e.g., 24 hours) after the play data is saved, and prohibits execution of autoplay for that play data once the executable period (e.g., 24 hours) has elapsed, so that even if the technique evaluation score is so good that no further play is necessary, the user's motivation to play is not diminished. Furthermore, the game device can prevent the user from relying too heavily on autoplay.

[0136] (Appendix 8) Furthermore, one aspect of the present invention is a game device according to any one of Appendices 1 to 7, comprising an evaluation unit (113, S102) that evaluates play data relating to the user's operation, and a display control unit (116, S110) that displays the evaluation results by the evaluation unit.

[0137] According to the configuration of Supplementary Note 8, the game device can present to the user the merits or demerits of the user's operations performed during normal play, thereby increasing the user's motivation to improve their operation skills.

[0138] (Supplementary Note 9) Furthermore, one aspect of the present invention is the game device described in Supplementary Note 1, wherein the saving unit updates the play data saved in the memory unit based on the evaluation result by the evaluation unit.

[0139] According to the configuration of Supplementary Note 9, the game device can save the best play data of the user at that time without the user having to perform any special operation.

[0140] (Supplementary Note 10) Another aspect of the present invention is a game device according to any one of Supplementary Note 1 to Supplementary Note 9, wherein the user's play result is based on a comparison between the user's operation and a predetermined operation indicator.

[0141] According to the configuration of Supplementary Note 10, in a game in which the content (model) of operations to be performed by the user is set, the game device can execute autoplay by reproducing good operations among the operations performed by the user in the normal play process. Therefore, as the user's operating technique improves, the user can play the game by utilizing operations that the user has performed in the past without repeating the same operations.

[0142] (Appendix 11) Another aspect of the present invention is a game device as described in Appendix 10, wherein the game is a timing game in which the timing of operation is set as the operation indicator, and the saving unit saves play data including the operation timing by the user's operation in a memory unit.

[0143] According to the configuration of Supplementary Note 11, in a music game (timing game) in which a reference timing (model) for user operations is set, the game device can execute autoplay by reproducing good timing operations among the operations performed by the user in the normal play process. Therefore, as the user's operation technique improves, the user can play the game by utilizing operations that the user has performed in the past without repeating the same operations.

[0144] (Supplementary Note 12) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as the game device according to any one of Supplementary Note 1 to Supplementary Note 11.

[0145] According to the configuration of Supplementary Note 12, the program can execute autoplay under new play conditions by reproducing the operations performed by the user in the normal play process, so that it is possible to use the user's past operations for plays that will result in new play results, rather than simply reproducing the images (replay images). Thus, it is possible to more effectively utilize the user's operation information. [Explanation of symbols]

[0146] 1 Game system, 10 User terminal, 11 CPU, 12 Communication unit, 13 Input unit, 14 Display unit, 15 Memory unit, 16 Sound output unit, 30 Game server, 110 Game control unit, 111 Normal play execution unit, 112 Auto play execution unit, 113 Play operation evaluation unit, 114 Play result update unit, 115 Play data storage unit, 116 Output control unit, 151 Game data storage unit, 152 Play data storage unit, 153 Play result storage unit

Claims

1. A game program in which an operation indicator indicating a timing at which a user should perform an operation is set in advance, and game processing is executed based on an evaluation of a comparison between the operation indicator and the operation timing of the user who plays in accordance with the operation indicator, Computer, a first play execution unit that executes a game play process based on the user's operation under a first play condition; a storage unit that stores play data including the user's operation timing in a storage unit; a second play execution unit that executes an autoplay process, when autoplay is selected by the user at the start of game play, to execute a game play process by reproducing, under second play conditions, the operations previously performed by the user under the first play conditions, based on play data stored in the storage unit in place of operations by the user; and make it work, The play data stored in the storage unit is play data that satisfies predetermined storage conditions. Game program.

2. the storage condition is a condition regarding the number of plays in which the play process is executed by the first play execution unit, or the number of clears in which a predetermined clear condition is satisfied when the play process is executed, The game program according to claim 1 .

3. the preservation condition is that the evaluation value in the play process by the first play execution unit is equal to or greater than a certain value. The game program according to claim 1 .

4. the storage condition is that the evaluation value in the play process by the first play execution unit exceeds the evaluation value of the play data currently stored in the storage unit; The game program according to claim 1 .

5. A game processing method for a computer in which an operation indicator indicating a timing at which a user should perform an operation is set in advance, and game processing is executed based on an evaluation of a comparison between the operation indicator and the operation timing of the user playing in accordance with the operation indicator, a first play execution step of executing a game play process based on the user's operation under a first play condition; a storing step of storing play data including the operation timing of the user in a storage unit; a second play execution step of executing an auto-play process, when auto-play is selected by the user at the start of game play, by reproducing under second play conditions the operations previously performed by the user under the first play conditions based on play data stored in the storage unit in place of operations by the user, and executing a game play process; Including, The play data stored in the storage unit is play data that satisfies predetermined storage conditions. Game processing method.

6. A game system in which an operation indicator indicating a timing at which a user should perform an operation is set in advance, and game processing is executed based on an evaluation of a comparison between the operation indicator and the operation timing of the user who plays in accordance with the operation indicator, a first play execution unit that executes a game play process based on the user's operation under a first play condition; a storage unit that stores play data including the user's operation timing in a storage unit; a second play execution unit that executes an auto-play process when the user selects auto-play at the start of game play, and that executes a game play process by reproducing, under second play conditions, the operations previously performed by the user under the first play conditions, based on play data stored in the storage unit in place of operations by the user; Equipped with The play data stored in the storage unit is play data that satisfies predetermined storage conditions. Game system.

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