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

By displaying multiple character positions and sounds based on rankings, the system enhances game engagement and diversity in live performances, addressing the limitation of selectable characters.

JP7774534B2Active Publication Date: 2025-11-21CYGAMES INC
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Patent Information

Application Number
JP2022144717
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-12
Publication Date
2025-11-21
Estimated Expiration
2041-02-22

AI Technical Summary

Technical Problem

The limited number of selectable characters in live performances can reduce the interest of the game, limiting the content and variety of these performances.

Method used

A system that displays multiple positions for game objects on a screen, allowing players to position and identify characters, with distinguishable display areas for main and secondary positions, and outputs sounds based on character positions, enhancing the game's engagement.

Benefits of technology

Increases player interest by providing diverse and prominent character appearances in live performances, motivating players through higher rankings and character prominence.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Increase the interest of the game. [Solution] Any of the game objects that can be displayed during the execution of a performance is linked as a specific game object, and one of multiple types of performance type information to which multiple pieces of output data for specific performance elements are linked is determined. The specific game object linked to the performance type information is displayed in an identifiable manner. One of multiple game objects including the specific game object linked to the performance type information is determined. A performance is executed based on the determined performance type information and game object. If the specific game object is included, a specific performance element is output based on the output data corresponding to the specific game object from the output data linked to the performance type information, and if the specific game object is not included, one of the output data linked to the performance type information is selected.
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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] BACKGROUND ART Conventionally, as shown in Patent Document 1, for example, there is known a game in which a player trains a character he owns and enters the character in a race, and a live performance is executed based on the race results. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6538942 Summary of the Invention [Problem to be solved by the invention]

[0004] The live performances described above increase the interest of the game by allowing the player to select the music and the characters that appear in the live footage. However, if the number of selectable characters is small, for example, the content of the live performances that can be executed may be limited, which may reduce the interest of 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 increase the enjoyment of a game. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; Let the computer carry out 、 the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: The position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner. .

[0007] before A plurality of the effects may be provided, each having a different number of the first positions or the second positions.

[0008] The aforementioned Selected game object display area In ,before A process of displaying the appearance of the game object in a distinguishable manner; may be performed by a computer. The position display section in which the identification image is not displayed may also be visible on the setting screen.

[0009] In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: The computer a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; Carry out death, the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: The position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner. .

[0010] In order to solve the above problem, the information processing system includes: A computer is provided. The computer a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; Carry out death, the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: The position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner. . [Effects of the Invention]

[0011] According to the present invention, the interest in the game can be increased. [Brief explanation of the drawings]

[0012] [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. 3A is a diagram illustrating an example of a story selection screen, Fig. 3B is a diagram illustrating an example of a live performance for a story, and Fig. 3C is a diagram illustrating live viewing rights. [Figure 4] Fig. 4A is a diagram illustrating an example of a character development screen, and Fig. 4B is a diagram illustrating an example of a character development dialogue. [Figure 5]Fig. 5A is a diagram illustrating an example of a race selection screen, Fig. 5B is a diagram illustrating an example of a participating character selection screen, and Fig. 5C is a diagram illustrating an example of a race result screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a reward live performance, and Fig. 6B is a diagram illustrating an example of a right acquisition performance. [Figure 7] Fig. 7A is a diagram illustrating an example of a song selection screen. Fig. 7B is a diagram illustrating an example of a character placement screen. Fig. 7C is a diagram illustrating an example of a character selection screen. Fig. 7D is a diagram illustrating an example of a theater live performance. [Figure 8] Fig. 8A is a diagram illustrating an example of a character type, Fig. 8B is a diagram illustrating an example of a performance classification, and Fig. 8C is a diagram illustrating an example of a vocal-capable character set for each song ID. [Figure 9] Fig. 9A is a diagram illustrating an example of position information, and Fig. 9B is a diagram illustrating an example of a character placement table. [Figure 10] Fig. 10A is a diagram illustrating an example of sound data set for a music ID of the first effect category, and Fig. 10B is a diagram illustrating an example of sound data output for a music ID of the first effect category. [Figure 11] Fig. 11A is a diagram illustrating an example of sound data set for a music ID of the second effect classification, and Fig. 11B is a diagram illustrating an example of sound data output for a music ID of the second effect classification. [Figure 12] Fig. 12A is a diagram illustrating an example of a combination of characters placed in the main position, and Fig. 12B is an example of sound data set in the audio channel. [Figure 13] Fig. 13A is a diagram for explaining another example of a combination of characters placed in the main position, and Fig. 13B is another example of sound data set in the audio channel. [Figure 14] FIG. 14 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 15]FIG. 15 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 16] FIG. 16 is a flowchart illustrating an example of the reward live performance process in the player terminal. [Figure 17] FIG. 17 is a flowchart illustrating an example of the data setting process in the player terminal. [Figure 18] FIG. 18 is a flowchart illustrating an example of a story execution process in a player terminal. [Figure 19] FIG. 19 is a flowchart illustrating an example of a live mode process in a player terminal. [Figure 20] FIG. 20 is a flowchart illustrating an example of the automatic formation process in the player terminal. DETAILED DESCRIPTION OF THE INVENTION

[0013] 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.

[0014] (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 a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0015] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. 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.

[0016] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various types of information (player information) for each player playing the game. The server 100 also updates the accumulated information based on operations input from the player terminals 1.

[0017] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up 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 100.

[0018] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 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 100.

[0019] (Hardware Configuration of Player Terminal 1 and Server 100) 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 100. 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.

[0020] As shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0021] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 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 100 will be omitted.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0026] 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.

[0027] 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.

[0028] (Game content) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. Before starting a game, a player downloads a dedicated application from the server 100 to the player terminal 1 in advance and registers a player ID with the server 100. When the application is started, the player terminal 1 receives various information stored in the server 100 and displays a game screen on the touch panel 26.

[0029] In this embodiment, multiple types of characters are provided by the administrator. A player can acquire a character by winning a lottery known as gacha. The administrator may also grant a predetermined character to a player free of charge. A player can possess a character acquired by lottery or a character granted by the administrator. Hereinafter, a character possessed by a player will be referred to as a possessed character.

[0030] Each character has various stats set, and players can train their characters and improve their stats. Players can also enter their characters in races. Here, players can race against other players' characters via online battles. However, races are not limited to online battles with other players, and may also be against a computer.

[0031] Although a detailed explanation will be omitted, in this embodiment, characters compete for finishing order in each race. The results of the race, i.e., the finishing order, are determined based on the status of the participating characters. In each race, a bonus is set for each finishing order, and a bonus corresponding to the finishing order of the participating characters is awarded to the player.

[0032] As such, the game of this embodiment is a so-called training game. However, the technical matters described below are not limited to training games, and can be applied to all game genres, such as action games, shooting games, simulation games, RPGs (Roll Playing Games), and puzzle games.

[0033] FIG. 3A is a diagram illustrating an example of a story selection screen. FIG. 3B is a diagram illustrating an example of a live performance for a story. FIG. 3C is a diagram illustrating live viewing rights. When the application is launched, a home screen (not shown) is displayed on the touch panel 26. As shown in FIG. 3A, a menu bar 30 is displayed on the home screen. The menu bar 30 has multiple selection sections, including a lottery selection section 30a, a story selection section 30b, a training selection section 30c, a race selection section 30d, and a live performance selection section 30e. The player can switch the display screen of the touch panel 26 by tapping a selection section of the menu bar 30.

[0034] When the lottery selection section 30a of the menu bar 30 is tapped, a lottery screen (not shown) is displayed. On the lottery screen, a lottery game can be played by consuming in-game currency. In this lottery game, characters, items, etc. are won with a predetermined probability. In other words, by playing the lottery game, the player can acquire and possess characters and items.

[0035] Each character that can be won in the lottery game is assigned a unique character ID. Also, each player is assigned a player ID. The server 100 stores character possession information for each player ID. Specifically, the server 100 provides possessed character information for each player ID, which stores information indicating "possessed" or "not possessed" for each character ID of all characters that the player can possess. When a character that the player does not possess (hereinafter referred to as a "not possessed character") is won in the lottery game, the server 100 updates the character ID of the won character in the possessed character information associated with the player ID from "not possessed" to "possessed."

[0036] When the story selection section 30b of the menu bar 30 is tapped, the story selection screen shown in FIG. 3A is displayed. On the story selection screen, a plurality of story selection tabs 32 are displayed. When the player taps the story selection tab 32, a story presentation is executed. In the story presentation, a story image is displayed on the touch panel 26. A plurality of story presentation patterns are provided, and the story image displayed differs for each story presentation. By tapping the story selection tab 32, the player can view the desired story presentation.

[0037] Note that some story effects have preset conditions for unlocking. A player can repeatedly view a story effect for which the unlocking conditions are met. On the other hand, a player cannot view a story effect for which the unlocking conditions are not met. A story selection tab 32 is provided for each story effect, but the story selection tab 32 is configured not to accept tapping operations for a story effect for which the unlocking conditions are not met.

[0038] 3A shows a state in which the conditions for unlocking the story presentations of episodes 1 and 2 are met, but the conditions for unlocking the story presentations of episodes 3 to 5 are not met. In this state, the story selection tab 32 corresponding to the story presentation of episode 1 (shown as "Story: 1" in the figure) and the story selection tab 32 corresponding to the story presentation of episode 2 (shown as "Story: 2" in the figure) are displayed so that they can accept tap operations.

[0039] On the other hand, the story selection tab 32 corresponding to the story presentation of the third episode (shown as "Story: 3" in the figure), the story selection tab 32 corresponding to the story presentation of the fourth episode (shown as "Story: 4" in the figure), and the story selection tab 32 corresponding to the story presentation of the fifth episode (shown as "Story: 5" in the figure) are all displayed in a way that makes it identifiable that they cannot accept tap operations.

[0040] Examples of conditions for unlocking a story effect include having already viewed other story effects, having a character participate in a pre-set race among the races described below, etc. However, the conditions for unlocking a story effect are not limited to these and can be set as appropriate. Also, here, it has been explained that unlock conditions are set for some story effects, but it is also possible to set unlock conditions for all story effects, or it is also possible that no unlock conditions are set at all.

[0041] Here, some of the story presentations include live presentations. In this embodiment, the live presentation is a presentation in which vocal sounds and background music (BGM) are output in time with live footage of a character singing, as shown in FIG. 3B. As will be described in detail later, this embodiment provides a live mode in which the player can view any live presentation in addition to the story presentations. In addition, if the player wins first place in a race, which will be described later, the player can view a live presentation after the race.

[0042] In other words, live performances may be executed as story performances, executed as a reward after a race, or viewed by the player at their own discretion in live mode. Hereinafter, live performances included in story performances, in other words, live performances executed as story performances, will be referred to as story live performances. Live performances executed as a reward after a race will be referred to as reward live performances. Furthermore, live performances viewed in live mode will be referred to as theater live performances. In the following description, when there is no need to distinguish between story live performances, reward live performances, and theater live performances, they will simply be referred to as live performances.

[0043] By viewing a story live performance, the player can view the viewed live performance in live mode. In other words, by viewing a story performance that includes a story live performance, the player acquires the right to freely view the same live performance in live mode thereafter. When a story live performance is executed in a story performance, the player is notified that he or she has acquired the right to view the live performance, as shown in FIG. 3C.

[0044] FIG. 4A is a diagram illustrating an example of the training screen 34. FIG. 4B is a diagram illustrating an example of the training character dialogue 36. When the training selection section 30c of the menu bar 30 is tapped, the training screen 34 shown in FIG. 4A is displayed. The training screen 34 displays a list of owned characters. Here, icons corresponding to the owned characters are displayed on the training screen 34. Then, when an icon is tapped on the training screen 34, the training character dialogue 36 shown in FIG. 4B is displayed.

[0045] The character development dialogue 36 displays the status of the character that corresponds to the icon tapped on the character development screen 34. The character development dialogue 36 also has development menu tabs 36a, 36b, and 36c. Three types of development menus are provided, and by tapping the development menu tabs 36a, 36b, and 36c, the player can select and execute the desired development menu. By executing the development menu, the status of the selected character will increase.

[0046] FIG. 5A is a diagram illustrating an example of a race selection screen. FIG. 5B is a diagram illustrating an example of a participating character selection screen 40. FIG. 5C is a diagram illustrating an example of a race result screen 42. When the race selection section 30d of the menu bar 30 is tapped, the race selection screen shown in FIG. 5A is displayed. On the race selection screen, multiple race selection tabs 38 are displayed. A race selection tab 38 is provided for each type of race, and by tapping the race selection tab 38, the player can select the type of race to be run, i.e., the type of race in which the player's owned character will participate.

[0047] Here, some types of races have preset release conditions. The player can repeatedly run races for which the release conditions have been met. On the other hand, the player cannot run races for which the release conditions have not been met. For race types for which the release conditions have not been met, the race selection tab 38 is configured not to accept tapping operations, similar to the story selection tab 32 described above.

[0048] Examples of race release conditions include winning (top three) in another specified race, coming in first place in a specified number of race types or more, and having a status equal to or greater than a specified value. However, race release conditions are not limited to these and can be set as appropriate. Also, here, release conditions are set for some race types, but release conditions may be set for all races, or no release conditions may be set at all.

[0049] When the race selection tab 38 corresponding to a race type for which no release condition is set or for which the release condition is met is tapped, the participating character selection screen 40 shown in FIG. 5B is displayed. The participating character selection screen 40 displays a list of characters owned by the player. As shown in the figure, this list screen displays icons corresponding to the owned characters.

[0050] When an icon is tapped on the participating character selection screen 40, a confirmation dialog (not shown) is displayed, which contains detailed information about the corresponding owned character and a start button. When the start button on this confirmation dialog is tapped, a racing game is executed in which the owned characters participate in the selected type of race. Note that the number of characters that a player can enter in a single race varies depending on the type of race. For example, there are races in which a player can enter only one character, and races in which a player can enter multiple characters.

[0051] On the participating character selection screen 40, owned characters that cannot participate in the race type previously selected are displayed so that they cannot be selected by the player. Here, the icons of owned characters that cannot participate are displayed grayed out. On the participating character selection screen 40, characters that are not owned may also be displayed together with owned characters. In this case, it is preferable that the characters that are not owned are displayed so that they cannot be selected by the player, as described above.

[0052] When the start button of the confirmation dialog is tapped, selection information including the type of race and information about the character selected by the player is transmitted to the server 100. The server 100 derives the race results based on the received selection information. Then, when the player terminal 1 receives race result information indicating the race results, a live race image is generated and displayed based on the received race result information. Then, when the display of the live race image ends, a race result screen 42 is displayed, as shown in FIG. 5C. The finishing order of the characters who participated in the race is displayed on the race result screen 42.

[0053] Here, if a character owned by the player enters a race and finishes in the top three, the above-mentioned reward live performance will be executed as a reward. Here, it is assumed that the reward live performance is provided for all races. However, the reward live performance may be executed only in some races. Furthermore, the reward live performance will be executed when a character owned by the player finishes in the top three. The finishing order in which the reward live performance is executed may differ for each race, or may be the same for all races.

[0054] FIG. 6A is a diagram illustrating an example of a reward live performance. FIG. 6B is a diagram illustrating an example of a right acquisition performance. In the reward live performance, live video in which a character appears, vocal sound, and background music are output. A reward live performance is provided for each race, but the music, background image, output vocal sound, and background music are different for each race.

[0055] Here, the characters that participated in the race are displayed in the live footage of the reward live performance. Here, it is assumed that 18 characters will participate in all races. Therefore, 18 characters will appear in the live footage in all reward live performances. However, the number of characters that participate in a race may be less than 18. In this case, the same number of characters as the characters that participated in the race may appear in the reward live performance that is executed after the race.

[0056] The display positions of the characters displayed in the live video, i.e., the character formations, are set in advance for each type of live performance. As will be described in detail later, 18 positions for the characters are set for each live performance. The 18 positions are broadly categorized into either main positions or back positions. The main positions are located near the center of the width of the touch panel 26 and have a larger display area than the back positions. The number of main positions and back positions is set for each reward live performance.

[0057] Each position is assigned a position number (N). In this example, since 18 positions are provided, N, which indicates the position number, is an integer between 1 and 18. A maximum of five main positions are set, and positions with position numbers (N) of 1 to 5 can be main positions.

[0058] For example, in the example shown in Figure 6A, of the 18 positions, 3 positions are set as main positions and 15 positions are set as back positions. Therefore, in this example, positions with position numbers (N) 1 to 3 are main positions, and positions 4 to 18 are back positions.

[0059] FIG. 6A shows three characters positioned in each of the three main positions and five characters positioned in five of the 15 back positions. As shown in FIG. 6A, the live video is configured so that the characters positioned in the main positions stand out more than the characters positioned in the back positions. Specifically, the live video may show characters individually. In this case, the characters positioned in the main positions appear more frequently and for longer periods of time in the video than the characters positioned in the back positions.

[0060] In the reward live performance, each character who participates in a race is assigned one of 18 positions so that the order of finish in the race matches the position number. Specifically, the character who comes in first in the race is assigned position N=1, the characters who come in second and third are assigned positions N=2 and N=3, respectively. Similarly, the characters who come in fourth through eighteenth in the race are assigned positions N=4 through N=18, respectively.

[0061] As mentioned above, in the live performance, the display area of ​​the main position is large, and the N=1 position in particular has the largest display area. Therefore, the higher the position in the race, the more prominent the player's own character will be in the reward live performance. In other words, the higher the character's ranking, the more frequently it will appear in the live video and the longer its appearance time will be, which will increase the player's motivation for racing and training, i.e., their motivation for playing the game.

[0062] Here, by winning first place in a race, the player can view the reward live performance that he or she viewed in live mode. In other words, by winning first place in a race, the player acquires the right to view the live performance corresponding to that race in live mode. When the player wins first place in a race, the right acquisition effect shown in FIG. 6B is executed after the reward live performance ends. This right acquisition effect is an effect that notifies the player that the right to view the live performance has been acquired, and is also executed after the story live performance is viewed for the first time.

[0063] FIG. 7A is a diagram illustrating an example of a song selection screen. FIG. 7B is a diagram illustrating an example of a character placement screen. FIG. 7C is a diagram illustrating an example of a character selection screen. FIG. 7D is a diagram illustrating an example of a theater live performance. When the live selection section 30e of the menu bar 30 is tapped, the song selection screen shown in FIG. 7A is displayed. In this embodiment, the state after the song selection screen is displayed is called live mode.

[0064] The song selection screen is a screen for determining the song of the live performance to be viewed in live mode. Here, one live performance is provided for each song. Therefore, determining a song is equivalent to determining the type of live performance. In other words, it can be said that the player is determining the type of song to be viewed on the song selection screen, or the type of live performance. In other words, the type of song can be said to be synonymous with the type of live performance.

[0065] The song selection screen displays a temporarily selected tab 44a and multiple candidate tabs 44b. The temporarily selected tab 44a and candidate tab 44b display the titles of songs to be played in the live performance. The temporarily selected tab 44a has a larger display area than the candidate tab 44b, and the song displayed on the temporarily selected tab 44a is the currently temporarily selected song. The player can switch between temporarily selected songs by performing a predetermined operation, such as swiping the temporarily selected tab 44a up or down.

[0066] The song selection screen also has a song confirmation button 46. When the song confirmation button 46 is tapped, the song that was provisionally selected at that time, i.e., the type of live performance, is confirmed, and the character placement screen shown in FIG. 7B is displayed. The character placement screen has a position display section 50 that shows the placement pattern linked to the confirmed song. The position display section 50 is broadly divided into a main position display section 50a and a back position display section 50b.

[0067] The main position display section 50a indicates the position of the main position, and the back position display section 50b indicates the position of the back position. In the example shown in Fig. 7B, there are three main position display sections 50a indicated by black dots in the figure, and 15 back position display sections 50b indicated by dashed lines in the figure. Each of these position display sections 50 has a position number written on it.

[0068] On the character arrangement screen, a selected character display section 52 is provided below the touch panel 26. The selected character display section 52 is divided into display areas for each position number, and each display area displays the currently selected character and the costume set for this character. The player can switch the display area displayed on the touch panel 26 by swiping the selected character display section 52 left or right.

[0069] Furthermore, the player can specify the position number written in the display area by tapping the display area. When any display area of ​​the selected character display section 52 is tapped (a position selection operation is input), a character selection screen shown in Fig. 7C is displayed. A plurality of character icons 54 corresponding to the owned characters are displayed on the character selection screen.

[0070] When a character icon 54 is tapped on the character selection screen (a character selection operation is input), the tapped character icon 54 is displayed in the display area tapped by the player in the selected character display section 52. At this time, the character corresponding to the character icon 54 tapped by the player is stored in association with the position number previously specified by the player (the position number assigned to the display area tapped by the player). In this way, the character arrangement screen displays the correspondence between the currently selected character and the position number in an identifiable manner. Characters can be arranged or swapped in each position using the character arrangement screen and character selection screen.

[0071] The character placement screen is provided with an "Entrust" button 56, a "Start" button 58, and a "Return" button 60. When the "Entrust" button 56 is tapped (automatic operation is input), characters are automatically placed in all of the main positions and back positions. How the characters are placed at this time will be described later.

[0072] Furthermore, when the start button 58 is tapped (a confirmation operation is input), a live performance is executed based on the selected song and character, as shown in FIG. 7D. In the live performance, a live video is played in which the character selected by the player is positioned in the specified position. Note that if no character is selected in any of the 18 main and back positions, the start button 58 is disabled, and the live performance cannot be started. However, the live performance may be started even if there is a position in which no character is selected.

[0073] Furthermore, when the return button 60 is tapped (a return operation is input) on the character arrangement screen, the song selection screen shown in Fig. 7A is displayed. At this time, information about the currently selected character and information about the decided song are erased.

[0074] Although detailed explanation will be omitted, when the player terminal 1 transitions to the song selection screen, it acquires from the server 100 information about characters and costumes previously set by the player. Then, based on the information acquired from the server 100, a display based on the previously set information is made on the character arrangement screen. Then, when the player changes the character or costume on the player terminal 1, the information is overwritten. Also, at the start of a live performance, the player terminal 1 transmits information about the character and costume currently set to the server 100. The server 100 stores the received information. As a result, the server 100 holds information about the character arrangement and costume finally selected by the player for each song ID.

[0075] As described above, in a live performance, music is played back along with live video. As described above, a live performance is executed as a story live performance, a reward live performance, and a theater live performance, but the playback data for the live video and music is common. In other words, one live performance is simply executed as a story live performance, a reward live performance, and a theater live performance.

[0076] In this embodiment, multiple pieces of sound data are linked to one live performance, i.e., one song. The sound data is broadly divided into vocal data and background music data. Each song is linked to one or more pieces of vocal data and two types of background music data.

[0077] Vocal data is voice data that does not include background music, in which one song is sung from start to finish in the voice of one character. The vocal data is also associated with one of the characters. For example, for song A, vocal data A corresponding to character A and vocal data B corresponding to character B are linked. For example, for song B, vocal data C corresponding to character C, vocal data D corresponding to character D, and vocal data E corresponding to character E are linked.

[0078] In this way, the number of vocal data linked to each song and the type of character corresponding to the vocal data differ for each song. Also, since each song has a different melody and lyrics, the vocal data linked to different songs is naturally different from one another. On the other hand, vocal data linked to the same song has the same melody and lyrics, but the characters singing it, i.e., the voices, are different.

[0079] In other words, some characters are linked to each song as vocal-capable characters. In the above example, vocal data A corresponding to character A and vocal data B corresponding to character B are linked to song A, so characters A and B are linked to song A as vocal-capable characters. Similarly, for example, if vocal data C corresponding to character C, vocal data D corresponding to character D, and vocal data E corresponding to character E are linked to song B, then characters C, D, and E are linked to song B as vocal-capable characters.

[0080] Furthermore, the BGM data is sound data that does not include the voices of the characters, i.e., vocal sounds. Here, two types of BGM data are associated with each song: BGM data that includes sound effects such as audience cheers, and BGM data that does not include sound effects. Although a detailed explanation will be omitted, the player can set options for image quality, sound, etc. on the player terminal 1. These option settings allow the player to select whether or not to include sound effects in live performances. If the option setting is set to "no sound effects," BGM data that does not include sound effects is played in the live performances. On the other hand, if the option setting is set to "with sound effects," BGM data that includes sound effects is played in the live performances.

[0081] As described above, each song is associated with at least one character as a vocal-capable character, and one piece of vocal data corresponding to the vocal-capable character is also associated with it. In a live performance, sound is output based on one piece of BGM data and any of the vocal data associated with the song.

[0082] The character selection screen shown in FIG. 7C displays character icons 54 corresponding to selectable characters. As described above, the character selection screen shown in FIG. 7C is displayed after a position number, i.e., a position, is specified on the character placement screen shown in FIG. 7B. At this time, if the position specified by the player on the character placement screen is the main position, identification information 62 is displayed on the character icon 54 of the character associated as a vocal-capable character for the determined song. This identification information 62 allows the player to ascertain the vocal-capable character for the currently selected song, i.e., the live performance.

[0083] On the other hand, if the position specified by the player on the character placement screen is a back position, the identification information 62 will not be displayed on the character selection screen, regardless of whether the character is vocal-capable or not. This is because, while the vocal data output in the live performance differs depending on whether a vocal-capable character is placed in the main position, whether a character placed in the back position is a vocal-capable character or not does not affect the performance. The method for determining the vocal data to be played in the live performance will be described in detail below.

[0084] FIG. 8A is a diagram illustrating an example of a character type. FIG. 8B is a diagram illustrating an example of a performance classification. FIG. 8C is a diagram illustrating an example of a vocal-capable character set for each song ID. As shown in FIG. 8A, in this embodiment, characters appearing in the game are broadly divided into main characters and sub-characters. A main character is a character that can be made to participate in the races described above. In other words, a main character is a character that plays a central role in the game of this embodiment.

[0085] Sub-characters are characters that cannot participate in the races described above, and are characters that mainly play a secondary role appearing in story performances, live performances, etc. The main characters described above can be possessed as owned characters by winning a lottery or being provided free of charge by the administrator. Like main characters, sub-characters can be managed in the same way as owned characters, by winning a lottery or being provided free of charge by the administrator, or they can be managed separately from owned characters. Sub-characters can also be made to participate in races only as so-called NPCs (Non-playable characters), which cannot be selected by the player.

[0086] Furthermore, in the theater live performance, as described above, the player can select a desired character and place it in each position. At this time, the player can select and place both a main character and a sub-character. Note that there are no restrictions on the positions in which the main character and the sub-character can be placed. Therefore, the player can freely select and place the main character and the sub-character in both the main position and the back position. Note that the main characters that can be selected as characters to appear in the theater live performance may be limited to characters owned as owned characters, or all main characters may be selectable regardless of whether they are owned or not.

[0087] All characters appearing in the game are assigned a character ID that indicates the type of character. In this example, a total of 25 characters with character IDs 0001 to 0025 are set as main characters. In addition, a total of 15 characters with character IDs 1001 to 1015 are set as sub-characters.

[0088] In this embodiment, the type of live performance is classified into either the first performance category or the second performance category. As mentioned above, the type of live performance can also be considered as the type of music, so it can also be said that the type of music is classified into either the first performance category or the second performance category. The live performances in the second performance category are further classified into "story only" and "other."

[0089] The second performance category, "Story Only," can be used in the story performances mentioned above as a story live performance or as a theater live performance. However, the second performance category, "Story Only," has story-specific characters that appear in the story performance. In contrast, the second performance category, "Other," and the first performance category, do not have story-specific characters.

[0090] Each song is assigned a song ID that indicates the type of song. Here, a total of 20 songs with song IDs 0001 to 0020 are classified into the first performance category. Also, a total of 20 songs with song IDs 1001 to 1020 are classified into the second performance category "Story Only," and a total of 20 songs with song IDs 1101 to 1120 are classified into the second performance category "Other."

[0091] The biggest difference between songs in the first performance category and songs in the second performance category is the vocal-capable characters associated with each song. In Figure 8C, characters associated with each song ID as vocal-capable characters are indicated by a circle. As shown in Figure 8C, songs in the first performance category always have all main characters (character IDs = 0001 to 0025) associated as vocal-capable characters. Therefore, songs in the first performance category are associated with 25 pieces of vocal data corresponding to each of the 25 main characters. In other words, songs in which all main characters are associated as vocal-capable characters, in other words, songs in which 25 pieces of vocal data are associated, are classified as the first performance category.

[0092] On the other hand, songs in the second performance category always have at least 1 and less than 25 main characters associated as vocal-capable characters. In other words, songs in which not all main characters are associated as vocal-capable characters are classified as the second performance category. Here, songs in the second performance category have a minimum of 1 and a maximum of 8 main characters associated as vocal-capable characters.

[0093] Note that only main characters are linked to song IDs as vocal-capable characters, and sub-characters are not linked to any song IDs as vocal-capable characters. In other words, sub-characters cannot be vocal-capable characters, and therefore, there is no vocal data corresponding to sub-characters. However, vocal data corresponding to sub-characters may be provided.

[0094] The double circle in Figure 8C indicates a character ID that is linked to the corresponding song ID as a story-only character. Note that, here, story-only characters are always assumed to double as vocal-capable characters. For example, song ID = 1119 is linked to character ID = 0012 as a story-only character and a vocal-capable character. Furthermore, song ID = 1119 is linked to character IDs = 0006 and 0009 as vocal-capable characters. However, a "story-only" song ID may also be set up with a story-only character that is not a vocal-capable character. Furthermore, not limited to main characters, sub-characters may also be linked as story-only characters to a song ID of the second performance category "story-only".

[0095] Note that, here, all main characters that can participate in races are linked to at least one song ID as vocal-capable characters. In other words, main characters that can be possessed as possessed characters and that can participate in races are linked to at least one piece of vocal data. However, the main characters that can be possessed as possessed characters and that can participate in races may include characters that are not linked to any song ID as vocal-capable characters. In other words, the main characters that can be possessed as possessed characters and that can participate in races may include characters that are not linked to any song ID in the first effect classification or the second effect classification.

[0096] FIG. 9A is a diagram illustrating an example of position information. Position information is stored in the memory 12 of the player terminal 1. As shown in FIG. 9A, the position information is information in which a position type is set for each position number, and is linked to a song ID. Only one piece of position information is linked to one song ID. In the figure, B indicates a back position, and M1 to M5 indicate main positions. Priorities are also set for the main positions, with M1 having the highest priority, followed by M2, M3, M4, and M5. When multiple main positions are provided, the smaller the position number, the higher the priority of the main position set. Note that although FIG. 9A shows only some song IDs, position information is linked to all song IDs.

[0097] 9B is a diagram illustrating an example of a character placement table. The character placement table is provided in the memory 12 of the player terminal 1. The character placement table is configured to be able to store the character ID of the character placed by the player for each position number. In other words, after specifying a position number on the character placement screen shown in FIG. 7B, when a character is selected on the character selection screen shown in FIG. 7C, the character ID of the character selected by the player is stored in the specified position number in the character placement table.

[0098] At the start of a live theater performance, live video is generated based on the character IDs stored in the character placement table, and vocal data is set to the audio channel based on the character placement table and position information.

[0099] FIG. 10A is a diagram illustrating an example of sound data set with a music ID of the first effect category. FIG. 10B is a diagram illustrating an example of sound data output with a music ID of the first effect category. Here, as shown in FIG. 10A, six channels CN1 to CN6 are provided as channels for outputting sound. Of the six channels, five channels CN1 to CN5 correspond to vocal data, and CN6 corresponds to BGM data. Therefore, vocal data is played back in CN1 to CN5, and BGM data is played back in CN6.

[0100] Each of the channels CN1 to CN5 corresponds to a main position. Specifically, CN1 corresponds to main position M1, and CN2 to CN5 correspond to main positions M2 to M5, respectively.

[0101] For example, suppose a live performance is being performed for song ID=0001, which is classified as the first performance category. Five main positions M1 to M5 are set for the song with song ID=0001 in the position information (see FIG. 9A). Assume that all of the characters placed in main positions M1 to M5 are vocal-capable characters. In this case, vocal data corresponding to the vocal-capable character placed in main position M1 is played back in CN1. Similarly, vocal data corresponding to the vocal-capable characters placed in main positions M2 to M5 are played back in CN2 to CN5, respectively. Furthermore, background music data is played back in CN6.

[0102] Each song ID is provided with output control information for each channel, and sound data output is controlled based on the output control information. For example, according to the output control information for song ID=0001, the sound data for each channel is controlled to be played as shown in FIG. 10B. In this example, the vocal data of CN1 and the background music data of CN6 are always output at a predetermined volume (shown as ON in the figure) from the start to the end of the live performance. On the other hand, the vocal data of CN2 to CN5 are set to have periods when they are output at a predetermined volume and periods when they are muted (shown as OFF in the figure), as shown in the figure.

[0103] For ease of understanding, the volume of each sound data is assumed to be ON or OFF, but in reality, the volume of each sound data changes linearly or in stages.

[0104] FIG. 11A is a diagram illustrating an example of sound data set for a song ID of the second performance category. FIG. 11B is a diagram illustrating an example of sound data output for a song ID of the second performance category. For example, assume that a live performance is being performed for song ID=1001, which is classified as the second performance category. For the song ID=1001, two main positions, M1 and M2, are set in the position information (see FIG. 9A).

[0105] In this case, for example, assume that a character with character ID=0001 is placed in main position M1, and a character with character ID=0006 is placed in main position M2. For the song with song ID=1001, the characters with character ID=0001 and 0006 are set as vocal-capable characters (see FIG. 8C). In other words, in this example, it is assumed that the characters placed in main positions M1 and M2 are both vocal-capable characters.

[0106] In this case, vocal data corresponding to the vocal-capable character placed in main position M1 is played in CN1, and vocal data corresponding to the vocal-capable character placed in main position M2 is played in CN2. Also, BGM data is played in CN6. Two pieces of vocal data are linked to the song with song ID=1001. In this way, if the number of vocal data linked to a song is less than the number of channels for vocal data (here, five), some of the channels will be unused.

[0107] In this embodiment, for songs with five or more associated vocal data, all five vocal data are played back, and for songs with four or fewer associated vocal data, all vocal data are played back.

[0108] For example, according to the output control information for song ID=1001, the sound data for each channel is controlled to be played as shown in FIG. 11B. In this example, the vocal data for CN1 and the background music data for CN6 are always output at a predetermined volume from the start to the end of the live performance. On the other hand, as shown in the figure, the vocal data for CN2 is set to have periods when it is output at a predetermined volume and periods when it is muted. Also, in this example, sound data is not played in CN3 to CN5.

[0109] According to this embodiment, even if the player selects the same song, if the character placed in the main position is different, not only the live video but also the output sound may be different. Also, even if the player selects the same song and character, if the character's placement in the main position is different, the output sound may also be different.

[0110] For example, for a song with song ID=1001, let's say vocal character A is placed in main position M1 and vocal character B is placed in main position M2. In this case, vocal character A becomes the main vocalist and vocal character B becomes the sub-vocalist. Conversely, let's say vocal character B is placed in main position M1 and vocal character A is placed in main position M2. In this case, vocal character B becomes the main vocalist and vocal character A becomes the sub-vocalist. In other words, changing the placement of vocal characters in the main positions changes the singing parts of each vocal character.

[0111] As described above, in this embodiment, there are no restrictions on the positions in which the main character and sub-characters can be placed. Therefore, the player can also place a character other than a vocal-enabled character (hereinafter referred to as a non-enabled character) in the main position. When a non-enabled character is placed in the main position, the vocal data is set as follows.

[0112] FIG. 12A is a diagram illustrating an example of a combination of characters placed in main positions. FIG. 12B is an example of sound data set in an audio channel. For example, assume that a live performance of song ID=0001, which is classified as the first performance category, is being performed. As described above, five main positions M1 to M5 are set for the song ID=0001 (see FIG. 9A). In this case, as shown in FIG. 12A, assume that vocal-capable characters are placed in main positions M1 to M4, and a non-capable character is placed in main position M5.

[0113] In this case, as shown in Figure 12B, vocal data corresponding to the vocal-capable characters placed in the main positions M1 to M4 are set in CN1 to CN4, respectively. Also, BGM data is set in CN6. In contrast, randomly determined vocal data is set in CN5, which corresponds to the main position M5 where an uncapable character is placed.

[0114] Specifically, first, vocal data linked to the song ID that is not set to other channels is extracted. In this example, a total of 25 pieces of vocal data, with character IDs 0001 to 0025, are linked to the song with song ID 0001. Of these, four pieces of vocal data, with character IDs 0005, 0010, 0008, and 0013, are set to other channels. Therefore, in this case, 21 pieces of vocal data are extracted, excluding the four pieces of vocal data set to other channels. From the 21 pieces of vocal data extracted in this way, one piece of vocal data is determined by lottery, and the determined vocal data is set to CN5.

[0115] Here, a lottery table is generated from the extracted vocal data, and one vocal data is determined by lottery using the generated lottery table. However, vocal data corresponding to a main position where no vocal-capable character is assigned may be determined according to pre-set conditions rather than by lottery. One pre-set condition could be, for example, giving priority to vocal data not set in other channels with a corresponding character ID that is small or large.

[0116] Here, we have explained the case where there is one main position in which an unsupported character is placed. However, if unsupported characters are placed in two or more main positions, vocal data will be randomly determined for all main positions in which unsupported characters are placed. For example, in the example shown in FIG. 12A, vocal-capable characters are placed in main positions M1, M2, and M3 as described above, and unsupported characters are placed in main positions M4 and M5. In this case, vocal data corresponding to the vocal-capable characters placed in main positions M1 to M3 are set in CN1 to CN3, respectively.

[0117] Then, 22 pieces of vocal data are extracted from the 25 pieces of vocal data, excluding the three pieces of vocal data set in CN1 to CN3. Next, one piece of vocal data is determined by lottery from the extracted 22 pieces of vocal data, and the determined vocal data is set in CN4. Next, 21 pieces of vocal data are extracted from the extracted 22 pieces of vocal data, excluding the vocal data set in CN4. Then, one piece of vocal data is determined by lottery from the extracted 21 pieces of vocal data, and the determined vocal data is set in CN5.

[0118] FIG. 13A is a diagram illustrating another example of a combination of characters placed in the main positions. FIG. 13B is another example of sound data set in the audio channel. For example, suppose a live performance of song ID=1001, which is classified as the second performance category, is being performed. As described above, two main positions, M1 and M2, are set for the song ID=1001 (see FIG. 9A). In this case, as shown in FIG. 13A, suppose an unsupported character is placed in main position M1 and a vocal-supported character is placed in main position M2.

[0119] In this case, as shown in Figure 13B, vocal data corresponding to the vocal-enabled character placed in main position M2 is set in CN2, and BGM data is set in CN6. Also, since an unsupported character is placed in main position M1, vocal data linked to the song ID that is not set in other channels is extracted.

[0120] Here, the song with song ID=1001 is linked to vocal data corresponding to character IDs=1001 and 1006 (see FIG. 8C). Of these, the vocal data corresponding to character ID=0006 is set in CN2. Therefore, in this case, one vocal data item is extracted excluding the vocal data set in CN2. In other words, here, the vocal data item corresponding to character ID=1001 is extracted. As a result of extracting one vocal data item, the vocal data item corresponding to character ID=1001 is set in CN1.

[0121] For example, in the example shown in Figure 13A, if unsupported characters are placed in both main positions M1 and M2, the result will be the same as shown in Figure 13B, where sound data will be set, or the vocal data set for CN1 and CN2 will be swapped.

[0122] As described above, according to this embodiment, music and characters can be combined in various ways. This diversifies the combination patterns of music and characters, and increases the interest of the game. Furthermore, according to this embodiment, even if the same character is selected, if the placement of the vocal-capable character is different, the content of the live performance will be different, further increasing the interest of the game.

[0123] Furthermore, when an unsupported character is placed in the main position, vocal data that is not set in any other channel is automatically selected. It is also possible to impose a restriction that only vocal-compatible characters can be placed in the main position. However, in this case, the live video patterns are restricted, which may reduce the interest of the game. According to this embodiment, since an unsupported character can be placed in the main position, the live video patterns are diversified and the interest of the game is increased.

[0124] Furthermore, according to this embodiment, when placing a character, identification information 62 is displayed on the character selection screen. The identification information 62 allows the player to grasp the currently selected song, i.e., the vocal character in the live performance. This makes it easier to consider how to compose the vocal part, improving convenience for the player.

[0125] (Functional configuration and control processing in player terminal 1) Next, the functional configuration and control processing of the player terminal 1 for executing the above game will be described. Note that the following mainly describes in detail the functional configuration and control processing related to the live performance, and explanations of other configurations and control processing will be omitted.

[0126] 14 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When an application is started, the CPU 10 stores a terminal-side control program (module) in the program storage area 12a.

[0127] The terminal-side control programs include a lottery game execution program 300, a story performance execution program 302, a training execution program 304, a race execution program 306, a live performance execution program 308, a music selection program 310, a character selection program 312, and an identification information display program 314. Note that the above programs are merely examples, and many other programs are stored in the program storage area 12a.

[0128] The data storage area 12b has the following storage sections for storing data: a possessed character information storage section 330, a position information storage section 332, a character placement table storage section 334, a vocal support information storage section 336, a sound data storage section 338, and a live video storage section 340.

[0129] The possessed character information storage unit 330 stores information indicating possessed characters, that is, information indicating whether a character is possessed or not possessed for each character.

[0130] The position information storage unit 332 stores the above position information.

[0131] The character arrangement table storage unit 334 stores the above character arrangement table in a manner that allows character IDs to be written therein.

[0132] 8C, the vocal support information storage unit 336 stores, for each song ID, the character ID of the vocal support character linked to that song ID. The information stored in the vocal support information storage unit 336 (hereinafter referred to as vocal support information) is received from the server 100. The vocal support information is received from the server 100, for example, when the game starts or when the top screen is displayed.

[0133] The sound data storage unit 338 stores vocal data and background music data for all songs.

[0134] Live video data generated for playback during live performances is stored in the live video storage unit 340. Note that the above-mentioned storage units are examples, and many other storage units are also provided in the data storage area 12b.

[0135] 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 lottery game execution unit 300a, a story performance execution unit 302a, a training execution unit 304a, a race execution unit 306a, a live performance execution unit 308a (performance execution unit), a music determination unit 310a (performance determination unit), a character determination unit 312a (game object determination unit), and an identification information display unit 314a (identification display unit).

[0136] Specifically, CPU 10 runs lottery game execution program 300, causing the computer to function as lottery game execution unit 300a. Similarly, CPU 10 runs story performance execution program 302, training execution program 304, race execution program 306, live performance execution program 308, music determination program 310, character determination program 312, and identification information display program 314, causing them to function as story performance execution unit 302a, training execution unit 304a, race execution unit 306a, live performance execution unit 308a, music determination unit 310a, character determination unit 312a, and identification information display unit 314a, respectively. Some of the processing performed by terminal control unit 1A will be described below.

[0137] FIG. 15 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. When a lottery request operation requesting the holding of a lottery is input while the lottery screen is displayed, the lottery game executing unit 300a executes a lottery request process (P1-1). In the lottery request process, lottery request information is transmitted to the server 100. Upon receiving the lottery request information, the server 100 executes a lottery process (S1) in which characters and items are determined by lottery. The characters and items determined in this lottery process are associated with the player ID and stored in the storage unit 118 of the server 100. In addition, here, the server 100 sets lottery result information indicating the lottery result so that it can be received by the player terminal 1.

[0138] Upon receiving the lottery result information, the lottery game executing unit 300a displays the lottery result on the touch panel 26, and also stores information relating to the acquired characters and items in the storage unit 18 (P1-2).

[0139] Furthermore, when the training menu tabs 36a, 36b, and 36c are tapped in the training character dialogue 36 to input a training execution operation, the training execution unit 304a executes a training request process (P2-1). In the training request process, training request information is sent to the server 100. Upon receiving the training request information, the server 100 executes a training process (S2) to update the parameters of the target possessed character. Here, the server 100 also sets training result information indicating the training results so that it can be received by the player terminal 1.

[0140] Upon receiving the training result information, the training execution unit 304a displays the training result on the touch panel 26, and also updates the parameters of the possessed character stored in the storage unit 18 (P2-2).

[0141] Furthermore, when the confirmation dialog is displayed on the participating character selection screen 40 and the start button on this confirmation dialog is tapped to input an operation to start the race, the race execution unit 306a executes a selection information transmission process (P3-1). In this selection information transmission process, selection information including information indicating the type of race selected and the character ID is transmitted. Upon receiving the selection information, the server 100 executes a race result calculation process (S3).

[0142] The server 100 receives selection information from multiple player terminals 1. In the race result calculation process, the race result is calculated based on the received selection information. Here, race result information indicating the race result is set so that it can be received by the player terminals 1. This race result information includes at least all character IDs participating in the race and the finishing order of each character ID.

[0143] Upon receiving the race result information, the race execution unit 306a executes a race display process based on the received race result information (P3-2). Here, the race execution unit 306a generates and displays a race commentary image based on the race result information. Furthermore, once the display of the race commentary image has finished, the race execution unit 306a displays the race result screen 42. Here, if the player's owned character enters the race and finishes in the top three in the race, the live performance execution unit 308a starts a reward live performance execution process (P4) for executing a reward live performance.

[0144] Here, if a possessed character finishes in the top three, the reward live performance will always and automatically start. However, for example, the reward live performance may be automatically executed only if the possessed character finishes in the top three for the first time in the race. In this case, for example, if the possessed character has previously finished in the top three in the race, the player may be allowed to select whether or not to view the reward live performance on the race result screen 42. In this case, if the player selects to view the reward live performance, the reward live performance execution process (P4) is executed.

[0145] 16 is a flowchart illustrating an example of a reward live performance process in the player terminal 1. Based on the received race result information, the live performance execution unit 308a determines whether the player terminal 1, i.e., the character owned by the player, entered the race came in first place (P4-1). If the character owned came in first place (YES in P4-1), the live performance execution unit 308a determines whether the right to view the live performance corresponding to the executed race in live mode (hereinafter referred to as live viewing right) has not yet been acquired (P4-2). Note that the player terminal 1 and the server 100 store information indicating whether the live viewing right has been acquired for each type of live performance.

[0146] If the live viewing rights have not been acquired (YES in P4-2), the live performance execution unit 308a stores acquisition information indicating that the live viewing rights have been acquired (P4-3).Then, the music determination unit 310a determines and stores the music ID corresponding to the executed race (P4-4).The processing from P4-4 onwards is also executed if the user's own character does not come in first (NO in P4-1) but comes in within the top three (YES in P4-5), i.e., comes in second or third.

[0147] Once the song ID has been determined, the character determination unit 312a then places the character ID in the character placement table stored in the character placement table storage unit 334 based on the received race result information (P4-6). Specifically, the character determination unit 312a stores the character ID in a storage area of ​​the character placement table so that the position number matches the finishing order. For example, the storage area for position number 1 stores the character ID of the character that came in first place, and the storage area for position number 7 stores the character ID of the character that came in seventh place. Then, once the character ID has been placed in the character placement table, the live performance execution unit 308a executes a data setting process (P10).

[0148] 17 is a flowchart illustrating an example of data setting processing in the player terminal 1. The live performance execution unit 308a checks the character ID of the main position based on the position information linked to the song ID among the position information stored in the position information storage unit 332 and the character placement table (P10-1). At this time, if the character ID placed in the main position is linked to the song ID as a vocal-capable character, the live performance execution unit 308a sets vocal data corresponding to the vocal-capable character (P10-2). Here, the vocal data is set to the channel with the same number as the position number to which the character ID of the vocal-capable character is placed.

[0149] If the character ID of an unsupported character is placed in the main position, the live performance execution unit 308a randomly selects one or more pieces of vocal data that are linked to the song ID and that are not set to a channel (P10-3).Then, the live performance execution unit 308a sets the selected vocal data to the remaining channels.

[0150] In P10-2, vocal-compatible characters are extracted based on the vocal compatibility information regardless of the effect classification of the selected song ID. However, for song IDs of the first effect classification, all main characters are linked as vocal-compatible characters. Therefore, for example, if the song ID is the first effect classification, it is determined whether the placed character is a main character, and if so, vocal data may be set based on the character ID of the main character. On the other hand, if the song ID is the first effect classification and the placed character is a sub-character, vocal data is randomly determined in P10-3. In contrast, if the song ID is the second effect classification, vocal data is set based on the vocal compatibility information, as described above. Therefore, in this case, vocal compatibility information for the first effect classification is unnecessary, and only vocal compatibility information for the second effect classification is required.

[0151] The live performance execution unit 308a also sets the BGM data linked to the song ID in CN6 (P10-4). The live performance execution unit 308a also generates live video based on the song ID and the character ID stored in the character placement table, and saves it in the live video storage unit 340 (P10-5). The live performance execution unit 308a then plays back the live video generated in P10-5, and also plays back the sound data set in P10-2 to P10-4 (P10-6).

[0152] As a result, if a horse finishes in the top three in a race, a reward live performance will be executed after the race. In this reward live performance, characters displayed in the live video are arranged according to the order of finish.

[0153] Returning to FIG. 15, when the story selection tab 32 is tapped and a story start operation is input, the story production execution unit 302a starts a story execution process (P5).

[0154] 18 is a flowchart illustrating an example of story execution processing in the player terminal 1. The story production execution unit 302a plays a story image corresponding to the selected story type (P5-1). If the story image to be played back includes a live performance, i.e., if a story live performance is played back as the story image (YES in P5-2), the story production execution unit 302a determines whether the live viewing right for that live performance has not yet been acquired (P5-3). If the live viewing right has not yet been acquired (YES in P5-3), the story production execution unit 302a stores acquisition information indicating that the live viewing right has been acquired (P5-4).

[0155] 15, when the live selection section 30e of the menu bar 30 is tapped and a live mode start operation is input, a live mode process (P6) is executed. Note that the live mode process described below is executed for each frame of an image displayed on the touch panel 26 or for each operation input on the touch panel 26.

[0156] 19 is a flowchart illustrating an example of live mode processing in the player terminal 1. When the song determination button 46 is tapped on the song selection screen to input a song determination operation (YES in P6-1), the song determination unit 310a stores the song ID of the provisionally selected song (P6-2).

[0157] Furthermore, when the display area of ​​the selected character display unit 52 on the character placement screen is tapped and a position selection operation is input (YES in P6-3), the character determination unit 312a displays the character selection screen (P6-4). Here, the character determination unit 312a displays the character icon 54 on the character selection screen based on the possessed character information stored in the possessed character information storage unit 330. The character determination unit 312a also stores the position number (N) of the tapped display area.

[0158] Then, if the tapped display area, i.e., the position specified by the player, is the main position (YES in P6-5), the identification information display unit 314a superimposes identification information 62 on the character icon 54 on the character selection screen (P6-6). Here, the identification information display unit 314a extracts a vocal-capable character linked to the currently selected song based on the song ID stored in P6-2 and the information stored in the vocal-capable information storage unit 336. Then, the identification information display unit 314a superimposes identification information 62 on the character icon 54 of the extracted vocal-capable character from among the character icons 54 displayed on the character selection screen. This allows the vocal-capable character linked to the currently selected song ID to be identifiable.

[0159] Furthermore, when a character icon 54 is tapped on the character selection screen and a character selection operation is input (YES in P6-7), the character determination unit 312a stores the character ID corresponding to the tapped character icon 54 in the character placement table of the character placement table storage unit 334 in association with the position number stored in P6-4 (P6-8).The character determination unit 312a then updates and displays the character placement screen by, for example, displaying icons in the position display unit 50 and the selected character display unit 52 (P6-9).

[0160] Furthermore, when the return button 60 is tapped on the character arrangement screen and a return operation is input (YES in P6-10), the character determination unit 312a clears the character ID in the character arrangement table (P6-11). Also, here, the song determination unit 310a clears the song ID stored in P6-2 (P6-11). Note that here, the display on the touch panel 26 is switched to a song selection screen.

[0161] Furthermore, when the "Entrust" button 56 is tapped on the character arrangement screen to input an automatic operation (YES in P6-12), the character determination unit 312a executes an automatic formation process (P20).

[0162] FIG. 20 is a flowchart illustrating an example of the automatic formation process in the player terminal 1. The character determination unit 312a sets "1" to a position identification counter that indicates the position number to be processed (P20-1). If the currently selected song is a story-only song of the second performance category (P20-2), the character determination unit 312a extracts a story-only character for that song (P20-3). If a story-only character is extracted (YES in P20-4), the character ID of the extracted character is stored in the character placement table (P20-5). Here, the character ID is stored in association with the same position number as the counter value of the position identification counter. The character determination unit 312a then increments the counter value of the position identification counter (P20-6) and returns the process to P20-3.

[0163] Furthermore, if the song is not dedicated to a story (NO in P20-2), or if a story-specific character is not extracted (NO in P20-4), the character determination unit 312a extracts a vocal-capable character for the song based on the vocal support information (P20-7). If a vocal-capable character is extracted (YES in P20-8), the character ID of the extracted character is stored in the character placement table (P20-9). Here, the character ID is stored in association with the same position number as the counter value of the position identification counter. Then, the character determination unit 312a increments the counter value of the position identification counter (P20-11).

[0164] If the counter value of the position identification counter updated in P20-11 is the maximum value (18 in this case) (YES in P20-12), the process proceeds to P20-17, and if it is not the maximum value (NO in P20-12), the process returns to P20-7.

[0165] Furthermore, if a vocal-compatible character is not extracted (NO in P20-8), the character determination unit 312a randomly extracts one character ID from the remaining character IDs not stored in the character placement table (P20-13). Then, the character determination unit 312a stores the extracted character ID in the character placement table (P20-14). Here, the character ID is stored in association with the same position number as the counter value of the position identification counter. Then, the character determination unit 312a increments the counter value of the position identification counter (P20-15).

[0166] If the counter value of the position identification counter updated in P20-15 is the maximum value (18 in this case) (YES in P20-16), the process proceeds to P20-17; if it is not the maximum value (NO in P20-16), the process returns to P20-13. Through the above processes from P20-1 to P20-16, the character ID of 18 is stored in the character placement table. Once the character ID of 18 is stored in the character placement table, the character determination unit 312a displays a character placement screen based on the character placement table (P20-17). On this character placement screen, icons are displayed in all position display areas 50 and the selected character display area 52.

[0167] As described above, according to the automatic formation process, characters are automatically placed in all positions simply by tapping the "trust it" button 56. At this time, if the song is exclusively for the story, the story-only characters are preferentially placed in the main positions, followed by the vocal-capable characters. Also, if the song is not exclusively for the story, the vocal-capable characters are preferentially placed in the main positions.

[0168] In the above-mentioned automatic song composition process, character IDs are determined in ascending order of position number. Furthermore, main positions always have smaller position numbers than backing positions. Furthermore, the number of vocal-capable characters linked to each song ID is equal to or greater than the number of main positions set for each song ID. Therefore, according to the above-mentioned automatic song composition process, vocal-capable characters are always placed in all main positions.

[0169] Furthermore, in the above process, if the number of vocal-capable characters is greater than the number of main positions, vocal-capable characters are also prioritized for back positions. However, vocal-capable characters do not have to be prioritized for back positions.

[0170] In the above process, once a vocal-capable character is placed, it is randomly selected from the remaining characters. However, after the vocal-capable character is placed, the remaining main characters may be placed in preference to the sub-characters.

[0171] Returning to FIG. 19, when the start button 58 is tapped and a confirm operation is input (YES in P6-13), the live performance execution unit 308a executes the data setting process (P10) described above.

[0172] While one 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 and alterations within the scope of the claims, and it is understood that these modifications and alterations also fall within the technical scope of the present invention.

[0173] In the above embodiment, a live performance in which vocal sounds are output has been described as an example of a performance. However, the performance to which the above technical matters are applied is not limited to a live performance. In any case, the above technical matters can be widely applied to games in which any of the game objects (characters in this embodiment) that can be displayed during the execution of a performance is linked as a specific game object (a vocal-compatible character in this embodiment), and any of multiple types of performance type information (music IDs in this embodiment) can be determined to which multiple pieces of output data (vocal data in this embodiment) of specific performance elements (vocal sounds in this embodiment) that are output during the execution of a performance are linked, the specific game object linked to the performance type information is displayed in an identifiable manner (display of identification information 62 in this embodiment), any of multiple game objects including the specific game object linked to the determined performance type information is determined, and a performance is executed based on the determined performance type information and game objects, and in this case, if the determined game objects include the specific game object, during the execution of the performance, a specific performance element is output based on the output data corresponding to the specific game object from the output data linked to the performance type information, and if the determined game objects do not include the specific game object, one of the output data linked to the performance type information is selected, and the specific performance element is output based on the selected output data.

[0174] In the above embodiment, a vocal sound is output as the predetermined effect element. Specifically, in the above embodiment, the predetermined effect element is sound output during execution of the effect, and the sound output differs for each output data of the predetermined effect element. However, the predetermined effect element is not limited to this. The predetermined effect element may be, for example, an image, a sound effect, or the light emitted by an illuminant such as an LED.

[0175] Furthermore, in the above embodiment, characters are displayed as game objects, but the content of the game objects is not particularly limited.

[0176] Furthermore, in the above embodiment, the automatic lineup can determine a game object from among game objects (owned characters) that are linked to performance type information (music ID) and owned by the player, according to preset extraction conditions. When a game object is determined according to this extraction condition, a specific game object (vocal-capable character) is determined with priority over other game objects. However, the above automatic lineup process is merely an example, and the extraction conditions are not limited to those in the above embodiment. For example, extraction conditions that prioritize extraction of sub-characters or extraction conditions that prioritize extraction of main characters may be set.

[0177] Furthermore, multiple extraction conditions may be provided, and the player may select one of the extraction conditions to execute the automatic formation. Furthermore, in the above embodiment, characters are placed in all positions by the automatic formation. However, by the automatic formation, characters may be placed only in main positions, or only in back positions, for example. Furthermore, the player may arbitrarily select the positions to be targeted by the automatic formation. In this case, characters are automatically placed only in the positions selected by the player. Note that the automatic formation is not required.

[0178] Furthermore, in the above embodiment, there is no particular limitation on the timing at which sound data, image data for live footage, etc. are downloaded. For example, all data may be downloaded to the player terminal 1 when the game app is downloaded. Alternatively, the necessary data may be downloaded from the server 100 when a live performance is executed for the first time.

[0179] In the above embodiment, the characters that can be placed in each position are the same for all song IDs, but the characters that can be selected and the positions in which the characters can be placed may differ for each song ID.

[0180] Furthermore, the story live performance and reward live performance in the above embodiment are not essential, and it is sufficient that at least a live performance is executed based on the character and music selected by the player.

[0181] Furthermore, in the above embodiment, for example, a song with five main positions is provided. For this song, five vocal data are played in the reward live performance as well. Therefore, in this case, for example, if the player places fifth, the reward live performance may become viewable. Conversely, in the above embodiment, for example, a song with two main positions is provided. For this song, since there are two main positions in the reward live performance as well, characters that place third or lower are placed in the back position. Therefore, in this case, for example, if the player places second or higher, the reward live performance may become viewable. In any case, the finishing order in which the reward live performance becomes viewable may differ depending on the song or race.

[0182] In the above embodiment, the vocal-capable characters are notified to the player by superimposing the identification information 62 on the character icon 54. However, the manner in which the vocal-capable characters are notified is not limited to this. For example, a list showing the relationship between the song ID and the vocal-capable characters may be displayed.

[0183] In the above embodiment, the music and character placement are determined based on the player's operational input, but at least one of the music and characters (including the characters that appear and their placement) may be determined by computer control. For example, the player may not be able to select or determine the music, but may be able to determine only the placement of the characters.

[0184] Furthermore, the control process shown in the above embodiment is merely an example. In the above embodiment, the control process for executing the game is executed by the player terminal 1 and the server 100. That is, the information processing system S, which is a client-server system including the player terminal 1 and the server 100, functions as the game device G. However, the control process for executing the game may be executed, for example, only by the player terminal 1. In this case, only the player terminal 1 functions as the game device G.

[0185] In addition, in the above-described embodiment, the information processing program for realizing the game may be stored on a computer-readable storage medium. Furthermore, the above-described embodiment may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]

[0186] 308a Live Performance Department 310a Music Decision Section 312a Character Determination Department 314a Identification information display section S Information Processing System

Claims

1. a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; The computer executes the following: the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: the position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner; Information processing program.

2. A plurality of the effects are provided, each having a different number of the first positions or the second positions. The information processing program according to claim 1 .

3. a process of identifiably displaying the appearance of the game object in the selected game object display unit; 3. The information processing program according to claim 1, which causes a computer to execute the following.

4. On the setting screen, the position display section in which the identification image is not displayed is also visible.

3. The information processing program according to claim 1.

5. An information processing method performed by a computer, comprising: The computer a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; and the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: the position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner; Information processing methods.

6. A computer is provided. The computer a process of displaying a setting screen including, on the same screen, a plurality of positions at which game objects are displayed, which are predetermined for each of a plurality of types of effects, a plurality of position display units capable of identifying the relative positional relationships of the plurality of positions, and a selected game object display unit having a plurality of display areas provided for each of the positions, in which the game objects associated with the positions are displayed identifiably in the display areas; updating position information associated with the game object for each of the positions based on an operation input by a player to the selected game object display unit; a process of displaying an identification image capable of identifying the game object associated with the position in the display area of ​​the position display section corresponding to the position on the setting screen and the display area of ​​the selected game object display section; a process of displaying the game object for each position based on the position information and executing the effect; and the plurality of positions includes a first position and a second position; The process of executing the effect is outputting a sound based on the game object associated with the first position; The process of displaying the setting screen includes: the position display section corresponding to the first position and the position display section corresponding to the second position are displayed in a distinguishable manner; Information processing system.

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