Information processing program, information processing method, information processing system, and game device
The information processing system enhances player convenience by allowing games to be executed based on manual operations and omitting parts of subsequent games, linking rewards to player IDs, thus simplifying game initiation.
Patent Information
- Application Number
- JP2024214723
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-09
- Publication Date
- 2026-01-09
- Estimated Expiration
- 2044-12-09
Smart Images

Figure 0007796854000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] Patent document 1 discloses a game in which a player can exercise the right to play a game that he or she possesses at any time, and the player character moves forward the number of "squares" equal to the number that appears when a "dice" is rolled on the game screen. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7454730 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-described games, an operation to start the game is required for each right, and the player may find the operation cumbersome. Therefore, there is a demand for improving the convenience of the player.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can improve convenience for players. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; When the first operation is input, the first game is executed relatively later than the first game. The second game is possible, and the clearing condition has not yet been met.a process of executing the second game while omitting at least a part of the second game; The computer performs the following.
[0007] The information processing program a process of deriving result information in association with execution of the first game based on a manual operation by the player; The computer executes the following: The process of executing the second game while omitting at least a part of the second game includes: The method may include a process of determining a reward based on the result information and linking the determined reward to the player ID of the player.
[0008] The information processing program a process of executing the second game based on a manual operation by the player; deriving the result information in association with execution of the second game based on a manual operation by the player; a process of accepting a second operation by the player at least either after the first condition is met in the first game or after a second condition is met in the second game; When the second operation is input, the second game is executed relatively later than the second game. The third game that is possible, and the clearing condition has not yet been met a process of executing the third game while omitting at least a part of the third game; The computer executes the following: The process of executing the third game while omitting at least a part of the third game includes: The method may include a process of determining the reward based on the most advantageous result information among the result information derived in the past, and linking the determined reward to the player ID of the player.
[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; When the first operation is input, the first game is executed relatively later than the first game. The second game is possible, and the clearing condition has not yet been met. a process of executing the second game while omitting at least a part of the second game; Carry out the following.
[0010] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; When the first operation is input, the first game is executed relatively later than the first game. The second game is possible, and the clearing condition has not yet been met. a process of executing the second game while omitting at least a part of the second game; Carry out the following.
[0011] In order to solve the above problem, the game device one or more computers; The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; When the first operation is input, the first game is executed relatively later than the first game. The second game is possible, and the clearing condition has not yet been met. a process of executing the second game while omitting at least a part of the second game; Carry out the following. [Effects of the Invention]
[0012] According to the present invention, convenience for players can be improved. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram showing an example of a home screen, Fig. 3B is a diagram explaining an example of an ally character confirmation screen, and Fig. 3C is a diagram showing an example of a quest screen. [Figure 4] Fig. 4A is a first diagram illustrating an example of a main quest screen, Fig. 4B is a first diagram illustrating an example of a main quest selection screen, and Fig. 4C is a first diagram illustrating an example of a party selection screen. [Figure 5] Fig. 5A is a diagram illustrating an example of a battle screen, and Fig. 5B is a first diagram illustrating an example of a result screen. [Figure 6] Fig. 6A is a second diagram illustrating an example of a main quest screen, Fig. 6B is a second diagram illustrating an example of a main quest selection screen, and Fig. 6C is a second diagram illustrating an example of a result screen. [Figure 7] Fig. 7A is a first diagram illustrating an example of a turn start effect on a sub-content screen. Fig. 7B is a diagram illustrating an example of a sub-content screen in the first turn. Fig. 7C is a diagram illustrating an example of a dialogue about dice in possession. [Figure 8] Fig. 8A is a diagram illustrating an example of a menu display, and Fig. 8B is a diagram illustrating an example of an item shop dialogue. [Figure 9] Fig. 9A is a diagram illustrating an example of a possessed dish dialog, and Fig. 9B is a diagram illustrating an example of a sub-content screen when "dish" is used. [Figure 10] FIG. 10 is a diagram illustrating an example of the types of "squares." [Figure 11] FIG. 11 is a diagram illustrating an example of a "map" in which first to fourth sections are provided. [Figure 12]FIG. 12 is a diagram illustrating an example of recipe possession information. [Figure 13] FIG. 13 is a diagram illustrating an example of cuisine type information. [Figure 14] Fig. 14A is a diagram illustrating the probability of determining the appearance of a rival character, and Fig. 14B is a diagram illustrating the appearance position of a rival character. [Figure 15] FIG. 15 is a diagram illustrating an example of the friend joining probability. [Figure 16] FIG. 16 is a diagram illustrating an example of fellow user information. [Figure 17] Fig. 17A is a first diagram illustrating an example of a dice effect on a sub-content screen, and Fig. 17B is a second diagram illustrating an example of a dice effect on a sub-content screen. [Figure 18] Fig. 18A is a diagram illustrating an example of a sub-content screen when the player character stops on a "cooking space." Fig. 18B is a diagram illustrating an example of a tap operation promotion effect. Fig. 18C is a diagram illustrating an example of a lottery effect. [Figure 19] Fig. 19A is a diagram illustrating an example of a food acquisition dialogue, and Fig. 19B is a second diagram illustrating an example of a turn start effect. [Figure 20] Fig. 20A is a diagram illustrating an example of a sub-content screen when the player character stops on a "gacha mass." Fig. 20B is a diagram illustrating an example of a gacha mass dialogue. [Figure 21] Fig. 21A is a diagram illustrating an example of a sub-content screen when the player character stops on a "mile number." Fig. 21B is a diagram illustrating an example of a mile number effect on the sub-content screen. [Figure 22] Fig. 22A is a diagram illustrating an example of a sub-content screen when the player character stops on a "shop space." Fig. 22B is a diagram illustrating an example of a shop space dialogue. [Figure 23]Fig. 23A is a diagram illustrating an example of a sub-content screen when the player character stops at "Party Master." Fig. 23B is a diagram illustrating an example of a Party Master dialogue. [Figure 24] Fig. 24A is a diagram illustrating an example of a sub-content screen when the player character reaches a "checkpoint." Fig. 24B is a diagram illustrating an example of a checkpoint arrival effect. Fig. 24C is a diagram illustrating an example of a reward dialogue. [Figure 25] FIG. 25 is a diagram illustrating an example of a sub-contents screen when a friend character appears. [Figure 26] Fig. 26A is a diagram illustrating an example of a sub-contents screen when a rival character appears. Fig. 26B is a first diagram illustrating an example of a dice effect related to the rival character on the sub-contents screen. Fig. 26C is a second diagram illustrating an example of a dice effect related to the rival character on the sub-contents screen. [Figure 27] Fig. 27A is a diagram illustrating an example of a confirmation dialog, and Fig. 27B is a diagram illustrating an example of a sub-content screen when the "All 3" function is in use. [Figure 28] Fig. 28A is a first diagram illustrating an example of a dice effect when the "3 all at once" function is being used. Fig. 28B is a second diagram illustrating an example of a dice effect when the "3 all at once" function is being used. [Figure 29] Fig. 29A is a first diagram illustrating an example of a progression effect when the "All 3" function is being used. Fig. 29B is a second diagram illustrating an example of a progression effect when the "All 3" function is being used. [Figure 30] Fig. 30A is a third diagram illustrating an example of a progression effect when the "All 3" function is being used. Fig. 30B is a fourth diagram illustrating an example of a progression effect when the "All 3" function is being used. Fig. 30C is a diagram illustrating an example of a mass effect when the "All 3" function is being used. [Figure 31]FIG. 31 is a diagram illustrating an example of a performance at the start of a turn when the "All 3" function is being used. [Figure 32] Fig. 32A is a first diagram illustrating an example of a dice effect related to a rival character when the "All 3" function is being used. Fig. 32B is a second diagram illustrating an example of a dice effect related to a rival character when the "All 3" function is being used. Fig. 32C is a diagram illustrating an example of a progression effect related to a rival character when the "All 3" function is being used. [Figure 33] FIG. 33 is a diagram illustrating an example of the section skip management information. [Figure 34] FIG. 34 is a diagram illustrating an example of the section skip basic information. [Figure 35] FIG. 35 is a diagram illustrating an example of the section skipping reward information. [Figure 36] Fig. 36A is a diagram illustrating an example of a turn start effect on a sub-content screen when the section skip function is enabled, and Fig. 36B is a diagram illustrating an example of a sub-content screen at the first turn when the section skip function is enabled. [Figure 37] FIG. 37 is a diagram illustrating an example of the skip confirmation dialog. [Figure 38] Fig. 38A is a first diagram illustrating the flow of effects when the section skip function is used. Fig. 38B is a second diagram illustrating the flow of effects when the section skip function is used. Fig. 38C is a diagram illustrating an example of a section skip reward dialogue. [Figure 39] FIG. 39 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 40] FIG. 40 is a flowchart illustrating an example of main content management processing in a player terminal. [Figure 41] FIG. 41 is a flowchart illustrating an example of sub-contents management processing in a player terminal. [Figure 42]FIG. 42 is a flowchart illustrating an example of sub-content detail processing in a player terminal. [Figure 43] FIG. 43 is a flowchart illustrating an example of a process performed by a player terminal while a rival character is appearing. [Figure 44] FIG. 44 is a flowchart illustrating an example of checkpoint-related processing in a player terminal. [Figure 45] FIG. 45 is a flowchart illustrating an example of the skip process in the player terminal. [Figure 46] FIG. 46 is a diagram showing an example of remuneration information according to the first modified example. [Figure 47] FIG. 47 is a diagram showing an example of remuneration information according to the second modified example. DETAILED DESCRIPTION OF THE INVENTION
[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 1000, and a communication network N having a communication base station Na.
[0016] A player terminal (information processing device) 1 can establish communication with the server 1000 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0017] The server 1000 is configured to be able to communicate with a plurality of player terminals 1, and is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information (player information) for each player ID for identifying a player playing a game.
[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0020] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0021] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0022] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0023] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with 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 storage device 12 is connected to the CPU 10 via a bus 14.
[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0025] The storage unit 18 is configured with a ROM or RAM, 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 storage device 12 by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (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. In this embodiment, a so-called battle game in which ally characters battle against enemy characters is provided as the main content. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the main objective is for the ally characters formed into a party to defeat (clear) enemy characters and earn rewards.
[0030] In this embodiment, the sub-content provided is a so-called board game in which the player rolls dice and moves through the number of "squares" equal to the number of "squares" that appear. The main objective of the sub-content is to reach the "squares" of checkpoints set at predetermined intervals and obtain a reward. The "dice" are awarded when a predetermined condition is met. In this embodiment, the predetermined condition is met when the player logs in to the game for the first time in a predetermined period (e.g., one day). In this embodiment, the predetermined condition is met when the stamina consumed in the predetermined period (e.g., one day) reaches a predetermined amount (e.g., 700). Note that the content of the predetermined condition is not limited to these. For example, the predetermined condition may be met based on the number of times the main content, more specifically, a battle game belonging to the main content, is played. The predetermined condition may also be met when the player wins a lottery held after playing the main content, more specifically, a battle game belonging to the main content.
[0031] Fig. 3A is a diagram showing an example of a home screen, Fig. 3B is a diagram explaining an example of an ally character confirmation screen, and Fig. 3C is a diagram showing an example of a quest screen.
[0032] The home screen shown in Fig. 3A is the screen that is first displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in Fig. 3A, on the home screen, a menu bar 30 is displayed at the bottom of the display 26.
[0033] The menu bar 30 has a plurality of operation units that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation unit 30a labeled "HOME," an ally character confirmation screen selection operation unit 30b labeled "CHARACTER," a story screen selection operation unit 30c labeled "STORY," a quest screen selection operation unit 30d labeled "QUEST," a gacha screen selection operation unit 30e labeled "GACHA," and a menu screen selection operation unit 30f labeled "MENU." In the menu bar 30, operation units corresponding to each screen are highlighted so that the screen currently displayed on the display 26 can be identified. The menu bar 30 is basically displayed at the bottom of the display 26 on normal screens other than the title screen (not shown).
[0034] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. When the story screen selection operation unit 30c is tapped, a story screen (not shown) is displayed on the display 26. When the quest screen selection operation unit 30d is tapped, a quest screen (not shown) is displayed on the display 26. When the gacha screen selection operation unit 30e is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed description will be omitted, on the story screen, new stories are unlocked as the player progresses through the main quest (see FIG. 4A) described below on the quest screen, and the player can view the unlocked stories from the story screen. On the gacha screen, a gacha lottery can be held to acquire an ally character. On the menu screen, game settings and various information can be confirmed.
[0035] 3A corresponds to the initial screen, and has a header display area 31 at the top. The header display area 31 displays level information 31a indicating the player level associated with the player ID, and a stamina display bar 31b indicating the stamina of the player associated with the player ID. The level information 31a and information related to stamina are also included in the player information.
[0036] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required for play, a maximum number of times that the game can be played per day, etc. When playing a battle game for which a stamina consumption value required for play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0037] Although a detailed explanation will be omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit range. The stamina display bar 31b displays the current remaining stamina in relation to the stamina upper limit so that the player can visually grasp it.
[0038] 3A, on the home screen, a sub-content selection operation unit 32 labeled "Sub-content" is displayed above the menu bar 30. When the sub-content selection operation unit 32 is tapped, a sub-content screen (FIG. 7A), which will be described later, is displayed on the display 26.
[0039] When the ally character confirmation screen selection operation unit 30b shown in FIG. 3A is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. The ally character confirmation screen displays all images of ally characters corresponding to the ally character IDs associated with the player ID. That is, the ally character confirmation screen displays all ally characters possessed by the player. Note that the ally character ID is used to identify the ally characters, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player. The ally character ID is configured as part of the player information.
[0040] The ally character ID is stored in association with information about stars (rank), information about experience points, and information about level. Experience points increase when a character wins a battle game (described later) or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. Note that an upper level limit is set for each ally character, and the level can only increase up to the upper limit.
[0041] Furthermore, base values of combat power such as life points, attack power, and defense power are set for each ally character based on their stars (rank) and level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for each ally character increase as the number of stars (rank) increases and as the level increases.
[0042] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.
[0043] When the quest screen selection operation section 30d shown in Fig. 3A is tapped, the quest screen shown in Fig. 3C is displayed on the display 26. The quest screen displays a plurality of game type selection operation sections 44, each listing the type of battle game that is available. In this example, four types of battle games are available, and four game type selection operation sections 44 are displayed.
[0044] The game type selection operation unit 44 has a main quest selection operation unit 44a marked "Main Quest," a guild battle selection operation unit 44b marked "Guild Battle," a 1V1 battle selection operation unit 44c marked "1V1 Battle," and a 3V3 battle selection operation unit 44d marked "3V3 Battle."
[0045] When the main quest selection operation unit 44a is tapped, the main quest screen shown in FIG. 4A is displayed on the display 26. When the guild battle selection operation unit 44b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 44c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 44d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26.
[0046] Note that some types of battle games have release conditions set. Examples of the release conditions include a player level being equal to or higher than a predetermined value, viewing a specific story from a story screen, or clearing another predetermined battle game. Furthermore, each battle game type includes multiple battle games (hierarchical levels or loops). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.
[0047] In the player terminal 1, it is determined whether or not a battle game has been released based on the game release information, and only the game type selection operation unit 44 of a battle game that satisfies the release condition will accept the player's operation (tap). Therefore, the player can play only the battle game that satisfies the release condition.
[0048] Fig. 4A is a first diagram illustrating an example of a main quest screen, Fig. 4B is a first diagram illustrating an example of a main quest selection screen, and Fig. 4C is a first diagram illustrating an example of a party selection screen.
[0049] As described above, when the main quest selection operation section 44a is tapped in the game type selection operation section 44 shown in FIG. 3C, the main quest screen shown in FIG. 4A is displayed on the display 26.
[0050] The main quest screen displays a quest operation section 45 for selecting multiple battle games (levels) belonging to the main quest. The main quest screen also displays a menu bar 30 and a header display area 31. In this embodiment, the multiple battle games belonging to the main quest are broadly divided into main battle games, which have a set stamina consumption value required to play, and sub-battle games, which do not require the consumption of stamina to play. Furthermore, main battle games can generally be challenged again after being cleared. In contrast, sub-battle games cannot generally be challenged again after being cleared.
[0051] The quest operation unit 45 also displays completion information for each battle game. For example, the completion information for the main battle game is indicated by three stars. When the main battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned. Furthermore, for example, when a sub-battle game is completed, an icon labeled "Completed" (not shown) is displayed as completion information.
[0052] In the example of FIG. 4A, three stars are earned in the main battle game "1-1," two stars are earned in the main battle game "1-2," and one star is earned in the main battle game "1-3." Furthermore, no stars are earned in the main battle game "1-4," indicating that this battle game has not been cleared. Furthermore, in the sub-battle game "1-S," indicating that this battle game has not been cleared.
[0053] In the main quest, the release condition is set to be clearing the previous battle game (main battle game or sub-battle game). For example, in the example of Figure 4A, clearing main battle games up to "1-3" unlocks main battle game "1-4," but subsequent battle games ("1-S" and "1-5" and beyond, not shown) are not yet unlocked.
[0054] On the main quest screen, when the quest operation section 45 marked with, for example, "1-4" is operated (tapped), the main quest selection screen shown in FIG. 4B corresponding to the selected main battle game is displayed on the display 26.
[0055] As shown in FIG. 4B, the main quest selection screen displays enemy characters appearing in the battle game and items (rewards) that can be acquired in the battle game. The main quest selection screen also displays a challenge operation unit 46 labeled "Challenge" for challenging the battle game, and a cancel operation unit 40 labeled "Cancel" for canceling the processing corresponding to the currently displayed screen. The main quest selection screen also displays the amount of stamina required to play. In the example shown in FIG. 4B, the current amount of stamina and the amount of stamina obtained by subtracting the amount of stamina required to play from the current amount of stamina are displayed.
[0056] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in FIG. 4A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0057] On the other hand, when the challenge operation unit 46 is operated (tapped), the party selection screen shown in Fig. 4C is displayed on the display 26. The party selection screen displays all of the ally characters possessed by the player, and below it, a selected ally character display area 47 that displays the selected ally character.
[0058] Also displayed on the party selection screen are a cancel operation section 40 and a battle start operation section 49 labeled "Start Battle."
[0059] When the player operates (tap) a displayed ally character on the party selection screen, the operated ally character is displayed in the selected ally character display area 47. In other words, here, an ally character ID to be used in the battle game (to determine the party) is selected from among multiple ally character IDs associated with the player ID. A party is formed by the player selecting multiple ally characters. Note that the same ally character cannot be set more than once when forming a party.
[0060] Once the party formation is complete, the battle start operation unit 49 is operated (tapped) to start the battle game.
[0061] Fig. 5A is a diagram illustrating an example of a battle screen. Fig. 5B is a first diagram illustrating an example of a result screen. When the battle start operation unit 49 is operated (tapped) on the party selection screen shown in Fig. 4C, the battle game starts.
[0062] During the battle game, a battle screen is displayed as shown in FIG. 5A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.
[0063] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0064] As shown in FIG. 5A, an ally character display area 50 is provided at the bottom of the battle screen. The ally character display area 50 displays life points 50a and a special move gauge 50b for each ally character. The special move gauge 50b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 50b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the ally character's life points, or imparts a special effect to the enemy character.
[0065] Here, two patterns are provided for using a special move. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 50 when the special move gauge 50b has reached its maximum value. The other is a method in which, when the special move gauge 50b reaches its maximum value in the auto mode, the ally character uses a special move under computer control. An auto selection operation unit 51 is displayed on the battle screen, and the player can switch between the auto mode and the manual mode by operating the auto selection operation unit 51. When the auto selection operation unit 51 is operated in the manual mode, the mode switches to the auto mode in which the special move is automatically used. When the auto selection operation unit 51 is operated in the auto mode, the mode switches to the manual mode in which the special move is manually used. Even in the auto mode, when the special move gauge 50b has reached its maximum value and the special move has not been used under computer control, the player can operate (tap) the ally character to use a special move.
[0066] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 5B. Fig. 5B shows, as an example, the result screen when an ally character wins.
[0067] The result screen displays at least a portion of the game result information of the battle game, and also displays an end operation section 53 marked "Close."
[0068] The game result information includes the ally character ID (party) of the ally character, the enemy character ID of the enemy character, the remaining status of the ally character and enemy character at the end of the battle (whether or not their life points are 0 at the end of the battle game), the damage points inflicted (total value), whether the game is in manual or auto mode, the battle log ID, the type of battle game (main quest, guild battle, etc.), information associated with each type of battle game (clear information, battle game level, etc.), and information about the items assigned. Regarding whether the game is in manual or auto mode, if the game is in auto mode from the start to the end of the battle game and no special moves are manually used by the player, the game is in auto mode; otherwise, the game is in manual mode. A unique battle log ID is assigned to each battle game. The information associated with each type of battle game varies depending on the type of battle game.
[0069] Furthermore, as described above, in this embodiment, when the stamina consumed in a predetermined period (e.g., one day) reaches a predetermined amount (e.g., 700), "dice" that can be used in sub-content, which will be described later, are assigned to the player's player ID. When "dice" are acquired as a result of consuming stamina, a dice icon 54 indicating that "dice" have been acquired is displayed on the result screen.
[0070] Furthermore, when the end operation unit 53 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen. In other words, the result screen is a part of the battle screen. The normal screen that switches from the result screen may be the screen that was displayed immediately before switching to the battle screen, or may be a predetermined screen such as the home screen. In this way, the battle game ends when the display of the result screen ends.
[0071] Fig. 6A is a second diagram illustrating an example of a main quest screen, Fig. 6B is a second diagram illustrating an example of a main quest selection screen, and Fig. 6C is a second diagram illustrating an example of a result screen.
[0072] As described above, if the player wins the main battle game "1-4," the conditions for unlocking the sub-battle game "1-S" are met. When the quest operation unit 45 marked "1-S" on the main quest screen shown in Fig. 6A is operated (tapped), the main quest selection screen shown in Fig. 6B corresponding to the selected sub-battle game is displayed on the display 26.
[0073] As shown in Fig. 6B, the main quest selection screen corresponding to the sub-battle game displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. Also, as shown in Fig. 6B, the main quest selection screen corresponding to the sub-battle game notifies players that stamina is not required to play and that players cannot retry after clearing the game.
[0074] When the cancel operation unit 40 is operated (tapped), the main quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "1-S" is canceled.
[0075] On the other hand, when the challenge operation unit 46 is operated (tapped), a party selection screen is displayed on the display 26, similar to the main battle game described above. Furthermore, when the battle start operation unit 49 is operated (tapped) on the party selection screen, a battle game is started, similar to the main battle game described above.
[0076] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 6C. Fig. 6C shows, as an example, the result screen when an ally character wins.
[0077] The result screen displays at least a portion of the game result information of the battle game. The result screen also displays a termination operation section 53 labeled "Close."
[0078] In this embodiment, when a player clears a sub-battle game, a "recipe" is assigned to the player's player ID as a reward. As will be described in more detail later, a "recipe" is an item that allows for advantageous progress in the sub-content, which will be described later. When a "recipe" is acquired by clearing a battle game, a recipe icon 55 indicating that the "recipe" has been acquired is displayed on the result screen.
[0079] Next, the sub-content will be explained. The sub-content is made up of multiple turns, and in each turn, the player rolls the dice and moves through the number of "squares" on the "map" corresponding to the number of turns. The main objective of the sub-content is to reach the "squares" at checkpoints set at predetermined intervals on the "map" and earn rewards. The "maps" are pre-set and associated with "seasons" that have a set duration (for example, one month). When the currently ongoing "season" ends and the next "season" begins, the "map" changes.
[0080] In addition, in this embodiment, a case will be described in which a "3 all at once" function and a section skip function are provided as functions for improving the convenience of the player in the sub-content.
[0081] 7A is a first diagram illustrating an example of a turn start effect on a sub-content screen, showing the sub-content screen when the first turn starts in the sub-content.
[0082] In this embodiment, a target number of turns is set for the number of turns required to reach the "square" of the next checkpoint. In this embodiment, the target number of turns is set to 16. At the start of each turn, a turn start effect is executed on the sub-content screen, as shown in FIG. 7A.
[0083] In the turn start presentation, as shown in FIG. 7A, a turn start notification image 60 that notifies the current number of turns and the target number of turns is displayed for a predetermined period of time in the center of the sub-content screen.
[0084] 7B is a diagram illustrating an example of the sub-content screen in the first turn. When the display period of the turn start notification image 60 ends, as shown in FIG. 7B, the turn start notification image 60 is hidden, and various operations related to the progress of the sub-content become possible.
[0085] As shown in FIG. 7B, a plurality of "spaces" are displayed on the sub-content screen. In this embodiment, as will be described in detail later, at least one of a "mile space," a "shop space," a "cooking space," a "mini-game space," an "event space," a "reward space," a "gacha space," a "party space," and a "castle town space" is set for each "space." Also, a player icon P representing the player's avatar is displayed on the sub-content screen. Here, the player icon P is stored in association with the player's player ID.
[0086] The player icon P is displayed on any one of the "squares" displayed on the sub-content screen. When the player rolls the "dice," the player icon P moves through the number of "squares" indicated by the roll. That is, the "map" includes a plurality of points (e.g., "squares") connecting a section from a start point (e.g., the square marked "Start" in FIG. 7B) to an end point (e.g., the "castle town square" located in the upper left of FIG. 7B), and the player game media (e.g., the player icon P) associated with the player's player ID is configured to move through the plurality of points from the start point to the end point. Note that the example shown in FIG. 7B illustrates a case where only one route is provided from the start point to the end point on the "map." However, the route may branch midway between the start point and the end point on the "map," providing multiple routes. Also, although the example shown in FIG. 7B illustrates a case where the start point and the end point are on different "squares," the start point and the end point may be on the same "square" and the player may travel around the same section.
[0087] In this embodiment, after a player acquires the "dice," the player can exercise the right to use the "dice" at any timing within a certain period (e.g., two weeks). In other words, if a certain period (e.g., two weeks) has passed since the player acquired the "dice," the right to use the "dice" will expire. However, a usage period may not be set for the right to use the "dice." Furthermore, as described above, when the "season" changes and the "map" is changed, the right to use the "dice" may be retained without expiring even if the "map" is changed. Alternatively, when the "map" is changed in response to the change of the "season," the right to use the "dice" may be lost. Furthermore, when a new "season" starts, the right to use a predetermined number of "dice" may be granted to the player's player ID.
[0088] Furthermore, in this embodiment, the right to use "dice" is accumulated in association with the player ID of the player, but an upper limit may be set on the number of rights to use "dice" that can be accumulated in association with the player ID of the player. In other words, when the rights to use "dice" accumulated in association with the player ID of the player have reached the upper limit, new rights to use "dice" may not be accumulated in association with the player ID of the player even if a predetermined condition set in advance is satisfied.
[0089] That is, a player can exercise all of the rights to use the "dice" on the day that the "dice" is acquired. Alternatively, a player can save up the rights to use the "dice" over several days without exercising them, and then later exercise all of the rights to use the saved "dice" at once. In other words, when a predetermined condition is met, the rights to use the "dice" that can be consumed in the sub-content are accumulated in association with the player's player ID. This allows each player to use the "dice" in a way that suits their own play style, thereby increasing the enjoyment of the game.
[0090] As shown in FIG. 7B, the sub-content screen displays an owned dice information display section 62. The owned dice information display section 62 displays information about the "dice" owned by the player. Specifically, as shown in FIG. 7B, the owned dice information display section 62 displays information about the total number of "dice" owned by the player. The owned dice information display section 62 also displays information about the number of "dice" owned by the player that have a deadline for use that is the current day. When the owned dice information display section 62 is tapped, an owned dice dialog 64 is displayed on the display 26.
[0091] 7C is a diagram showing an example of the possessed dice dialog 64. As shown in Fig. 7C, the possessed dice dialog 64 displays information regarding the expiration date of each "dice" possessed by the player. In this embodiment, the possessed dice dialog 64 sorts and displays the "dice" with the nearest expiration date at the top.
[0092] In the owned dice dialog 64, the player can scroll to check information about the expiration dates of all the "dice" that the player owns.
[0093] Furthermore, "dice" with a predetermined number of days (e.g., three days) or less remaining until the expiration date may be displayed in a different manner from "dice" with more than the predetermined number of days remaining until the expiration date. For example, "dice" with a predetermined number of days or less remaining until the expiration date may be displayed in red, and "dice" with more than the predetermined number of days remaining until the expiration date may be displayed in black.
[0094] Furthermore, a close operation section 66 marked "Close" is displayed in the possessed dice dialog 64. When the close operation section 66 is tapped, the possessed dice dialog 64 is hidden, and the sub-content screen shown in FIG. 7B is displayed.
[0095] Returning to Fig. 7B, the sub-content screen displays information display section 68. As shown in Fig. 7B, the current number of turns and the target number of turns are displayed in information display section 68. This allows the player to grasp the current number of turns and the target number of turns even after turn start notification image 60 (Fig. 7A) is no longer displayed.
[0096] 7B, the sub-content screen also displays a menu operation section 70. When the menu operation section 70 is operated, a menu display 72 is displayed on the display 26.
[0097] 8A is a diagram showing an example of the menu display 72. As shown in FIG. 8A, a shop operation section 72a labeled "Shop" is displayed in the menu display 72. When the shop operation section 72a is tapped, an item shop dialogue 74 is displayed on the display 26.
[0098] A player can acquire a first in-game currency (referred to as "miles" in this embodiment) and a second in-game currency (referred to as "coins" in this embodiment) as the player progresses through the sub-content. FIG. 8B is a diagram illustrating an example of an item shop dialogue 74. In the item shop dialogue 74, the player can purchase various items by spending "coins." In this embodiment, in the item shop dialogue 74, the player can purchase various items for advantageously progressing through the main content, such as various pieces of equipment that can strengthen ally characters. For example, in the item shop dialogue 74, the player may be able to purchase an item for increasing the level of an ally character. In addition, in the item shop dialogue 74, the player may be able to purchase an item for increasing the star (rank) of an ally character. In addition, in the item shop dialogue 74, the player may be able to purchase an in-game currency that can be used outside the sub-content.
[0099] As shown in FIG. 8B, the item shop dialog 74 displays an icon corresponding to each purchasable item. Each icon also displays a purchase operation section 76 labeled "Purchase." By tapping the purchase operation section 76, the player can purchase the desired item in exchange for consuming a predetermined number of "coins."
[0100] As shown in FIG. 8B, the item shop dialogue 74 displays a bulk purchase operation section 78 labeled "Buy in Bulk." Each icon also has a check box displayed. A player can purchase multiple desired items in bulk by tapping one or more check boxes and then tapping the bulk purchase operation section 78 in exchange for consuming a predetermined number of "coins." This improves the player's operability when purchasing multiple items. After tapping the bulk purchase operation section 78, a predetermined confirmation screen may be displayed to prompt the player to confirm the purchase.
[0101] 8B, a back operation section 80 marked "Back" is displayed in the item shop dialog 74. When the back operation section 80 is tapped, the item shop dialog 74 is hidden and the sub-content screen shown in FIG.
[0102] Returning to FIG. 7B, the dice operation unit 81 is displayed on the sub-content screen. The dice operation unit 81 is displayed in an operable mode when the player has one or more "dice." On the other hand, when the player does not have any "dice," the dice operation unit 81 is displayed in an inoperable mode, for example, grayed out. FIG. 7B shows a case where the dice operation unit 81 is displayed in an operable mode (no hatching in FIG. 7B).
[0103] Additionally, a cooking operation unit 82 is displayed on the sub-content screen. The cooking operation unit 82 is displayed in an operable manner when the player possesses one or more "dishes." On the other hand, the cooking operation unit 82 is displayed in an inoperable manner, for example, grayed out, when the player does not possess any "dishes." FIG. 7B shows a case where the cooking operation unit 82 is displayed in an operable manner. Note that, as will be described in more detail later, "dishes" are items that can be acquired as the sub-content progresses. In this embodiment, the player can progress through the sub-content advantageously by using the "dishes" that he or she possesses.
[0104] Also, a 3-in-1 operation unit 83 is displayed on the sub-content screen. The 3-in-1 operation unit 83 is displayed in an operable manner when the player has three or more "dice." On the other hand, the 3-in-1 operation unit 83 is displayed in an inoperable manner, for example, grayed out, when the player does not have any "dice" or has only two or fewer "dice." FIG. 7B illustrates a case where the 3-in-1 operation unit 83 is displayed in an operable manner. As will be described in detail later, the "3-in-1" function is a function that allows the player to progress through the sub-content more quickly by rolling three "dice" at once compared to rolling the "dice" one by one. However, in this embodiment, using the "3-in-1" function may be more disadvantageous to the player than rolling the "dice" one by one. When transitioning to the sub-content screen for the first time after the "3-in-1" function is newly installed, an explanatory image (not shown) may be displayed on the display 26 to inform the player that the "3-in-1" function has been newly installed.
[0105] Also, a section skip operation unit 84 is displayed on the sub-content screen. As will be described in detail later, the section skip operation unit 84 is displayed in an operable manner when the section skip function is available. On the other hand, the section skip operation unit 84 is displayed in an inoperable manner (cross-hatched in FIG. 7B) when the section skip function is unavailable. FIG. 7B shows a case where the section skip operation unit 84 is displayed in an inoperable manner. Note that, as will be described in detail later, the section skip function is a function that allows the player icon P to advance in one go to the "square" of the next checkpoint in exchange for consuming a predetermined number of "dice" by operating the section skip operation unit 84 displayed in an operable manner.
[0106] However, in this embodiment, using the section skip function may be more disadvantageous to the player than rolling the "dice" one by one based on the player's manual operation (operation of the dice operation unit 81). For example, a reward that would be granted to the player's player ID when progressing through the game by rolling the "dice" one by one is not granted when the section skip function is used, which may be disadvantageous to the player. Also, for example, the game may be designed so that the reward obtained when using the section skip function is less than when progressing through the game by rolling the "dice" one by one, which may be disadvantageous to the player.
[0107] Furthermore, in this embodiment, when the section skip function is used, it may be more disadvantageous to the player than when the "All 3" function is used, based on the player's manual operation (operation of the dice operation unit 81). For example, when the "All 3" function is used to progress through the game, a reward that would be awarded when the section skip function is used is not awarded, which may be disadvantageous to the player. Furthermore, for example, the game may be designed so that the reward obtained when the section skip function is used is less than when the "All 3" function is used to progress through the game, which may be disadvantageous to the player.
[0108] In addition, when transitioning to the sub-content screen for the first time after the section skip function has been newly installed, an explanatory image (not shown) may be displayed on the display 26 to inform the player that the section skip function has been newly installed.
[0109] FIG. 9A is a diagram illustrating an example of the owned dish dialog 85. When the cooking operation unit 82 is tapped, the owned dish dialog 85 is displayed on the display 26. As shown in FIG. 9A, the owned dish dialog 85 displays a list of icons corresponding to the "dishes" possessed by the player. Each icon also displays a use operation unit 86 labeled "Use." By tapping the use operation unit 86, the player can use the corresponding "dish." By using the "dish," the player can obtain a predetermined effect that enables the player to progress through the sub-content with an advantage. This predetermined effect varies depending on the type of "dish." After tapping the use operation unit 86, a predetermined confirmation screen may be displayed to ask the player to confirm use.
[0110] As the predetermined effect, for example, an effect of increasing the number of "dice" to be rolled may be set. Also, for example, an effect of limiting the number of "dice" rolled to 1 to 3 may be set. Also, for example, an effect of limiting the number of "dice" rolled to 4 to 6 may be set. Also, for example, an effect of limiting the number of "dice" rolled to odd numbers may be set. Also, for example, an effect of limiting the number of "dice" rolled to even numbers may be set. Also, for example, an effect of increasing the number of "dice" rolled n times (n = a predetermined integer) may be set. Also, for example, an effect of allowing the "dice" to be rerolled up to one time may be set. Also, for example, an effect of changing the type of "square" may be set. Note that if the sub-content is a game that progresses based at least on the parameters of a character, a predetermined item that advantageously changes (strengthens) the parameters of the character may be substituted for "cooking" in this embodiment.
[0111] Additionally, each icon displays a detailed operation section 87. When the detailed operation section 87 is tapped, a detailed screen (not shown) is displayed, which displays various information about the corresponding "dish." When the close operation section 88, which is labeled "close," is tapped, the display of the owned dishes dialog 85 ends, and the sub-content screen that was displayed immediately before the owned dishes dialog 85 was displayed is displayed.
[0112] FIG. 9B is a diagram illustrating an example of a sub-content screen when a "dish" is used. As described above, when the use operation unit 86 is tapped in the owned dish dialog 85 of FIG. 9A, the "dish" can be used. When the "dish" is used, an icon 82a corresponding to the "dish" selected by the player is displayed near the dish operation unit 82, as shown in FIG. 9B. The icon 82a is displayed in a manner that makes it possible to identify the type of "dish" selected by the player. For example, in FIG. 9B, an image corresponding to "dish D" and the words "eaten" are displayed as the icon 82a.
[0113] In this embodiment, the player is basically allowed to use only one "cooking" per turn. Therefore, when a "cooking" is used, the icon 82a is displayed in an inoperable state (cross-hatched in FIG. 9B) as shown in FIG. 9B.
[0114] FIG. 10 is a diagram illustrating an example of the types of "squares." As described above, in this embodiment, the types of "squares" include "mile squares," "shop squares," "cooking squares," "mini-game squares," "event squares," "reward squares," "gacha squares," and "castle town squares." Each "square" is assigned a predetermined function as a square effect. When the player icon P stops on a "square," a square effect corresponding to the type of "square" on which the player icon P stops is exerted.
[0115] As shown in FIG. 10 , an icon labeled "miles" is displayed on the "mileage space." Also, as shown in FIG. 10 , in this embodiment, three types of "mileage space" are provided: "Rank 1" to "Rank 3." When a player icon P stops on a "mileage space," the player can acquire "miles," which are a first in-game currency. In this embodiment, the higher the "rank" of the "mileage space," the more "miles" the player can acquire. For example, when a player icon P stops on a "mileage space" of "Rank 1," 500 "miles" can be acquired; when a player icon P stops on a "mileage space" of "Rank 2," 1000 "miles" can be acquired; and when a player icon P stops on a "mileage space" of "Rank 3," 1500 "miles" can be acquired. In other words, the number of "miles" that can be acquired is determined according to the "rank" of the "mileage space." The number of "miles" that can be acquired may be determined, for example, by lottery.
[0116] Furthermore, an icon with the word "shop" written on it is displayed on the "shop space." Furthermore, as shown in FIG. 10 , in this embodiment, three types of "shop space" are provided, namely, "Rank 1" to "Rank 3." When the player icon P stops on the "shop space," the player can purchase various items by spending "miles," which is the first in-game currency. In this embodiment, various items for advantageously progressing through the main content and "dishes" for advantageously progressing through the sub-content can be purchased. At this time, the "dishes" that can be purchased are determined based on the recipe possession information. Furthermore, in this embodiment, the higher the "rank" of the "shop space," the more advantageous the various items that the player can acquire.
[0117] 12 is a diagram illustrating an example of recipe possession information. As shown in FIG. 12, the recipe possession information includes information indicating the types of "recipes" possessed by the player. The recipe possession information also includes information indicating the types of "dishes" that can be purchased when the player icon P stops on the "shop space."
[0118] Each type of "recipe" is associated with a type of "dish." In this embodiment, as shown in Figure 12, the "dishes" corresponding to the "recipe" possessed by the player are set as the types of "dishes" that can be purchased.
[0119] Specifically, in the example shown in FIG. 12, the recipe possession information includes information indicating that the player possesses the "recipes" of "Initial 1," "Initial 2," "Cooking A," and "Cooking B." In this case, when the player icon P stops on the "shop space," the player can purchase a desired "dish" from among "Initial 1," "Initial 2," "Cooking A," and "Cooking B" by spending "miles," which is the first in-game currency. In other words, when the player icon P stops on the "shop space," the player can purchase a "dish" corresponding to a "recipe" that the player possesses. On the other hand, the player cannot purchase a "dish" corresponding to a "recipe" that the player does not possess.
[0120] As described above, in this embodiment, when a predetermined sub-battle game is cleared, a "recipe" is assigned to the player's player ID as a reward. In other words, as the player acquires successive "recipes" in accordance with the progress of the main content, "dishes" that become available for purchase when the player icon P stops on the "shop space" are sequentially unlocked. This makes it possible to stimulate the player's desire to play the main content with the aim of progressing advantageously through the sub-content.
[0121] In this embodiment, the "Initial 1" and "Initial 2" "Recipes" are unconditionally granted to all players without the need to clear a specific sub-battle game. This prevents a situation in which a beginner player who is unable to clear a specific sub-battle game is unable to acquire any "Recipes" and loses motivation to play.
[0122] Returning to FIG. 10, an icon showing an image of a dish is displayed in the "cooking space." When the player icon P stops on the "cooking space," the player can purchase the "dish" that they have won by lottery. At this time, the "dish" that is the subject of the lottery is determined based on the recipe possession information.
[0123] As shown in FIG. 12, the recipe possession information includes information indicating the type of "dish" that becomes the subject of a lottery when the player icon P stops on a "dish space."
[0124] In this embodiment, as shown in Figure 12, regardless of the types of "recipes" that the player possesses, "dishes" corresponding to all "recipes" are set as the types of "dishes" that are the subject of the lottery. In other words, the "dishes" that are the subject of the lottery include "dishes" of types that correspond to "recipe" that the player does not yet possess.
[0125] This allows for the types of "dishes" that are set as lottery targets to be the same for advanced players who have a relatively large number of types of "recipes" and beginner players who have a relatively small number of types of "recipes." This makes it possible to prevent situations where advanced players have an extremely advantageous advantage over beginner players in progressing through sub-content.
[0126] Returning to FIG. 10 , an icon labeled "mini-game" is displayed on the "mini-game square." When the player icon P stops on the "mini-game square," the player can play a specific mini-game. The player can then earn a reward based on the outcome of the mini-game. For example, the player may be able to earn "miles" or "coins" as a reward based on the outcome of the mini-game. Furthermore, the player may be able to earn a special item that can be converted into "coins" when reaching a checkpoint "square," as a reward based on the outcome of the mini-game.
[0127] Furthermore, an icon marked "event" is displayed on the "event space." When the player icon P stops on the "event space," an event is executed in which a predetermined effect image is displayed on the display 26. The predetermined effect image may be, for example, a conversation between ally characters. As the event is executed, the player can obtain a predetermined effect that enables the player to progress through the sub-content advantageously.
[0128] Furthermore, an icon resembling a treasure chest is displayed on the "reward square." Furthermore, as shown in FIG. 10 , in this embodiment, three types of "reward squares" are provided: "Rank 1" to "Rank 3." When the player icon P stops on a "reward square," an opening effect is executed on the display 26, in which the treasure chest is opened. Following the execution of the opening effect, the player can acquire a predetermined item as a reward, which enables the player to progress advantageously through the main content and sub-content. The reward from the "reward square" may be "miles" or "coins." Furthermore, the reward from the "reward square" may be a special item that can be converted into "coins" when the player reaches a checkpoint "square." In this embodiment, the higher the "rank" of the "reward square," the more advantageous the reward the player will acquire. The reward that can be acquired may be determined, for example, by lottery.
[0129] Furthermore, an icon with the word "gacha" written on it is displayed on the "gacha mass." When the player icon P stops on the "gacha mass," the player can execute a so-called gacha, which allows the player to acquire various items by lottery by spending "miles," which is the first in-game currency. In this embodiment, the player can acquire various items for advantageously progressing through the main content and "dishes" for advantageously progressing through the sub-content by lottery. At this time, the "dishes" to be selected by lottery are determined based on the recipe possession information.
[0130] As shown in Fig. 12, the recipe possession information includes information indicating the type of "dish" that will be the subject of a lottery when the player icon P stops on the "gacha mass." In this embodiment, as shown in Fig. 12, the "dish" that corresponds to the "recipe" possessed by the player is set as the type of "dish" that will be the subject of a lottery.
[0131] Specifically, in the example shown in FIG. 12, the "dishes" of "Initial 1," "Initial 2," "Dish A," and "Dish B" are set as the objects of the lottery. In other words, when the player icon P stops on the "Gacha Mass," the player can win by lottery a "dish" that corresponds to a "recipe" that the player owns. On the other hand, the player cannot win by lottery a "dish" that corresponds to a "recipe" that the player does not own.
[0132] As described above, in this embodiment, when a predetermined sub-battle game is cleared, a "recipe" is assigned to the player's player ID as a reward. In other words, as the player sequentially acquires "recipes" in accordance with the progress of the main content, "dishes" that are set as lottery targets when the player icon P stops on the "gacha mass" are sequentially released. This aims to increase the types of "dishes" that are set as lottery targets, thereby stimulating the player's desire to play the main content.
[0133] FIG. 13 is a diagram illustrating an example of cooking type information. As shown in FIG. 13, the cooking type information includes information indicating the type and effect of each type of "cooking." The type of "cooking" is information that indicates the general type of its effect. Specifically, as shown in FIG. 13, "cooking" with effect content related to the movement of the player icon P is classified into the "first type." Also, as shown in FIG. 13, "cooking" with auxiliary effect content other than the movement of the player icon P is classified into the "second type." Also, as shown in FIG. 13, "cooking" with special effect content that cannot be classified into either the "first type" or the "second type" is classified into the "third type."
[0134] Returning to FIG. 10, an icon labeled "Party" is displayed on the "Party Square." As described above, in this embodiment, a player can basically use only one "Cuisine" per turn. In contrast, when the player icon P stops on the "Party Square," the player can use one "Cuisine" from each category. In other words, when the player icon P stops on the "Party Square," the player can use up to three "Cuisines."
[0135] As shown in Fig. 10, an icon resembling a castle is displayed on the "castle town squares." In this embodiment, the "castle town squares" function as checkpoints provided at predetermined intervals (for example, every 15 to 50 squares). The "map" is divided into multiple sections, and a "castle town square" is provided at the last "square" of each section.
[0136] FIG. 11 is a diagram illustrating an example of a "map" having first to fourth sections. As shown in FIG. 11, the number of sections provided in one "map" may be a predetermined number (four sections, the first to fourth sections, in the example shown in FIG. 11). As shown in FIG. 11, in each section, a player icon P progresses through the "squares" from a checkpoint serving as a starting point to the next checkpoint along the arrow in the figure. That is, in the example shown in FIG. 11, when the first section is cleared, a second section begins, when the second section is cleared, a third section begins, and when the third section is cleared, a fourth section begins. Then, when the player icon P reaches the "castle town square" set as the last "square" of the fourth section, the player icon P again progresses through the first section. That is, the "map" is configured to loop through the first to fourth sections. This can prevent the data volume of the "map" from increasing. The type of each "square" except for the last "square" ("castle town square") placed in each section may be a type set in advance by the management, or may be determined by lottery.
[0137] When the player icon P reaches the "castle town square" within the target number of turns, the player can earn an achievement reward. For example, when the player icon P reaches the "castle town square" within the target number of turns, the player may be able to earn "coins" as the achievement reward. The player may also be able to earn a special item as the achievement reward. In this case, the special item granted to the player's player ID as the achievement reward is converted into "coins," and the converted "coins" are granted to the player's player ID. Furthermore, based on the special item the player possesses when reaching the checkpoint "square," the special item may be converted into "coins," and the "coins" may be granted to the player in addition to the achievement reward.
[0138] When the player icon P reaches a "castle town square," the target number of turns until reaching the "castle town square" in the next section and the current number of turns are reset. In this embodiment, a common target number of turns (e.g., 16 turns) is set within one "season." The target number of turns may be the same or different values across multiple "seasons." The target number of turns may be set to a different number depending on, for example, the distance between "castle town squares." Alternatively, even if the distance between "castle town squares" is the same, different target numbers of turns may be set. In this embodiment, a case has been described in which "castle town squares" are set as checkpoints, but a checkpoint may also be set between the last "square" of one section and the first square of the next section.
[0139] In this embodiment, a rival character who will be an opponent may appear in the sub-content. In this embodiment, the rival character is a so-called NPC (Non-playable character) that is automatically controlled by a computer. When a rival character appears, the player and the rival character take turns rolling the "dice" to compete to reach the "castle town square" first, creating a game element.
[0140] 14A is a diagram illustrating the probability of determining whether a rival character will appear. In this embodiment, if a rival character has not appeared, a lottery is held to determine whether a rival character will appear or not, based on the probability of determining whether a rival character will appear in FIG. 14A, each time the right to use the "dice" is exercised.
[0141] However, as shown in FIG. 14A, in this embodiment, the appearance of a rival character is not determined when the current number of turns is between the first and second turns. On the other hand, when the current number of turns is the third turn or later, the appearance of a rival character is determined with the probability defined in FIG. 14A. As shown in FIG. 14A, in this embodiment, the appearance determination probability is set to be higher as the current number of turns increases. Note that when the current number of turns is between the first and second turns, the lottery itself for determining the appearance of a rival character may not be executed, or the appearance determination probability may be set to 0% and the lottery for determining the appearance of a rival character may be executed.
[0142] The timing of the execution of the lottery to determine whether or not a rival character will appear may be after the execution of a progression effect, described below, in which the player icon P advances the number of "squares" equal to the number of dice rolled. Alternatively, the timing of the execution of the lottery to determine whether or not a rival character will appear may be before the execution of a progression effect, described below, in which the player icon P advances the number of "squares" equal to the number of dice rolled.
[0143] In addition, a preview effect may be executed that indicates the expectation level of the rival character's appearance in three levels: "high," "medium," and "low." For example, a preview effect with a "low" expectation level, a preview effect with a "medium" expectation level, and a preview effect with a "high" expectation level may be executed sequentially to gradually increase the player's sense of tension. Alternatively, a preview effect with a "high" expectation level may be executed suddenly without executing a preview effect with a "low" expectation level and a preview effect with a "medium" expectation level. Furthermore, if a preview effect with a "high" expectation level is not executed, the lottery for determining whether or not the rival character will appear may not be executed, or a lottery with a probability of determining appearance may be executed with a 0% probability. Then, after a preview effect with a "high" expectation level is executed, a lottery for determining whether or not the rival character will appear may be executed. This makes it possible to prevent a rival character from suddenly appearing without the preview effect being executed. Furthermore, by notifying the player in advance of the appearance of a rival character, the player can make advance preparations, such as collecting "food," to gain an advantage in the battle against the rival character, thereby making the game more interesting.
[0144] 14B is a diagram illustrating the appearance position of a rival character. When it is determined that a rival character will appear, the position at which the rival character will appear is determined based on the appearance position of the rival character shown in FIG. 14B. In this embodiment, as shown in FIG. 14B, the position at which the rival character will appear is determined based on the distance from the "square" where the player icon P is located to the "square" of the next checkpoint.
[0145] 14B , if the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is 50 squares or more, the "square" one square ahead of the "square" where the player icon P is located is determined as the position where the rival character will appear. That is, in this case, the rival character will appear in the "square" one square closer to the checkpoint than the "square" where the player icon P is located. However, as described above, in this embodiment, the "castle town squares" are arranged at intervals of a maximum of 50 squares, and the appearance of the rival character is not determined between the first and second turns. Therefore, if the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is 50 squares or more, the rival character will not appear.
[0146] 14B , when the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is 40 or more and 49 or less, the "square" nine spaces behind the "square" where the player icon P is located is determined as the position where the rival character will appear. That is, in this case, the rival character will appear in a "square" nine spaces farther from the checkpoint than the "square" where the player icon P is located. Similarly, when the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is 30 or more and 39 or less, the "square" seven spaces behind the "square" where the player icon P is located is determined as the position where the rival character will appear. When the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is 20 or more and 29 or less, the "square" four spaces behind the "square" where the player icon P is located is determined as the position where the rival character will appear. Furthermore, if the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is between 1 and 19 squares, the "square" one square behind the "square" where the player icon P is located is determined as the position where the rival character will appear. In other words, the closer the distance from the "square" where the player icon P is located to the "square" of the next checkpoint is, the closer the position where the rival character will appear to the player icon P is determined. This makes it possible to impart an appropriate sense of tension to the player when a rival character appears.
[0147] In this embodiment, a friend character may appear in the sub-content, providing an effect that allows the player to progress through the sub-content advantageously. FIG. 15 is a diagram illustrating an example of a friend joining probability. In this embodiment, if a friend character has not appeared in the current turn, when the right to use the "dice" is exercised, a lottery is held to determine whether a friend character will appear based on the friend joining probability in FIG. 15. As shown in FIG. 15, in this embodiment, different friend joining probabilities are set when the "All 3" function is not used and when the "All 3" function is used.
[0148] First, we will explain the probability of joining a friend when the "All 3" function is not being used. The probability of joining a friend is determined based on the sum of the base probability and the additive probability. Specifically, the base probability is set according to the number of times a friend character appears while the player icon P moves from the previous checkpoint to the next checkpoint. In other words, if a friend character has not yet appeared while the player icon P moves from the previous checkpoint to the next checkpoint, the base probability corresponding to the "first" number of times joining a friend is selected. In addition, the additive probability corresponding to the "first" number of times joining a friend is increased each time a losing result is derived in the lottery for the "first" number of times joining a friend.
[0149] Specifically, when the right to use the "dice" is exercised for the first time in the "first" number of times a friend joins, the probability of a friend joining is 5%. If a losing result is drawn in this lottery, the next time the right to use the "dice" is exercised, the probability of a friend joining is 25%. If a losing result is drawn in this lottery, the next time the right to use the "dice" is exercised, the probability of a friend joining is 45%. Then, when a winning result is drawn in the lottery for the "first" number of times a friend joins, the appearance of a friend character is determined.
[0150] As shown in FIG. 15 , in this embodiment, the base probability is set to a predetermined value regardless of the number of times a friend has joined. On the other hand, the additive probability is set to a smaller value the more times a friend has joined. This makes it possible to prevent a situation in which the appearance of a friend character is not determined at all while the player icon P is moving from the previous checkpoint to the next checkpoint. It also makes it possible to prevent a situation in which the appearance of a friend character is excessively determined while the player icon P is moving from the previous checkpoint to the next checkpoint. However, the base probability may be set to a smaller value the more times a friend has joined. Furthermore, the base probability and additive probability may be set to a larger value the more times a friend has joined.
[0151] Next, the probability of joining a friend when the "All 3" function is used will be described. When the "All 3" function is used, the right to use three "dice" is exercised at once. Therefore, if the probability of joining a friend when the "All 3" function is used is set to the same value as the probability of joining a friend when the "All 3" function is not used, the player may have the impression that the frequency of determining the appearance of a friend character is higher than when the "All 3" function is not used. Therefore, the additive probability when the "All 3" function is used is set to a value smaller than the additive probability when the "All 3" function is not used. The base probability when the "All 3" function is used is set to the same value as the base probability when the "All 3" function is not used. This makes it possible to prevent the player from having the impression that the frequency of determining the appearance of a friend character is higher than when the "All 3" function is not used. The base probability when the "All 3" function is used may be set to a value smaller than the base probability when the "All 3" function is not used.
[0152] In addition, it is possible to make the probability of joining a friend when the "All 3" function is used relatively lower than the probability of joining a friend when the "All 3" function is not used. This makes it possible to make the player relatively disadvantaged when the "All 3" function is used compared to when the "All 3" function is not used. This makes it possible to prevent a decrease in the motivation of players who exercise their right to use the "dice" one by one without using the "All 3" function.
[0153] However, the base probability and the additional probability when the "All together 3" function is used may be set to values greater than the base probability and the additional probability when the "All together 3" function is not used.
[0154] The timing of the execution of the lottery to determine whether or not a friend character will appear may be after the execution of a progression effect described below in which the player icon P advances the number of "squares" equal to the number of dice rolled. Alternatively, the timing of the execution of the lottery to determine whether or not a friend character will appear may be before the execution of a progression effect described below in which the player icon P advances the number of "squares" equal to the number of dice rolled.
[0155] Here, as an example, we will explain a situation where a losing result has already been drawn twice in the lottery for the "third time" number of times to join a friend, and the dice operation unit 81 is tapped without using the "All 3" function. In this case, the base probability is 5%. Also, the additive probability is 30% (15% x 2). Therefore, the probability of joining a friend, which is the sum of the base probability and the additive probability, is 35%.
[0156] Next, as an example, a case will be described in which a losing result has already been drawn twice in the lottery for the "third time" for joining a friend, and the dice operation unit 81 is tapped while the "All 3" function is in use. In this case, the base probability corresponding to each of the first to third "dice" is 5%. The additive probability corresponding to the first "dice" is 4% (2% x 2). The additive probability corresponding to the second "dice" is 6% (2% x 3). The additive probability corresponding to the third "dice" is 8% (2% x 4). Therefore, the probability of joining a friend corresponding to the first "dice" is 9% (5% + 4%). The probability of joining a friend corresponding to the second "dice" is 11% (5% + 6%). The probability of joining a friend corresponding to the third "dice" is 13% (5% + 8%). For example, if the lottery that determines whether or not a companion character corresponding to the first "dice" appears is won, the lotteries corresponding to the second and subsequent "dice" may not be executed.
[0157] FIG. 16 is a diagram illustrating an example of companion information. As shown in FIG. 16, the companion information includes information indicating the effect that will be exerted by the appearance of each companion character type. The companion information also includes information indicating whether the companion character can appear only while a rival character is appearing. In the example shown in FIG. 16, companion characters "Friend I" to "Friend L" are set to appear only while a rival character is appearing. On the other hand, companion characters "Friend A" to "Friend H" are set to appear regardless of whether a rival character is appearing or not.
[0158] Furthermore, the friend information includes information indicating whether the friend character will be excluded from appearing when the "All together 3" function is used. In the example shown in FIG. 16, the friend characters "Friend E" to "Friend L" are set to be excluded from appearing when the "All together 3" function is used. On the other hand, the friend characters "Friend A" to "Friend D" are set to be eligible for appearance regardless of whether the "All together 3" function is used. In this embodiment, if a friend character that is set to be excluded from appearing when the "All together 3" function is used has already appeared, the friend character will be discarded if the "All together 3" function is used.
[0159] Then, when the appearance of a friend character is determined as described above, the type of friend character to appear is determined based on whether a rival character is appearing or not and whether the "All together 3" function is being used. For example, if a rival character is appearing and the "All together 3" function is not being used, the type of friend character to appear is determined by a predetermined lottery from among "Friend A" to "Friend K."
[0160] Furthermore, when a rival character is not appearing and the "All-in-One 3" function is not in use, the type of friend character to appear is determined by a predetermined lottery from among "Friend A" to "Friend G." Furthermore, when the "All-in-One 3" function is in use, the type of friend character to appear is determined by a predetermined lottery from among "Friend A" to "Friend D," regardless of whether a rival character appears. However, the type of friend character to appear may be determined according to a predetermined order. Note that a friend character that appears will disappear when a predetermined disappearance condition is met. For example, the disappearance condition may be met when a predetermined lottery is won or when the number of appearance turns set for each friend character has elapsed.
[0161] In this way, when the "All 3" function is used, the appearance of some companion characters may be restricted or some companion characters that are currently appearing may be discarded, thereby reducing the risk of the player using the "All 3" function gaining an advantage.
[0162] FIG. 17A is a first diagram illustrating an example of a dice effect on a sub-content screen. FIG. 17B is a second diagram illustrating an example of a dice effect on a sub-content screen. When the dice operation unit 81 in FIG. 7B is tapped when the "3 All at Once" function is not being used, one right to use the "dice" is consumed, and the dice effect shown in FIG. 17A and FIG. 17B is executed. In other words, when the "3 All at Once" function is not being used, the dice operation unit 81 functions as an operation unit for consuming one right to use the "dice."
[0163] In the dice effect, after the first effect image 89 shown in Fig. 17A is displayed, the second effect image 90 shown in Fig. 17B is displayed. As shown in Fig. 17A, when the dice effect starts, the possessed dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, all-in-one operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This makes it possible to improve the visibility of the dice effect and each effect described below.
[0164] 17A, in the first effect image 89, an image of a player icon P throwing a die toward the center of the display 26 is displayed in the lower right corner of the display 26. In addition, as shown in FIG. 17B, in the second effect image 90, an image of a die showing the final result is displayed for a predetermined period of time.
[0165] This allows the player to be notified of the result of the "dice" roll. Fig. 17B shows the second effect image 90 when the result is "1". Note that, while the first effect image 89 is being displayed, if the player inputs a flick operation from the image resembling the dice in the first effect image 89 toward the center, it may be assumed that the dice are being rolled.
[0166] When the dice effect ends, the second effect image 90 is hidden, and a progression effect is executed in which the player icon P progresses through the number of "squares" equal to the number of dice rolled.
[0167] Fig. 18A is a diagram illustrating an example of a sub-content screen when a player icon P stops on a "cooking space." Fig. 18B is a diagram illustrating an example of a tap operation prompting effect. Fig. 18C is a diagram illustrating an example of a lottery effect.
[0168] As shown in Fig. 18A, a progress effect is executed, and when the player icon P stops on the "cooking space," a tap operation prompting effect is executed as shown in Fig. 18B. In the tap operation prompting effect, as shown in Fig. 18B, a tap operation prompting image 91 that prompts the player to perform a tap operation is displayed on the display 26.
[0169] When a tap operation by the player is detected, one of the "dishes" that are the subject of the lottery, which are determined based on the recipe possession information described above, is selected by lottery. A lottery effect in which a rapidly spinning slot is displayed is also executed for a predetermined period of time. In the lottery effect, as shown in FIG. 18C, a winning dish type image 92 indicating the type of the winning "dish" is finally displayed for a predetermined period of time. This allows the player to be notified of the type of the winning "dish." FIG. 17B shows the winning dish type image 92 when "dish D" is selected. When the lottery effect ends, the winning dish type image 92 is hidden, and a dish acquisition dialog 94 is displayed on the display 26.
[0170] 19A is a diagram illustrating an example of the dish acquisition dialog 94. As shown in FIG. 19A, the dish acquisition dialog 94 displays an icon image corresponding to the selected "dish" to notify the player that the "dish" has been acquired. When the close operation unit 96 of the dish acquisition dialog 94 is tapped, the display of the dish acquisition dialog 94 ends.
[0171] FIG. 19B is a second diagram illustrating an example of a turn start effect. The first turn ends with the completion of the display of the food acquisition dialogue 94, and the second turn begins. Then, as shown in FIG. 19B, a turn start effect is executed in which the turn start notification image 60 is displayed for a predetermined period of time. When the second turn begins, the dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, all-in-one operation unit 83, and section skip operation unit 84, which had been hidden, are displayed again. At this time, the display contents of the dice information display unit 62 and information display unit 68 are updated based on the consumption of "dice" in the first turn. Sub-contents are then progressed in a similar manner.
[0172] Fig. 20A is a diagram illustrating an example of a sub-content screen when the player icon P stops on a "gacha mass." Fig. 20B is a diagram illustrating an example of a gacha mass dialogue 98. As shown in Fig. 20A, a progression effect is executed, and when the player icon P stops on a "gacha mass," the gacha mass dialogue 98 is displayed on the display 26 as shown in Fig. 20B.
[0173] As shown in Fig. 20B, the gacha mass dialog 98 displays gacha operation units 100 corresponding to each of a plurality of types of gacha. In addition, each gacha operation unit 100 displays a detail operation unit 102. When the detail operation unit 102 is tapped, a detail screen (not shown) is displayed on which various information related to the corresponding type of gacha is displayed.
[0174] Furthermore, when the gacha operation unit 100 is tapped, a lottery for the corresponding type of gacha is held, and one of the "dishes" that are the subject of the lottery, determined based on the recipe possession information described above, is selected by lottery. The type of the "dish" that has been selected is then announced on a lottery result screen (not shown). When the display of the lottery result screen (not shown) ends, the turn moves to the next turn. Alternatively, when the end operation unit 104, marked "Exit Shop," is tapped, the display of the gacha mass dialog 98 ends, and the turn moves to the next turn.
[0175] Fig. 21A is a diagram illustrating an example of a sub-content screen when a player icon P stops on a "mileage marker." Fig. 21B is a diagram illustrating an example of a mileage marker effect on a sub-content screen. As shown in Fig. 21A, when a progression effect is executed and the player icon P stops on a "mileage marker," the mileage marker effect is displayed on the display 26 for a predetermined period of time.
[0176] As shown in FIG. 21B, the mile mass effect notifies the player that they have acquired a number of "miles" determined by lottery. Note that the "mile mass" may allow the player to acquire a predetermined number of "miles." When the mile mass effect ends, the turn moves to the next turn.
[0177] Fig. 22A is a diagram illustrating an example of a sub-content screen when the player icon P stops on the "shop space." Fig. 22B is a diagram illustrating an example of a shop space dialogue 105. As shown in Fig. 22A, a progress effect is executed, and when the player icon P stops on the "shop space," the shop space dialogue 105 is displayed on the display 26 as shown in Fig. 22B.
[0178] In the shop master dialogue 105, the player can purchase various items by spending "miles." As described above, in this embodiment, the "dishes" that can be purchased are set based on the recipe possession information.
[0179] As shown in FIG. 22B, the shop master dialogue 105 displays an icon corresponding to each purchasable item. Each icon also displays a purchase operation section 106 labeled "Purchase." By tapping the purchase operation section 106, the player can purchase the desired item in exchange for consuming a predetermined number of "miles." After tapping the purchase operation section 106, a predetermined confirmation screen may be displayed to allow the player to confirm the purchase.
[0180] As shown in FIG. 22B, the shop master dialogue 105 displays a bulk purchase operation section 107 labeled "Buy in Bulk." Each icon also has a check box displayed. A player can purchase multiple desired items in bulk by tapping one or more check boxes and then tapping the bulk purchase operation section 107 in exchange for consuming a predetermined number of "miles." This improves the player's operability when purchasing multiple items. After tapping the bulk purchase operation section 107, a predetermined confirmation screen may be displayed to allow the player to confirm the purchase.
[0181] 22B, an end operation section 108 labeled "Exit Shop" is displayed in the shop master dialog 105. When the end operation section 108 is tapped, the shop master dialog 105 is hidden and the turn moves to the next turn.
[0182] Fig. 23A is a diagram illustrating an example of a sub-content screen when the player character stops at "Party Master." Fig. 23B is a diagram illustrating an example of the party master dialog 109. As shown in Fig. 23A, when the progression performance is executed and the player icon P stops at "Party Master," the party master dialog 109 is displayed on the display 26 as shown in Fig. 23B.
[0183] The party master dialogue 109 notifies the player that they will be able to use up to three "dishes" in the next turn. Also, as shown in FIG. 23B, a close operation section 110 marked "close" is displayed in the party master dialogue 109. When the close operation section 110 is tapped, the party master dialogue 109 is hidden and the turn moves to the next turn.
[0184] FIG. 24A is a diagram illustrating an example of a sub-content screen when the player icon P reaches the "castle town square." FIG. 24B is a diagram illustrating an example of a checkpoint arrival effect. FIG. 24C is a diagram illustrating an example of a reward dialogue 116. As shown in FIG. 24A, when the progress effect is executed and the player icon P reaches the "castle town square," a checkpoint arrival effect (FIG. 24B) is displayed on the display 26 for a predetermined period of time.
[0185] When the player icon P reaches the "castle town square" within the above-mentioned target number of turns, as shown in Fig. 24B, a checkpoint arrival effect (Fig. 24B) is executed for a predetermined period in a mode (success mode) indicating that the goal has been achieved. Note that, when the player icon P reaches the "castle town square" after exceeding the above-mentioned target number of turns, a checkpoint arrival effect is displayed on the display 26 for a predetermined period in a mode (failure mode) indicating that the goal has not been achieved.
[0186] Then, when the checkpoint arrival effect ends, a reward dialog 116 is displayed on the display 26, as shown in FIG. 24C. The reward dialog 116 notifies the player that an achievement reward based on reaching the "castle town square" within the target number of turns has been granted to the player's player ID, and that a special item possessed by the player has been converted into "coins" and granted to the player's player ID. Then, when the OK operation unit 118 marked "OK" is tapped, the reward dialog 116 is hidden and the turn ends. Then, the current number of turns and the target number of turns are reset, and the player aims to reach the next "castle town square."
[0187] FIG. 25 is a diagram illustrating an example of a sub-content screen when a friend character appears. When it is determined that a friend character will appear, as shown in FIG. 25, a friend joining dialogue 120 displaying the text "A friend has joined!" is displayed on the display 26 for a predetermined period of time before the start of the next turn. When the display of the friend joining dialogue 120 ends, the turn moves to the next turn. In addition, a friend icon Pa that identifies the type of friend character that has appeared is displayed near the player icon P. The friend icon Pa is hidden when the friend character's disappearance condition is met or when the friend character is discarded based on the use of the "All 3" function.
[0188] Furthermore, the friend icon Pa may function as an operation unit. For example, when the friend icon Pa is tapped, a dialogue (not shown) may be displayed on the display 26, which displays an effect content corresponding to the type of friend character that has appeared.
[0189] FIG. 26A is a diagram illustrating an example of a sub-content screen when a rival character appears. When it is determined that a rival character will appear, as shown in FIG. 26A, a rival appearance dialog 122 displaying the text "A rival has appeared!" is displayed on the display 26 for a predetermined period of time before the start of a turn. When the display of the rival appearance dialog 122 ends, the turn moves to the next turn. In addition, a rival icon R indicating the rival character is displayed in the "square" determined as the appearance position of the rival character. The rival icon R is displayed until the player icon P arrives at the next checkpoint.
[0190] As described above, when a rival character appears, the player and the rival character roll the "dice" alternately, competing to reach the "castle town square" first. In this embodiment, when a rival character appears, the player rolls the "dice" first, and then the rival character rolls the "dice," and the sub-content progresses in this order.
[0191] The following will first describe a case where the "all three" function is not used while a rival character is appearing. When the dice operation unit 81 in FIG. 7B is tapped while a rival character is appearing, a dice effect (FIGS. 17A and 17B) is executed, and then a progression effect is executed in which the player icon P advances the number of "squares" equal to the number of dice rolled. Then, when various effects related to the exertion of the square effect corresponding to the "square" on which the player icon P stopped are completed, a dice effect related to the rival character is executed.
[0192] FIG. 26B is a first diagram illustrating an example of a dice effect related to a rival character on the sub-content screen. FIG. 26C is a second diagram illustrating an example of a dice effect related to a rival character on the sub-content screen. In the dice effect related to a rival character, first effect image 124 shown in FIG. 26B is displayed, followed by second effect image 126 shown in FIG. 26C. As shown in FIG. 26B, while the dice effect related to the rival character is being executed, the possessed dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, all-in-one operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This improves the visibility of the dice effect related to the rival character.
[0193] As shown in Fig. 26B, in the first effect image 124, an image of a rival icon R throwing one die toward the center of the display 26 is displayed in the lower left of the display 26. Also, as shown in Fig. 26C, in the second effect image 126, an image of a die showing the final result is displayed for a predetermined period of time.
[0194] This allows the player to be notified of the result of the "dice" roll of the rival character. FIG. 26C shows the second effect image 126 when the result is "6." When the dice roll effect for the rival character ends, the second effect image 126 is hidden, and a progression effect is executed in which the rival icon R advances the number of "spaces" equal to the number of dots rolled. When the progression effect ends, the turn moves to the next turn. When the player icon P finally reaches a checkpoint before the rival icon R, the player is awarded a predetermined item or in-game currency as a rival battle reward. The content of the rival battle reward may be determined based on the outcome of the game, the stopping position of the rival icon R as a result of the execution of the last progression effect for the rival icon R, the number of rights to use the "dice" consumed, etc.
[0195] If the rival icon R advances and lands on the same "square" as the player icon P, a predetermined mini-game will start before the turn moves to the next turn. The player can then earn a reward based on the result of the mini-game. For example, the player may be able to earn "miles" or "coins" as a reward based on the result of the mini-game. Furthermore, the player may be able to earn a special item that can be converted into "coins" when the player reaches a checkpoint "square" as a reward based on the result of the mini-game. When the mini-game ends, the turn moves to the next turn.
[0196] Next, the progress of sub-content when using the "All 3" function will be described. As shown in Fig. 7B, when All 3 operation section 83 is displayed in an operable mode, if All 3 operation section 83 is tapped, confirmation dialog 130 shown in Fig. 27A is displayed on display 26.
[0197] FIG. 27A is a diagram illustrating an example of the confirmation dialog 130. As shown in FIG. 27A, the confirmation dialog 130 displays various information related to the use of the "All 3" function. Also, as shown in FIG. 27A, the confirmation dialog 130 displays a close operation section 132 marked "Close" and a decision operation section 134 marked "Shake All." When the close operation section 132 is tapped, the use of the "All 3" function is canceled. On the other hand, when the decision operation section 134 is tapped, the use of the "All 3" function is decided.
[0198] 27B is a diagram illustrating an example of a sub-content screen while the "All 3" function is being used. As shown in FIG. 27B, when it is decided to use the "All 3" function, the display mode of the All 3 operation unit 83 changes to a display mode indicating that the "All 3" function is being used (hatched in FIG. 27B). Note that if the All 3 operation unit 83 is tapped again while the "All 3" function is being used, the use of the "All 3" function is stopped and the display mode returns to the original mode as shown in FIG. 7B (no hatching in FIG. 7B).
[0199] In this embodiment, "cooking" can be used even while the "All 3" function is being used. However, "cooking" may be disabled while the "All 3" function is being used. Also, some "cooking" may be disabled while the "All 3" function is being used. For example, a specific type of "cooking" may be disabled while the "All 3" function is being used. Furthermore, if a "cooking" with a specified number of turns for which its effect can be sustained is used while the "All 3" function is not being used, and then the "All 3" function is switched to be used while the effect is still being sustained, the effect may continue to be sustained. Alternatively, if a "cooking" with a specified number of turns for which its effect can be sustained is used while the "All 3" function is not being used, and then the "All 3" function is switched to be used while the effect is still being sustained, the effect may be canceled.
[0200] FIG. 28A is a first diagram illustrating an example of a dice effect when the "3 All at Once" function is being used. FIG. 28B is a second diagram illustrating an example of a dice effect when the "3 All at Once" function is being used. When the dice operation unit 81 in FIG. 27B is tapped while the "3 All at Once" function is being used, three rights to use the "dice" are consumed, and the dice effect when the "3 All at Once" function is being used, as shown in FIGS. 28A and 28B, is executed. In other words, when the "3 All at Once" function is being used, the dice operation unit 81 functions as an operation unit for consuming three rights to use the "dice."
[0201] In the dice effect when using the "All 3" function, first effect image 140 shown in Fig. 28A is displayed, followed by second effect images 142a, 142b, and 142c and skip bonus occurrence dialog 144 shown in Fig. 28B. As shown in Fig. 28A, when the dice effect starts, the possessed dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, all 3 operation unit 83, and section skip operation unit 84 are hidden on the sub-content screen. This makes it possible to improve the visibility of the dice effect and each of the effects described below.
[0202] 28A, in the first effect image 140, an image of a player icon P throwing three dice toward the center of the display 26 is displayed in the lower right corner of the display 26. In addition, as shown in FIG. 28B, in the second effect images 142a, 142b, and 142c, images of dice showing the final result are displayed for a predetermined period of time.
[0203] This allows the player to be notified of the result of the "dice" roll. Figure 28B shows second effect images 142a, 142b, and 142c when the results are "1", "3", and "6", respectively.
[0204] In addition, if the effect of various "cooking" or "companion" specifies the number of turns that the effect can be sustained, the continuation of the effect will be determined for each "dice" roll. For example, if an effect such as "increase the rank of the shop space by 1 for one turn" is in effect, an icon indicating that the above effect has been applied may be displayed on the "shop space" during progress based on the first "dice" roll, and the above effect may be discarded once progress based on the first "dice" roll has ended. In addition, when the above effect is discarded, the display of the icon indicating that the above effect has been applied may also be discarded.
[0205] For example, if the number of "dice" to be rolled next increases due to the effects of various "dishes" or "companions," specifically when "dish A" in Figure 13 is used, a second performance image corresponding to the increased number of "dice" may be separately displayed near the second performance image 142a that is the target of the effect.
[0206] Furthermore, when the effect of various "dishes" or "companions" causes the number on the "dice" to be 7 or more, a number may be directly displayed in the second effect images 142a, 142b, and 142c. Furthermore, when the effect of various "dishes" or "companions" causes a number to be added to the number on the "dice," the added number may be identifiably displayed in the second effect images 142a, 142b, and 142c.
[0207] Also, for example, when "Dish D" in Figure 13 is used, the result of the second performance image 142a corresponding to the first "dice" will be "8", the result of the second performance image 142b corresponding to the second "dice" will be "1", and the result of the second performance image 142c corresponding to the third "dice" will be the result determined by lottery.
[0208] Also, for example, when "Dish F" in Figure 13 is used, the number rolled on the second performance image 142a corresponding to the first "dice" will be "4", the number rolled on the second performance image 142b corresponding to the second "dice" will be "4", and the number rolled on the second performance image 142c corresponding to the third "dice" will be "4".
[0209] In this embodiment, if the right to use the "dice" is exercised three times without using the "3 All At Once" function, a total of three square effects are exerted. On the other hand, if the right to use the "dice" is exercised three times at once using the "3 All At Once" function, the player icon P advances at once based on the total value of the rolls of the three dice (here, 10 squares). Therefore, if the right to use the "dice" is exercised three times at once using the "3 All At Once" function, only the square effect of the "square" to which the player icon P has advanced is exerted based on the total value of the rolls of the three dice (here, 10 squares). In other words, if the "3 All At Once" function is not used, consuming one right to use the "dice" will produce a first effect of the player icon P advancing a "square" and a second effect of exerting a square effect corresponding to the "square" on which the player icon P stops. Furthermore, when the "3 All at Once" function is used, if the right to use the "dice" is consumed multiple times (three times in this embodiment), the first effect is exerted multiple times (three times in this embodiment), and the second effect is exerted once. In other words, in this embodiment, when the "3 All at Once" function is used, the sub-content progresses in a way that puts the player at a disadvantage in terms of the second effect compared to when the "dice" are rolled one by one without using the "3 All at Once" function.
[0210] However, if the number of times the mass effect occurs becomes extremely low, the player's advantage in progressing through the sub-content may be significantly reduced. Therefore, in this embodiment, when the right to use three "dice" at once is exercised using the "All 3" function, a predetermined reward is granted to the player as a skip bonus. Specifically, as the skip bonus, a reward determined by the same mass effect as the rank 1 "mile mass" and the same mass effect as the rank 1 "reward mass" is granted to the player's player ID. However, as the skip bonus, a fixed reward may be granted to the player's player ID in advance. Alternatively, the reward granted to the player's player ID as the skip bonus may vary depending on the progress of the sub-content. Specifically, for example, the status of items owned by the player may be determined, and an item to be granted to the player's player ID from items not owned by the player may be determined by lottery, and the item determined by lottery may be granted to the player's player ID. In addition, the player's player level may be determined, and an item to be assigned to the player's player ID may be determined by lottery from a group of items (options) that are preset corresponding to the player's player level, and the item determined by lottery may be assigned to the player's player ID.
[0211] In other words, by providing a skip bonus, although it is still more disadvantageous for the player to progress through the sub-content using the "All 3" function than if the player had exercised the right to use the "dice" one by one without using the "All 3" function, it is possible to adjust the situation so as to reduce the risk of the player's advantage decreasing drastically.
[0212] However, by providing a skip bonus, the degree of advantage to the player may be the same when the "All 3" function is used and when the "All 3" function is not used.
[0213] Alternatively, by providing a skip bonus, the player may have a greater advantage when the "All 3" function is used than when the "All 3" function is not used. In this case, for example, an item with higher parameters such as rarity, effect, level, etc. may be assigned to the player's player ID when the "All 3" function is used and the mass effect of the "square" on which the player icon P stops may be assigned to the player ID than an item that would be assigned to the player when the "All 3" function is not used and the mass effect of the "square" on which the player icon P stops.
[0214] Furthermore, the type of "mass" may be switched so that the mass effect exerted while the "All 3" function is being used is less favorable than the mass effect exerted while the "All 3" function is not being used. This may ensure that progressing through the sub-content using the "All 3" function is less favorable to the player than if the player exercised the right to use the "dice" one by one without using the "All 3" function. For example, the "mass effect" exerted while the "All 3" function is being used may result in items being drawn in a lottery that have lower parameters such as rarity, effect, and level than the "mass effect" exerted while the "All 3" function is not being used.
[0215] 28B, while the dice effect is being executed, a skip bonus generation dialogue 144 is displayed. The skip bonus generation dialogue 144 notifies the player of the reward that will be awarded to the player ID of the player as a skip bonus.
[0216] When the dice effect ends, the skip bonus occurrence dialogue 144 is hidden, and a progression effect is executed in which the player icon P progresses through the number of "spaces" equal to the total number of dice rolled in the second effect images 142a, 142b, and 142c.
[0217] FIG. 29A is a first diagram illustrating an example of a progression effect when the "All 3" function is being used. FIG. 29B is a second diagram illustrating an example of a progression effect when the "All 3" function is being used. FIG. 30A is a third diagram illustrating an example of a progression effect when the "All 3" function is being used. FIG. 30B is a fourth diagram illustrating an example of a progression effect when the "All 3" function is being used. FIG. 30C is a diagram illustrating an example of a case where a square effect is exerted when the "All 3" function is being used. When a progression effect when the "All 3" function is being used is executed, as shown in FIG. 29A, second effect images 142a, 142b, and 142c are displayed in reduced size in the lower left corner of the display 26. Also, as shown in FIG. 29A, a remaining progress number icon Q indicating the remaining number of squares to which the player icon P can be advanced is displayed near the player icon P. When the remaining progress number icon Q is initially displayed, the total number of dice rolled by the second effect images 142a, 142b, and 142c is displayed. In the example shown in FIG. 29A, the remaining progress number icon Q displays "10."
[0218] In this embodiment, first, a progression effect is executed in which the player icon P advances through the number of "spaces" corresponding to the number rolled on the "dice" shown in the second effect image 142a. In the example shown in FIG. 29A, since the number rolled on the "dice" shown in the second effect image 142a is 1, a progression effect is executed in which the player icon P advances by one space. As the player icon P advances, the number displayed on the remaining progress icon Q decreases by one each time the player icon P advances through a "space." Then, as shown in FIG. 29B, when the player icon P advances by one space corresponding to the number rolled on the "dice" shown in the second effect image 142a, an icon marked "Done" is displayed in the second effect image 142a, and the player icon P temporarily stops for a short period of time (for example, about 0.1 seconds). This notifies the player that the number of "spaces" corresponding to the number rolled on the first "dice" has been advanced. At this time, the space effect of the temporarily stopped "space" is not exerted.
[0219] Next, as shown in FIG. 30A , a progression effect is executed in which the player icon P advances through the number of "spaces" corresponding to the number rolled on the "dice" shown in the second effect image 142b. In the example shown in FIG. 30A , since the number rolled on the "dice" shown in the second effect image 142b is 3, a progression effect is executed in which the player icon P advances through three spaces. As the player icon P advances through a "space," the number displayed on the remaining progress icon Q decreases by 1 each time the player icon P advances through a "space." Then, as shown in FIG. 30A , when the player icon P advances through three spaces corresponding to the number rolled on the "dice" shown in the second effect image 142b, an icon marked "Done" is displayed in the second effect image 142b, and the player icon P temporarily stops for a short period of time (for example, about 0.1 seconds). This notifies the player that the number of "spaces" corresponding to the number rolled on the second "dice" has been advanced. At this time, the space effect of the temporarily stopped "space" is not exerted.
[0220] Next, as shown in FIG. 30B, a progress effect is executed in which the player icon P advances through the number of "spaces" corresponding to the number rolled on the "dice" shown in the second effect image 142c. In the example shown in FIG. 30B, since the number rolled on the "dice" shown in the second effect image 142c is 6, a progress effect is executed in which the player icon P advances through 6 spaces. As the player icon P advances through the "spaces," the number displayed on the remaining progress icon Q decreases by 1 each time the player icon P advances through a "space." Then, as shown in FIG. 30B, when the player icon P advances through the six spaces corresponding to the number rolled on the "dice" shown in the second effect image 142c, an icon marked "Done" is displayed in the second effect image 142c, and the player icon P is displayed stationary. This notifies the player that the number of "spaces" corresponding to the number rolled on the third "dice" has been advanced.
[0221] Then, when the player is notified that the player has advanced through the number of spaces equal to the result of the third die roll, the space effect of the space on which the player icon P is stopped is exerted. In the example shown in FIG. 30B , the player icon P stops on the reward space, and therefore the space effect of the reward space is exerted as shown in FIG. 30C . When the player icon P stops on the reward space, an opening effect is executed on the display 26, in which a treasure chest is opened, and then the reward space dialogue 150 is displayed as shown in FIG. 30C . As shown in FIG. 30C , the reward space dialogue 150 notifies the player of the item granted to the player ID by the space effect of the reward space. As shown in FIG. 30C , a close operation unit 152 marked "close" is displayed in the reward space dialogue 150. When the close operation unit 152 is tapped, the reward space dialogue 150 is hidden, the turn progresses to the next turn, and the start-of-turn effect shown in FIG. 31 is executed.
[0222] For example, a "square" may be provided with a square effect such as "move forward +3 squares." In this case, with an icon marked "Done" displayed in each of the second effect images 142a, 142b, and 142c, a progression effect is executed in which the player icon P moves forward three more "squares" due to the square effect.
[0223] If a friend character appears while using the "All 3" function, a friend joining dialogue 120 is displayed on the display 26 for a predetermined period of time before the start-of-turn performance is executed, similar to the case shown in Fig. 25. Then, when the display of the friend joining dialogue 120 ends, the start-of-turn performance shown in Fig. 31 is executed.
[0224] FIG. 31 is a diagram illustrating an example of a turn start effect when the "All 3" function is being used. In the turn start effect, as shown in FIG. 31, a turn start notification image 60 is displayed for a predetermined period of time in the center of the sub-content screen, announcing the current number of turns and the target number of turns. When the "All 3" function is used, the right to use the "dice" is exercised three times at once, resulting in the consumption of three turns. Therefore, if the "All 3" function is used in the first turn as shown in FIG. 27B, the next turn start effect will notify the player that the fourth turn will have started.
[0225] Furthermore, when the turn start effect begins, the dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, all-at-once operation unit 83, and section skip operation unit 84, which had been hidden, are displayed again. At this time, the display contents of the dice information display unit 62 and the information display unit 68 are updated based on the consumption of the three "dice" in the first turn. Subsequent sub-contents are progressed in a similar manner. In the example shown in FIG. 31 , the dice information display unit 62 displays 96 as the total number of "dice" possessed by the player. In other words, it is possible to use the "all-at-once" function again to exercise the right to use the "dice" three times at once. In such a case, as shown in FIG. 31 , the "all-at-once" function is maintained in use, and the all-at-once operation unit 83 is displayed in a manner indicating that the "all-at-once" function is being used (hatched in FIG. 31 ).
[0226] However, if the total number of "dice" possessed by the player falls to two or less, the state in which the "3 All" function is used is canceled when the turn start performance begins. In this case, the 3 All" operation unit 83 is displayed in an inoperable state, for example, grayed out. Sub-contents using the "3 All" function are progressed in the same manner thereafter.
[0227] Furthermore, if it is determined that a rival character will appear while the "All 3" function is being used, rival appearance dialog 122 is displayed on display 26 for a predetermined period of time, similar to the case shown in Fig. 26A, before the start-of-turn performance shown in Fig. 31 is executed. When the display of rival appearance dialog 122 ends, the start-of-turn performance shown in Fig. 31 is executed.
[0228] If the "3 All at Once" function is being used while a rival character is appearing, tapping the dice operation unit 81 executes a dice effect for when the "3 All at Once" function is being used, similar to FIGS. 28A and 28B. Thereafter, a progression effect is executed in which the player icon P advances, similar to FIGS. 29A, 29B, 30A, and 30B. When the player is notified that the player has advanced the number of "squares" equal to the number rolled on the third "dice," the square effect of the "square" on which the player icon P is stopped is exerted. When various effects related to the exertion of the square effect corresponding to the "square" on which the player icon P is stopped are completed, a dice effect related to the rival character is executed.
[0229] Fig. 32A is a first diagram illustrating an example of a dice effect related to a rival character while the "3 All Together" function is being used. Fig. 32B is a second diagram illustrating an example of a dice effect related to a rival character while the "3 All Together" function is being used. In the dice effect related to a rival character while the "3 All Together" function is being used, first effect image 160 shown in Fig. 32A is displayed, followed by second effect images 162a, 162b, and 162c shown in Fig. 32B.
[0230] As shown in Fig. 32A, in first effect image 160, an image of rival icon R throwing three dice toward the center of display 26 is displayed in the lower left of display 26. Also, as shown in Fig. 32B, in second effect images 162a, 162b, and 162c, images of dice showing the final result are displayed for a predetermined period of time.
[0231] This allows the player to be notified of the results of the "dice" roll of the rival character. Figure 32B shows second effect images 162a, 162b, and 162c when the results are "1," "3," and "1," respectively. When the dice effect for the rival character ends, second effect image 126 is hidden, and a progression effect is executed in which rival icon R progresses based on the total value of the results of the three dice (here, five squares).
[0232] FIG. 32C is a diagram illustrating an example of a progression effect related to a rival character while the "All 3" function is being used. When a progression effect related to a rival character is executed while the "All 3" function is being used, second effect images 162a, 162b, and 162c are displayed in reduced size at the bottom left of display 26, as shown in FIG. 32C. Also, as shown in FIG. 32C, a remaining progress number icon Q indicating the remaining number of squares to which rival icon R can be advanced is displayed near rival icon R. When remaining progress number icon Q is initially displayed, the total number of dice rolled by second effect images 162a, 162b, and 162c is displayed. In the example shown in FIG. 32C, remaining progress number icon Q displays "5."
[0233] Then, a progression effect in which the rival icon R advances through the number of "squares" equal to the number of dots on the "dice" shown in second effect image 162a, a progression effect in which the rival icon R advances through the number of "squares" equal to the number of dots on the "dice" shown in second effect image 162b, and a progression effect in which the rival icon R advances through the number of "squares" equal to the number of dots on the "dice" shown in second effect image 162c are sequentially executed. As the rival icon R advances, icons marked "Done" are sequentially displayed in second effect images 162a, 162b, and 162c. As the rival icon R advances, the number displayed on the remaining progress icon Q decreases by one each time it advances through a "square." Note that the square effect of the square on which the rival icon R stops may be exerted on the rival icon R. Alternatively, the square effect of the square on which the rival icon R stops may not be exerted on the rival icon R.
[0234] Then, when the player is notified that the number of "spaces" corresponding to the roll of the third "dice" relating to the rival character has been advanced, a turn start effect such as that shown in FIG. 31 is executed.
[0235] Note that if the player icon P reaches a checkpoint before the rival icon R while a rival character is appearing and the "All 3" function is being used, the number of dice rolled by the rival character will be changed. Specifically, if the number of "dice" used by the player icon P before reaching the checkpoint is three, the number of dice rolled by the rival character will be changed to two. Also, if the number of "dice" used by the player icon P before reaching the checkpoint is two, the number of dice rolled by the rival character will be changed to one. If the number of "dice" used by the player icon P before reaching the checkpoint is one, the rival character does not roll the dice, and the player's victory is confirmed. That is, in this embodiment, the rival character will roll the number of "dice" obtained by subtracting one from the number of "dice" used by the player icon P before reaching the checkpoint.
[0236] Then, when the player icon P reaches a checkpoint while a rival character is appearing and victory or defeat is decided, a checkpoint arrival effect is executed. If the player wins, the player's victory is announced in the checkpoint arrival effect. On the other hand, if the player loses, the player's defeat is announced in the checkpoint arrival effect.
[0237] In this embodiment, the player can arbitrarily switch between using and not using the "All 3" function in both situations where a rival character appears and where no rival character appears. That is, in a battle-style game, the player can arbitrarily change the game system during the battle. In a game where a player competes against an opponent, in order to shorten the play time, it is conceivable to use a method such as changing various effects in the game to shorter versions or using a fast-forward function that fast-forwards various effects.
[0238] In this embodiment, when the number of turns executed per operation by the player is increased from 1 to 3, the number of turns consumed per operation by the opponent also increases from 1 to 3. In this way, by switching the game system (the game progress conditions and the win / loss determination conditions) itself, it is possible to shorten and simplify the play time. This not only shortens the time required in a battle-style game, but also allows the player to switch the game system as needed at any time during the battle, which has the effect of increasing the variety of the game.
[0239] Furthermore, in games in which consumable rewards (rights to use "dice") are granted as the game progresses (logging in, consuming stamina, etc.), some players may feel that consuming these consumable rewards is a chore, which can lead to stress for the player. Therefore, as described above, in this embodiment, the player can switch between using the consumable rewards accumulated by the player one by one or consuming multiple rewards at a time within the scope of the game's characteristics. This can have the effect of reducing the stress felt by the player.
[0240] Next, the section skip function will be described. The section skip function is a function that allows the player icon P to advance in one go to the next checkpoint "square" in exchange for consuming a predetermined number of "dice." Note that the following description will be given assuming that the currently ongoing "season" is "season 7."
[0241] FIG. 33 is a diagram showing an example of section skip management information. The section skip management information is managed in association with the player ID of each player. The section skip management information is information that can be updated based on a manual operation by the player (operation of the dice operation unit 81). As shown in FIG. 33, the section skip management information stores information such as the fastest reaching record and a section skip enable flag, in association with a season ID that can identify the "season" of the sub-content.
[0242] Here, the fastest arrival record is information indicating the fastest number of turns required to reach the "square" of a checkpoint in a section numbered 1 in the "season" of the corresponding season ID. When the player icon P clears the section in which they are currently staying (reaches the checkpoint) for the first time in the currently ongoing "season" based on the player's manual operation (operation of the dice operation unit 81), the number of turns at the time the player icon P reaches the checkpoint is stored in the fastest arrival record of the section skip management information. Also, when the player icon P clears the section in which they are staying based on the player's manual operation (operation of the dice operation unit 81), if the number of turns at the time the player icon P reaches the checkpoint is less than the value stored in the fastest arrival record of the section skip management information, the value of the fastest arrival record of the section skip management information is updated.
[0243] However, the number of turns at the time when the player icon P reaches a checkpoint in each section may be stored as the number of clear turns. The smallest number of clear turns among the stored numbers may then be treated as the fastest record.
[0244] The example shown in Figure 33 shows a case where the fastest record reached by a player in "Season 7" is 13 turns. Also shown is a case where no value is stored as the fastest record reached by a player in a "Season" in which the event period has not yet begun (Season 8). However, a predetermined value (e.g., 99) indicating that the game has not yet been played may be stored as the fastest record reached by a player in a "Season" in which the event period has not yet begun.
[0245] The section skip usable flag is information indicating whether the section skip function is usable in the "season" of the corresponding season ID. In this embodiment, if the value of the section skip usable flag is "1," this indicates that the section skip function is usable in the "season" of the corresponding season ID. Also, if the value of the section skip usable flag is "0," this indicates that the section skip function is not yet usable in the "season" of the corresponding season ID.
[0246] As described above, when the value stored in the fastest arrival record of the section skip management information is equal to or less than the number of section skip usable turns in the currently ongoing "season" specified in the section skip basic information (FIG. 34) described below, the value of the section skip usable flag in the section skip management information is set to "1." On the other hand, when the value stored in the fastest arrival record of the section skip management information is greater than the number of section skip usable turns in the currently ongoing "season," the value of the section skip usable flag is maintained at "0."
[0247] Fig. 34 is a diagram showing an example of the section skip basic information. As shown in Fig. 34, the section skip basic information stores information on the starting square ID, the target number of turns, the number of turns in which the section skip can be used, the limit number of turns for using the section skip, and the dice used for the section skip, all associated with the season ID.
[0248] Here, the start square ID is information for identifying the "map" corresponding to each "season" and the "square" at the initial starting point on that "map."
[0249] Furthermore, the number of turns during which the section skip function can be used indicates the value of the fastest record reached in the "season" of the corresponding season ID, at which the section skip function becomes available. The example of Figure 34 indicates that in "season 7," the section skip function becomes available when the player's fastest record reaches 15 turns or less. In this embodiment, a value less than the target number of turns is set as the number of turns during which the section skip function can be used. However, the value of the number of turns during which the section skip function can be used may be set to the same value as the target number of turns, or may be set to a predetermined value greater than the target number of turns. Note that the number of turns during which the section skip function can be used may be set to a different value for each "season," or may be set to a common value.
[0250] Furthermore, the section skip usage limit turn indicates the number of turns at which the section skip function cannot be used in the "season" of the corresponding season ID when the value of the section skip usage flag is set to "1." The example of FIG. 34 indicates that in "season 7," once the number of turns in section 1 reaches the fifth turn or later, the section skip function cannot be used even if the value of the section skip usage flag is set to "1." In other words, when the value of the section skip usage flag is set to "1" in "season 7," this indicates that the section skip function can be used from the first turn to the fourth turn in section 1. Note that the section skip usage limit turn may be set to a different value for each "season," or a common value may be set.
[0251] In this embodiment, the case where "5" is set as the limit turn for use of the section skip is shown, but this is not limited to this. For example, "2" may be set as the limit turn for use of the section skip. In this case, the section skip function can be used only on the first turn (first turn) in section 1.
[0252] Furthermore, when the value of the section skip usable flag is set to "1," the section skip consumption dice indicates the number of "dice" consumed to use the section skip function in the "season" of the corresponding season ID. The example in FIG. 34 indicates that when the value of the section skip usable flag is set to "1" in "season 7," the section skip function can be used by consuming 15 "dice." In other words, even when the value of the section skip usable flag is set to "1" in "season 7," the section skip function cannot be used if the player owns 14 or fewer "dice."
[0253] In this embodiment, the value of the section skip consumption dice is set to the same value as the section skip available turns, regardless of the player's fastest record value. This makes it possible to prevent a player with a small fastest record value from having an excessively high advantage. However, the value of the section skip consumption dice may be set to vary depending on the player's fastest record value in each "season." For example, the value of the section skip consumption dice may be set to be smaller the smaller the player's fastest record value in each "season." This setting increases the significance of playing the game manually without using the section skip function in order to update the fastest record, thereby enhancing the so-called "advancement element."
[0254] The value of the section skip consumption dice may be set to a value less than the number of turns available for section skipping, or may be set to a predetermined value greater than the number of turns available for section skipping. Note that the section skip consumption dice may be set to a different value for each "season," or may be set to a common value.
[0255] The basic section skip information may be stored in association with a season ID, and may include information indicating the start and end times of the corresponding "season." The basic section skip information may also be stored in association with a season ID, and may include information indicating the number of "dishes" that the player can own in the corresponding "season."
[0256] Fig. 35 is a diagram showing an example of section skip reward information. As shown in Fig. 35, the section skip reward information stores information such as a season ID, an attained level, an upper limit of the fastest record, a lower limit of the fastest record number, a reward ID, and a number of rewards, all associated with a unique ID.
[0257] Here, the achievement level is an index determined based on the value of the player's fastest achievement record stored in the section skip management information (FIG. 33).
[0258] The upper and lower limits of the fastest record indicate the range of the player's fastest record corresponding to each level. In the example shown in Figure 35, if the player's fastest record in "Season 7" is 15 turns, the level reached will be Level 1. Similarly, if the player's fastest record in "Season 7" is 14 turns, 13 turns, 12 turns, 11 turns, or 10 turns, the levels reached will be Level 2, Level 3, Level 4, Level 5, or Level 6.
[0259] Also, in "Season 7," if the player's fastest record is 9 turns or less, the reached level will be level 7. Note that in "Season 7," the value "-1" stored as the fastest record lower limit when the reached level is level 7 indicates that the reached level will be level 7 if the player's fastest record stored in the section skip management information (FIG. 33) is equal to or less than "9," which is the value stored as the fastest record upper limit.
[0260] Furthermore, the reward ID is information that can identify the type of section skip reward that will be granted to the player ID of the player when the section skip function is used. Furthermore, the number of rewards is information that can identify the number of section skip rewards that will be granted to the player ID of the player when the section skip function is used. Note that in this embodiment, when the section skip function is used, the player cannot obtain the achievement reward. In other words, when the section skip function is used, the section skip reward will be granted to the player ID of the player instead of the achievement reward. The content of the section skip reward may be more disadvantageous or advantageous to the player than the achievement reward.
[0261] As shown in FIG. 35, in this embodiment, the higher the attainment level, the larger the value set as the number of rewards. In other words, the higher the attainment level, the more advantageous it is for the player. Also, in this embodiment, when the fastest attainment record is between 15 and 9 turns, the smaller the value of the fastest attainment record, the higher the attainment level. On the other hand, when the fastest attainment record is in the range of less than 9 turns, a common attainment level (level 7) is set regardless of the value of the fastest attainment record. This makes it possible to prevent the degree of advantage of players with small fastest attainment record values from becoming excessively high.
[0262] The range of the player's fastest achievement record corresponding to each achievement level, the content of the section skip reward, and the number of section skip rewards may be different for each "season," or may be the same.
[0263] Furthermore, in this embodiment, a case has been described in which a section skip reward of a common type (reward ID) is granted to the player's player ID in a number corresponding to the reached level regardless of which section in a "map" is cleared. However, a section skip reward of a type (reward ID) set according to the cleared section may also be granted to the player's player ID in a number corresponding to the reached level. In other words, the type (reward ID) of the section skip reward granted to the player's player ID when the section is cleared may differ for each section in a "map" corresponding to the ongoing season. Furthermore, the number of section skip rewards corresponding to the reached level may differ for each section in a "map" corresponding to the ongoing season.
[0264] Specifically, for example, when the season ID is 7 and the reached level is 1, if the skip function is executed in the second section, five rewards A corresponding to the second section may be assigned to the player's player ID, and if the skip function is executed in the third section, six rewards B corresponding to the third section may be assigned to the player's player ID.
[0265] In addition, a reward determined based on the reward earned by the player in a section that was cleared by manually playing the sub-content without using the section skip function, or a reward of the same content (type and number), may be assigned to the player's player ID as a section skip reward.
[0266] Next, we will explain the progress of sub-content when the section skip function becomes available. As mentioned above, the section skip function becomes available when the player's fastest record for the currently ongoing "season" is equal to or less than the number of turns for which section skipping is available, as specified in the section skip basic information (Figure 34).
[0267] FIG. 36A is a diagram illustrating an example of a turn start effect on a sub-content screen when the section skip function is enabled. FIG. 36B is a diagram illustrating an example of a sub-content screen for the first turn when the section skip function is enabled. When the turn start effect begins, the dice information display unit 62, information display unit 68, menu operation unit 70, dice operation unit 81, cooking operation unit 82, 3-in-one operation unit 83, and section skip operation unit 84, which were hidden in the previous turn, are displayed. When the display period of the turn start notification image 60 ends, the turn start notification image 60 is hidden as shown in FIG. 36B, and various operations related to the progress of the sub-content become possible.
[0268] In the section skip management information (FIG. 33), if the fastest record corresponding to the currently ongoing "season" stores the value of the player's fastest record for that "season," the value of the fastest record is displayed in the information display unit 68, as shown in FIG. 36B.
[0269] 36B, when the section skip function is available, the section skip operation unit 84 is displayed in an operable manner. When the section skip operation unit 84 is displayed in an operable manner, and the section skip operation unit 84 is tapped, a skip confirmation dialog 170 is displayed on the display 26.
[0270] Fig. 37 is a diagram illustrating an example of the skip confirmation dialog 170. As shown in Fig. 37, the skip confirmation dialog 170 displays various information related to the use of the section skip function. In the example shown in Fig. 37, the skip confirmation dialog 170 displays an image indicating the section skip reward that can be acquired when using the section skip function, the value of the skip reward level corresponding to the player's currently achieved level, and information related to the number of "dice" that will be consumed when using the section skip function.
[0271] The skip confirmation dialog 170 also notifies the player that, when the section skip function is used, all progress made by the player will be discarded, except for the "miles," "dice," "food," and "coins" possessed by the player. In this embodiment, when the section skip function is used while a friend character is appearing, the appearance of the friend character is discarded. When the section skip function is used while a rival character is appearing, the appearance of the rival character is discarded. Meanwhile, the "miles," "dice," "food," and "coins" possessed by the player immediately before using the section skip function are maintained. In addition, special items possessed by the player immediately before using the section skip function are discarded. However, the special items possessed by the player immediately before using the section skip function may be maintained rather than discarded. In this case, when the section skip function is used, in addition to the section skip reward, "coins" converted from the special items possessed by the player are granted to the player's player ID.
[0272] 37, the skip confirmation dialog 170 displays a back operation section 172 marked "Back" and a skip operation section 174 marked "Skip." When the back operation section 172 is tapped, the use of the section skip function is canceled. On the other hand, when the skip operation section 174 is tapped, the use of the section skip function is decided.
[0273] FIG. 38A is a first diagram illustrating the flow of effects when the section skip function is used. FIG. 38B is a second diagram illustrating the flow of effects when the section skip function is used. FIG. 38C is a diagram illustrating an example of a section skip reward dialog 180. When the section skip function is used, as shown in FIG. 38A, a section skip effect notifying the user that the section skip function has been used is displayed on the display 26 for a predetermined period of time. Then, when the display of the section skip effect ends, as shown in FIG. 38B, a checkpoint arrival effect is executed in a successful mode. As described above, if the section skip function is used while a rival character is appearing, the appearance of the rival character is canceled. Therefore, if the section skip function is used while a rival character is appearing, the checkpoint arrival effect does not notify the user of the outcome of the match with the rival character.
[0274] Then, when the checkpoint arrival effect ends, the section skip reward dialog 180 is displayed on the display 26, as shown in FIG. 38C. At this time, as shown in FIG. 38C, it is notified that the section skip function has been used and the player icon P has moved to the next checkpoint. The section skip reward dialog 180 also notifies the player that the section skip reward has been assigned to the player's player ID and the value of the skip reward level corresponding to the player's currently reached level. Then, when the OK operation unit 182 marked "OK" is tapped, the section skip reward dialog 180 is hidden and the turn ends. Then, the current number of turns and the target number of turns are reset, and the player aims for the next "castle town square."
[0275] As described above, the player can switch between using the accumulated consumable rewards one by one to clear one section, or using the number of section skip consumption dice (15) specified to immediately clear one section. When the section skip function is used, at least some of the various effects that would be executed if the sub-content were progressed without using the section skip function are omitted, and the section in which the player icon P is currently staying is treated as having been cleared (reached a checkpoint). This improves player convenience. Furthermore, the player can quickly and easily obtain section skip rewards.
[0276] When the section skip function is used, at least some of the various effects that would be executed if the sub-content were progressed without using the section skip function may be displayed at high speed (fast forwarded).
[0277] Furthermore, in order to use the section skip function, the fastest record for the number of turns in the currently ongoing "season" must be less than or equal to the number of turns available for section skipping. In other words, for at least one section in the currently ongoing "season," the player must play the sub-content manually without using the section skip function in order to have the player icon P reach the checkpoint. This ensures that, in each "season," the player has the opportunity to play the sub-content manually without using the section skip function.
[0278] Furthermore, unlike the section skip function of the present embodiment, which is enabled for sections that have already been cleared after reaching a checkpoint, the section skip function is enabled for sections that have not yet been played or cleared. Therefore, for example, a player can manually play subcontent in a section in which the player excels, setting the fastest time to reach the section skip enable turn value or less, thereby enabling the section skip function. Furthermore, by using the section skip function in a section in which the player is not good at, the player can proceed through the game while avoiding manually playing subcontent. In this way, the section skip function of the present embodiment allows for a wider range of options for how to progress through the game in accordance with each player's play style. This also makes it possible to improve the user experience and usability.
[0279] Furthermore, by setting the fastest record to a smaller value, the section skip rewards that can be obtained when using the section skip function will be more advantageous to the player. This improves convenience for the player while also providing a so-called "replay element" that can stimulate the player's desire to play.
[0280] As described above, in this embodiment, the section skip use limit turn is set to "5", so it is possible to use the section skip function in the period from the first turn to the fourth turn in section 1. Therefore, in this embodiment, it is possible to use the section skip function even in a situation where "dice" have already been consumed in section 1 (from the second turn to the fourth turn).
[0281] For example, when the section skip function is used in a situation where "dice" have already been consumed (from the second turn to the fourth turn), in this embodiment, the section skip function can be used by newly consuming the number of "dice" (15) specified for the section skip consumption dice in addition to the "dice" already consumed. For example, when the section skip function is used, in addition to the section skip reward, "coins" converted from a special item possessed by the player are granted to the player's player ID. Suppose the section skip function is used after the player icon P stops on a predetermined "square" in the current section and acquires the special item. In this case, in addition to the "dice" already consumed in the current section, the number of "dice" (15) specified for the section skip consumption dice is newly consumed, making it possible to prevent the player's advantage from becoming excessively high when using the section skip function.
[0282] However, when using the section skip function in a situation where "dice" have already been consumed (from the second turn to the fourth turn), the section skip function may be enabled by consuming "dice" so that the total number of "dice" already consumed and the number of "dice" to be consumed newly becomes the number specified for the section skip consumption dice (15). By setting it in this way, it is possible to reduce the possibility that the player will feel a sense of loss.
[0283] Furthermore, a reward content display operation unit (not shown) may be provided within the information display unit 68. In this case, when the reward content display operation unit is tapped, a reward content display dialog (not shown) may be displayed on the display 26. When a rival character does not appear, the reward content display dialog may display multiple switching operation units that can switch between the content of the reward that can be acquired as an achievement reward and the content of the reward that can be acquired as a section skip reward. On the other hand, when a rival character appears, the reward content display dialog may display multiple switching operation units that can switch between the content of the reward that can be acquired as an achievement reward, the content of the reward that can be acquired as a section skip reward, and the content of the reward that can be acquired as a rival battle reward.
[0284] Next, the basic configuration and communication processing of the player terminal 1 for executing the above-mentioned main content and sub-content will be described. Note that here, the basic communication processing for progressing the game and an example of the main communication processing related to the main content and sub-content will be described, and a description of other processing will be omitted.
[0285] (Functional Configuration of Player Terminal 1) 39 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0286] The terminal-side game control program includes a game execution control program 300, a battle game execution control program 302, and a sub-contents execution control program 304. Note that the programs listed in Fig. 39 are just examples, and the terminal-side game control program includes many other programs.
[0287] The data storage area 12b is provided with a player information storage unit 310 as a storage unit for storing data. The player information storage unit 310 stores, for example, section skip management information (FIG. 33), section skip basic information (FIG. 34), and section skip reward information (FIG. 35). Note that the above storage units are just examples, and the data storage area 12b is provided with many other storage units.
[0288] CPU 10 runs each program stored in program storage area 12a and updates data in each storage unit in data storage area 12b. CPU 10 runs each program stored in program storage area 12a, causing player terminal 1 (computer) to function as a terminal-side game control unit 1A. Terminal-side game control unit 1A includes a game execution control unit 300a, a battle game execution control unit 302a, and a sub-content execution control unit 304a.
[0289] Specifically, CPU 10 operates game execution control program 300, causing the computer to function as game execution control unit 300a. Similarly, CPU 10 operates battle game execution control program 302 and sub-contents execution control program 304, causing them to function as battle game execution control unit 302a and sub-contents execution control unit 304a, respectively.
[0290] The game execution control unit 300a controls the overall progress of the game. For example, the game execution control unit 300a transmits login information to the server 1000 when logging in to the game.
[0291] The battle game execution control unit 302a is responsible for control for executing the battle game. For example, the battle game execution control unit 302a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0292] Sub-content execution control unit 304a is responsible for control for executing the sub-content. For example, sub-content execution control unit 304a updates the sub-content screen and moves and displays player icon P, based on an operation input to player terminal 1.
[0293] (Control process in player terminal 1) Next, the main control processing in the player terminal 1 for executing the above main content and sub-content will be described.
[0294] 40 is a flowchart illustrating an example of the main content management process (P1) in the player terminal 1. The battle game execution control unit 302a of the player terminal 1 executes a battle game management process that manages the execution of the battle game in the main content (P1-1). Specifically, the battle game execution control unit 302a accepts a party formation by the player. Then, when the party formation is completed and the battle start operation unit 49 is operated, the battle game execution control unit 302a starts the battle game.
[0295] When a battle game begins, the battle game execution control unit 302a derives the progress and results of the battle game through calculations. Specifically, it performs processes related to the determination and execution of attacks by each character in the battle game, the determination of whether or not damage has been received and the amount of damage, the selection of motions related to the positional changes and elimination of each character, and the determination of victory or defeat in the battle game. During the battle game, the battle game execution control unit 302a also renders animations on the display 26 based on the results of the calculations. The battle game execution control unit 302a also subtracts the stamina consumption value required for play based on the execution of the battle game.
[0296] The battle game execution control unit 302a of the player terminal 1 determines whether the stamina consumed in a predetermined period (e.g., one day) has reached a predetermined amount (e.g., 700) based on the player's victory in the battle game (P1-3). As a result, if the consumed stamina has reached the predetermined value (YES in P1-3), the battle game execution control unit 302a adds the right to use "dice" to the player information corresponding to the player's player ID and stores it in the player information storage unit 310 (P1-5). In other words, when a predetermined condition set in advance is satisfied, the battle game execution control unit 302a stores the right to use "dice" that can be consumed in sub-content, linked to the player's player ID.
[0297] If the amount of stamina consumed has not reached the predetermined value (NO in P1-3), the battle game execution control unit 302a proceeds to step S1-7, which will be described later.
[0298] Based on the player's victory in the battle game, the battle game execution control unit 302a adds an item (clear reward) to the player information corresponding to the player's player ID and stores it in the player information storage unit 310 (P1-7).
[0299] 41 is a flowchart illustrating an example of the sub-contents management process (P2) in player terminal 1. Sub-contents execution control unit 304a of player terminal 1 determines whether or not sub-contents selection operation unit 32 has been tapped (P2-1).
[0300] As a result, if sub-contents selection operation unit 32 is tapped (YES in P2-1), sub-contents execution control unit 304a executes a sub-contents screen display process for displaying a sub-contents screen on display 26 (P2-3).
[0301] Sub-contents execution control unit 304a determines whether it is the start of a turn (P2-5). As a result, if it is the start of a turn (YES in P2-5), sub-contents execution control unit 304a updates (derives) the current number of turns, and executes turn start processing of executing turn start presentation that displays turn start notification image 60 (P2-7). If it is not the start of a turn (NO in P2-5), sub-contents execution control unit 304a proceeds to step P2-9, which will be described later.
[0302] Sub-contents execution control unit 304a determines whether or not use operation unit 86 in possessed dish dialog 85 (FIG. 9A) has been tapped, that is, whether or not an item use operation has been detected (P2-9). As a result, if an item use operation has been detected (YES in P2-9), sub-contents execution control unit 304a executes item use processing for using the “dish” corresponding to tapped use operation unit 86 (P2-11).
[0303] Specifically, sub-content execution control unit 304a consumes the "dish" possessed by the player that corresponds to the tapped use operation unit 86, thereby imparting a predetermined effect of the details set in the "dish" to the player information corresponding to the player ID of the player. Furthermore, sub-content execution control unit 304a displays icon 82a ( FIG. 9B ) that can identify the "dish" corresponding to the tapped use operation unit 86, near cooking operation unit 82. If an item use operation is not detected (NO at P2-9), sub-content execution control unit 304a proceeds to step P2-13, which will be described later.
[0304] Sub-contents execution control unit 304a determines whether purchase operation unit 76 or bulk purchase operation unit 78 in item shop dialog 74 (FIG. 8B) has been tapped, that is, whether an item purchase operation has been detected (P2-13). As a result, if an item purchase operation has been detected (YES in P2-13), sub-contents execution control unit 304a executes item purchase processing to purchase the items corresponding to tapped purchase operation unit 76 or bulk purchase operation unit 78 (P2-15).
[0305] Specifically, sub-contents execution control unit 304a spends "coins" possessed by the player to grant items corresponding to the tapped purchase operation unit 76 or bulk purchase operation unit 78 to the player information corresponding to the player's player ID. If an item purchase operation is not detected (NO in P2-13), sub-contents execution control unit 304a proceeds to step P2-17, which will be described later.
[0306] Sub-contents execution control unit 304a determines whether or not an operation has been input to 3-in-one operation unit 83 (FIG. 17A) that is displayed in an operable mode (P2-17). As a result, if an operation has not been input to 3-in-one operation unit 83, sub-contents execution control unit 304a moves the process to step P2-21, which will be described later.
[0307] Furthermore, when an operation on all 3 operation unit 83 is detected (YES in P2-17), sub-contents execution control unit 304a switches between whether or not to use the "all 3" function (P2-19). Specifically, when an operation on all 3 operation unit 83 is detected while the "all 3" function is not being used, sub-contents execution control unit 304a switches to a state where the "all 3" function is used. Furthermore, when an operation on all 3 operation unit 83 is detected while the "all 3" function is being used, sub-contents execution control unit 304a switches to a state where the "all 3" function is not being used. Furthermore, sub-contents execution control unit 304a switches the display mode of all 3 operation unit 83 based on the switching between whether or not to use the "all 3" function.
[0308] Sub-contents execution control unit 304a determines whether or not an operation has been input to dice operation unit 81 that is displayed in an operable manner, that is, whether or not a dice using operation has been detected (P2-21). As a result, if a dice using operation has been detected (YES in P2-21), sub-contents execution control unit 304a executes sub-contents detail processing (P3) that will be described later.
[0309] Sub-contents execution control unit 304a executes section skip function management processing (P2-23). Specifically, sub-contents execution control unit 304a determines whether or not a preset condition for using the section skip function is met. For example, the condition for use includes the fact that “1” is stored as the value of the section skip enable flag in section skip management information (FIG. 33) linked to the player ID of the player. For example, the condition for use also includes the fact that the current turn is within the section skip enable turn limit in the section skip basic information (FIG. 34). For example, the condition for use also includes the fact that the number of “dice” possessed by the player is equal to or greater than the value of the section skip consumption dice in the section skip basic information (FIG. 34). As a result, if the condition for use of the section skip function is met, sub-contents execution control unit 304a displays section skip operation unit 84 in an operable manner, and makes the section skip function usable. On the other hand, if the condition for use of the section skip function is not met, sub-contents execution control unit 304a displays section skip operation unit 84 in an inoperable manner, and makes the section skip function unusable.
[0310] Sub-contents execution control unit 304a determines whether or not an operation has been input to section skip operation unit 84, which is displayed in an operable manner (P2-25). As a result, if operation of section skip operation unit 84 is detected (YES in P2-25), sub-contents execution control unit 304a executes section skip processing (P6), which will be described later.
[0311] 42 is a flowchart illustrating an example of the sub-contents detail processing (P3). Sub-contents execution control unit 304a determines whether or not the "all at once 3" function is being used (P3-1). As a result, if the "all at once 3" function is being used (YES in P3-1), sub-contents execution control unit 304a moves the processing to step P3-3 described later. If the "all at once 3" function is not being used (NO in P3-1), sub-contents execution control unit 304a moves the processing to step P3-19 described later.
[0312] Sub-contents execution control unit 304a executes dice consumption processing to consume three rights to use the "dice" (P3-3). Specifically, sub-contents execution control unit 304a consumes three rights to use the "dice" from the player information corresponding to the player ID of the player, and updates the player information.
[0313] Sub-contents execution control unit 304a executes a first roll determination process (P3-5) for determining, by lottery, any of "1" to "6" as the roll of the "dice." Sub-contents execution control unit 304a also executes a second roll determination process (P3-7) for determining, by lottery, any of "1" to "6" as the roll of the "dice." Sub-contents execution control unit 304a also executes a third roll determination process (P3-9) for determining, by lottery, any of "1" to "6" as the roll of the "dice." In each roll determination process, if various effects are activated, the roll is determined taking into consideration the activated effects. In the present embodiment, roll determination lots are repeatedly executed to determine the rolls of three "dice," but the present invention is not limited to this. For example, one of a combination of pre-set combinations of rolls of three "dice" may be determined by a single lottery. Alternatively, a number between "3" and "18" may be determined by lottery, and the combination of the results of the three "dice" may be determined based on the determined number.
[0314] Furthermore, sub-contents execution control unit 304a determines the "square" on which player icon P is to stop, based on the rolls determined in the roll determination processes of steps P3-5 to P3-9 above and the current position of player icon P (P3-11).
[0315] Furthermore, sub-content execution control unit 304a determines the content of the reward to be granted to the player as a skip bonus (P3-13). Specifically, sub-content execution control unit 304a determines the reward as a skip bonus based on the same mass effect as a rank 1 "mile mass" and the same mass effect as a rank 1 "reward mass." Sub-content execution control unit 304a then adds the determined reward to the player information corresponding to the player ID of the player, thereby updating the player information. However, sub-content execution control unit 304a may also grant a preset fixed reward to the player ID of the player as a skip bonus. Alternatively, sub-content execution control unit 304a may change the content of the reward to be granted to the player ID of the player as a skip bonus, depending on the progress of the sub-content. Specifically, for example, sub-content execution control unit 304a may determine the status of items possessed by the player, determine by lottery an item to be assigned to the player's player ID from among items that the player does not possess, and assign the item determined by lottery to the player's player ID. Also, sub-content execution control unit 304a may determine the player level of the player, determine by lottery an item to be assigned to the player's player ID from among a group of items (options) set in advance corresponding to the player's player level, and assign the item determined by lottery to the player's player ID.
[0316] Furthermore, sub-contents execution control unit 304a executes dice effect execution processing for executing a dice effect (FIGS. 28A and 28B) (P3-15). Specifically, sub-contents execution control unit 304a first displays first effect image 140 shown in FIG. 28A. Thereafter, sub-contents execution control unit 304a displays second effect images 142a, 142b, 142c shown in FIG. 28B based on the result determined in steps P3-5 to P3-9. Furthermore, sub-contents execution control unit 304a displays skip bonus generation dialog 144 shown in FIG. 28B based on the reward determined in step S3-13.
[0317] Furthermore, sub-contents execution control unit 304a executes progress rendering execution processing for executing progress rendering (FIGS. 29A, 29B, 30A, and 30B) (P3-17). Specifically, sub-contents execution control unit 304a executes the renderings of FIG. 29A to FIG. 30B.
[0318] Sub-contents execution control unit 304a executes dice consumption processing to consume one right to use a "dice" (P3-19). Specifically, sub-contents execution control unit 304a consumes one right to use a "dice" from the player information corresponding to the player ID of the player, and updates the player information.
[0319] Sub-contents execution control unit 304a executes roll determination processing (P3-21) that determines, by lottery, one of "1" to "6" as the roll of the "dice." Note that in the roll determination processing, if various effects are activated, the roll is determined taking into consideration the currently activated effects.
[0320] Furthermore, sub-contents execution control unit 304a determines the "square" on which player icon P is to stop, based on the roll determined in the roll determination process of step P3-21 above and the current position of player icon P (P3-23).
[0321] Furthermore, sub-contents execution control unit 304a executes dice effect execution processing for executing a dice effect (FIGS. 17A and 17B) (P3-25). Specifically, sub-contents execution control unit 304a first displays first effect image 89 shown in FIG. 17A. Thereafter, sub-contents execution control unit 304a displays second effect image 90 shown in FIG. 17B based on the result determined in step P3-23.
[0322] Furthermore, sub-contents execution control unit 304a executes progress effect execution processing for executing a progress effect (P3-27). Specifically, as shown in 18A, sub-contents execution control unit 304a executes a progress effect in which player icon P progresses through "spaces" equal to the number on the "dice" displayed in second effect image 90 corresponding to the number rolled in step P3-23, and player icon P is displayed as still.
[0323] Sub-contents execution control unit 304a executes stopped square-related processing for exerting a square effect according to a "square" other than the checkpoint on which player icon P is stopped and displayed in step S3-17 or P3-27 above (P3-29).
[0324] Furthermore, sub-contents execution control unit 304a determines whether or not a rival character is currently appearing (P3-31). As a result, if it is determined that a rival character is currently appearing (YES in P3-31), sub-contents execution control unit 304a executes rival character appearance processing (P4), which will be described later.
[0325] If a rival character is not currently appearing (NO in P3-31), sub-contents execution control unit 304a executes rival character appearance management processing (P3-33). Specifically, sub-contents execution control unit 304a executes a lottery to determine whether or not a rival character will appear, based on the rival appearance determination probability of FIG. 14A. If it is determined that a rival character will appear, sub-contents execution control unit 304a determines the position at which the rival character will appear, based on the rival character appearance position shown in FIG. 14B. Furthermore, sub-contents execution control unit 304a displays a rival icon R at the determined rival character appearance position, as shown in FIG. 26A. Furthermore, sub-contents execution control unit 304a displays rival appearance dialog 122 on display 26, as shown in FIG. 26A.
[0326] Furthermore, sub-contents execution control unit 304a determines whether a friend character is currently appearing (P3-35). As a result, if a friend character is not currently appearing (NO in P3-35), sub-contents execution control unit 304a executes friend character appearance management processing (P3-37). Specifically, sub-contents execution control unit 304a determines a friend joining probability based on the sum of the base probability and the additive probability shown in FIG. 15, and performs a lottery to determine whether a friend character will appear based on the determined friend joining probability. Then, when the appearance of a friend character is determined by the lottery, sub-contents execution control unit 304a determines the type of friend character to appear from among the friend characters that can appear, based on the friend information shown in FIG. 16. Upon determining the type of friend character to appear, sub-contents execution control unit 304a displays friend joining dialog 120 on display 26, as shown in FIG. 25. Furthermore, sub-contents execution control unit 304a displays a friend icon Pa that enables identification of the type of friend character that has appeared in the vicinity of player icon P.
[0327] Furthermore, sub-contents execution control unit 304a executes checkpoint-related processing (P5) which will be described later.
[0328] 43 is a flowchart illustrating an example of the process during rival character appearance (P4). Sub-contents execution control unit 304a determines whether or not the "all in 3" function is being used (P4-1). As a result, if the "all in 3" function is being used (YES in P4-1), sub-contents execution control unit 304a transfers the process to step P4-3, which will be described later. If the "all in 3" function is not being used (NO in P4-1), sub-contents execution control unit 304a transfers the process to step P4-21, which will be described later.
[0329] Furthermore, sub-contents execution control unit 304a determines whether or not player icon P has reached a checkpoint based on the roll of the first "dice" (P4-3). Specifically, if, as a result of the progress effect of step P3-17 above, it is determined based on the roll of the first "dice" that player icon P has reached a checkpoint (YES in P4-3), sub-contents execution control unit 304a moves the process to step P4-19. If, as a result of the progress effect of step P3-27 above, it is determined based on the roll of the first "dice" that player icon P has not reached the checkpoint (NO in P4-3), sub-contents execution control unit 304a moves the process to step P4-5.
[0330] Sub-contents execution control unit 304a determines the number of dice to be rolled by the rival character (P4-5). Specifically, if the progress of player icon P in step P3-17 above shows that player icon P has not yet reached a checkpoint, sub-contents execution control unit 304a determines the number of dice to be rolled by the rival character to be three. Furthermore, if the progress of player icon P in step P3-17 above shows that player icon P has reached a checkpoint, sub-contents execution control unit 304a determines the number of dice to be rolled by the rival character to be the number of "dice" used by player icon P until it reached the checkpoint minus one.
[0331] Sub-content execution control unit 304a sequentially executes a first roll determination process (P4-7), a second roll determination process (P4-9), and a third roll determination process (P4-11) for determining, by lottery, one of "1" to "6" as the roll of the "dice." Note that in the present embodiment, the rolls of the three "dice" are determined by repeatedly executing roll determination lotteries, but the present invention is not limited to this. For example, any combination may be determined by a single lottery from among preset combinations of rolls of the three "dice." Alternatively, any number from "3" to "18" may be determined by lottery, and the combination of rolls of the three "dice" may be determined based on the determined number.
[0332] If the number of dice to be rolled by the rival character determined in step P4-5 above is 2, sub-contents execution control unit 304a does not execute the third roll determination process (P4-11). If the number of dice to be rolled by the rival character determined in step P4-3 above is 1, sub-contents execution control unit 304a does not execute the second roll determination process (P4-9) and the third roll determination process (P4-11).
[0333] Furthermore, sub-contents execution control unit 304a determines the "square" on which rival icon R is to stop, based on the roll determined in the roll determination processes of steps P4-7 to P4-11 above and the current position of rival icon R (P4-13).
[0334] Furthermore, sub-contents execution control unit 304a executes dice effect execution processing for executing a dice effect (FIGS. 32A and 32B) (P4-15). Specifically, sub-contents execution control unit 304a first displays first effect image 160 shown in FIG. 32A. Thereafter, sub-contents execution control unit 304a displays second effect images 162a, 162b, 162c shown in FIG. 32B based on the results determined in steps P4-7 to P4-11.
[0335] Furthermore, sub-contents execution control unit 304a executes progress rendering execution processing for executing the progress rendering (FIG. 32C) (P4-17). Specifically, sub-contents execution control unit 304a executes the rendering of FIG.
[0336] Furthermore, sub-contents execution control unit 304a executes win / loss determination processing (P4-19) when the "all-in-one 3" function is being used. Specifically, for example, if sub-contents execution control unit 304a determines in step P4-3 above that player icon P has reached the checkpoint based on the roll of the first "dice," it determines that player icon P has reached the checkpoint before rival icon R, and therefore determines that the player has won. Furthermore, if rival icon R has reached the checkpoint as a result of step P4-17 above, it determines that rival icon R has reached the checkpoint before player icon P or with fewer "dice" than the player, and therefore sub-contents execution control unit 304a determines that the player has lost. In other words, if player icon P has reached the checkpoint based on the roll of the second or third "dice" in step P4-3 above while the "all-in-one 3" function is being used, it determines whether the player has won or lost based on the result of step P4-17 above, that is, whether rival icon R has reached the checkpoint. Furthermore, if rival icon R reaches a checkpoint as a result of step P4-17 above when player icon P has not yet reached the checkpoint, sub-contents execution control unit 304a determines that the player has lost.
[0337] Furthermore, sub-contents execution control unit 304a determines whether player icon P has reached a checkpoint (P4-21). Specifically, if player icon P has reached a checkpoint as a result of the progress presentation in above step P3-27 or as a result of above step P3-29 (YES in P4-21), sub-contents execution control unit 304a moves the process to step P4-31. If player icon P has not yet reached a checkpoint as a result of the progress presentation in above step P3-27 or as a result of above step P3-29 (NO in P4-21), sub-contents execution control unit 304a moves the process to step P4-23.
[0338] Furthermore, sub-contents execution control unit 304a executes a roll determination process (P4-23) that determines, by lottery, one of "1" to "6" as the roll of the "dice." Note that in the roll determination process, if various effects are activated, the roll is determined taking into consideration the currently activated effects.
[0339] Furthermore, sub-contents execution control unit 304a determines the "square" on which rival icon R is to stop, based on the roll determined in the roll determination process of step P4-23 above and the current position of rival icon R (P4-25).
[0340] Furthermore, sub-contents execution control unit 304a executes dice effect execution processing for executing dice effects (FIGS. 26B and 26C) (P4-27). Specifically, sub-contents execution control unit 304a first displays first effect image 124 shown in FIG. 26B. Thereafter, sub-contents execution control unit 304a displays second effect image 126 shown in FIG. 26C based on the result determined in step P4-23.
[0341] Furthermore, sub-contents execution control unit 304a executes progress effect execution processing for executing a progress effect (P4-29). Specifically, sub-contents execution control unit 304a executes a progress effect in which rival icon R advances through the number of "spaces" equivalent to the number on the "dice" displayed in second effect image 126 that corresponds to the number rolled in step P4-23, and rival icon R is displayed as stopped.
[0342] Furthermore, sub-contents execution control unit 304a executes win / loss determination processing (P4-31) when the “all 3” function is not being used. Specifically, for example, when player icon P has reached a checkpoint, sub-contents execution control unit 304a determines whether rival icon R has reached the checkpoint before player icon P. As a result, if rival icon R has reached the checkpoint before player icon P, sub-contents execution control unit 304a determines that the player has lost. Furthermore, if player icon P has reached the checkpoint before rival icon R, sub-contents execution control unit 304a determines that the player has won. Note that, as a result of step P4-29 above, if rival icon R has reached the checkpoint, this means that rival icon R has reached the checkpoint before player icon P, and therefore sub-contents execution control unit 304a determines that the player has lost. Furthermore, if it is determined in step P4-21 above that player icon P has reached the checkpoint, this means that player icon P has reached the checkpoint before rival icon R, and therefore sub-content execution control unit 304a determines that the player has won.
[0343] 44 is a flowchart illustrating an example of the checkpoint-related processing (P5). Sub-contents execution control unit 304a determines whether or not player icon P has reached a checkpoint (P5-1). As a result, if player icon P has reached a checkpoint (YES in P5-1), sub-contents execution control unit 304a determines whether or not the current number of turns derived in step P2-7 above is less than the fastest record of the section skip management information (FIG. 33) (P5-3).
[0344] As a result, if the current number of turns is not less than the fastest recorded number (NO in P5-3), sub-contents execution control unit 304a moves the process to step P5-9, which will be described later.
[0345] Furthermore, if the current number of turns is less than the fastest arrival record (YES in P5-3), sub-contents execution control unit 304a executes fastest arrival record update processing to store the value of the current number of turns as the fastest arrival record in the section skip management information (FIG. 33) (P5-5).
[0346] Furthermore, sub-contents execution control unit 304a executes section skip enable flag setting processing (P5-7). Specifically, when the value of the fastest arrival record stored in step P5-5 above is equal to or less than the value of the section skip enable turn in the currently ongoing "season" defined in the section skip basic information (FIG. 34), sub-contents execution control unit 304a stores "1" as the value of the section skip enable flag in the section skip management information (FIG. 33). On the other hand, when the value of the fastest arrival record is greater than the value of the section skip enable turn in the currently ongoing "season", sub-contents execution control unit 304a maintains "0" as the value of the section skip enable flag.
[0347] Furthermore, sub-contents execution control unit 304a determines whether or not a rival character is currently appearing (P5-9). As a result, if a rival character is not currently appearing (NO in P5-9), sub-contents execution control unit 304a executes a checkpoint arrival presentation in either a success mode or a failure mode, based on the current number of turns and the target number of turns (P5-11).
[0348] Furthermore, if a rival character is currently appearing (YES in P5-9), sub-contents execution control unit 304a executes a checkpoint arrival effect including notification of the outcome of the match against the rival character in the sub-content (P5-13). Here, the checkpoint arrival effect is executed in either a success mode or a failure mode based on the current number of turns and the target number of turns.
[0349] Furthermore, the sub-content execution control unit 304a determines the content of the rival battle reward based on the outcome of the battle with the rival character in the sub-content, and executes a rival appearance reward determination process to grant the determined rival battle reward to the player's player ID (P5-15).
[0350] Furthermore, sub-content execution control unit 304a executes achievement reward determination processing that determines the content of the achievement reward based on the current number of turns and the target number of turns, and grants the determined achievement reward to the player ID of the player (P5-17). Here, sub-content execution control unit 304a may also grant "coins" to the player ID of the player separately from the achievement reward by converting a special item that the player possesses into "coins" based on the special item.
[0351] Furthermore, sub-contents execution control unit 304a executes reward notification processing for displaying on display 26 reward dialog 116 notifying the player of the various rewards etc. assigned to the player ID of the player in P5-15 and P5-17 above (P5-19).
[0352] FIG. 45 is a flowchart illustrating an example of the section skip processing (P6). Sub-content execution control unit 304a references the section skip basic information (FIG. 34), and executes dice consumption processing to consume the right to use the number of “dice” specified in the section skip consumption dice corresponding to the currently ongoing “season” (P6-1). Specifically, sub-content execution control unit 304a consumes 15 rights to use “dice” from the player information corresponding to the player ID of the player, and updates the player information. Furthermore, sub-content execution control unit 304a advances player icon P in one go to the “square” of the next checkpoint, thereby clearing the section currently in progress (reaching the checkpoint).
[0353] In this embodiment, when the section skip function is used, the section in which the player is currently staying is always cleared (a checkpoint is reached), but this is not limited to this. For example, when the section skip function is used, an automatic progression process may be executed in which at least some of the various effects that would be executed if the sub-content were progressed without the section skip function being used are omitted or fast-forwarded. In the automatic progression process, for example, the above P3-19 to P3-29 may be repeatedly executed (simulated) a predetermined number of times. In this case, there may be cases in which the section in which the player is currently staying is not cleared (a checkpoint is reached). Alternatively, in the automatic progression process, the above P3-19 to P3-29 may be repeatedly executed (simulated) until the section in which the player is currently staying is cleared (a checkpoint is reached).
[0354] Furthermore, sub-contents execution control unit 304a executes progress status discarding processing (P6-3). Specifically, if a friend character is currently appearing, sub-contents execution control unit 304a discards the appearance of the friend character. Furthermore, if a rival character is currently appearing, sub-contents execution control unit 304a discards the appearance of the rival character. Furthermore, sub-contents execution control unit 304a discards any special items that the player had in his possession immediately before using the section skip function.
[0355] Furthermore, sub-contents execution control unit 304a executes section skip effect execution processing for executing a section skip effect (FIG. 38A) (P6-5). Further, sub-contents execution control unit 304a executes checkpoint arrival effect execution processing for executing a checkpoint arrival effect (FIG. 38B) in a successful mode (P6-7). If the section skip function is used while a rival character appears, the appearance of that rival character is discarded in step P6-3 above. Therefore, in this case, no notification is given about the outcome of the match with the rival character in the checkpoint arrival effect.
[0356] Furthermore, sub-content execution control unit 304a executes section skip reward determination processing (P6-9). Specifically, sub-content execution control unit 304a determines the attained level in the currently ongoing “season” based on the fastest achievement record in the section skip management information (FIG. 33) and with reference to the section skip reward information (FIG. 35). Then, based on the determined attained level, it determines the type and number of section skip rewards with reference to the section skip reward information (FIG. 35). Then, it grants the determined type and number of section skip rewards to the player ID of the player. Furthermore, sub-content execution control unit 304a displays section skip reward dialog 180 (FIG. 38C) on display 26 based on the determined attained level and the content of the section skip reward.
[0357] In step P6-3 above, the special item possessed by the player immediately before using the section skip function may be maintained rather than discarded. In this case, sub-content execution control unit 304a may grant, to the player ID of the player, in addition to the section skip reward, "coins" into which the special item possessed by the player has been converted.
[0358] As described above, the player terminal 1 is provided with the game execution control program 300, the battle game execution control program 302, and the sub-contents execution control program 304. Furthermore, the player terminal 1 functions as a game execution control unit 300a, a battle game execution control unit 302a, and a sub-contents execution control unit 304a. However, some or all of these programs and functional units may be provided in the server 1000. In other words, these programs and functional units may be provided in either or both of the player terminal 1 and the server 1000.
[0359] 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 or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0360] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0361] Furthermore, the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. It goes without saying that the processing of the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the object of the present invention.
[0362] In any case, the information processing system S (game device G) comprises one or more computers, and the computers carry out the following processes.
[0363] (Processing performed by a computer) A process (in the above embodiment, as an example, step P3) of executing the first game (in the above embodiment, as an example, sub-content in the first section) based on the player's manual operation (in the above embodiment, as an example, operation of the dice operation unit 81). A process (in the above embodiment, as an example, steps P2-23 and P2-25) of accepting a first operation (in the above embodiment, as an example, an operation to the section skip operation unit 84) by the player after a first condition (in the above embodiment, as an example, reaching a checkpoint within the number of turns in which section skipping is available) is met in the first game (in the above embodiment, as an example, sub-content in the first section). When a first operation (in the above embodiment, as an example, an operation on the section skip operation unit 84) is input, a process (in the above embodiment, as an example, step P6) is performed in which at least a part of a second game (in the above embodiment, as an example, the sub-content in the second section) that is executed relatively later than a first game (in the above embodiment, as an example, the sub-content in the first section) is skipped and the second game (in the above embodiment, as an example, the sub-content in the second section) is executed.
[0364] In conjunction with the execution of the first game (in the above embodiment, as an example, the sub-content in the first section) based on the player's manual operation (in the above embodiment, as an example, operation of the dice operation unit 81), the computer may be caused to perform a process (in the above embodiment, as an example, P2-7) to derive result information (in the above embodiment, as an example, the number of turns when the player icon P reaches the checkpoint). The process of executing the second game (in the above embodiment, as an example, the sub-content in the second section) while omitting at least a part of the second game (in the above embodiment, as an example, the sub-content in the second section) may include a process of determining a reward (in the above embodiment, as an example, the section skip reward) based on result information (in the above embodiment, as an example, the number of turns when the player icon P reaches the checkpoint) and linking the determined reward (in the above embodiment, as an example, the section skip reward) to the player's player ID (in the above embodiment, as an example, step P6-9).
[0365] The computer may be caused to perform a process (in the above embodiment, for example, step P3) of executing a second game (in the above embodiment, for example, sub-content in the second section) based on a manual operation by the player (in the above embodiment, for example, operation of the dice operation unit 81). In conjunction with the execution of the second game (in the above embodiment, as an example, the sub-content in the second section) based on the player's manual operation (in the above embodiment, as an example, operation of the dice operation unit 81), the computer may be caused to perform a process (in the above embodiment, as an example, P2-7) to derive result information (in the above embodiment, as an example, the number of turns when the player icon P reaches the checkpoint). The computer may perform a process (in the above embodiment, for example, step P2-23, step P2-25) of accepting a second operation by the player (in the above embodiment, for example, an operation to the section skip operation unit 84) at least after a first condition (in the above embodiment, for example, the sub-content in the first section) is met in the first game (in the above embodiment, for example, the sub-content in the first section) and / or after a second condition (in the above embodiment, for example, the sub-content in the second section) is met (in the above embodiment, for example, the sub-content in the second section). When the second operation (in the above embodiment, as an example, an operation on the section skip operation unit 84) is input, the computer may be caused to perform a process (in the above embodiment, as an example, step P6) of executing the third game (in the above embodiment, as an example, the sub-content in the third section) while skipping at least a part of the third game (in the above embodiment, as an example, the sub-content in the third section), which is executed relatively later than the second game (in the above embodiment, as an example, the sub-content in the second section). The process (in the above embodiment, as an example, step P6) of executing the third game (in the above embodiment, as an example, the sub-content in the third section) while omitting at least a part of the third game (in the above embodiment, as an example, the sub-content in the third section) may include a process (in the above embodiment, as an example, step P6) of determining a reward (in the above embodiment, as an example, the section skip reward) based on the most advantageous result information (in the above embodiment, as an example, the number of turns when the player icon P reached the checkpoint) derived in the past, and linking the determined reward (in the above embodiment, as an example, the section skip reward) to the player's player ID (in the above embodiment, as an example, step P6-9).
[0366] In the above embodiment, a so-called battle game in which a friendly character battles an enemy character is provided as an example of a game related to the main content. However, the specific content and genre of the game are not limited to the above embodiment. In the above embodiment, a so-called board game in which a player rolls dice and moves through the number of "squares" equal to the number of "squares" shown is provided as the sub-content. However, the specific content and genre of the game are not limited to the above embodiment. For example, the present invention is applicable to any game genre, such as a battle game, a roll-playing game, a shooting game, a puzzle game, or a rhythm game. For example, the present invention may be applied to a training game in which a player trains a character that can be used in a sports game. Playing the training game may grant items or parameters (e.g., stamina) for playing the sports game, or items that allow the player to advance advantageously in the sports game. Playing the sports game may grant items or parameters (e.g., stamina) for playing the training game, or items that allow the player to advance advantageously in the training game. The present invention may also be applied to a game in which the main content and the sub-content may be of different game genres. The present invention may also be applied to a game in which the main content and the sub-content may be of the same game genre. Also, only sub-contents may be provided without providing main content.
[0367] Furthermore, in the above embodiment, the section skip function was used as an example, which is a function that allows sub-content to be progressed more quickly by consuming the number of "dice" (15) specified for the section skip consumption dice, rather than rolling the "dice" one by one, but the present invention is not limited to this.
[0368] For example, a skip function may be applied to the main quest in the above embodiment. In this case, for example, if a condition set in the main battle game "1-1" is met based on a player's manual operation, the skip function may be enabled in the main battle games "1-2" and beyond. The conditions may include, for example, clearing the main battle game "1-1," clearing it with all allies surviving, clearing it with the total HP of allies at or above a predetermined percentage, clearing it within a predetermined time (e.g., 100 seconds), obtaining a specific item through a quest or quest reward, or a combination thereof.
[0369] In this case, for example, a skip button may be set on the main quest selection screen of Figure 4B, and if the conditions are not met, the skip button may be grayed out and not accept any operation, and if the conditions are met, the skip button may be displayed in color and may accept operation.
[0370] For example, when the conditions are met and the skip button is pressed, the display of the battle screen (FIG. 5A) may be omitted, and the state may change to a stage where the player has defeated the enemy. In this case, a bonus according to the content of the "1-1" main battle game may be granted to the player's player ID as a skip reward. For example, the shortest number of seconds required to manually clear the main battle game when played manually without using the skip function may be stored as the fastest record. Then, a skip reward may be determined based on the fastest record, and the determined skip reward may be granted to the player's player ID.
[0371] Specifically, for example, if the main battle game "1-1" is cleared within 100 seconds and the skip function is executed in the main battle games "1-2" and onwards, 100 in-game currency may be granted to the player's player ID, and if the main battle game "1-1" is cleared within 50 seconds and the skip function is executed in the main battle games "1-2" and onwards, 1000 in-game currency may be granted to the player's player ID. In this case, the value of playing the main battle game "1-1" is increased, making it possible to motivate the player to play.
[0372] Alternatively, a reward may be awarded according to the main battle game "1-2" regardless of the play content of the main battle game "1-1." Specifically, for example, 200 in-game currency set as a reward for clearing the main battle game "1-2" may be awarded to the player's player ID. In this case, there is no fluctuation in rewards, making it possible to easily adjust the game balance.
[0373] Furthermore, for example, similarly to "1-1" to "1-S," main battle games "2-1" to "2-S" may be set, and when the conditions set in the main battle games "1-1" to "1-S" are met, the skip function may be enabled in the main battle games "2-1" to "2-S." The conditions may include, for example, clearing the main battle games "1-1" to "1-S," clearing with all allies surviving, clearing with the total HP of allies at or above a predetermined percentage, clearing within a predetermined time, acquiring a specific item through a quest or quest reward, or a combination thereof.
[0374] In this case, for example, a skip button may be set on the main quest screen (Figure 4A) where each main battle game is selected, and if the conditions are not met, the skip button may be grayed out and not accept any operation, and if the conditions are met, the skip button may be displayed in color and may accept operation.
[0375] For example, when the conditions are met and the skip button operation is accepted, the display of the battle screen (FIG. 5A) for each of the main battle games "2-1" to "2-S" may be omitted, and the state may change to a stage where the player has defeated the enemy. In this case, a bonus corresponding to the content of the main battle games "1-1" to "1-S" may be provided as a skip reward. Specifically, for example, if the player clears all of the main battle games "1-1" to "1-S" within 100 seconds, 100 in-game currency may be provided to the player's player ID, and if the player clears all of the main battle games "1-1" to "1-S" within 50 seconds, 1,000 in-game currency may be provided to the player's player ID. In this case, the value of playing each of the main battle games "1-1" to "1-S" is increased, which may motivate the player to play. Alternatively, rewards may be awarded according to each of the main battle games "2-1" to "2-S," regardless of the content of play in the main battle games "1-1" to "1-S." Specifically, for example, 200 in-game currency set as a reward for clearing each of the main battle games "2-1" to "2-S" may be awarded to the player's player ID. In this case, there is no fluctuation in rewards, making it possible to easily adjust the game balance.
[0376] Furthermore, the skip function may be enabled in the main battle game on the condition that one of the main battle games is cleared within a predetermined time (for example, 100 seconds).
[0377] For example, the number of seconds it takes to manually clear each of the main battle games "1-1" to "1-S" when played manually without using the skip function may be stored, and the smallest number of seconds it takes to manually clear the game may be treated as the fastest record.
[0378] Also, for example, the number of seconds required to manually clear the "1-1" main battle game when played manually without using the skip function may be stored as the fastest recorded time, and if the number of seconds required to manually clear each of the main battle games in the subsequent sections ("1-2" to "1-S") when played manually without using the skip function is less than the stored fastest recorded time, the fastest recorded time may be updated. Specifically, for example, if 100 seconds are derived as the number of seconds required to manually clear the "1-1" main battle game and 85 seconds are derived as the number of seconds required to manually clear the "1-2" main battle game, the fastest recorded time may be updated to 85 seconds and stored.
[0379] Furthermore, the reward to be given to the player ID of the player when the skip function is executed may be determined according to the fastest recorded number of seconds for manual clearing that is stored. Fig. 46 is a diagram showing an example of reward information according to the first modified example. As shown in Fig. 46, the reward information according to the first modified example stores information on the reward level, upper limit of manual clearing conditions, lower limit of manual clearing conditions, reward ID, and number of rewards, all of which are associated with a unique ID.
[0380] The reward level is an index determined based on the value of the player's fastest time.
[0381] The upper and lower limits of the manual clear condition indicate the range of the player's fastest record that corresponds to each reward level. In the example shown in Figure 46, if the player's fastest record is 90 to 100 seconds, the reward level is level 1, if the player's fastest record is 80 to 89 seconds, the reward level is level 2, and if the player's fastest record is 70 to 79 seconds, the reward level is level 3.
[0382] The reward ID is information that can identify the type of reward that will be given to the player ID of the player when the skip function is used. The number of rewards is information that can identify the number of rewards that will be given to the player ID of the player when the skip function is used.
[0383] For example, suppose the time required to manually clear the "1-1" main battle game is 95 seconds, the time required to manually clear the "1-2" main battle game is 85 seconds, and the fastest time recorded for manual clearing is 85 seconds. Then, when the skip function is activated in the "1-3" main battle game, as shown in Figure 46, six items with reward ID 1000 corresponding to reward level 2 are awarded to the player's player ID.
[0384] That is, in the example shown in FIG. 46, the higher the reward level, the larger the value set as the number of rewards. In other words, the higher the reward level, the more advantageous it is for the player. Also, in the example shown in FIG. 46, the type of reward (reward ID) set according to the reward level may differ. However, the type of reward (reward ID) set according to the reward level may be the same.
[0385] It is also possible to apply only the "number of rewards" without setting a reward ID. In this case, for example, when the skip function is executed in the "1-3" main battle game, six items for the "1-3" main battle game may be granted to the player's player ID as a reward for executing the skip function. Alternatively, the number of rewards may be set using a coefficient (such as 1.5), and the number of items for the "1-3" main battle game may be determined, and the number multiplied by the coefficient may be granted as a reward for executing the skip function. It is also possible to determine the type of reward by lottery.
[0386] In addition, the reward level can be set not only based on the number of seconds it takes to manually clear the game, but also based on how many people survived and cleared the game in each main battle game, whether the total HP of allies was above a certain percentage, etc.
[0387] Alternatively, the main battle games "1-1" to "1-S" may be set as a first group, and the main battle games "2-1" to "2-S" may be set as a second group. A skip function may be enabled to allow all main battle games in the second group to be skipped when all main battle games in the first group are manually cleared within 100 seconds. In this case, when a skip operation is performed on the entire second group, a reward may be awarded according to the reward level, as in the first modification example described above.
[0388] Fig. 47 is a diagram showing an example of reward information according to Modification 2. As shown in Fig. 47, the reward information according to Modification 2 stores information on the reward level, upper limit of manual clearing condition, lower limit of manual clearing condition, reward ID, and number of rewards, all associated with a unique ID.
[0389] In the example shown in FIG. 47, if the slowest number of seconds a player takes to manually clear a main battle game in the first group is between 90 and 100 seconds, the reward level will be level 1. If the slowest number of seconds a player takes to manually clear a main battle game in the first group is between 80 and 89 seconds, the reward level will be level 2. If the slowest number of seconds a player takes to manually clear a main battle game in the first group is between 70 and 79 seconds, the reward level will be level 3.
[0390] For example, suppose the enabled skip function is executed when the manual clear time for the main battle game "1-1" is 85 seconds, and the manual clear time for each of the main battle games "1-2," "1-3," "1-4," and "1-S" is 95 seconds. In this case, as shown in FIG. 47, five items with reward ID 1000 corresponding to reward level 1 are awarded to the player's player ID.
[0391] As described above, a reward level may be determined according to the content of the game when manually operated (e.g., the number of seconds required for manual clearing), and a reward according to the reward level may be granted to the player ID of the player when the skip function is executed. Also, the amount of reward granted to the player ID of the player when the skip function is executed may be adjusted according to the reward level. Also, the same reward as that acquired in the game when manually operated may be granted to the player ID of the player when the skip function is executed. Also, a predetermined condition (e.g., consumption of a specific amount of vitality, stamina, tickets, items, in-game currency, etc.) may be required to execute the skip function.
[0392] With the above configuration, once a specific main battle game has been played by satisfying preset conditions, it becomes possible to use the skip function in another main battle game. This improves player convenience. Furthermore, because the content of a specific main battle game affects the rewards received when the skip function is used in another main battle game, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to play the game thoroughly, while improving player convenience.
[0393] Furthermore, for example, sub-content may be applied to a so-called idle game in which rewards such as items are acquired over time. Specifically, for example, there may be multiple areas, such as Area 1, Area 2, and Area 3, and groups (Group 1, Group 2, and Group 3) of allied characters may be dispatched to each area. After a certain period of time (for example, 12 hours) has passed since the dispatch, the state changes to one in which the dispatch is completed, and rewards such as equipment, items exclusive to the dispatched character, and in-game currency may be linked to the player ID.
[0394] In this case, if a set condition (for example, acquiring a special item) is met in the dispatch of Group 1 based on the player's manual operation, the skip operation will be enabled in the next dispatch (the dispatch of Group 1, or the dispatch of any of Groups 1, 2, or 3).
[0395] Also, for example, on a screen for setting up dispatch, if a skip button is set and the conditions are not met, the skip button will be grayed out and will not accept any operations, and if the conditions are met, the skip button will be displayed in color and will be in a state where it can accept operations.
[0396] Furthermore, for example, on the screen for determining the dispatch of Group 2, the process of waiting for a certain period of time may be skipped (omitted) by operating a skip button, and a reward for dispatch may be immediately acquired. In this case, a bonus corresponding to the content of the dispatch of Group 1 based on the player's manual operation may be provided as the skip reward. Specifically, for example, if one special item is acquired as a result of the dispatch of Group 1 based on the player's manual operation, 100 in-game currency may be provided to the player's player ID as a reward for Group 2 due to the execution of the skip function. Furthermore, if two special items are acquired as a result of the dispatch of Group 1 based on the player's manual operation, 1000 in-game currency may be provided to the player's player ID as a reward for Group 2 due to the execution of the skip function. In this case, the value of dispatching Group 1 is increased, and it is possible to motivate the player to consider the characters to be set in Group 1.
[0397] Furthermore, regardless of the content of the dispatch of group 1, a reward may be awarded according to group 2 under different pre-set conditions. Specifically, for example, 200 in-game currency set as an item to be acquired when dispatching for group 2 may be awarded to the player's player ID. In this case, there will be no fluctuation in the reward, making it possible to configure the game so that it is easier to adjust the balance.
[0398] Furthermore, if the group dispatched in Area 1 fulfills a set condition (for example, acquires a special item), the skip operation may be enabled for dispatching to Area 2.
[0399] Also, for example, on a screen for setting up dispatch, if a skip button is set and the conditions are not met, the skip button will be grayed out and will not accept any operations, and if the conditions are met, the skip button will be displayed in color and will be in a state where it can accept operations.
[0400] Furthermore, for example, on the screen for deciding on dispatch to Area 2, by operating a skip button, the process of waiting for a certain time to pass may be skipped (omitted) and a reward for dispatch may be immediately acquired. In this case, a bonus according to the content of the dispatch to Area 1 may be awarded as a skip reward. Specifically, for example, if one special item is acquired, 100 in-game currency may be awarded to the player's player ID, and if two special items are acquired, 1,000 in-game currency may be awarded to the player's player ID. In this case, the value of dispatch to Area 1 increases, and it is possible to motivate the player to consider the character to be set in Area 1. Furthermore, a reward according to Area 2 may be awarded regardless of the content of the dispatch to Area 1. Specifically, for example, 200 in-game currency, which is set as an item acquired when dispatching to Area 2, may be awarded to the player's player ID. In this case, there is no fluctuation in rewards, and it is possible to configure the game so that it is easy to adjust the balance of the game.
[0401] Furthermore, in the above-mentioned idle games, a reward level may be determined according to the content of the game when a manual operation is performed (e.g., the number of special items acquired), and a reward according to the reward level may be granted to the player's player ID when the skip function is executed. Also, the amount of reward granted to the player's player ID when the skip function is executed may be adjusted according to the reward level. Also, the same reward as that acquired in the game when a manual operation is performed may be granted to the player's player ID when the skip function is executed. Furthermore, a predetermined condition (e.g., consumption of a specific amount of vitality, stamina, tickets, items, in-game currency, etc.) may be required to execute the skip function.
[0402] With the above configuration, when playing an idle game by manual operation, if a preset condition is met and the game is played at least once, it becomes possible to use the skip function in another area. This makes it possible to improve player convenience. Furthermore, since the content of the training game played by manual operation affects the reward when the skip function is executed in another area, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to play the game thoroughly, while improving player convenience.
[0403] For example, the sub-content may be applied to a battle game in which a player forms a party of allied characters and climbs the tower by defeating monsters set on each floor of the tower. In this case, the HP (stamina value) of each allied character and the TP (points of power) required for using special techniques may be carried over from battle to battle. In addition, in a battle game against monsters set on each floor, if all of the monsters set on each floor are not defeated within a predetermined time limit, all of the allied characters in the party may be considered to have been annihilated.
[0404] In this case, for example, if a set condition is met on a specific floor (e.g., floor 100) based on a player's manual operation, the battle skip operation will become valid on subsequent floors (e.g., floors 101 to 200). The conditions may include, for example, clearing a specific floor, clearing with all allies surviving, clearing with allies' total HP at or above a certain percentage, clearing within a certain time (e.g., 100 seconds), obtaining a specific item through a quest or quest reward, or any combination thereof.
[0405] Also, for example, a skip button can be set on a screen for setting the start of a battle on each level, and if the conditions are not met, the skip button will be grayed out and will not accept any operation, and if the conditions are met, the skip button will be displayed in color and will be able to accept operation.
[0406] Furthermore, for example, by operating the skip button on the 101st floor screen, the battles on floors 101 to 200 may be cleared collectively, and the player may receive the corresponding reward. In this case, a bonus based on the content of the battle on floor 100 may be awarded as the skip reward. For example, the shortest number of seconds required to manually clear floor 100 when playing manually without using the skip function may be stored as the fastest record. Then, a skip reward may be determined based on the stored record, and the determined skip reward may be awarded to the player's player ID.
[0407] For example, if the fastest time recorded is within 100 seconds, 100 in-game currency may be awarded to the player's player ID when the skip function is executed, whereas if the fastest time recorded is within 50 seconds, 1,000 in-game currency may be awarded to the player's player ID when the skip function is executed. In this case, the value of the 100th floor battle is increased, making it possible to motivate the player to organize the party used in the 100th floor battle and to engage in the battle. Furthermore, rewards may be awarded according to floors 101 to 200, regardless of the content of the 100th floor battle. Specifically, for example, 200 in-game currency set as a reward for floors 101 to 200 may be awarded to the player's player ID. In this case, there is no fluctuation in rewards, making it possible to configure the game so that it is easier to adjust balance.
[0408] Furthermore, the party state upon clearing the 200th floor may be carried over in the same state as the party state after the end of the 100th floor battle game. In this case, it is possible to encourage the player to enthusiastically organize the party and battle to be used in the 100th floor battle.
[0409] Furthermore, in the above-described battle game, a reward level may be determined according to the content of the game when manually operated (e.g., the number of seconds required for manual clearing), and a reward according to the reward level may be granted to the player's player ID when the skip function is executed. Furthermore, the amount of reward granted to the player's player ID when the skip function is executed may be adjusted according to the reward level. Furthermore, the same reward as that acquired in the game when manually operated may be granted to the player's player ID when the skip function is executed. Furthermore, a predetermined condition (e.g., consumption of a specific amount of vitality, stamina, tickets, items, in-game currency, etc.) may be required to execute the skip function.
[0410] With the above configuration, once a player has played a battle game on a specific tier by satisfying preset conditions, the player can use the skip function in a battle game on another tier. This improves player convenience. Furthermore, because the content of a battle game on a specific tier affects the rewards received when the skip function is used in a battle game on another tier, the player convenience is improved, and a game can be provided that can be enjoyed by both players who simply want to simplify the game and players who want to play the game thoroughly.
[0411] Furthermore, for example, the sub-content may be applied to a so-called training game in which the sub-content is made up of a plurality of sections and a training character is trained in a single training session. Specifically, for example, the plurality of sections may be set to have a number of turns, such as a first year (e.g., 20 turns), a second year (e.g., 20 turns), and a third year (e.g., 20 turns). Then, in each turn, an event or practice based on a manual operation by the player may be performed, and the values of various parameters (e.g., power, stamina, speed) of the training character may be updated in accordance with the execution of the event or practice. The goal may be to ultimately train a training character with high values of various parameters.
[0412] In this case, if a set condition is met based on a manual operation by the player in the first year, the skip operation becomes valid in the second and third years. The condition may include, for example, one or a combination of the following: an overall ability value indicating the sum of various parameters of the development character is equal to or greater than a predetermined value; an overall evaluation based on various parameters of the development character is equal to or greater than a predetermined value; participating in and winning a match that occurs in the first year; causing a specific event to occur in the first year; etc.
[0413] Also, for example, a skip button may be set on the basic screen of the development screen, and if the conditions are not met, the skip button may be grayed out and not accept any operations, and if the conditions are met, the skip button may be displayed in color and may accept operations.
[0414] Also, for example, if the conditions are met in the first year based on the player's manual operation and the skip button that becomes enabled in the second year is operated, the state may be changed to the beginning of the third year.
[0415] Furthermore, for example, parameters of the training target may be changed as a reward for executing the skip function. In this case, the parameters of the training character may be changed when the skip function is executed, depending on the content of play in the first year based on the player's manual operation. Specifically, for example, assume that the parameters of the training target in the first year based on the player's manual operation are changed to power +100, stamina +200, and speed +300. In this case, when the skip function is executed, the parameter changes in the second year may be updated by the same amounts as in the first year. Alternatively, the parameter changes in the second year may be updated by a value obtained by multiplying the parameter changes in the first year by a predetermined coefficient. In this case, the content of play in the first year based on the player's manual operation is reflected in the training in the second year when the skip function is executed, which makes it possible to motivate the player to play the first year based on manual operation.
[0416] Furthermore, the parameters for the second year when the skip function is executed may be changed under other preset conditions. Specifically, for example, the parameters of the target to be trained at the end of the first year based on the player's manual operation may be updated by adding a fixed value preset for the second year to the parameters. In this case, the updated parameters do not vary, making it easier to adjust the game balance.
[0417] Alternatively, character A may be trained based on manual operation by the player, and when set conditions are met and training is completed, operation of the skip button for character B may become valid. The conditions may include, for example, one or a combination of the following: the overall ability value of the training target is equal to or greater than a predetermined value; the overall evaluation is equal to or greater than a predetermined value; participating in and winning a specific match during training; or causing a specific event during training.
[0418] Also, for example, a skip button may be set on the basic screen of the development screen, and if the conditions are not met, the skip button may be grayed out and not accept any operations, and if the conditions are met, the skip button may be displayed in color and may accept operations.
[0419] Furthermore, for example, if the player manually completes character A's training and then selects character B as the target for training and presses the skip button, character B's training may be completed. In this case, the parameters of character B may be changed depending on the training content of character A. Specifically, for example, if character A's parameters have changed from their base parameters at the start of training to power +500, stamina +500, and speed +600 at the end of training, character B's parameters may also be updated by the same amounts from their initial parameters to complete training. Alternatively, character B's parameters may be updated by, for example, multiplying the changed parameter values of character A by a predetermined coefficient, thereby completing character B's training. In this case, character A's training content is reflected in character B's training, which can encourage the player to play character A with enthusiasm. Furthermore, character B's parameters may be changed based on other preset conditions. Specifically, for example, character B's parameters may be updated by adding a fixed value previously set for character B to the parameter values. In this case, the updated parameters will not vary, making it possible to achieve a configuration that makes it easier to adjust the game balance.
[0420] Furthermore, in the above-described training game, a reward level may be determined according to the content of the game when a manual operation is performed (e.g., the amount of change from the base parameters at the start of training), and a reward according to the reward level may be granted to the player's player ID when the skip function is executed. Also, the amount of reward granted to the player's player ID when the skip function is executed may be adjusted according to the reward level. Also, the same reward as that acquired in the game when a manual operation was performed may be granted to the player's player ID when the skip function is executed. Furthermore, a predetermined condition (e.g., consumption of a specific amount of stamina, stamina, tickets, items, in-game currency, etc.) may be required to execute the skip function.
[0421] With the above configuration, when playing the training game by manual operation, if a preset condition is met and the game is played at least once, it becomes possible to use the skip function in another section (turn) or in the training game for another character to be trained. This makes it possible to improve convenience for players. Furthermore, because the content of the training game played by manual operation affects the reward when the skip function is executed in another section (turn) or in the training game for another character to be trained, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to play the game thoroughly, while improving convenience for players.
[0422] Furthermore, for example, the sub-content may be adapted to a so-called baseball game. In this case, the game may proceed by the player's team and the opposing team alternating between offense and defense over multiple periods of one to nine innings. The player may manually control the plays of the players on his / her team during the game.
[0423] In this case, for example, if a set condition is met in one inning of a baseball game based on a manual operation by the player, the skip operation may become valid from the second inning onwards. The condition may include, for example, scoring a predetermined number of points or more in an offensive inning, hitting a home run, keeping the score to zero in a defensive inning, keeping the score to no hits, or a combination of these.
[0424] Also, for example, a skip button can be set on a screen displaying a baseball game or a screen displaying when the offensive or defensive positions change in each inning, and if the conditions are not met, the skip button will be grayed out and will not accept any operation, and if the conditions are met, the skip button will be displayed in color and will be able to accept operation.
[0425] For example, if a condition is satisfied in the first inning of a baseball game based on a player's manual operation, and the skip button that becomes active from the second time onward is operated, the state may change to the stage where the second to ninth innings have ended and the game has ended. In this case, a predetermined benefit (item or in-game currency) may be awarded as a reward for skipping from the second to ninth innings. The predetermined benefit may also be set according to the game content of each inning. Specifically, for example, if one point is earned in one attack, 100 in-game currency may be awarded to the player's player ID, and if two points are earned in one attack, 200 in-game currency may be awarded to the player's player ID. In this case, the value of each play increases, making it possible to motivate players to play. Alternatively, a fixed skip reward may be awarded for each inning from the second to ninth innings. In this case, since a reward is awarded according to the execution of a skip, the rewards received by each player are consistent, making it easier to adjust the game balance.
[0426] Furthermore, the game status (game score, such as 1 to 2) for the second to ninth innings may be set while retaining the status for the first inning. In this case, it is possible to motivate the player to play each inning.
[0427] Alternatively, in the case of matches being played in a tournament format, if a set condition is met in the first round, the skip operation may become valid in the second round and thereafter. Specifically, the condition may include, for example, winning by a margin of a predetermined number of points or more, hitting a home run in a predetermined inning, winning by limiting the opponent's score to 0, or a combination of any one of these.
[0428] Also, for example, a skip button can be set on the screen for selecting the start of a match, and if the conditions are not met, the skip button will be grayed out and will not accept any operation, and if the conditions are met, the skip button will be displayed in color and will be able to accept operation.
[0429] Furthermore, for example, if a player satisfies the conditions in the first round and operates a skip button that becomes active in the second round or later, the state of the second round may be changed to the stage where the match ends. In this case, a predetermined benefit (item or in-game currency) may be granted to the player's player ID as a reward for skipping the second round. The predetermined benefit may also be set based on the game content of the first round. Specifically, for example, if the first round is won by a two-point margin, 100 in-game currency may be granted to the player's player ID, and if the first round is won by a two-point margin, 200 in-game currency may be granted to the player's player ID. In this case, the value of playing the first round is increased, making it possible to motivate the player to play. Furthermore, a fixed skip reward may be granted depending on the second round. In this case, since the benefit is granted according to the execution of a skip, the rewards received by each player are consistent, making it possible to easily adjust the game balance.
[0430] Furthermore, in the above-described baseball game, a reward level may be determined according to the content of the game at the time of manual operation (for example, the number of points scored in one attack), and a reward according to the reward level may be granted to the player ID of the player when the skip function is executed. Furthermore, the amount of reward granted to the player ID of the player when the skip function is executed may be adjusted according to the reward level. Furthermore, the same reward as that earned in the game at the time of manual operation may be granted to the player ID of the player when the skip function is executed. Furthermore, a predetermined condition (for example, consumption of a specific amount of vitality, stamina, tickets, items, in-game currency, etc.) may be required to execute the skip function.
[0431] With the above configuration, by satisfying a preset condition and playing a specific inning of a baseball game at least once, it becomes possible to use the skip function in another inning of the baseball game. This makes it possible to improve convenience for players. Furthermore, because the content of a specific inning of a baseball game affects the reward when the skip function is executed in another inning of the baseball game, it is possible to provide a game that can be enjoyed by both players who simply want to simplify the game and players who want to play the game thoroughly, while improving convenience for players.
[0432] The information processing program for executing the processes in the above-described embodiments may be stored in a computer-readable non-transitory storage medium and provided as such. Furthermore, the information processing program may be provided as a player terminal or information processing system that includes such a storage medium. Furthermore, the above-described embodiments may also be provided as an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]
[0433] 1. Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; a process of executing a second game, which becomes executable relatively later than the first game when the first operation is input, while skipping at least a part of the second game for which a clearing condition has not yet been met; have a computer carry out the Information processing program.
2. a process of deriving result information in association with execution of the first game based on a manual operation by the player; The computer executes the following. The process of executing the second game while omitting at least a part of the second game includes: determining a reward based on the result information and linking the determined reward to a player ID of the player; The information processing program according to claim 1 .
3. a process of executing the second game based on a manual operation by the player; deriving the result information in association with execution of the second game based on a manual operation by the player; a process of accepting a second operation by the player at least either after the first condition is met in the first game or after a second condition is met in the second game; a process of executing a third game, which becomes executable relatively later than the second game when the second operation is input, while skipping at least a part of the third game for which a clearing condition has not yet been met; The computer executes the following. The process of executing the third game while omitting at least a part of the third game includes: determining the reward based on the most advantageous result information among the result information derived in the past, and linking the determined reward to a player ID of the player; The information processing program according to claim 2 .
4. 1. An information processing method performed by one or more computers, comprising: The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; a process of executing a second game, which becomes executable relatively later than the first game when the first operation is input, while skipping at least a part of the second game for which a clearing condition has not yet been met; An information processing method for carrying out the above.
5. An information processing system comprising one or more computers, The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; a process of executing a second game, which becomes executable relatively later than the first game when the first operation is input, while skipping at least a part of the second game for which a clearing condition has not yet been met; An information processing system that carries out the above.
6. one or more computers; The computer a process of executing a first game based on a manual operation by a player; a process of accepting a first operation by the player after a first condition is met in the first game; a process of executing a second game, which becomes executable relatively later than the first game when the first operation is input, while skipping at least a part of the second game for which a clearing condition has not yet been met; A game device that performs the above.
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