Information processing program, information processing method, and information processing system

The system enhances idle game convenience by automating content progression and rewarding players, addressing limitations in existing idle game technologies.

JP7760674B1Active Publication Date: 2025-10-27CYGAMES INC
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Patent Information

Application Number
JP2024150450
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-02
Publication Date
2025-10-27
Estimated Expiration
2044-09-02

AI Technical Summary

Technical Problem

Existing idle game technologies do not adequately enhance player convenience in progressing through the game.

Method used

Implementing a system that allows specific content to be started with a limited number of executions within a predetermined time, automatically progressing without player interaction until the limit is reached, offering rewards upon completion, and enabling a time-shortening function via player operation, with display changes indicating progress or rewards.

Benefits of technology

Improves player convenience by automating game progression and providing rewards, enhancing user experience through streamlined gameplay mechanics.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve convenience for players. [Solution] The information processing program causes the computer to perform the following processes: starting specific content, which has a limit on the number of times it can be executed within a specified period of time, based on player input; repeatedly progressing through the specific content as the required time passes after the specific content has started, until the limit is reached for the number of times it can be executed within the specified period of time, without the player needing to operate the game or starting the game; making it possible to receive a reward upon completion of execution of the specific content; executing a shortcut function that shortens the required time in accordance with player input at the start of the specific content or while the specific content is in progress; and displaying a count indicating the number of times the specific content has been completed or the number of times a reward has been received on an execution screen that allows input for executing the shortcut function.
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Description

[Technical Field]

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

[0002] Conventionally, as shown in Patent Document 1, for example, a game genre known as a so-called idle game has been proposed in which the game progresses automatically after a player gives an instruction to play the game, and the result of the automatic progress is notified to the user after a predetermined period of time has elapsed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6748838 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the technology described in Patent Document 1 leaves room for improvement in terms of improving convenience for players in progressing through the game.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve convenience for players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; The computer executes the following. The process of displaying the number of times is When the execution of the shortened function results in an increase in the number of times of completion or the number of times of receipt, the display mode of the number of times display is changed. 。

[0008] The process of executing the shortening function includes: The total time required until the number of times the specific content is finished within the predetermined period reaches an upper limit may be shortened.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; and The process of displaying the number of times is When the execution of the shortened function results in an increase in the number of times of completion or the number of times of receipt, the display mode of the number of times display is changed.

[0011] In order to solve the above problems, an information processing system teeth , An information processing system comprising one or more computers, The computer A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; and The process of displaying the number of times is When the execution of the shortened function results in an increase in the number of times of completion or the number of times of receipt, the display mode of the number of times display is changed. [Effects of the Invention]

[0012] According to the present invention, it is possible to improve convenience for players. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] FIG. 3 is a diagram illustrating an example of a sales screen. [Figure 4] FIG. 4 is a diagram illustrating an example of sales destination information. [Figure 5] FIG. 5 is a diagram illustrating an example of the circulation information. [Figure 6] Fig. 6A is a first diagram illustrating an example of a lap information display section and a stock number icon, and Fig. 6B is a second diagram illustrating an example of a lap information display section and a stock number icon. [Figure 7] FIG. 7 is a diagram illustrating an example of the sales selection screen. [Figure 8] FIG. 8 is a diagram illustrating an example of the formation screen. [Figure 9] 9A is a first diagram illustrating an example of a dialog box for shortening multiple business hours, and FIG. 9B is a second diagram illustrating an example of a dialog box for shortening multiple business hours. [Figure 10] 10A is a first diagram illustrating an example of a dialog box for shortening business hours for a single user, and FIG. 10B is a second diagram illustrating an example of a dialog box for shortening business hours for a single user. [Figure 11] FIG. 11 is a diagram illustrating an example of the first result screen. [Figure 12] Fig. 12A is a first diagram illustrating an example of the second result screen, and Fig. 12B is a second diagram illustrating an example of the second result screen. [Figure 13] FIG. 13 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 14] FIG. 14 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 15] FIG. 15 is a flowchart illustrating the terminal-side business game management process in the player terminal. [Figure 16]FIG. 16 is a flowchart illustrating the shortcut function management process in the player terminal. [Figure 17] FIG. 17 is a flowchart illustrating the server-side sales game management process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.

[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.

[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0018] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. Based on operations input from the player terminals 1, the server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1.

[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a memory 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.

[0022] The configurations and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.

[0023] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0025] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a touch panel 26 that functions as the input unit 22 and the output unit 24.

[0029] (Game Contents) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a main game and a sub-game are provided. The specific content and game genre of the main game are not particularly limited, but it may be, for example, a so-called rhythm game in which the player operates a touch panel in time with music. Furthermore, for example, the game genre of the main game may be a battle game, a roll-playing game, a shooting game, a puzzle game, etc.

[0030] In this embodiment, in the main game, multiple ally characters are provided to the player by the game operator. Furthermore, for example, the player can own multiple ally characters obtained by lottery, known as gacha, or distributed by the operator.

[0031] In addition to the main game, this embodiment also provides a sub-game, which is a game in the genre known as an idle game (called a "sales game" in this embodiment).

[0032] In the sales game, the player can select one or more of the ally characters he or she owns to form a party, and the player can play the sales game using the party he or she has formed.

[0033] In a sales game, a player performs "sales" by dispatching allied characters organized into a party for a predetermined required time. Then, when the required time has elapsed, the sales game is completed (cleared), and the player can obtain a reward. In other words, to start the sales game, the player must operate the game and start the game. On the other hand, once the sales game (specific content) has started, the game progresses over time without requiring the player to operate the game or start the game.

[0034] In the sales game, the objective is to dispatch the allied characters organized into a party for a required time and earn rewards. As will be described in detail later, in this embodiment, for example, multiple types of sales games can be played. Depending on the type of sales game, the conditions such as the required time and the type of reward vary.

[0035] 3 is a diagram showing an example of the sales screen 100. When the application is started, a home screen (not shown) is displayed on the touch panel 26. That is, the home screen is the first screen to be displayed after the game starts.

[0036] On the home screen, a menu bar 110 consisting of a plurality of tabs is displayed, as shown in Fig. 3. The player can switch the display screen of the touch panel 26 by tapping the tabs on the menu bar 110.

[0037] The menu bar is provided with a home tab 110a labeled "Home," a character tab 110b labeled "Character," a main game tab 110c labeled "Main Game," and a sub game tab 110d labeled "Sub Game." In the menu bar 110, the operation units corresponding to each screen are highlighted so that the screen currently being displayed on the touch panel 26 can be identified.

[0038] When the home tab 110a is tapped, a home screen (not shown) is displayed on the touch panel 26. When the character tab 110b is tapped, an ally character confirmation screen (not shown) is displayed on the touch panel 26. On the ally character confirmation screen (not shown), images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.

[0039] Furthermore, when the main game tab 110c is tapped, a main game screen (not shown) is displayed on 26. On the main game screen, the player can select a game type of rhythm game.

[0040] Furthermore, when the sub-game tab 110d is tapped, the sales screen 100 shown in FIG. 3 is displayed on the touch panel 26. As shown in FIG. 3, a header display area 112 is provided at the top of the sales screen 100. The header display area 112 displays at least a portion of the player information associated with the player ID. For example, the header display area 112 displays level information 112a indicating the player level and a stamina display bar 112b indicating the player's stamina. Also, as shown in FIG. 3, the player's stamina is displayed numerically below the stamina display bar 112b.

[0041] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 112a, stamina information displayed on the stamina display bar 112b, in-game currency information indicating the amount of in-game currency possessed by the player, item information indicating the type and amount of items possessed by the player, sales destination information (Figure 4) indicating various information set for each sales game, and lap information (Figure 5) indicating the progress of the sales game.

[0042] Stamina is a parameter necessary for a player to play the main game. In this embodiment, multiple types of main games are provided, and each main game has a set value for the amount of stamina required to play, a maximum number of times the game can be played per day, and the like. When playing a main game for which a set value for the amount of stamina required to play is set, the player consumes stamina to play the main game. Therefore, if the player does not have enough stamina, the player cannot play the main game.

[0043] Although detailed explanations are omitted, by playing the main game, a player can acquire a predetermined value as player experience points. Each time the player experience points reach a certain value, the player's player level increases. A stamina upper limit is set for the player level. As the player level increases, the stamina upper limit increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 112b displays the current remaining stamina amount relative to the upper limit so that the player can visually grasp it. The stamina value displayed at the bottom of the stamina display bar 112b, such as "100 / 190" in the example of FIG. 3, displays the upper limit of stamina, "190," in the denominator and the player's current stamina, "100," in the numerator. Stamina may be recovered by consuming a predetermined item (e.g., a stamina recovery item). Stamina may also be recovered by consuming in-game currency. Stamina may also be restored by paying real currency.

[0044] On the other hand, in this embodiment, the player can play the sales game without consuming the stamina. That is, for example, even if the player's stamina is depleted by playing the main game, the player can still play the sales game. However, the player may be required to consume stamina to play the sales game.

[0045] The sales game according to this embodiment has the following gameplay. First, a player selects at least one sales destination from a predefined selection of sales destinations. The player then selects one or more of the ally characters they own to form a party. The player then dispatches the formed party to the selected sales destination. When the required time set for each sales destination has elapsed, the sales game is completed and the player can earn a reward. Each ally character is associated with various abilities and parameters. In the sales game, the required time may be increased or decreased based on the abilities and parameters associated with each ally character in the party. Furthermore, the reward granted to the player's player ID upon completion of the sales game may be changed based on the abilities and parameters associated with each ally character in the party.

[0046] 3, four display areas, namely, a first sales destination display area 120a, a second sales destination display area 120b, a third sales destination display area 120c, and a fourth sales destination display area 120d, are displayed in the center of the sales screen 100. In this embodiment, a party can be dispatched to a maximum of four sales destinations at the same time.

[0047] In the example shown in FIG. 3, the first sales destination display section 120a shows a case where a party has already been dispatched to "Sales D" and a sales game is in progress. Also, in the example shown in FIG. 3, the second sales destination display section 120b shows a case where a party has already been dispatched to "Sales E" and a sales game is in progress. Also, in the example shown in FIG. 3, the third sales destination display section 120c shows a case where a party has already been dispatched to "Sales F" and a sales game is in progress. Also, in the example shown in FIG. 3, the fourth sales destination display section 120d shows a case where a party has not yet been dispatched and a sales game is not currently being played.

[0048] As shown in Figure 3, each of the first sales destination display section 120a to the fourth sales destination display section 120d displays a sales destination image display section 122, a lap information display section 124, a reward collection operation section 126, a remaining time display section 128, and a remaining time gauge 130.

[0049] As shown in Fig. 3, if a party has already been dispatched, an image corresponding to the type of sales game at the destination is displayed in the sales destination image display section 122. Also, as shown in Fig. 3, if a party has already been dispatched, the progress of the sales game at the destination is displayed in the round information display section 124.

[0050] 4 is a diagram showing an example of sales destination information. In this embodiment, the sales destination information includes, for each sales destination ID for identifying each sales game, various pieces of information associated with the sales destination information, such as the name of the sales destination, a predetermined period, the required time required to play one sales game, the limit on the number of times each sales game can be played within the predetermined period, and the type of reward that can be obtained.

[0051] The predetermined period may be set to a fixed period regardless of the type of sales game, or may be set to a different period depending on the type of sales game. In this embodiment, the predetermined period set for each sales destination ID is broadly divided into a reset interval and an open period. When a reset interval is set as the predetermined period, for example, a period such as 24 hours, 10 days, 1 week, or 1 month is set, as shown in FIG. 4. When a reset interval is set as the predetermined period, the limit number of times is reset each time the time set as the reset interval elapses. Note that the timing based on the reset interval may be the timing when the player starts the corresponding sales game, or may be a predetermined timing set in advance within the game.

[0052] When an event period is set as the predetermined period, a predetermined date and time is set, for example, as shown in Fig. 4. In this case, when the predetermined date and time set in the event period arrives, it becomes impossible to start a new corresponding business game.

[0053] 4 shows a case where either the reset interval or the holding period is set as the predetermined period, but both the reset interval and the holding period may be set as the predetermined period. In this case, the limit number of times is reset each time the time set in the reset interval elapses, and when the predetermined date and time set in the holding period is reached, it is no longer possible to start the corresponding business game anew.

[0054] In this embodiment, when a party is dispatched to a sales game, the sales game is automatically executed repeatedly until the number of times the sales game is executed within a predetermined period of time reaches a limit. At this time, each time a sales game is completed, the right to acquire a reward corresponding to the completed sales game (hereinafter referred to as a reward right) is granted to the player's player ID. The player can acquire a reward by consuming the reward right. The number of reward rights can be said to indicate the number of sales games that have been completed without acquiring a reward.

[0055] In this embodiment, if the predetermined period corresponding to a new sales game to be started has ended, the next sales game is canceled without being started even if the number of times the game has been played has not reached the limit. If a sales game is started within a predetermined period and ends after the predetermined period, the reward right corresponding to the ended sales game may be granted to the player's player ID. However, if a sales game is started within a predetermined period and ends after the predetermined period, the reward right corresponding to the ended sales game may not be granted to the player's player ID. In other words, the reward right corresponding to the ended sales game may be granted to the player's player ID only for sales games that started and ended within the predetermined period.

[0056] 5 is a diagram illustrating an example of the lap information. The lap information is managed in association with the player ID of the player. As shown in FIG. 5, the lap information is associated with, for each slot ID corresponding to each lap display section, a lap ID corresponding to the type of lap selected by the player, the time at which each lap game is completed within the limited number of times (hereinafter also referred to as the lap completion time), and various information indicating the stock number, which is the number of unconsumed reward rights granted to the player ID of the player.

[0057] 5, the case where the time at which each round of the sales game has been completed within the limited number of times is stored as the round information is shown, but this is not limited to this. For example, each time a sales game starts, only the time at which the round of the started sales game, i.e., the current sales game, is completed may be stored.

[0058] When starting to display the business screen 100, the player terminal 1 acquires the lap information from the server 1000, and displays the business screen 100 based on the acquired lap information.

[0059] When a stock number of 1 or more is stored in the round information, a stock number icon 126a is displayed near the reward collection operation unit 126 of the sales destination display unit, as shown in Fig. 3. In the example shown in Fig. 3, the first sales destination display unit 120a shows a case where the first sales game is in progress for "Sales D," whose limit number of times is set to 5. In this case, the reward right for "Sales D" has not yet been granted to the player's player ID, so the stock number icon 126a is not displayed.

[0060] In the example shown in FIG. 3, the second sales destination display section 120b shows a case where the third sales game is in progress for "Sales D," whose limit number of times is set to five. In this case, the first and second sales games for "Sales D" have already ended. Therefore, a reward right for two times of "Sales D" has been granted to the player's player ID, and the stock number icon 126a is displayed. Here, an image of "2" is displayed in the stock number icon 126a, notifying the player that a reward right for two times of "Sales D" has been granted to the player's player ID.

[0061] FIG. 6A is a first diagram illustrating an example of the lap information display unit 124 and the stock number icon 126a. FIG. 6B is a second diagram illustrating an example of the lap information display unit 124 and the stock number icon 126a. For example, when the first lap of a sales game is being played and the limit number of times is set to five, an image showing "1 / 5" is displayed in the lap information display unit 124 as shown in FIG. 6A. That is, in the example of "1 / 5" in FIG. 6A, "5," which is the limit number of times, is displayed in the denominator, and "1," which indicates that the lap of the sales game being played is the first, is displayed.

[0062] Similarly, when the second to fifth sales games are being executed, the cycle information display unit 124 displays images marked "2 / 5" to "5 / 5." After the fifth sales game is completed and until the result confirmation operation unit 150, which will be described later, is operated, the cycle information display unit 124 displays an image marked "5 / 5." After the fifth sales game is completed and until the result confirmation operation unit 150, which will be described later, is operated, the cycle information display unit 124 may display an image marked "Complete." As shown in FIG. 6A, the stock number icon 126a is hidden during the first sales game. After the first sales game is completed, the stock number icon 126a marked "1" is displayed. Similarly, after the second to fifth sales games are completed, the stock number icons 126a marked "2" to "5" are displayed.

[0063] In this embodiment, the player can tap the reward collection operation unit 126 on which the stock number icon 126a is displayed to consume the reward right and acquire a reward even if the limited number of times has not been reached.

[0064] FIG. 6B illustrates a case where the reward collection operation unit 126, on which the stock number icon 126a marked "2" is displayed, is tapped after the second sales game is completed, i.e., during the third sales game. In this case, when the reward collection operation unit 126 is tapped, the player consumes two reward rights and acquires a reward. At this time, a first result screen 600 shown in FIG. 11, which will be described later, is displayed on the touch panel 26. After the reward is acquired, the stock number icon 126a is hidden as shown in FIG. 6B, and the player is notified that the reward right has been consumed. In this case, when the third sales game is completed, the stock number icon 126a marked "1" is displayed. Then, when the fourth to fifth sales games are completed, the stock number icons 126a marked "2" to "3" are displayed.

[0065] 3, the remaining time display unit 128 and the remaining time gauge 130 notify the time remaining until the limited number of sales games are completed. The remaining time display unit 128 notifies the time remaining until the limited number of sales games are completed by counting down numerically. Also, as shown in FIG. 3, the remaining time gauge 130 visually notifies the time remaining until the limited number of sales games are completed by the display mode of the gauge.

[0066] However, the remaining time display unit 128 and the remaining time gauge 130 may indicate the time remaining until the started sales game, i.e., the current sales game, is completed. In this case, the remaining time display unit 128 may indicate the time remaining until the started sales game, i.e., the current sales game, is completed by counting down numerically. Furthermore, the remaining time gauge 130 may visually indicate the time remaining until the started sales game, i.e., the current sales game, is completed by displaying the gauge. Furthermore, the remaining time display unit 128 may indicate the time remaining until the started sales game, i.e., the current sales game, is completed, and the remaining time gauge 130 may indicate the time remaining until the limited number of sales games is completed. Furthermore, the remaining time display unit 128 may indicate the time remaining until the limited number of sales games is completed, and the remaining time gauge 130 may indicate the time remaining until the started sales game, i.e., the current sales game, is completed.

[0067] In this embodiment, after the business screen 100 is displayed, the player terminal 1 updates and displays the remaining time display section 128 and the remaining time gauge 130 without newly acquiring lap information from the server 1000. This makes it possible to prevent an increase in the frequency of communication between the player terminal 1 and the server 1000.

[0068] As shown in FIG. 3, the first sales destination display section 120a and the second sales destination display section 120b in which a sales game is in progress within the limited number of times are displayed with a shortcut operation section 132 and a stop operation section 134.

[0069] When the abbreviated operation section 132 is tapped, a single business hours shortening dialog 500 shown in FIG. 10A (described later) is displayed on the touch panel 26. As will be described in more detail later, this embodiment is provided with a shortening function that shortens the required time by consuming stamina. For example, when the abbreviated operation section 132 of the first business destination display section 120a is tapped, the single business hours shortening dialog 500 accepts various operations for shortening the required time for "Sales D." Furthermore, when the abbreviated operation section 132 of the second business destination display section 120b is tapped, the single business hours shortening dialog 500 accepts various operations for shortening the required time for "Sales E."

[0070] Furthermore, when the stop operation unit 134 is tapped, the sales game in progress is stopped. For example, when the stop operation unit 134 of the first sales destination display unit 120a is tapped, the first sales game of "Sales D" is stopped. When the stop operation unit 134 of the second sales destination display unit 120b is tapped, the third sales game of "Sales E" is stopped.

[0071] 3, in the third sales destination display section 120c where the sales game has already ended up to the limited number of times, a result confirmation operation section 150 is displayed in place of the shortening operation section 132 and the cancel operation section 134. Also, a stock number icon 150a indicating the number of unconsumed reward rights is displayed near the result confirmation operation section 150. In the example shown in FIG. 3, for "Sales E," the limit number of times of which is set to 40, reward rights for 40 times of "Sales D" have been granted to the player's player ID, so a stock number icon 150a including an image of "40" is displayed.

[0072] When the result confirmation operation unit 150 is tapped, the player can consume the reward right and acquire the reward. At this time, a first result screen 600 shown in FIG. 11 (described later) is displayed on the touch panel 26. After the reward is acquired, the corresponding sales destination display unit notifies the player that the party has not yet been dispatched and the sales game is not currently being executed.

[0073] As shown in Fig. 3, the fourth sales destination display section 120d shows a case where a party has not yet been dispatched and the sales game is not currently being played. In this case, a sales selection operation section 152 is displayed below the fourth sales destination display section 120d. When the sales selection operation section 152 is tapped, a sales selection screen 200 shown in Fig. 7, which will be described later, is displayed on the touch panel 26.

[0074] As shown in FIG. 3, a collective abbreviated operation section 160 and a collective confirmation operation section 162 are displayed at the bottom right of the sales screen 100.

[0075] When the collective abbreviated operation section 160 is tapped, a multiple business hours shortening dialog 400 shown in Fig. 9A, which will be described later, is displayed on the touch panel 26. As will be described in detail later, the multiple business hours shortening dialog 400 accepts various operations for collectively using the abbreviated function for each of the business destinations corresponding to the first business destination display section 120a to the fourth business destination display section 120d.

[0076] When the collective confirmation operation unit 162 is tapped, all reward rights granted to the player's player ID are consumed, and the reward is granted to the player's player ID. At this time, a first result screen 600 shown in FIG. 11 (described later) is displayed on the touch panel 26.

[0077] 3, a warning message 170 is displayed in the lower left corner of the sales screen 100, stating, "Some sales cannot be completed because the time limit expires during the lap." In this embodiment, the warning message 170 is displayed when the predetermined time limit expires before the limited number of sales games have been completed for any of the sales games currently being run. By displaying the warning message 170, it is possible to encourage the player to use the shortcut function in order to complete the limited number of sales games within the predetermined time limit.

[0078] FIG. 7 is a diagram illustrating a sales selection screen 200. When the sales selection operation unit 152 is tapped, the player terminal 1 displays the sales selection screen 200 on the touch panel 26 based on the sales destination information. The sales selection screen 200 displays multiple sales destination selection operation units 210 corresponding to sales destinations selectable by the player. Each sales destination selection operation unit 210 displays various information based on the sales destination information, such as the name of the sales destination, the type of reward that can be obtained, the specified period, the required time, and the limited number of times. Note that for sales destinations corresponding to sales destination IDs linked to any slot IDs in the lap information, the sales destination selection operation unit 210 may be displayed in an unselectable manner. Alternatively, for sales destinations corresponding to sales destination IDs linked to any slot IDs in the lap information, the sales destination selection operation unit 210 may be hidden. When a sales destination selection operation unit 210 displayed in a selectable manner is tapped, a teaming screen 300 is displayed on the touch panel 26.

[0079] 8 is a diagram illustrating an example of the organization screen 300. The organization screen 300 displays a list display section 310 that displays a list of ally characters that can be organized into a party. The player can organize desired ally characters into a party by operating the ally characters displayed in the list display section 310.

[0080] In this embodiment, it is not possible to organize the same ally character into multiple sales destinations. Therefore, ally characters that are part of a party that has already been dispatched to another sales destination may be displayed in an unselectable manner. In the example shown in FIG. 8, an image that reads "Open" is displayed for ally characters that are part of a party that has already been dispatched to another sales destination, and the ally characters are displayed grayed out.

[0081] When the player operates an ally character displayed in the list display section 310, the operated ally character is highlighted, as shown in Fig. 8. In Fig. 8, the highlighting is achieved by displaying the ally character operated by the player with a thick border.

[0082] Also, as shown in Fig. 8, the highlighted ally characters in the list display section 310 are given identification indicators 312 that allow the order in which they were operated to be identified. Fig. 8 shows a case in which numbers ("1" to "15") corresponding to the order in which they were operated are given as the identification indicators 312. In other words, the earlier the order in which they were operated, the smaller the value displayed. However, the content of the identification indicators 312 is not limited to this. For example, a symbol corresponding to the order in which they were operated may be displayed.

[0083] Furthermore, the player can again operate the highlighted ally character in the list display section 310 to exclude the operated ally character from the party being organized.

[0084] In addition, this embodiment is provided with an automatic organization function that automatically organizes a party to be dispatched to a sales destination. As shown in Fig. 8, an automatic organization operation unit 320 for using the automatic organization function is displayed on the organization screen 300. When the player operates the automatic organization operation unit 320, a party is automatically organized.

[0085] 8, a decision operation unit 322 is displayed on the organization screen 300. When one or more ally characters are organized into a party, the decision operation unit 322 is displayed in an operable manner.

[0086] When the player taps the decision operation unit 322 that is in an operable state, a confirmation screen (not shown) is displayed on the touch panel 26. The decision operation unit and the cancel operation unit are displayed on the confirmation screen. When the decision operation unit on the confirmation screen is operated, the sales game starts and is executed repeatedly up to a limited number of times. The confirmation screen may also display a shortcut operation unit for using a shortcut function. In this case, when the shortcut operation unit is operated, a single business hours shortening dialog 500 (described later) may be displayed on the touch panel 26. In other words, the shortcut function may be available at the start of the sales game.

[0087] 9A is a first diagram illustrating an example of multiple business hours shortening dialog 400. FIG. 9B is a second diagram illustrating an example of multiple business hours shortening dialog 400. As described above, when collective shortening operation unit 160 is tapped, multiple business hours shortening dialog 400 is displayed on touch panel 26.

[0088] As described above, the time-saving function allows the player to shorten the required time by consuming stamina. Specifically, in this embodiment, the player can shorten the required time by 15 minutes by consuming stamina "1." Note that a limit may be placed on the amount of stamina that can be consumed in the time-saving function within a preset period. However, the time-saving function may be made available by consuming a predetermined item (a time-saving ticket).

[0089] 9A, the multiple business hours reduction dialog 400 includes a first display section 410a corresponding to the first business destination display section 120a, a second display section 410b corresponding to the second business destination display section 120b, a third display section 410c corresponding to the third business destination display section 120c, and a fourth display section 410d corresponding to the fourth business destination display section 120d. The first to fourth display sections 410a to 410d each display a required time display section 412, a decrease operation section 420a, an increase operation section 420b, a consumed stamina display section 420c, and a stock number display section 430 that displays the stock number after the reduction.

[0090] The consumed stamina display section 420c displays the amount of stamina consumed to use the time-saving function for each sales destination. When the player taps the increase operation section 420b, the amount of stamina displayed in the consumed stamina display section 420c increases by one. When the player taps the decrease operation section 420a, the amount of stamina displayed in the consumed stamina display section 420c decreases by one. The minimum amount of stamina displayed in the consumed stamina display section 420c is 0.

[0091] The required time before and after the reduction is displayed in required time display section 412. That is, required time display section 412 is displayed so that the required time after the reduction decreases by 15 minutes each time the stamina displayed in consumed stamina display section 420c increases by one.

[0092] If the sales game has already been completed up to the limit number of times, an image indicating "Complete" is displayed in the required time display section 412, as shown in the third display section 410c. If a party has not yet been dispatched and the sales game is not currently being executed, an image indicating "Not Selected" is displayed in the required time display section 412, as shown in the fourth display section 410d. If the sales game is currently being executed, as shown in FIG. 9A, the decrease operation section 420a and the increase operation section 420b are displayed in an operable mode, and if the sales game is not currently being executed, the decrease operation section 420a and the increase operation section 420b are displayed in an inoperable mode.

[0093] As shown in FIG. 9A, the player can tap the operable decrease operation unit 420a and increase operation unit 420b corresponding to the first to fourth display units 410a to 410d, thereby enabling the shortcut function to be used collectively for each of one or more sales destinations.

[0094] In this embodiment, when the shortening function is used, the required time is sequentially shortened with each sales game run. For example, in the example shown in FIG. 9A, assume that "Salesman E" is displayed on the first display unit 410a. The required time for "Salesman E" is one hour per run, and the limit for the number of runs is set to five. For example, if a player is designated to consume four stamina points, the required time for the sales game can be shortened by up to one hour. The example shown in FIG. 9A illustrates a case where four minutes and 38 seconds have elapsed since the start of the first sales game for "Salesman E." In this case, if a player is designated to consume four stamina points, the maximum time that can be shortened is one hour, but the actual shortened time is 55 minutes and 22 seconds. In other words, the shortening of the required time is managed for each sales game run, with any fractional part rounded down. Therefore, if a player is designated to consume four stamina points, the first sales game run is shortened and immediately completed. On the other hand, the required time for the second sales game run is not shortened.

[0095] Furthermore, the example shown in FIG. 9B illustrates a case where 10 units of stamina are specified to be consumed. In this case, four units of stamina are allocated to shortening the required time for the first sales game, four units of stamina are allocated to shortening the required time for the second sales game, and two units of stamina are allocated to shortening the required time for the third sales game. In other words, when 10 units of stamina are specified to be consumed, the first and second sales games are shortened and are immediately completed. Then, the required time for the third sales game is shortened by 30 minutes. In this case, the required time display unit 412 displays 2 hours and 30 minutes as the required time after the shortening.

[0096] However, the time corresponding to the amount of stamina designated by the player may be subtracted from the total time required to repeatedly play the sales game up to the limit. In this case, as shown in FIG. 9B, when consuming 10 stamina is designated, 150 minutes is subtracted from the total time of 4 hours, 55 minutes, and 22 seconds, resulting in a shortened required time of 2 hours, 25 minutes, and 22 seconds. In other words, when consuming 10 stamina is designated, the first and second sales games are shortened and are immediately completed. Then, the required time for the third sales game is shortened by 4 minutes and 38 seconds.

[0097] The time until the end of one sales game before the shortening and the time until the end of one sales game after the shortening may be displayed in the required time display section 412. In this case, by using the shortening function once, the stock number of each of the sales destinations corresponding to the first to fourth display sections 410a to 410d can be increased by a maximum of 1.

[0098] 9B, when the number of stocks displayed in the stock number display section 430 changes as a result of consuming stamina, the display mode of the stock number display section 430 changes. Specifically, in the example shown in FIG. 9A, an image of a solid number "0" written as a black number is displayed in the stock number display section 430 of the first display section 410a, whereas in the example shown in FIG. 9B, an image of a white number "2" written as a black number is displayed in the stock number display section 430 of the first display section 410a. Note that when the number of stocks displayed in the stock number display section 430 changes as a result of consuming stamina, the display color, font, size, etc. of the image of the number displayed in the stock number display section 430 may change.

[0099] A stamina display bar 432 indicating the stamina after the shortening is also displayed in the multiple business hours shortening dialog 400. The stamina after the shortening and the stamina to be consumed are also displayed numerically on the right side of the stamina display bar 432.

[0100] In addition, at the bottom of the multiple business hours reduction dialog 400, a warning message 434 is displayed stating, "If the item can be completed or there is stock, you will be immediately taken to the results screen."

[0101] In addition, a cancel operation unit 440, a stamina recovery operation unit 442, and a decision operation unit 444 are displayed at the bottom of the multiple business hours reduction dialog 400. When the cancel operation unit 440 is tapped, the use of the time-saving function is canceled, and the multiple business hours reduction dialog 400 is hidden. When the stamina recovery operation unit 442 is tapped, a stamina recovery dialog (not shown) is displayed on the touch panel 26. In the stamina recovery dialog, the player can recover stamina by consuming in-game currency owned by the player. Note that the method of recovering stamina is not limited to consuming in-game currency, and stamina may also be recovered by consuming a predetermined item (e.g., an item for recovering stamina) or paying real currency. Furthermore, the time-saving function may be directly used by consuming in-game currency owned by the player, consuming a predetermined item owned by the player, paying real currency, or the like.

[0102] Furthermore, when the decision operation unit 444 is tapped, the time-saving function is executed with the content displayed in the multiple business hours reduction dialog 400 immediately before the operation. At this time, consumed stamina information is transmitted from the player terminal 1 to the server 1000. The consumed stamina information includes information on the amount of stamina to be consumed specified by the player for each business destination. The server 1000 updates the lap information based on the received consumed stamina information and sets the updated lap information so that it can be acquired by the player terminal 1.

[0103] When the decision operation unit 444 is tapped while a stock number of 1 or more is displayed in any of the stock number display units 430, the player terminal 1 acquires lap information from the server 1000 and then displays the first result screen 600 shown in Figure 11, which will be described later.

[0104] On the other hand, when the decision operation unit 444 is tapped while no stock number equal to or greater than 1 is displayed in any of the stock number display units 430, the player terminal 1 acquires lap information from the server 1000 and displays the business screen 100 on the touch panel 26 based on the acquired lap information. In other words, when the decision operation unit 444 is tapped, the player terminal 1 acquires lap information from the server 1000 regardless of the number of stocks.

[0105] Fig. 10A is a first diagram illustrating an example of the single business hours shortening dialog 500. Fig. 10B is a second diagram illustrating an example of the single business hours shortening dialog 500. As described above, when the abbreviated operation unit 132 is tapped, the single business hours shortening dialog 500 is displayed on the touch panel 26.

[0106] As shown in FIG. 10A, the single business hours shortening dialog 500 displays a required time display section 512, a decrease operation section 520a, an increase operation section 520b, a consumed stamina display section 520c, and a stock number display section 530.

[0107] The consumed stamina display section 520c displays the amount of stamina consumed to use the time-saving function for the selected sales destination. When the player taps the increase operation section 520b, the amount of stamina displayed in the consumed stamina display section 520c increases by one. When the player taps the decrease operation section 520a, the amount of stamina displayed in the consumed stamina display section 520c decreases by one. The minimum amount of stamina displayed in the consumed stamina display section 520c is 0.

[0108] The required time before and after the reduction is displayed in required time display section 512. That is, required time display section 512 is displayed so that the required time after the reduction decreases by 15 minutes each time the stamina displayed in consumed stamina display section 520c increases by one.

[0109] Then, as shown in FIG. 10A, the player can tap the decrease operation section 520a and the increase operation section 520b to use the shortcut function for the selected sales destination.

[0110] Furthermore, the example shown in FIG. 10B illustrates a case where 10 units of stamina are specified to be consumed. In this case, four units of stamina are allocated to shortening the required time for the first sales game, four units of stamina are allocated to shortening the required time for the second sales game, and two units of stamina are allocated to shortening the required time for the third sales game. In other words, when 10 units of stamina are specified to be consumed, the first and second sales games are shortened and are immediately completed. Then, the required time for the third sales game is shortened by 30 minutes. In this case, the required time display unit 512 displays 2 hours and 30 minutes as the required time after the shortening.

[0111] 10B, when the stock number displayed in the stock number display section 530 changes as a result of consuming stamina, the display mode of the stock number display section 530 changes. Specifically, in the example shown in FIG. 10A, an image of a solid number "0" written in black is displayed in the stock number display section 530, whereas in the example shown in FIG. 10B, an image of a white number "2" is displayed in the stock number display section 530. Note that when the stock number displayed in the stock number display section 530 changes as a result of consuming stamina, the display color, font, size, etc. of the image of the number displayed in the stock number display section 530 may change.

[0112] The time remaining until the end of one sales game before the shortening and the time remaining until the end of one sales game after the shortening may be displayed in the required time display section 512. In this case, using the shortening function once can increase the stock number of the selected sales destination by a maximum of 1.

[0113] A stamina display bar 532 indicating the stamina after the shortening is also displayed in the single business hours shortening dialog 500. Further, on the right side of the stamina display bar 532, the stamina after the shortening and the stamina to be consumed are displayed as numerical values.

[0114] In addition, at the bottom of the single business hours reduction dialog 500, a warning message 534 is displayed stating "If it can be completed, you will be taken to the results screen immediately" and "If there is stock, you will be taken to the results screen immediately."

[0115] In addition, a cancel operation unit 540 and a decision operation unit 544 are displayed at the bottom of the single business hours shortening dialog 500. When the cancel operation unit 540 is tapped, the use of the shortened business hours function is stopped and the single business hours shortening dialog 500 is hidden.

[0116] Furthermore, when the decision operation unit 544 is tapped, the time-saving function is executed with the content that was displayed in the single business hours reduction dialog 500 immediately before the operation. At this time, consumed stamina information is transmitted from the player terminal 1 to the server 1000. The server 1000 updates the lap information based on the received consumed stamina information, and sets the updated lap information so that it can be acquired by the player terminal 1.

[0117] When the decision operation unit 544 is tapped while a stock number of 1 or more is displayed in the stock number display unit 530, a first result screen 600 shown in FIG. 11, which will be described later, is displayed.

[0118] On the other hand, if the decision operation unit 544 is tapped when the stock number display unit 530 does not display a stock number of 1 or more, the player terminal 1 acquires lap information from the server 1000 and displays the business screen 100 on the touch panel 26 based on the acquired lap information.

[0119] FIG. 11 is a diagram illustrating an example of the first result screen 600. FIG. 12A is a first diagram illustrating an example of the second result screen 700. FIG. 12B is a second diagram illustrating an example of the second result screen 700. The server 1000 consumes reward rights, i.e., stocks, to determine a reward corresponding to each type of sales destination. In this embodiment, various items (first rewards) that can be consumed in the game are determined as rewards. Also, in this embodiment, updated values ​​(second rewards) of parameters of ally characters organized in a party dispatched to each sales destination are determined as rewards. Then, the server 1000 sets reward information including information indicating the determined first reward and second reward so that the player terminal 1 can acquire it.

[0120] When the player terminal 1 acquires the reward information from the server 1000, it displays on the touch panel 26 a first result screen 600 notifying the player of the first reward and a second result screen 700 notifying the player of the second reward based on the acquired reward information.

[0121] 12A , when there are any sales games remaining that can be shortened, a shortcut operation unit 710 is displayed at the bottom of the second result screen 700. When the shortcut operation unit 710 is tapped, the multiple business hours shortening dialog 400 or the single business hours shortening dialog 500 is displayed on the touch panel 26. Specifically, when the result confirmation operation unit 150 or the decision operation unit 544 of the single business hours shortening dialog 500 is tapped and the second result screen 700 is displayed, the single business hours shortening dialog 500 is displayed on the touch panel 26 if the shortcut operation unit 710 is tapped. Furthermore, when the all-at-once confirmation operation unit 162 or the decision operation unit 444 of the multiple business hours shortening dialog 400 is tapped and the second result screen 700 is displayed, the multiple business hours shortening dialog 400 is displayed on the touch panel 26 if the shortcut operation unit 710 is tapped.

[0122] Furthermore, if it is possible to start more business games within the limited number of times within the specified period, the business games that can be started will be started automatically. In this case, a warning message 714 stating "Businesses that can be restarted have started automatically" is displayed in the lower left corner of the second result screen 700.

[0123] In addition, if there are no sales games remaining that can be shortened, that is, if sales have been completed up to the limit number of times for each of the sales destinations linked to the four slot IDs, the shortened operation unit 710 will be hidden.

[0124] Furthermore, when the business has been completed up to the limit number of times, the previous predetermined period ends, the next predetermined period starts, and the limit number of times is restored, as shown in Fig. 12B, a restart operation unit 716 is displayed on the touch panel 26. When the restart operation unit 716 is tapped, the business game in which the limit number of times has been restored is automatically started.

[0125] Furthermore, a decision operation unit 712 is displayed in the lower right corner of the second result screen 700. When the decision operation unit 712 is tapped, the player terminal 1 acquires lap information from the server 1000, and displays the business screen 100 on the touch panel 26 based on the acquired lap information.

[0126] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000 for executing the above-mentioned sales game. Note that a description of the functional configuration of the player terminal 1 and the server 1000 related to the main game will be omitted.

[0127] (Functional configuration of player terminal 1) 13 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The program storage area 12a stores a business game management program 902 and a display control program 904. Note that the above programs stored in the program storage area 12a are examples, and many other programs are also stored in the program storage area 12a.

[0128] The data storage area 12b is provided with an information storage unit 950 that stores various information for the sales game. Note that the above storage unit provided in the data storage area 12b is just an example, and the data storage area 12b is provided with many other storage units.

[0129] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal-side control unit 1A. The terminal-side control unit 1A includes a business game management unit 902a and a display control unit 904a.

[0130] Specifically, the CPU 10 runs a sales game management program 902, causing the computer to function as a sales game management unit 902a. Similarly, the CPU 10 runs a display control program 904, causing the computer to function as a display control unit 904a.

[0131] The sales game management unit 902a executes all processing related to the sales game.

[0132] The display control unit 904a controls the display of images displayed on the touch panel 26 in accordance with the player's operations and the progress of the game.

[0133] (Functional configuration of server 1000) 14 is a diagram illustrating the configuration of memory 1012 in server 1000 and its computer functions. Memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, CPU 1010 stores a server-side game control program (module) in program storage area 1012a.

[0134] The server-side game control program includes a business game management program 1902. Note that the program shown in Fig. 14 is an example, and the server-side game control program includes many other programs.

[0135] The data storage area 1012b is provided with an information storage unit 1950 as a storage unit for storing data. Note that the data storage area 1012b also has many other storage units. Here, the game information and player information of all players are stored in the information storage unit 1950, linked to the player ID.

[0136] The CPU 1010 runs each program stored in the program storage area 1012a and updates data in each storage unit in the data storage area 1012b. The CPU 1010 runs each program stored in the program storage area 1012a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a sales game management unit 1902a.

[0137] Specifically, the CPU 1010 runs a sales game management program 1902, causing the computer to function as a sales game management unit 1902a.

[0138] The sales game management unit 1902a executes all processing related to the sales game.

[0139] The sales game management unit 902a in the player terminal 1 and the sales game management unit 1902a in the server 1000 are common in that they both execute processing related to the sales game, but their roles, that is, the scope of their responsibilities, are different.

[0140] The processing performed by each functional unit in the player terminal 1 and the server 1000 will be described below with reference to flowcharts.

[0141] (Control Processing in Player Terminal 1 and Server 1000) Fig. 15 is a flowchart illustrating the terminal-side sales game management process in the player terminal 1. As shown in Fig. 15, the sales game management unit 902a determines whether or not an operation of the sub game tab 110d, i.e., an operation to display the sales screen 100, has been performed (P1-1). As a result, if an operation to display the sales screen 100 has not been performed (NO in P1-1), the sales game management unit 902a proceeds to P1-4.

[0142] Furthermore, when a display operation of the sales screen 100 is executed (YES in P1-1), the sales game management unit 902a acquires the lap information (FIG. 5) from the information storage unit 1950 of the server 1000 (P1-2).

[0143] The display control unit 904a displays the business screen 100 (FIG. 3) on the touch panel 26 based on the route information acquired in P1-2 (P1-3).

[0144] The sales game management unit 902a determines whether the result confirmation operation unit 150 or the collective confirmation operation unit 162 has been tapped (P1-4). As a result, if the result confirmation operation unit 150 or the collective confirmation operation unit 162 has been tapped (YES in P1-4), the sales game management unit 902a transmits reward request information to the server 1000 (P1-5). The reward request information includes information indicating the sales destination corresponding to the reward right to be consumed.

[0145] The sales game management unit 902a acquires reward information from the information storage unit 1950 of the server 1000 (P1-6). The display control unit 904a displays the first result screen 600 (FIG. 11) based on the first reward included in the reward information (P1-7). The display control unit 904a also displays the second result screen 700 (FIG. 12) based on the second reward included in the reward information (P1-8). When the decision operation unit 712 is tapped and the display of the second result screen 700 ends, the player terminal 1 proceeds to the above-mentioned P1-2.

[0146] If the result confirmation operation unit 150 or the collective confirmation operation unit 162 has not been tapped (NO in P1-4), the sales game management unit 902a proceeds to P1-9. The sales game management unit 902a executes a required time management process (P1-9) to derive the corresponding final lap completion time, i.e., the required time required to complete the sales up to the limited number of times, for each slot ID based on the lap information acquired in P1-2 and the current time. Note that in the required time management process, the sales game management unit 902a may derive the required time for the started sales game, i.e., the time required for the current sales game, to be completed, for each slot ID based on the lap information acquired in P1-2 and the current time.

[0147] In addition, the sales game management unit 902a executes a stock quantity management process (P1-10) that updates the lap information so as to increase the stock quantity when the lap completion time set for each slot ID is reached based on the lap information acquired in P1-2 above and the current time.

[0148] The display control unit 904a executes a display update process to update the display of the business screen 100 based on the results of the above P1-9 and P1-10 (P-11).

[0149] The sales game management unit 902a determines whether the sales selection operation unit 152 on the sales screen 100 has been tapped (P1-12). As a result, if the sales selection operation unit 152 has not been tapped (NO in P1-12), the sales game management unit 902a proceeds to P1-14.

[0150] Furthermore, when the sales selection operation unit 152 is tapped (YES in P1-12), the sales game management unit 902a displays the sales selection screen 200 on the touch panel 26 and executes a sales selection management process that accepts the player's selection of a sales destination and the organization of a party (P1-31). When a decision operation is performed to decide to dispatch a party to a sales destination, the sales game management unit 902a transmits to the server 1000 business start information that includes the party organization details and information identifying the sales destination to which the party will be dispatched.

[0151] Furthermore, the sales game management unit 902a determines whether the abbreviated operation unit 132, the collective abbreviated operation unit 160, or the abbreviated operation unit 710 has been operated (P1-14). As a result, if the abbreviated operation unit 132, the collective abbreviated operation unit 160, or the abbreviated operation unit 710 has been operated (YES in P1-14), the sales game management unit 902a executes the abbreviated function management process (P2) described later.

[0152] 16 is a flowchart illustrating the shortcut function management process (P2) in the player terminal 1. The display control unit 904a displays the multiple business hours shortening dialog 400 or the single business hours shortening dialog 500 on the touch panel 26 (P2-1). Specifically, when the shortcut operation unit 132 is tapped, the display control unit 904a displays the single business hours shortening dialog 500 on the touch panel 26. Furthermore, when the collective shortcut operation unit 160 is tapped, the display control unit 904a displays the multiple business hours shortening dialog 400 on the touch panel 26.

[0153] The business game management unit 902a determines whether or not the player has performed a stamina count change operation in the multiple business hours reduction dialog 400 or the single business hours reduction dialog 500 (P2-2). Note that the stamina count change operation includes operation of the decrease operation unit 420a or the increase operation unit 420b in the multiple business hours reduction dialog 400. Also, the stamina count change operation includes operation of the decrease operation unit 520a or the increase operation unit 520b in the single business hours reduction dialog 500.

[0154] As a result, when a stamina amount change operation is performed (P2-2), the sales game management unit 902a derives the required time to be displayed on the required time display unit 412 or the required time display unit 512 based on the stamina amount change operation (P2-3). At this time, the sales game management unit 902a derives the required time to be displayed on the required time display unit 412 or the required time display unit 512 by shortening the required time for each execution of the sales game. However, the sales game management unit 902a may also derive the required time to be displayed on the required time display unit 412 or the required time display unit 512 by subtracting the time corresponding to the number of stamina specified by the player from the total time required for repeatedly executing the sales game up to the limit number of times. Furthermore, the sales game management unit 902a may also derive the required time to be displayed on the required time display unit 412 or the required time display unit 512 by shortening the required time for one execution of the sales game, which is the current execution.

[0155] Furthermore, the business game management unit 902a derives the number of stocks to be displayed in the stock number display unit 430 or the stock number display unit 530 based on the stamina number change operation (P2-4). Then, the display control unit 904a executes a display update process to update the display of the multiple business hours reduction dialog 400 or the single business hours reduction dialog 500 based on the results of P2-3 and P2-4 above (P2-5). At this time, the display control unit 904a changes the display mode of the stock number display unit 430 or the stock number display unit 530 if the stock number displayed in the stock number display unit 430 or the stock number display unit 530 changes due to the consumption of stamina.

[0156] The sales game management unit 902a determines whether the decision operation unit 444 of the multiple business hours reduction dialog 400 or the decision operation unit 544 of the single business hours reduction dialog 500 has been operated (P2-6). As a result, if the decision operation unit 444 or the decision operation unit 544 has been operated (YES in P2-6), the sales game management unit 902a transmits consumed stamina information including information on the amount of stamina to be consumed specified by the player for each sales destination to the server 1000 (P2-7).

[0157] The sales game management unit 902a acquires the circulation information from the information storage unit 1950 of the server 1000 (P2-8).

[0158] If the number of stocks stored in the cycle information acquired in P2-8 is 1 or more (P2-9), the sales game management unit 902a moves the process to P1-5.

[0159] 17 is a flowchart illustrating the server-side sales game management process in the server 1000. The sales game management unit 1902a executes a progress management process (S1-1) in which, based on the lap information stored in the information storage unit 1950 and the current time, the lap information is updated so as to increase the stock number when the lap completion time set for each slot ID is reached. Here, the updated lap information is set so as to be retrievable by the player terminal 1.

[0160] The sales game management unit 1902a determines whether business start information has been received from the player terminal 1 (S1-2). As a result, if business start information has been received (YES in S1-2), the sales game management unit 1902a executes a cycle information update process to set information about a newly started sales game to cycle information based on the received business start information (S1-3). Here, the updated cycle information is set so that it can be acquired by the player terminal 1.

[0161] The sales game management unit 1902a determines whether or not reward request information has been received from the player terminal 1 (S1-4). As a result, if reward request information has been received (YES in S1-4), the sales game management unit 1902a executes a reward determination process to determine rewards by consuming reward rights for one or more identified sales destinations based on the received reward request information (S1-5). Here, the sales game management unit 1902a determines, as rewards, various items consumable in the game (first rewards) and updated values ​​of parameters of ally characters organized in the party dispatched to each sales destination (second rewards), and sets reward information including information indicating the determined first rewards and second rewards so that it can be acquired by the player terminal 1.

[0162] The sales game management unit 1902a executes a cycle information update process to update the cycle information in accordance with the consumption of the reward right in S1-5 (S1-6).

[0163] The sales game management unit 1902a determines whether or not consumed stamina information has been received from the player terminal 1 (S1-7). As a result, if consumed stamina information has been received (YES in S1-7), the sales game management unit 1902a updates the lap information based on the received consumed stamina information and sets the updated lap information so that it can be acquired by the player terminal 1 (S1-8). Specifically, the sales game management unit 1902a updates the lap completion time based on the amount of stamina consumed specified by the player for each sales destination, which is included in the consumed stamina information (FIG. 5).

[0164] In other words, when the sales game management unit 1902a starts the sales game in S1-3 above, the sales game will thereafter proceed repeatedly as the required time elapses in S1-1 above, without requiring the player to operate or start the game, until the number of times the game is executed within a predetermined period of time reaches the limit.

[0165] The above-described sales game is realized by the above-described processing. Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. Furthermore, each of the above-described processing may be executed only by the player terminal 1 or only by the server 1000.

[0166] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0167] The content of the sales game described in the above embodiment is merely an example. In any case, the information processing program may cause a computer to perform the following processes.

[0168] (Processing performed by a computer) A process (P1-15 in the above embodiment, as an example) of starting specific content (in the above embodiment, as an example, a sales game) that has an upper limit on the number of times it can be executed within a specified period of time (in the above embodiment, as an example, a limited number of times) based on the player's operational input. After the start of a specific content, a process of repeatedly progressing the specific content as the required time passes, without requiring player operation or game startup to progress the game, until the maximum number of times the content is executed within a specified period of time is reached (S1-1 in the above embodiment, as an example). A process for making it possible to receive a reward in response to the completion of execution of a specific content (P1-5 to P1-9, S1-4 to S1-6 in the above embodiment, as an example). A process of executing a shortening function for shortening the required time in response to an operation by the player at the start of a specific content or during the progress of the specific content (in the above embodiment, as an example, P2, S1-7, S1-8). On an execution screen where operation input for executing the shortening function is possible, a process (P2-2 to P2-5 in the above embodiment, as an example, in the above embodiment) is executed to display the number of times a specific content has been completed or the number of times a reward has been received (stock number display unit 430, stock number display unit 530).

[0169] The process of executing the shortening function (P2, S1-7, S1-8 in the above embodiment, as an example) may be capable of shortening the time required for one session of specific content.

[0170] The process of executing the shortening function (P2, S1-7, S1-8 in the above embodiment, as an example) may be capable of shortening the total time required for the number of times a specific content is finished within a predetermined period of time to reach the upper limit.

[0171] The process of displaying the number of times (P2-2 to P2-5 in the above embodiment, as an example) may change the display mode of the number of times when the number of times of completion or the number of times of receipt increases due to the execution of the shortcut function.

[0172] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0173] 1. Player terminal 1000 servers S Information Processing System

Claims

1. A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; The computer executes the following: The process of displaying the number of times is An information processing program that changes the display mode of the number of times displayed when the number of times of completion or the number of times of receipt increases due to execution of the shortened function.

2. The process of executing the shortening function includes: The information processing program according to claim 1 , wherein the total time required for the number of times the specific content is finished within the predetermined period of time to reach an upper limit can be reduced.

3. 1. An information processing method performed by one or more computers, comprising: The computer A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; and The process of displaying the number of times is An information processing method, wherein the display mode of the count display is changed when the execution of the shortened function results in an increase in the number of times of completion or the number of times of receipt.

4. An information processing system comprising one or more computers, The computer A process of starting specific content, the number of times of which is limited within a predetermined period of time, based on an operation input by a player; a process of repeatedly progressing the specific content as a required time elapses after the start of the specific content, without requiring a player to operate or start the game in order to progress the game, until the number of times the specific content is executed within the predetermined period of time reaches an upper limit; A process for enabling a reward to be received in response to completion of execution of the specific content; a process of executing a shortening function for shortening the required time in response to an operation by a player at the start of the specific content or during the progress of the specific content; a process of displaying a number of times that the specific content has been completed or the reward has been received on an execution screen that allows an operation input for executing the shortening function; and The process of displaying the number of times is The information processing system changes the display mode of the number of times displayed when the execution of the shortened function results in an increase in the number of times completed or the number of times received.

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