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

The information processing system enables diverse user processing of game media by associating and dissociating them with user information, reducing the number of processed media and data, thereby enhancing game enjoyment and optimizing data storage.

JP7807761B2Active Publication Date: 2026-01-28GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2024098936
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-19
Publication Date
2026-01-28
Estimated Expiration
2041-03-31

AI Technical Summary

Technical Problem

Conventional game media configurations limit the number of processes that can be performed, leading to an increase in the number of game media and associated data, occupying a large data area.

Method used

An information processing system that allows for the association and dissociation of multiple game media with user information, enabling diverse user processing while maintaining the association state of specific media and canceling others, thereby reducing the number of processed media and data.

Benefits of technology

Enhances game enjoyment by allowing diverse user processing of game media, reducing the number of media and associated data, thus optimizing data storage.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game using various game media.SOLUTION: An information processing system includes an input part, and a storage processing part for storing information of a plurality game media in each user information. When a second input is received in the case that two or more second type game media are associated with one first type game medium associated with one piece of user information, the storage processing part maintains an association state of the one first type game medium, releases the association state with the one piece of user information about remaining second type media other than N2 specific second type game media among two or more second type game media, releases the association state of the one first type game medium when a first input is received, and changes N1 second type game media more than the N2 among the two or more second type game media from a first state associated with the one first game medium to a second state of being able to be associated with another first type game medium to be associated with the one piece of user information.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art There is known a technique for diversifying the ways in which a single game medium can be used by associating a variety of game mediums, such as weapons and accessories, with the single game medium. [Prior art documents] [Non-patent literature]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-142360 Summary of the Invention [Problem to be solved by the invention]

[0004] However, with the above-mentioned conventional technology, if the configuration allows only a limited number of processes to be performed on game media, there was a problem in that the number of game media to be processed (and the associated amount of data) and therefore the data area occupied by the game media would become large.

[0005] Therefore, in one aspect, the present invention aims to increase the interest in games that use various game media, and to achieve this increase in interest by enabling more diverse user processing of specified game media, thereby suppressing an increase in the number of game media to be processed (the associated amount of data) and ultimately the data area occupied by the game media. [Means for solving the problem]

[0006] On one side 、 an input unit capable of receiving input from a user; a storage processing unit that stores information on a plurality of game media for each user information; When the input unit receives a second input associated with one piece of user information, The storage processing unit 、 one When two or more second-type game media are associated with the first-type game media, 、 before Maintaining the association state of the one first-type game medium with the one user information, and canceling the association state of the remaining second-type game media other than the N2 specific second-type game media among the two or more second-type game media with the one user information. do , an information processing system is provided. [Effects of the Invention]

[0007] In one aspect, the present invention increases the enjoyment of games that utilize various game media, and achieves this increase in enjoyment by enabling more diverse user processing of specific game media, thereby making it possible to suppress an increase in the number of game media to be processed (and the associated amount of data) and ultimately the data area occupied by the game media. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing information about a user. [Figure 3] FIG. 2 is a diagram showing information about game media. [Figure 4A] An explanatory diagram of the evolution of deck game media. [Figure 4B] An explanatory diagram of strengthening deck game media. [Figure 5A] An explanatory diagram of a fifth type game medium, a first type game medium, and a second type game medium. [Figure 5B] FIG. 2 is an explanatory diagram of the association state between the first type game media and the second type game media. [Figure 5C]FIG. 2 is an explanatory diagram of the association state between the first type game media and the second type game media. [Figure 5D] An explanatory diagram of type 1 to type 4 game media. [Figure 6A] FIG. 10 is an explanatory diagram of a first change process. [Figure 6B] FIG. 10 is an explanatory diagram of a second change process. [Figure 7] FIG. 10 is a diagram showing an example of a play screen displayed on a terminal device. [Figure 8] FIG. 2 is a block diagram illustrating an example of functions realized by a server device. [Figure 9] FIG. 10 is an explanatory diagram of an example of information regarding game content included in one deck. [Figure 10] 10 is a flowchart showing an example of processing for associating a second type game medium with a first type game medium in-game. [Figure 11] 10 is a flowchart showing an example of a process for changing the states of the first type game media and the second type game media in an out-game. [Figure 12] 10 is a flowchart showing an example of a process for associating a first benefit game medium with a user in an out-of-game. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] (Game system overview) An overview of a game system 1 according to one embodiment of the present invention will be described with reference to Fig. 1. The game system 1 includes a server device 10 and one or more terminal devices 20. For simplicity, three terminal devices 20 are shown in Fig. 1, but the number of terminal devices 20 may be two or more.

[0011] The server device 10 is an information processing device such as a server managed by a game operator. The terminal device 20 is an information processing device used by a user, such as a mobile phone, smartphone, tablet terminal, PC (Personal Computer), or game device. The terminal device 20 is capable of executing a game application according to this embodiment. The game application may be received by the terminal device 20 from a predetermined application distribution server via the network 30, or may be pre-stored in a storage device provided in the terminal device 20 or a storage medium such as a memory card readable by the terminal device 20. The server device 10 and the terminal device 20 are connected to each other via the network 30 so as to be able to communicate with each other. For example, the server device 10 and the terminal device 20 work together to execute various processes related to the game.

[0012] The network 30 may include a wireless communication network, the Internet, a Virtual Private Network (VPN), a Wide Area Network (WAN), a wired network, or any combination of these.

[0013] (Game Overview) An overview of the game according to this embodiment will be described. The game according to this embodiment includes one or more game parts. At least one of the one or more game parts may be executed using game content.

[0014] Game media is electronic data used in a game, and includes any game media, such as cards, items, points, virtual currency, tickets, characters, avatars, and parameters. Game media may also be game-related information such as level information, status information, parameter information (such as health and attack power), or ability information (such as skills, abilities, spells, and jobs). Game media is electronic data that can be acquired, owned, used, managed, exchanged, combined, strengthened, sold, discarded, or given as a gift by a user within a game, but the manner of use of game media is not limited to those explicitly stated in this specification.

[0015] Unless otherwise specified, "game media owned by a user" refers to game media associated with a user ID that uniquely identifies the user as owned game media. Furthermore, "granting game media to a user" or "a user acquiring game media" refers to associating game media with a user ID as owned game media. Furthermore, "discarding game media owned by a user" refers to dissociating the user ID from the owned game media. Furthermore, "consuming game media owned by a user" refers to potentially causing some effect or influence in the game in response to dissociating the user ID from the owned game media. Furthermore, "selling game media owned by a user" refers to dissociating the user ID from the owned game media and associating other game media (e.g., virtual currency or items) with the user ID as owned game media. Furthermore, "transferring game media owned by user A to user B" refers to dissociating the user ID from the owned game media of user A and associating the game media with user B's user ID as owned game media. Additionally, "creating game content" refers to defining or determining at least a portion of the information relating to the game content.

[0016] Furthermore, in this specification, the term "association" includes not only direct association but also indirect association. For example, the state in which element A is associated with element B is a concept that includes not only the state in which element A is associated with element B, but also the state in which element A is associated with element C and element C is associated with element B. This is common to all terms related to association, such as "cancellation of association." For example, with regard to "cancellation of association," the concept of canceling the state in which element A is associated with element B is not only the concept of canceling the state in which element A is associated with element B, but also the concept of canceling the state in which element A is associated with element C and the state in which element C is associated with element B. In other words, if the state in which element A is associated with element C or the state in which element C is associated with element B is canceled, the state in which element A is associated with element B is canceled. In this case, the cancellation of the state in which element A is associated with element B, the cancellation of the state in which element A is associated with element C, and the cancellation of the state in which element C is associated with element B include cancellation that is realized by the disappearance of at least one of element A, element B, and element C. The concept of disappearance includes not only the deletion of data, but also the disappearance in terms of game presentation. Note that element A, element B, etc. here may be a user ID, game media, etc.

[0017] Here, an example of a game part will be described. A game part is content that a user can play in a game, and includes, for example, quests, missions, mini-games, training, strengthening, and synthesis of game content, events for obtaining game content, events for exploring a virtual space, and events for fighting opponents (e.g., other users, enemy characters, enemy buildings, etc.). One or more predetermined tasks (game tasks) may be set for each game part. For example, if it is determined that a user has successfully completed one or more game tasks set for a game part played by the user, the user may be awarded, for example, game content, as a reward. Game tasks may be any task depending on the content of the game part, such as a task for winning a battle against an enemy character, a task for reaching a goal point in a virtual space, or a task for the user's character not to reach a predetermined state (e.g., an incapacitated state) until a predetermined time has elapsed. Furthermore, completing a specific task (a clear task) among one or more game tasks set for a game part is also referred to as clearing the game part. If a user playing a game part successfully completes the clear task, the game part may be determined to be cleared, and the game part may end.

[0018] The one or more game parts may include single-play game parts and multi-play game parts. The single-play game parts may include, for example, game parts executed based on user operations on one terminal device 20 used by one user (e.g., single-player game parts). For example, one terminal device 20 executes the single-play game parts alone, or one terminal device 20 and the server device 10 cooperate to execute the single-play game parts. On the other hand, the multi-play game parts may include, for example, game parts common to two or more users (e.g., multi-player game parts) executed based on user operations on two or more terminal devices 20 used by the two or more users. The game parts common to two or more users may include, for example, game parts in which at least a portion of the progress processing and at least a portion of the processing results of the game parts are commonly applied to the two or more users. For example, two or more terminal devices 20 cooperate, or two or more terminal devices 20 cooperate with the server device 10 to execute the multi-play game parts. One game part may be compatible with both single play and multi-play.

[0019] As an example, the game according to this embodiment includes a battle game part having elements of a side-scrolling action game and elements of a battle game in which a user competes against an opponent using game media. A user selects one or more game media to be used in the battle game part from among the game media owned by the user (owned game media). Hereinafter, each game media used in the battle game part is also referred to as a deck game media. The one or more deck game media are collectively referred to as a deck or a team. The opponent is, for example, an automatically operated game media such as an NPC (Non-Player Character), but is not limited to this. For example, the opponent may be game media operated by another user. The number of opponents in one battle game part may be determined arbitrarily.

[0020] An overview of the battle game part according to this embodiment will be described. A user playing the single-play battle game part using the terminal device 20, for example, controls a moving object placed in a virtual space to obtain a predetermined item while avoiding obstacles, etc. The moving object corresponds to a predetermined game medium (moving object game medium). The moving object game medium may include, for example, a motorcycle, a car, or a person. In response to obtaining an item, a game medium included in the deck (deck game medium) performs a predetermined action (e.g., an attack on the opponent). The action of the deck game medium may inflict damage on the opponent. Meanwhile, the opponent performs a predetermined action (e.g., an attack on the user) at predetermined time intervals, for example. The action of the opponent may inflict damage on the user. A predetermined parameter is set for each of the user and the opponent, which decreases by the amount of damage inflicted. When the opponent's parameter decreases to a predetermined value (e.g., zero), the user is determined to have won. On the other hand, when the user's parameter decreases to a predetermined value (e.g., zero), the user is determined to have lost. If it is determined that the user has won or lost, the competitive game part may end.

[0021] On the other hand, the multiplayer competitive game part is executed in the same manner as the single-player competitive game part described above, except that two or more users compete against a common opponent. Specifically, each of the two or more users uses their own terminal device 20 to play the common competitive game part. Each of the two or more users controls moving object game media in the virtual space as described above. A common virtual space may be used for the two or more users, or an independent virtual space may be used for each user. Deck game media included in each of the two or more users' decks, for example, attacks the common opponent. The above-mentioned parameters of the opponent are commonly applied to the two or more users. For example, the parameters of the opponent may be synchronized between multiple terminal devices 20 used by the two or more users. When the parameters of the opponent decrease to a predetermined value (e.g., zero), it is determined that the two or more users have won. On the other hand, when the parameters of each of the two or more users decrease to a predetermined value (e.g., zero), it is determined that the two or more users have lost. When it is determined that the two or more users have won or lost, the competitive game part may end.

[0022] (Server device configuration) A specific description will be given of the configuration of the server device 10. The server device 10 is configured by a server computer. The server device 10 may be realized by a plurality of server computers working together.

[0023] The server device 10 includes a server communication unit 11, a server storage unit 12, and a server control unit 13.

[0024] The server communication unit 11 includes an interface for communicating with an external device wirelessly or via a wired connection to send and receive information. The server communication unit 11 may include, for example, a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 11 is capable of sending and receiving information to and from the terminal device 20 via the network 30.

[0025] The server storage unit 12 includes, for example, a primary storage unit and a secondary storage unit. For example, the server storage unit 12 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The server storage unit 12 stores various information and programs used in game processing. At least a portion of the information and programs stored in the server storage unit 12 may be shared and synchronized with the terminal device 20. Examples of information stored in the server storage unit 12 will be specifically described below.

[0026] (User Information) The server storage unit 12 stores information about each of a plurality of users. The information about users will be described with reference to FIG. 2. FIG. 2 shows information about each of two users. The information about users includes various information specific to the users. For example, the information about users includes a user ID, a user name, a rank, information about owned game media, information about used game media, and friend information. The information about users associates each of the plurality of users with information about owned game media, information about used game media, and friend information. Note that in FIG. 2 (and similarly in the following similar FIG. 3, FIG. 5D, etc.), "***" or the like indicates that some information is stored, and "..." indicates that similar information is repeatedly stored.

[0027] The user ID is information that can uniquely identify a user (an example of user information). Hereinafter, the user ID will also be simply referred to as the user.

[0028] The username is information indicating the name of the user. Unlike the user ID, the username does not necessarily have to be able to uniquely identify the user. The username may be arbitrarily determined and changed in response to a user operation on the terminal device 20.

[0029] The rank is a parameter that indicates the user's level of skill in the game. In this embodiment, the rank value may increase as the user plays the game. The higher the rank, the higher the user's level of skill in the game.

[0030] The information about the owned game media includes various information specific to the game media that the user owns in the game (owned game media). When a game media is acquired by a user, the game media is associated with the user as owned game media. Details of the information about the owned game media will be described later.

[0031] The information regarding the used game media indicates the game media (deck game media) to be used by the user in the battle game part. The deck game media are selected from among the owned game media. In this embodiment, for example, up to five game media selected from one or more owned game media are each associated with a user as deck game media. Therefore, one game medium may be both an owned game medium and a deck game medium. The deck game media may be selected automatically or in response to a user operation, for example, in a dedicated game part. For example, the dedicated game part may include a game part in which so-called deck formation or team formation is performed. Up to five deck game media indicated in the information regarding the used game media constitute one deck. The information regarding the used game media may include information on multiple decks.

[0032] The friend information indicates the IDs of users who are in a friend relationship. For example, if user A is in a friend relationship with users B and C, the friend information associated with user A includes the user IDs of users B and C. Note that a friend relationship is realized through a friend request or the like. In this way, the friend information includes the user IDs of other users who are associated with the user unidirectionally or bidirectionally. Note that users who are in a friend relationship may be able to communicate with each other, for example, by sending and receiving messages on the game system 1. Note that the information about a user may include information indicating a group to which the user belongs (for example, a guild or party) instead of or in addition to the friend information.

[0033] The content of the information about the user is not limited to the above. For example, the information about the user may further include information indicating a predetermined number of points held by the user in the game. The points are consumed by the user to play game parts. The amount of points consumed may vary for each game part. The points may increase, for example, over time or in response to the use of a predetermined game medium.

[0034] An example of the information related to the owned game media described above will now be described in detail with reference to Figure 3. Figure 3 shows information related to two owned game media associated with one user. For example, the information related to each owned game media includes a game media ID, game media name, rarity, level, cost, HP (Hit Points), attack power, defense power, attributes, information related to evolution, information related to strengthening, and information related to game functions.

[0035] The game media ID is information that can uniquely identify a game medium. The game media ID may be stored in advance in the server storage unit 12. Alternatively, the game media ID may be determined by the server device 10 when the user acquires the game medium.

[0036] The game medium name is information indicating the name of the game medium. Unlike the game medium ID, the game medium name does not need to be able to uniquely identify the game medium. An initial value of the game medium name may be stored in advance in the server storage unit 12. The game medium name may change depending on the game play of the user who has acquired the game medium.

[0037] In this embodiment, some or all of the deck game media can evolve in stages. Hereinafter, game media that can evolve in stages are also referred to as "evolvable game media." In this embodiment, as an example, evolution is considered to have the effect of increasing rarity. For convenience of explanation, the number at the end of the game media name indicates the evolution stage. For example, the game media "C01" shown in FIG. 3 is an evolvable game media. When the game media "C01" is not evolved at all, the game media name is "Character A1." On the other hand, when the game media "C01" has evolved only one stage, the game media name is "Character A2." Note that the number of evolution stages is arbitrary and may differ for each evolvable game media. Note that the evolvable game media may be a portion of all deck game media (for example, game media whose associated rarity is other than SSR (Double Super Rare), as described below).

[0038] In this embodiment, all of the deck game media can be strengthened. In a modified example, only some of the deck game media can be strengthened, or moving object game media, which will be described later, can also be strengthened. Hereinafter, game media that can be strengthened will also be referred to as "strengthenable game media."

[0039] Rarity is information indicating the scarcity (rarity value) of a game medium. In other words, the rarity associated with a certain game medium indicates the difficulty of acquiring the game medium (difficulty of being selected by lottery), and here, the higher the rarity, the more difficult it is to own. Note that in this embodiment, as an example, rarity is classified not by a numerical value but by names such as N (normal), R (rare), SR (super rare), and SSR (double super rare), with SSR being the highest rarity.

[0040] For example, in this game, let N be the number of types of game media to which N (normal), R (rare), SR (super rare), and SSR (double super rare) are respectively associated. N pieces, N R pieces, N SRpieces, N SSR If we assume that there are N N >N R >N SR >N SSR Note that there are many different names for rarity, and rarity classifications may be in other than four stages.

[0041] The level is information indicating the degree of growth of the game media. For example, the higher the level value, the greater the degree of growth of the game media. In this embodiment, the level value may increase as the user plays the game. Furthermore, an upper limit level may be set for each deck game media. In this case, the upper limit level of the deck game media may be set in such a way that, for example, the higher the rarity, the higher the upper limit level of the deck game media. Note that the level of the deck game media may be raised by a specific strengthening (for example, limit breaking).

[0042] The cost is a parameter used when determining the deck to be used in the battle game portion. In this embodiment, a maximum of five deck game media can be included in one deck, as long as the total cost of each deck game media does not exceed a predetermined upper limit. This upper limit may increase, for example, as the user's rank increases.

[0043] HP is a parameter used to determine whether a user wins or loses in the competitive game part. In this embodiment, the total HP of all deck game media included in the deck is used as the upper limit at the start of the competitive game part. Hereinafter, the total HP of all deck game media included in the deck is also referred to as the user's total HP. If, for example, damage is inflicted on the user by an attack from an opponent during the competitive game part, the total HP decreases by the amount of that damage. If, for example, a recovery item is obtained during the competitive game part, the total HP increases. If the total HP decreases to a predetermined value (e.g., zero), the user is determined to have lost. Therefore, the greater the HP of each deck game media included in the deck, the more advantageous it is for the user. HP may increase as the level increases.

[0044] Attack power is information that contributes to the amount of damage inflicted on an opponent by an attack of the game content, for example. The higher the attack power value, the greater the amount of damage inflicted on an opponent. Therefore, the greater the attack power of the game content, the more advantageous it is for the user. Attack power may increase as the level increases.

[0045] Defensive power is a parameter used during the execution of the battle game part. In this embodiment, the sum of the defensive powers of all deck game media included in the deck is used. Hereinafter, the sum of the defensive powers of all deck game media included in the deck is also referred to as the user's total defensive power. During the execution of the battle game part, for example, if a recovery item is obtained, the user's total defensive power increases. The larger the value of the total defensive power, the greater the increase in total HP. Therefore, the greater the defensive power of each deck game media included in the deck, the more advantageous it is for the user. Defensive power may increase as the level increases.

[0046] Of the various parameters described above, HP, attack power, and defense power are parameters that represent the abilities of the game media. Specifically, the higher the HP, the higher the abilities of the game media; the higher the attack power, the higher the abilities of the game media, and so on. Furthermore, if the game is designed so that attack power, etc., increases with increasing level, the level is also a parameter that represents the abilities of the game media. Furthermore, with regard to the above-mentioned evolvable game media, if the game is designed so that abilities increase with increasing evolutionary stages, the evolutionary stage (evolution value) is also a parameter that represents the abilities of the game media.

[0047] Hereinafter, such parameters representing the abilities of the game content are also referred to as “ability parameters.” Note that the types and number of ability parameters are arbitrary, and ability parameters other than those described above (e.g., agility, recovery ability, magic points, etc.) may also be used.

[0048] Attributes are information indicating the attributes of game media. Attributes may include a plurality of first attributes (e.g., fire attribute, wood attribute, and water attribute) indicating the compatibility between game media competing in a match. At least one first attribute from among the plurality of first attributes is associated with one game medium. For example, game media with a fire attribute inflict greater damage than normal on game media with a wood attribute and less damage than normal on game media with a water attribute. In this way, for example, fire attribute is advantageous against wood attribute and disadvantageous against water attribute. Attributes may also include a plurality of second attributes (e.g., attack attribute, recovery attribute, stamina attribute, balance attribute, etc.) that do not affect the compatibility between game media competing in a match. At least one second attribute from the plurality of second attributes is associated with one game medium. Therefore, for example, one game medium may exist whose first attribute is fire attribute and whose second attribute is attack attribute.

[0049] The information regarding evolution includes information regarding whether evolution is possible, and if evolution is possible, the current evolution stage (evolution value), the conditions for successful evolution (evolution realization conditions), and the effects of evolution (e.g., increased rarity). In this embodiment, as an example, the evolution of a certain game medium involves the consumption of predetermined game media (an example of a predetermined type of game media) associated with the game medium. In this case, the information regarding evolution includes, as information regarding the evolution realization conditions, information indicating the game media consumed for evolution for each evolvable game medium. In other words, each evolvable game medium is associated with game media consumed for evolution (hereinafter also referred to as "evolution material game media"). Note that evolution material game media are game media that can be used for evolution, but they do not necessarily have to be game media used only for evolution.

[0050] For example, FIG. 4A shows an example of the evolution of a certain game medium (here, game medium "C01"). FIG. 4A shows the evolution of game medium "C01", which is an evolvable game medium. In this case, game medium "C01" can evolve up to the upper limit with each evolution, from character A1 to character A2, from character A2 to character A3, and so on. Note that FIG. 4A shows character A associated with evolvable game medium that has reached the upper limit of evolution. MAX is shown.

[0051] FIG. 4A also shows game media with the game media name "character X" (X1, X2) as evolution material game media. The game media corresponding to character X may be evolvable game media or non-evolvable game media. The evolution material game media associated with each evolvable game media may be different or the same. While FIG. 4A shows that evolving a more evolved game medium "C01" (e.g., character A2) requires the consumption of a more evolved evolution material game medium (evolution material game medium X2, which is more evolved than evolution material game medium X1), this is not limiting. For example, the evolution material game medium may always be an unevolved game medium (evolution material game medium X1, in this case).

[0052] 4A, the evolution material game media are different from the associated evolvable game media, but they may be the same. For example, the evolution material game media associated with the evolvable game media "C01" may include the game media "C01."

[0053] 4A, only one evolution material game medium is used for one evolution of the evolvable game medium, but this is not limited to this. That is, one evolution of the evolvable game medium may involve the consumption of two or more evolution material game media.

[0054] The information regarding strengthening includes information regarding whether strengthening is possible, and if strengthening is possible, the conditions for strengthening (conditions for realizing strengthening), the effects of strengthening (for example, rules for changing status according to the strengthening mode), and the like.

[0055] In this embodiment, as an example of an enhancement realization condition, enhancement of a certain enhanceable game medium involves the consumption of a predetermined game medium (enhancement material game medium) that can be used for enhancement. Note that, although the enhancement material game medium is game medium that can be used for enhancement, it does not necessarily have to be game medium that is used only for enhancement.

[0056] For example, FIG. 4B shows an example of an enhancement aspect of a certain game medium (here, game medium "C01"). FIG. 4B shows the game medium "C01," which is an enhanceable game medium, being enhanced. In this case, the ability parameters (level, HP, attack power, and defense power in FIG. 4B) of game medium "C01" are appropriately increased each time it is enhanced.

[0057] Also, in FIG. 4B, game media with game media names of characters Y1 and Y2 are shown as enhancement material game media. Characters Y1 and Y2 may be assigned different game media IDs, or may be the same (i.e., they may be evolvable game media and evolved characters). Also, in FIG. 4B, only one enhancement material game medium is used for one enhancement of the enhancement-capable game medium, but this is not limited to this. In other words, one enhancement of the enhancement-capable game medium may involve the consumption of two or more enhancement material game media.

[0058] The information about game functions includes information about game functions associated with game content, such as information about special functions (skills or abilities) associated with game content.

[0059] In this embodiment, the information regarding game functions includes various game media that can be associated with deck game media (or owned game media that can become deck game media) (hereinafter referred to as "fifth type game media M5"), and various game media that affect the ability parameters of the fifth type game media M5 when associated with the fifth type game media M5, as well as various information related thereto.

[0060] The information relating to the game functions includes information relating to the first type game medium M1, the second type game medium M2, the third type game medium M3, and the fourth type game medium M4, which will be explained in order below.

[0061] (Information about game features)

[0062] [Type 1 game media] The first-type game medium M1 is granted in a form associated with the user when a predetermined granting condition is met. For example, a user can acquire a new first-type game medium M1 (i.e., a new first-type game medium M1 can be associated with the user) on the condition that the user consumes a predetermined number or more of items that are materials for the first-type game medium M1 in an out-of-game game. Alternatively, a user may be able to acquire a first-type game medium M1 from another user. Alternatively, a user may acquire a first-type game medium M1 as some kind of reward.

[0063] A first type game medium M1 associated with a user can be associated with a fifth type game medium M5 associated with the same user. In this embodiment, the number of first type game media M1 that can be associated with one fifth type game medium M5 is one, but it may be two or more.

[0064] Each of the first type game media M1 is assigned a game media name, rarity, level, cost, HP, attack power, defense power, and attributes, similar to the fifth type game media M5. However, some ability parameters such as attack power and defense power may not be assigned. The first attribute assigned to the first type game media M1 is the same as the first attribute assigned to the fifth type game media M5, and is at least one attribute from among a plurality of attributes (for example, fire attribute, wood attribute, and water attribute).

[0065] The first type game medium M1 can be strengthened by a second transformation process. The second transformation process is a process for strengthening (awakening, etc.) the first type game medium M1, and is executed based on explicit input (strengthening instruction) (an example of a second input) from the user. Details of the second transformation process will be described later. Note that, as will be described later, awakening may be executed as a form of strengthening, a concept separate from evolution. Awakening may require game media (materials) other than the first type game medium M1 and the second type game medium M2. Unlike evolution, awakening is configured such that two different states of game media (materials and part of the associated game media) are lost from the materials plus the base game media (and further associated game media).

[0066] In this embodiment, as an example, each of the first type game media M1 is assigned a rarity, for example, from R1 to R4, and rarity R4 tends to have higher ability parameter values ​​than rarity R3, rarity R3 tends to have higher ability parameter values ​​than rarity R2, and rarity R2 tends to have higher ability parameter values ​​than rarity R1.

[0067] The fifth type game medium M5 associated with the first type game medium M1 can progress through the battle game part based on its own (the fifth type game medium M5) ability parameter value and the ability parameter value of the associated first type game medium M1. Therefore, in general, in the battle game part, it is more advantageous to associate the fifth type game medium M5 with a first type game medium M1 having a high ability parameter value than with a first type game medium M1 having a low ability parameter value.

[0068] A second type game medium M2 can be associated with a first type game medium M1. There are two methods for associating a second type game medium M2 with a first type game medium M1: a method based on user input, and a method in which the second type game medium M2 is assigned when a predetermined condition is met in the in-game, such as a competitive game part. In the latter case, the condition may be execution or completion of the in-game. Using the method based on user input, the user can associate a desired second type game medium M2 with the first type game medium M1. On the other hand, using the method based on execution or completion of the in-game, the second type game medium M2 associated with the first type game medium M1 can be selected using a predetermined method, or may be determined randomly, for example. In this case, the second type game medium M2 associated with the first type game medium M1 may differ from the second type game medium M2 desired by the user.

[0069] As will be described later, the second type game medium M2 may have an ability to increase the value of the ability parameter of the associated first type game medium M1 (and the fifth type game medium M5 associated with the first type game medium M1). Therefore, in the battle game part, it is generally advantageous to associate the fifth type game medium M5 with a first type game medium M1 having a high ability parameter value, and to associate the first type game medium M1 with a second type game medium M2.

[0070] A single first-type game medium M1 associated with a user may be associated with multiple second-type game media M2 associated with the same user. In this embodiment, as an example, a single first-type game medium M1 may be associated with a number of second-type game media M2 not exceeding an upper limit number Nmax. The upper limit number Nmax may be a fixed value, but is preferably a variable value. In this embodiment, the upper limit number Nmax may differ for each first-type game medium M1, and the upper limit number Nmax for a single first-type game medium M1 may be increased by awakening that single first-type game medium M1. This can increase the user's motivation to awaken the first-type game medium M1.

[0071] The first-type game medium M1 can be in one of a plurality of different states. In this embodiment, as an example, the plurality of states that the first-type game medium M1 can be in include a normal state, an awakened state, and a disassembled state. Note that when the first-type game medium M1 changes state, it is changed into a first-type game medium M1 associated with a different game medium ID. In other words, in terms of data processing, the first-type game medium M1 has a different game medium ID in each state, but the association state between the first-type game medium M1 and the user is maintained. Therefore, it should be noted that the term "first-type game medium M1" encompasses game media with different IDs, even if the first-type game medium M1 has a different ID in each state.

[0072] The normal state is a state in which the first type game medium M1 can be awakened, and may correspond to an initial state.

[0073] The awakened state is a state in which the first type game medium M1 has been awakened by the second change process. The upper limit number Nmax for the first type game medium M1 in the awakened state is preferably greater than the upper limit number Nmax for the first type game medium M1 in the normal state. In this embodiment, the upper limit number Nmax for the first type game medium M1 in the awakened state is one greater than the upper limit number Nmax for the first type game medium M1 in the normal state. For example, for a particular first type game medium M1, the upper limit number Nmax in the awakened state is four, and the upper limit number Nmax in the normal state is three.

[0074] In a modified example, the upper limit number Nmax for the first type game media M1 in the awakened state may be two or more fixed or variable values ​​greater than the upper limit number Nmax for the first type game media M1 in the normal state. In a modified example, multiple stages of the awakened state may be provided, such as "super awakening." In this case, for example, the number of associated second type game media M2 may increase with each change in the stage of the awakened state.

[0075] The rarity of the first-type game medium M1 in the awakened state is preferably higher than the rarity of the same first-type game medium M1 in the normal state. That is, the rarity of the first-type game medium M1 increases when it is awakened. In this embodiment, a first-type game medium M1 with a rarity of R3 increases to a rarity of R4 when it is awakened. As the rarity increases, the value of the ability parameters of the first-type game medium M1 also tends to increase, as described above.

[0076] The transition condition from the normal state to the awake state (hereinafter referred to as the "predetermined second change condition") is arbitrary, but may include, for example, the case where at least one of the following condition elements (1) to (3) is satisfied. In this case, any of the condition elements (1) to (3) may be a required condition, and the remaining condition element may be an additional condition, or multiple condition elements may be included in the required condition or additional condition. Condition element (1): A predetermined ability parameter of the first type game medium M1 is a predetermined value. Condition element (2): The maximum number (=upper limit number Nmax) of second-type game media M2 is associated with the first-type game media M1. Condition element (3): A predetermined ability parameter of the first type game medium M1 is at its maximum.

[0077] In a modified example, the predetermined second change condition (the transition condition from the normal state to the awakened state) may be changed as appropriate. For example, condition element (3) may be when the rarity of the first-type game medium M1 is rarity R3 or lower. Furthermore, if limit breaking is possible in stages, condition element (3) may be replaced with a condition where a limit breaking of a predetermined stage or higher has been achieved.

[0078] When a type-1 game medium M1 associated with a user is awakened, the association between the type-1 game medium M1 and the user is maintained. In this case, when a type-1 game medium M1 associated with a user is awakened, the type-1 game medium M1 is changed to a type-1 game medium M1 associated with a different game medium ID than the type-1 game medium M1 before awakening. In other words, in terms of data processing, the type-1 game medium M1 has a different game medium ID before and after awakening, but the association between the type-1 game medium M1 and the user is maintained. Therefore, it should be noted that the term "type-1 game medium M1" encompasses two game media with different IDs, even if the game media have different IDs before and after awakening.

[0079] The disassembled state corresponds to a state in which the first-type game medium M1 cannot be used. The disassembled state of the first-type game medium M1 is formed due to a first change process described below. The first-type game medium M1 in the disassembled state may not be displayed as a possessed game medium even on the user's game screen. In the disassembled state, the first-type game medium M1 cannot be used, so the number of second-type game media M2 that can be associated is zero. Note that, because the first-type game medium M1 in the disassembled state cannot be used, the disassembled state is essentially equivalent to a state in which the first-type game medium M1 does not exist (i.e., a state in which the first-type game medium M1 is not associated with a user). Therefore, information about the first-type game medium M1 that has reached the disassembled state may be erased. However, information about the first-type game medium M1 that has reached the disassembled state may be appropriately maintained in a state in which it is associated with the user, for example, as a record (past history).

[0080] [Type 2 game media] As described above, the second type game medium M2 associated with one user can be associated with the first type game medium M1 associated with the user. In this embodiment, the second type game medium M2 can be associated with only the first type game medium M1, but in other embodiments, the second type game medium M2 may be associated with game media other than the first type game medium M1.

[0081] 5A schematically illustrates a fifth-type game medium M5, a first-type game medium M1, and a second-type game medium M2. Naturally, the display form of the first-type game medium M1 and the second-type game medium M2 on the screen is arbitrary, and the display form illustrated in FIG. 5A and elsewhere is merely an example for illustrative purposes. For example, the first-type game medium M1 can be in the form of various ornaments (e.g., accessories), but in the following example, it is shown in the form of an inro (or amulet).

[0082] In the example shown in FIG. 5A, the image G500 of the first type game medium M1 is in the form of an inro (or amulet), and the second type game medium M2 can be attached to the lid portion. Specifically, the image G500 of the first type game medium M1 has an attachment hole 502 on the lid portion. The number of attachment holes 502 corresponds to the above-mentioned upper limit number Nmax. Furthermore, the image G500 may have a pattern or the like attached to the main body portion. In the example shown in FIG. 5A, the image G500 includes a mark G5001 that indicates rarity by number. In this case, three marks G5001 are attached corresponding to rarity R3. In FIG. 5A, the image G501 of the second type game medium M2 is shown in a state where it is not associated with the first type game medium M1 (a second state described below). The image G501 of the second type game medium M2 may have a wedge portion 504 that is firmly attached to the attachment hole 502. Note that the image G500 of the first type game medium M1 may be drawn as part of the image G550 of the fifth type game medium M5, but since it is significantly smaller than the fifth type game medium M5, it may be displayed on a separate screen.

[0083] In this manner, in this embodiment, the second type game medium M2 is associated with the first type game medium M1 and, via the first type game medium M1, with the fifth type game medium M5. That is, the second type game medium M2 associated with the first type game medium M1 is also associated with the fifth type game medium M5 associated with the first type game medium M1, via the first type game medium M1.

[0084] The second type game media M2 are related to special functions (skills and abilities), such as functions that generate predetermined effects in the game. The second type game media M2 may include abilities (abilities) that increase the value of ability parameters of the first type game media M1 and / or fifth type game media M5 of the player or of allies in the player's deck, or decrease the value of ability parameters of the first type game media M1 and / or fifth type game media M5 of the opponent. The abilities of the second type game media M2 may differ depending on the first attribute of the first type game media M1 and / or fifth type game media M5 associated with the second type game media M2. For example, a first type game medium M1 and / or fifth type game media M5 with a fire attribute may exhibit higher abilities than first type game media M1 and / or fifth type game media M5 with other attributes.

[0085] In this embodiment, as an example, the second-type game medium M2 is an ability that exerts the ability to increase the value of an ability parameter, and multiple different types are prepared. In a state in which one second-type game medium M2 is associated with one first-type game medium M1 and that one first-type game medium M1 is associated with a fifth-type game medium M5, that one second-type game medium M2 may be an ability that affects only one of that one first-type game medium M1 and that one fifth-type game medium M5, or may be an ability that affects both. If it affects both, it may affect them equally or unequally.

[0086] In the present embodiment, as an example, when one second type game medium M2 is associated with one first type game medium M1, and the one first type game medium M1 is associated with a fifth type game medium M5, the one second type game medium M2 has an ability that acts equally on both the one first type game medium M1 and the one fifth type game medium M5. In this case, for example, if the ability associated with one second type game medium M2 is "increase attack power by 3%," associating the first type game medium M1 associated with the one second type game medium M2 with the fifth type game medium M5 will increase the attack power of each of the first type game medium M1 and the fifth type game medium M5 by 3%.

[0087] Like the fifth-type game medium M5, the second-type game medium M2 includes a game medium name (e.g., an ability name), but does not necessarily have to be associated with ability parameters such as rarity, level, cost, HP, attack power, or defense power. Alternatively, the second-type game medium M2 may be assigned a first attribute. In this case, the second-type game medium M2 may be able to be associated only with a first-type game medium M1 having the same first attribute, or may be designed so that the ability (e.g., the percentage increase in attack power) that can be exerted is greater when the second-type game medium M2 is associated with a first-type game medium M1 having the same first attribute than when it is not associated with a first-type game medium M1 having the same first attribute.

[0088] In this embodiment, as described above, the maximum number of second type game media M2 that can be associated with one first type game medium M1 corresponds to the upper limit number Nmax associated with that one first type game medium M1. As described above, the second type game media M2 can increase the ability parameter values ​​of the associated first type game media M1 and fifth type game media M5, so it is advantageous for the user to associate as many second type game media M2 as possible with one first type game medium M1.

[0089] FIG. 5B schematically shows a state in which two second-type game media M2 (labeled "AB1" and "AB2") are associated with a first-type game medium M1. In this case, only one more second-type game medium M2 can be associated with the first-type game medium M1. FIG. 5C schematically shows a state in which three second-type game media M2 are associated with the first-type game medium M1. Note that in FIG. 5B and other figures, the numbers in parentheses attached to the second-type game media M2 indicate the state of that second-type game medium M2, with (1) corresponding to the first state, (2) corresponding to the second state, and (3) corresponding to the third state.

[0090] In this embodiment, once a second type game medium M2 is associated with a first type game medium M1, this associated state is basically maintained. Specifically, once a second type game medium M2 is associated with a first type game medium M1, this associated state is maintained until a first change process or a second change process, which will be described later, is executed. Therefore, for the user, associating as many second type game media M2 as possible with one first type game medium M1 is an important game element, but which second type game media M2 are associated is also an important game element.

[0091] In this embodiment, the second type game medium M2 can be in one of a plurality of different states. In this embodiment, as an example, the plurality of states that the second type game medium M2 can be in includes a first state, a second state, and a third state.

[0092] The first state is a state in which the second type game medium M2 is associated with the first type game medium M1. As described above, the first state is maintained until the first change process or the second change process described below is executed. In other words, the user can cause the second type game medium M2 associated with the first type game medium M1 to be no longer associated with the first type game medium M1 (cancel the association) by executing the first change process or the second change process described below.

[0093] In this embodiment, as an example, there are two methods for associating a second type game medium M2 with a first type game medium M1: a method based on user input, and a method based on execution or completion of an in-game battle game part, etc. In the method based on user input, the user can associate a desired second type game medium M2 from among the second type game media M2 in the second state that the user owns with a desired first type game medium M1.

[0094] The second state is a state in which the second type game medium M2 is not associated with the first type game medium M1 and can be associated with the first type game medium M1 (a first type game medium M1 to which the number of currently associated second type game media M2 has not reached the upper limit number Nmax). The second state of the second type game medium M2 can basically be changed via the first state. That is, the second type game medium M2 is initially associated with the user (or the fifth type game medium M5 associated with the user) in the first state. The user can then transition the second type game medium M2 in the first state to the second type game medium M2 in the second state by a first change process or a second change process, which will be described later. Note that the second type game medium M2 may be assigned different game medium IDs in the first state and the second state, but in this case, the second type game medium M2 remains substantially identical.

[0095] The third state is a state in which the second type game media M2 are not associated with the first type game media M1 and cannot be associated with them as a result of the second change process (hereinafter, this state will be referred to as a state after the second type game media M2 have disappeared). As will be described later, the second change process has the effect of causing some of the second type game media M2 to disappear. Specifically, when a first type game medium M1 associated with multiple second type game media M2 is awakened, some of the multiple second type game media M2 disappear. In this case, the disappeared second type game media M2 transition to the third state. The second type game media M2 in the third state may not be displayed as a game medium owned by the user on the user's game screen. In this case, information about the second type game media M2 that have reached the third state may be erased. Note that the third state may be deemed not to exist, in which case information about the second type game media M2 associated with the user may be erased. However, information about the second type game medium M2 that has reached the third state may be appropriately maintained in a state where it is stored in association with the user, for example, as a record (past history).

[0096] [Type 3 game media] The third type game medium M3 is associated with a user when the first type game medium M1 reaches the disassembled state as described above (hereinafter, the third type game medium M3 is referred to as being provided). Therefore, the third type game medium M3 provided when a first type game medium M1 reaches the disassembled state may suggest or clearly indicate that it is related to the first type game medium M1. For example, the third type game medium M3 may be rendered in a manner including a portion of the display of the first type game medium M1, or may have the form of the item used to provide the first type game medium M1 (i.e., it may have a reduced form). Alternatively, an image suggesting or clearly indicating the provision of the third type game medium M3 may be displayed on the screen when the first type game medium M1 reaches the disassembled state.

[0097] Further details of the third type game medium M3 will be described later. Note that in modified examples, the third type game medium M3 may be omitted.

[0098] [Type 4 game media] The fourth type game medium M4 is associated with a user when the second type game medium M2 reaches the third state as described above (hereinafter, this is referred to as the fourth type game medium M4 being provided). Therefore, the fourth type game medium M4 provided when a second type game medium M2 reaches the third state may suggest or clearly indicate that it is related to the second type game medium M2. For example, the fourth type game medium M4 may be rendered in a manner that includes a portion of the display of the second type game medium M2. Alternatively, an image suggesting or clearly indicating the provision of the fourth type game medium M4 may be displayed on the screen when the second type game medium M2 reaches the third state.

[0099] In the present embodiment, as an example, a fourth type game medium M4 is granted for each second type game medium M2 that reaches the third state, but this is not limited to this. For example, if two or more second type game media M2 reach the third state as a result of one second change process, a fourth type game medium M4 may be granted in a manner that is collectively associated with the two or more second type game media M2.

[0100] Further details of the fourth type game medium M4 will be described later. Note that in modified examples, the fourth type game medium M4 may be omitted.

[0101] The content of the information relating to game functions is not limited to the content of the first to fourth type game media M1 to M4 described above. For example, the first type game medium M1 may be capable of being strengthened or evolved, and the second type game medium M2 may be capable of having its abilities strengthened.

[0102] 3, and may be any information as long as the first to fourth type game media M1 to M4 are included. In a modified example, the third type game media M3 and / or the fourth type game media M4 may be omitted, as described above.

[0103] Figure 5D shows some of the information related to game functions (see Figure 3), specifically, tables 501 and 502 for the first type game medium M1 and the second type game medium M2, respectively, and tables 503 and 504 for the third type game medium M3 and the fourth type game medium M4, respectively, as shown in Figures 5A to 5C. Note that in Figure 5D, "-" indicates an item for which no information is stored.

[0104] In the example shown in FIG. 5D, the information about the first type game medium M1 includes information (denoted as "Status") indicating which of the three states described above it is in, as shown in table 501. In this case, Status = 1 corresponds to the normal state, Status = 2 corresponds to the awakened state, and Status = 0 corresponds to the disassembled state. The information about the first type game medium M1 also includes information indicating the upper limit number Nmax (denoted as "number of mounting holes") and, for each mounting hole 502, information indicating the state of the mounting hole 502 (if a second type game medium M2 is mounted, its game medium ID).

[0105] Furthermore, the information regarding the second type game medium M2 includes information indicating which of the three states described above it is in (denoted as "Status"), as shown in table 502 in Figure 5D. In this case, Status = 1 corresponds to the first state, Status = 2 corresponds to the second state, and Status = 0 corresponds to the third state. The information regarding the second type game medium M2 may include information indicating the content of its ability (denoted as "function").

[0106] Furthermore, as shown in table 503 of FIG. 5D, information related to the third type game medium M3 may include information (e.g., its game medium ID) indicating the first type game medium M1 to which the third type game medium M3 was assigned (the first type game medium M1 that has reached the decomposed state) and information indicating the number of decompositions. The number of decompositions indicates the number of third type game media M3 assigned in connection with the transition of one first type game medium M1 to the decomposed state. The number of decompositions may be a fixed value or a variable value. For example, the higher the rarity of the first type game medium M1 that has reached the decomposed state, the greater the number of decompositions. Note that the third type game media M3 may be assigned game medium IDs as separate game media equal to the number of decompositions.

[0107] Furthermore, the information regarding the third-type game media M3 includes information indicating the number of associations, as shown in table 503 of FIG. 5D. In this embodiment, as a preferred example, the third-type game media M3 can be associated with a user (a user who was associated with the first-type game media M1 that has reached the disassembled state), and the number of associations is the number of third-type game media M3 associated with that user. The maximum number of associations may be a number greater than the number of disassembly attempts, or a number corresponding to the number of disassembly attempts. In the latter case, the number is limited to the number corresponding to the items the user wishes to convert, whereas in the former case, the user can convert the multiple materials they have accumulated into various items, thereby increasing the user's flexibility. As described below, the user can increase the number of associations regarding the third-type game media M3, for example, by clearing game parts.

[0108] Furthermore, the information regarding the third type game media M3 includes information indicating the reward status, as shown in table 503 of FIG. 5D. In the present embodiment, as a preferred example, when the number of associated third type game media M3 reaches the required number (an example of a first predetermined number), a first benefit game medium is associated with the user (the user who was associated with the first type game medium M1 that has reached the disassembled state). Details of the first benefit game medium will be described later in relation to the first benefit granting unit 1561. The information indicating the reward status is information indicating whether the first benefit game medium is associated. For example, when the information indicating the reward status is "1", this indicates a state in which the first benefit game medium is associated with the user (i.e., a state in which the reward has been obtained). The required number may be the disassembly number or a predetermined number different from the disassembly number.

[0109] Furthermore, as shown in table 504 of FIG. 5D, information relating to the fourth type game medium M4 may include information (e.g., its game medium ID) indicating the second type game medium M2 to which the fourth type game medium M4 was assigned (the second type game medium M2 that has reached the third state) and information indicating the number of disassembly attempts. The number of disassembly attempts indicates the number of fourth type game media M4 assigned in connection with the transition of one second type game medium M2 to the third state. Note that game medium IDs may be assigned to the fourth type game media M4 as separate game media for the number of disassembly attempts.

[0110] Furthermore, the information regarding the fourth type game medium M4 includes information indicating the number of associations, as shown in table 504 of FIG. 5D. In this embodiment, as a preferred example, the fourth type game medium M4 can be associated with a user (a user who was associated with the second type game medium M2 that has reached the third state), and the number of associations is the number of fourth type game media M4 associated with that user. The maximum number of associations corresponds to the number of disassemblies. As will be described later, the user can increase the number of associations regarding the fourth type game medium M4, for example, by clearing a game part.

[0111] Furthermore, the information regarding the fourth type game media M4 includes information indicating the reward status, as shown in table 504 of FIG. 5D. In the present embodiment, as a preferred example, when the number of associated fourth type game media M4 reaches the required number (an example of a second predetermined number), a second benefit game medium is associated with the user (the user associated with the second type game medium M2 that has reached the third state). Details of the second benefit game medium will be described later in relation to the second benefit granting unit 1562. The information indicating the reward status is information indicating whether or not the second benefit game medium has been associated. For example, when the information indicating the reward status is "1," this indicates a state in which the second benefit game medium is associated with the user (i.e., a state in which the reward has been acquired). The required number may be the disassembly number or a predetermined number different from the disassembly number.

[0112] (First change process and second change process) Next, the first change process and the second change process will be described with reference to Figures 6A and 6B. In the following description, "one target first type game medium M1" refers to one target first type game medium M1 for which the first change process or the second change process is executed. Furthermore, "two or more target second type game media M2" refers to two or more second type game media M2 associated with one target first type game medium M1.

[0113] The first change process and the second change process are basically processes executed in an offline game (an example of a second game) that is different from the in-game (an example of a first game). The in-game refers to a game that progresses using the fifth type of game media M5, such as the battle game part described above. The offline game includes a game part in which the game media used in the in-game are developed or strengthened. Examples of the in-game include not only battles but also game parts of various genres, such as RPGs, exploration, game parts in which missions are cleared, game parts in which a scenario is read, and game parts in which options are selected and the game unfolds. Examples of the offline game include not only strengthening, but also mini-games (puzzles, fishing, simple missions, etc.) that are different from the in-game. The user can use various methods in the offline game to clear the in-game, which can increase the interest of the game as a whole.

[0114] The first change process is executed when two or more second type game media M2 are associated with one first type game medium M1 (target one first type game medium M1) associated with one user, based on an explicit input (hereinafter also referred to as a "removal instruction") (an example of a first input) from the user. When the first change process is executed, the associated state of the target one first type game medium M1 for the user is canceled (i.e., the target one first type game medium M1 is transitioned to a disassembled state), and N1 of the two or more second type game media M2 are changed from the state associated with the target one first type game medium M1 (i.e., the first state) to the second state.

[0115] Here, N1 is an arbitrary number greater than N2 in the second change process described below. In this embodiment, N1 corresponds to the number of second type game media M2 associated with the target first type game medium M1. In other words, all of the second type game media M2 associated with the target first type game medium M1 are changed to the second state.

[0116] However, in a modified example, N1 may be a variable value within a range greater than N2 in the second change process described below. For example, N1 may be a variable value that changes depending on the values ​​of various parameters associated with the target type one first game medium M1. For example, N1 may be a larger number the higher the rarity of the target type one first game medium M1. Alternatively, N1 may be a variable value that changes depending on the values ​​of parameters of the fifth type game medium M5 associated with the target type one first game medium M1. In this case, if the fifth type game medium M5 associated with the target type one first game medium M1 has non-constant specifications, the lowest or highest parameter value among the multiple fifth type game media M5 may be used, or the average or total value of the parameters may be used.

[0117] Furthermore, N1 may vary according to a predetermined weight (e.g., a weight such as cost) rather than a number. For example, if a change of 10 costs (change from the first state to the second state) is possible, N1 varies according to the 10 costs. For example, when a change from the first state to the second state of a second-type game medium M2 with a rarity of R2 costs 2 costs, and a change from the first state to the second state of a second-type game medium M2 with a rarity of R3 costs 3 costs, three second-type game media M2 with a rarity of R2 and two second-type game media M2 with a rarity of R2 may be able to change from the first state to the second state within a total cost of 10 costs. The cost may vary according to the value of a predetermined parameter of the target first-type game medium M1. In this example, the 10 costs may be variable, and the higher the rarity of the target first-type game medium M1, the higher the available cost.

[0118] Here, the second type game media M2 to be changed from the first state to the second state may be automatically selected within the above-mentioned range of N1 and cost. The selected second type game media M2 may be automatically changed from the first state to the second state. The selected second type game media M2 may be displayed on the user's terminal device 20 as a candidate for changing from the first state to the second state. The second type game media M2 displayed as a candidate may be determined as the target for change based on a user operation, or may be changed to another second type game medium M2.

[0119] Furthermore, the selection method for the second type game media M2 may be a predetermined selection method, or may be determined based on predetermined parameters of multiple second type game media M2 associated with a target first type game medium M1. For example, a predetermined specific type of parameter may be compared among multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting a game with a higher rarity). Alternatively, a predetermined threshold may be compared with a specific parameter of multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting SSR or higher). The "type of predetermined parameter" and / or "threshold" used in this case may be set in advance based on a user operation.

[0120] In this embodiment, as described above, N1 = the number of second-type game media M2 associated with the target first-type game medium M1, but in the modified example described above, N1 may be less than the number of second-type game media M2 associated with the target first-type game medium M1. In this case, the second-type game media M2 that are not changed to the second state may be changed to the third state.

[0121] FIG. 6A is a diagram illustrating an example of the first change process.

[0122] 6A, the first change process is executed based on a user's instruction to remove the data when a predetermined first change condition is met. The predetermined first change condition is arbitrary, but may include, for example, the case where all of the following condition elements (11) to (13) are met: Condition element (11): The level of the first type game medium M1 is maximum. Condition element (12): The maximum number (=upper limit number Nmax) of second-type game media M2 is associated with the first-type game media M1. Condition element (13): If the rarity of the first-type game medium M1 is rarity R3, it has exceeded the limit.

[0123] In a modified example, the predetermined first change condition may be changed as appropriate. For example, the condition element (13) may be replaced with "Breaking through the limit." In this case, the predetermined first change condition is the same as the predetermined second change condition described above.

[0124] The first-type game media M1 shown on the left side of FIG. 6A satisfies condition elements (11) to (13). In this case, when a first change process is executed in response to a removal instruction from the user (see arrow AR600), the second-type game media M2 associated with the first-type game media M1 are removed from the first-type game media M1, as indicated by arrow AR601 in FIG. 6A. That is, three second-type game media M2 are removed in the second state. At the same time, the target first-type game media M1 is lost (disassembled) (see G600), and a third-type game media M3 is added (see arrow AR602). Note that the three second-type game media M2 removed in this manner remain associated with the user (i.e., owned game media), and only undergo a transition from the first state to the second state.

[0125] The second change process is executed when two or more second-type game media M2 are associated with one first-type game medium M1 associated with a user, based on an explicit input (hereinafter also referred to as an "awakening instruction") (an example of a second input) from the user. Note that the awakening instruction and the removal instruction are separate instructions, but may be instructions that can be selected from the same screen. When the second change process is executed, N2 specific second-type game media M2 out of the two or more first-type game media M2 are changed from the first state to the second state while maintaining the association state of the target first-type game medium M1 with the user (i.e., without transitioning the first-type game medium M1 to the disassembled state).

[0126] Here, the second type game media M2 to be changed from the first state to the second state may be automatically selected within the above-mentioned range of N1 and cost. The selected second type game media M2 may be automatically changed from the first state to the second state. The selected second type game media M2 may be displayed on the user's terminal device 20 as a candidate for changing from the first state to the second state. The second type game media M2 displayed as a candidate may be determined as the target for change based on a user operation, or may be changed to another second type game medium M2.

[0127] Furthermore, the selection method for the second type game media M2 may be a predetermined selection method, or may be determined based on predetermined parameters of multiple second type game media M2 associated with a target first type game medium M1. For example, a predetermined specific type of parameter may be compared among multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting a game with a higher rarity). Alternatively, a predetermined threshold may be compared with a specific parameter of multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting SSR or higher). The "type of predetermined parameter" and / or "threshold" used in this case may be set in advance based on a user operation.

[0128] Here, N2 is an arbitrary number smaller than N1 in the first change process described above. In this embodiment, N2 is 1.

[0129] However, in a modified example, N2 may be a variable value within a range smaller than N1 in the first change process described above. For example, N2 may be a value obtained by subtracting 1 from N1 obtained when the first change process described above is executed (i.e., N2 = N1 - 1). Alternatively, N2 may be a value obtained by rounding down the decimal point based on a predetermined percentage of N1 obtained when the first change process described above is executed. In this case, if N1 is determined based on the values ​​of various parameters and predetermined weights related to one type of first game medium M1 as described above, N2 will also be determined based on the values ​​of various parameters and predetermined weights related to one type of first game medium M1. Furthermore, N2 may be 0. Note that the present invention is not limited to cases in which both N1 and N2 are determined based on various parameters and weights; only N1 or only N2 may be determined based on various parameters and weights.

[0130] The specific second-type game medium M2 among the two or more second-type game media M2 may be determined regardless of the user's wishes, but preferably may be determined by selection by the user. That is, the awakening instruction may preferably include selection information regarding the specific second-type game medium M2. This allows the user to select the desired second-type game medium M2 (specific second-type game medium M2) that they wish to change to the second state from among the two or more target second-type game media M2.

[0131] The second change process preferably cancels the associated state with the user for the remaining second type game media M2 other than the specific second type game media M2 among the two or more target second type game media M2. That is, the second change process transitions the states of the remaining second type game media M2 other than the specific second type game media M2 among the two or more target second type game media M2 from the first state to the third state.

[0132] The second change process preferably increases the maximum number (i.e., upper limit number) of second-type game media M2 that can be associated with one target first-type game medium M1. The increased number is 1, but may be 2 or more. The increased number may be a variable value. For example, the increased number may be either 1 or 2, selected by lottery or the like.

[0133] Furthermore, the second change process preferably changes (transitions) the state of the target one of the first-type game media M1 from the normal state to the awakened state. At this time, the second change process preferably changes the value of a predetermined parameter to a higher value (in a direction that is advantageous in an in-game part such as a competitive game part). In this embodiment, when the target one of the first-type game media M1 transitions from the normal state to the awakened state, the rarity increases, and the value of the ability parameter also increases accordingly.

[0134] 6B is an explanatory diagram of the second change process. In FIG. 6B, as an example, the second change process is executed based on a wake-up instruction from the user under a situation where the above-mentioned predetermined second change condition is met.

[0135] The first-type game medium M1 shown on the left side of FIG. 6B satisfies a predetermined second change condition. In this case, when a second change process is executed in response to an awakening instruction from the user (see arrow AR700), one specific second-type game medium M2 (denoted as "AB1") of the three second-type game media M2 associated with the first-type game medium M1 is removed from the first-type game medium M1, as shown by arrow AR701 in FIG. 6A. That is, only one of the three second-type game media M2 is removed in the second state. At the same time, the remaining two second-type game media M2 associated with the first-type game medium M1 are lost (disassembled) (see G760), and a fourth-type game medium M4 is added (see arrow AR702). Note that the one specific second-type game medium M2 removed in this manner remains associated with the user (i.e., owned game medium), and its state simply transitions from the first state to the second state. On the other hand, the remaining two second-type game media M2 are no longer associated with the user (i.e., are no longer owned game media).

[0136] Here, the second type game media M2 to be changed from the first state to the second state may be automatically selected within the above-mentioned range of N1 and cost. The selected second type game media M2 may be automatically changed from the first state to the second state. The selected second type game media M2 may be displayed on the user's terminal device 20 as a candidate for changing from the first state to the second state. The second type game media M2 displayed as a candidate may be determined as the target for change based on a user operation, or may be changed to another second type game medium M2.

[0137] Furthermore, the selection method for the second type game media M2 may be a predetermined selection method, or may be determined based on predetermined parameters of multiple second type game media M2 associated with a target first type game medium M1. For example, a predetermined specific type of parameter may be compared among multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting a game with a higher rarity). Alternatively, a predetermined threshold may be compared with a specific parameter of multiple second type game media M2, and second type game media M2 for which the specific type of parameter is "larger or smaller" may be extracted and prioritized for selection (e.g., when selecting SSR or higher). The "type of predetermined parameter" and / or "threshold" used in this case may be set in advance based on a user operation.

[0138] On the other hand, in the second change process, unlike the first change process, the association state of the target first-type game medium M1 with the user is maintained while the rarity of the target first-type game medium M1 is increased. In Figure 6B, the rarity of the target first-type game medium M1 is increased to R4 (see the fourth mark G5001), and the number of attachment holes 502 is increased to four.

[0139] In this manner, according to this embodiment, a user who owns a first-type game medium M1 associated with a second-type game medium M2 can appropriately use a removal instruction to execute a first change process or an awakening instruction to execute a second change process. For example, in order to complete a desired in-game game part, the user can appropriately use a removal instruction to execute a first change process or an awakening instruction to execute a second change process, while taking into account various current conditions (the current conditions of various game media). In this manner, the game system 1 is achieved by enabling a greater variety of user processes for specific game media. This makes it possible to suppress the number of game media to be processed (and the associated data volume) and, ultimately, the increase in data space occupied by the game media, compared to a configuration in which fewer processes can be performed on game media. Furthermore, as the first type game media M1 and / or second type game media M2 are lost (disassembled) upon awakening or disassembly, the increase in the number of first type game media M1 and / or second type game media M2 present in the virtual space can be suppressed, thereby suppressing the increase in the number of game media to be processed (the associated amount of data) and ultimately the data area occupied by the game media.

[0140] As a modified example, when the first type game media M1 and / or the second type game media M2 are disassembled, they become a single type of third type game media M3 and / or fourth type game media M4, and depending on the number of disassembled types, a predetermined type of first type game media M1 and / or second type game media M2 (not limited to the original first type game media M1 and / or second type game media M2) may be provided to the user. As another modified example, depending on predetermined parameters of the original first type game media M1 and / or second type game media M2, a third type game media M3 and / or fourth type game media M4 common to each predetermined parameter may be provided. These third type game media M3 and / or fourth type game media M4 may be exchanged for a first type game media M1 and / or second type game media M2 having predetermined parameters, not limited to the original first type game media M1 and / or second type game media M2. For example, when a first-type game medium M1 and / or a second-type game medium M2 of a predetermined rarity and / or attribute is disassembled, a third-type game medium M3 and / or a fourth-type game medium M4 of a predetermined rarity and / or attribute may be acquired. To give a specific example, a first-type game medium M1 with SR rarity may acquire a third-type game medium M3 with SR rarity, or a first-type game medium M1 with fire attribute may acquire a third-type game medium M3 with fire attribute. In this way, as long as the game medium has the same attribute or rarity, it can be exchanged for a predetermined first-type game medium M1 and / or second-type game medium M2, not limited to the original first-type game medium M1 and / or second-type game medium M2.

[0141] In this way, in the game system 1, by making the third type game media M3 and fourth type game media M4 unique to the first type game media M1 and second type game media M2 that were the source of the decomposition, or by making the third type game media M3 and fourth type game media M4 common to multiple first type game media M1 and second type game media M3 that were the source of the decomposition, it is possible to suppress an increase in the amount of game media of the third type game media M3 or fourth type game media M4 in the virtual space.

[0142] Furthermore, by varying the cost and number of game media for each type of game media for N1 related to the first change process and N2 related to the second change process, it becomes possible to coexist processes with different amounts of game media reduction, and by adjusting the set values ​​for the amount of game media reduction, it becomes possible to adjust the number of each type of game media in the virtual space for each type. Furthermore, since the amount of game media circulating in the virtual space can be reduced, communication traffic can be reduced and the number of game media displayed on the screen can be reduced, thereby improving user operability.

[0143] (Information about the opposing game media) The server storage unit 12 (see FIG. 1 ) stores information about game media (e.g., NPCs) that are opponents in the competitive game part. For example, the information about the opponent game media may include the game media ID, game media name, level, HP, attack power, defense power, attributes, and speed of the game media. The game media ID, game media name, level, HP, attack power, and attributes are similar to the information about the owned game media described above, and therefore will not be described here. HP is a parameter that indicates the health of the opponent. When the opponent's HP decreases to a predetermined value (e.g., zero), it may be determined that the user has defeated the opponent. When the user defeats all opponents that appear in the competitive game part, it may be determined that the competitive game part has been cleared. Defensive power is a parameter used to determine the amount of damage inflicted on the opponent. For example, the greater the defensive power, the less damage inflicted on the opponent. Speed ​​is a parameter used to determine the rate at which the opponent's action points increase. For example, the greater the speed, the faster the action points increase. When the action points reach the upper limit, the opponent can perform an action such as an attack.

[0144] The server control unit 13 includes one or more processors. The processors may include a general-purpose processor that realizes a specific function by loading a specific program, and a dedicated processor specialized for a specific process. The server control unit 13 controls the overall operation of the server device 10. An example of the operation of the server control unit 13 will be specifically described below.

[0145] The server control unit 13 stores various information and programs used in game processing in the server storage unit 12. The information used in game processing may include the above-mentioned information about the user, information about the game content of the opponent, and the like.

[0146] The server control unit 13 transmits and receives information via the server communication unit 11. For example, the server control unit 13 may transmit at least a part of the information stored in the server storage unit 12 to the terminal device 20. In this way, the information stored in the server storage unit 12 and the information stored in the terminal device 20 are shared and synchronized. The timing for sharing and synchronizing the information may include, for example, the timing when new information is stored in the server storage unit 12 and the timing when the information stored in the server storage unit 12 is updated, but may also be determined arbitrarily.

[0147] The server control unit 13 executes the game in cooperation with the terminal devices 20. For example, the server control unit 13 executes a competitive game part in cooperation with one or more terminal devices 20.

[0148] The server control unit 13 may also execute a game media lottery process to increase the number of game media owned by each user. For example, the server control unit 13 executes the game media lottery process upon receiving a lottery request (a so-called gacha spin event) from a user. The conditions for generating the lottery request are arbitrary. For example, the conditions for generating the lottery request may be satisfied by the consumption of a predetermined game medium. Alternatively, the conditions for generating the lottery request may be satisfied during a campaign or initial registration without the consumption of a predetermined game medium. The game media to be selected by the lottery may include a first type game medium M1, a second type game medium M2, etc.

[0149] (Terminal Device Configuration) A specific description will be given of the configuration of the terminal device 20. As shown in Fig. 1, the terminal device 20 includes a terminal communication unit 21, a terminal storage unit 22, a display unit 23, an input unit 24, and a terminal control unit 25.

[0150] The terminal communication unit 21 includes an interface for communicating with an external device wirelessly or via a wired connection to transmit and receive information. The terminal communication unit 21 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that supports mobile communication standards such as LTE (Long Term Evolution) (registered trademark), LTE-A (LTE-Advanced), a fifth-generation mobile communication system, or UMB (Ultra Mobile Broadband). The terminal communication unit 21 can transmit and receive information to and from the server device 10 via the network 30.

[0151] The terminal storage unit 22 includes, for example, a primary storage unit and a secondary storage unit. For example, the terminal storage unit 22 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. The terminal storage unit 22 stores various information and programs used in game processing received from the server device 10. The information and programs used in game processing may be acquired from an external device via the terminal communication unit 21. For example, a game application program may be acquired from a predetermined application distribution server. Hereinafter, the application program may also be simply referred to as an application. Also, for example, some or all of the above-mentioned information about the user and information about the game medium of the opponent may be acquired from the server device 10.

[0152] The display unit 23 includes a display device such as a liquid crystal display or an organic EL (Electro-Luminescent) display. The display unit 23 is capable of displaying a variety of screens. The display unit 23 may be in the form of a head-mounted display.

[0153] The input unit 24 includes an input interface including, for example, a touch panel that is provided integrally with the display unit 23. The input unit 24 is capable of accepting user input to the terminal device 20. The input unit 24 may include physical keys, or may further include any input interface including a pointing device such as a mouse. Alternatively, non-contact input such as voice input or gesture input may be used.

[0154] The terminal control unit 25 includes one or more processors. The terminal control unit 25 controls the overall operation of the terminal device 20. An example of the operation of the terminal control unit 25 will be specifically described below.

[0155] The terminal control unit 25 transmits and receives information via the terminal communication unit 21. For example, the terminal control unit 25 receives various information and programs used in game processing from at least one of the server device 10 and other external servers. The terminal control unit 25 stores the received information and programs in the terminal storage unit 22. For example, the terminal storage unit 22 may store a browser (internet browser) for connecting to a web server.

[0156] The terminal control unit 25 launches a game application in response to a user operation. The terminal control unit 25 executes the game in cooperation with the server device 10. For example, the terminal control unit 25 displays various screens used in the game on the display unit 23. For example, a GUI (Graphical User Interface) that detects user operations may be displayed on the screen. The terminal control unit 25 is capable of detecting user operations on the screen via the input unit 24. Note that at least a portion of the various screens displayed on the display unit 23 may be web displays displayed on the terminal device 20 based on data generated by the server device 10, and at least a portion of the screens may be native displays displayed by a native application installed on the terminal device 20.

[0157] As an example, the operation of the server device 10 and the terminal device 20 that executes a single-play competitive game part will be specifically described.

[0158] The terminal control unit 25 determines the upper limit of the total HP of the users (for example, 1000 points) used in the processing of the competitive game part.

[0159] The terminal control unit 25 transmits an execution request for the competitive game part to the server device 10 in response to, for example, a user operation. When the server control unit 13 receives the execution request from the terminal device 20, it may transmit information used to execute the competitive game part to the terminal device 20. The server control unit 13 and the terminal control unit 25 start the competitive game part. The competitive game part is executed using one or more deck game media included in the deck, moving object game media placed in the virtual space, and one or more game media of the opponent.

[0160] The operation of the terminal control unit 25 that progresses the competitive game part will be described below. When the competitive game part starts, the terminal control unit 25 sets the action points of the opponent to an initial value (for example, zero points).

[0161] During execution of the competitive game part, the first period and the second period occur alternately and repeatedly.

[0162] The first period is a period during which, for example, the opponent's action points, which increase over time, increase from an initial value (e.g., zero points) to an upper limit (e.g., 100 points). Specifically, the terminal control unit 25 starts a process (increase process) of increasing the opponent's action points over time. The start timing of the increase process corresponds to the start timing of the first period. When the opponent's action points reach the upper limit (e.g., 100 points), the terminal control unit 25 ends the increase process. The end timing of the increase process corresponds to the end timing of the first period.

[0163] The second period is the period from the end of the first period to the time when the opponent's action points are reset to their initial values. Specifically, after the start of the second period, the terminal control unit 25 causes the opponent to perform a predetermined action (e.g., an attack on the user). If the deck game media included in the deck is not to perform an action (e.g., an attack on the opponent), the terminal control unit 25 may cause the opponent to perform a predetermined action, for example, immediately after the start of the second period. On the other hand, if the deck game media included in the deck is to perform an action, the terminal control unit 25 may wait for the deck game media included in the deck to complete the action before causing the opponent to perform the predetermined action. In such a case, the opponent's action is performed after the deck game media included in the deck has completed the action. In this way, the first period and the second period occur alternately and repeatedly.

[0164] The terminal control unit 25 may cause the deck game media included in the deck to perform a predetermined action (e.g., an attack on the opponent). Specifically, during the first period, the terminal control unit 25 may cause a predetermined item to appear in the virtual space. The terminal control unit 25 increases the action points of the deck game media in response to the acquisition of an item by the moving object game media. If the action points of the deck game media are equal to or greater than a predetermined reference value, the terminal control unit 25 causes the deck game media to perform a predetermined action (e.g., an attack on the opponent) and reduces the action points by the reference value. The terminal control unit 25 causes the deck game media to repeatedly perform the action until the action points of the deck game media fall below the reference value. If the action points of the deck game media decrease and fall below the reference value, the action by the deck game media ends.

[0165] 7 shows an example of a play screen displayed on the terminal device 20 during execution of a competitive game part. The play screen displays, for example, a partial area of ​​a two-dimensional virtual space. Specifically, the play screen may display various objects arranged in the virtual space. The various objects include, for example, a moving object 40, a road surface 41, an item 42, and, among the deck game media included in the deck, a leader 43, an opponent 44, and an item 46 (game media) corresponding to a third type game media M3 or a fourth type game media M4.

[0166] The moving object 40 corresponds to a moving object game medium such as a motorcycle, a car, or a person. The terminal control unit 25 automatically moves the moving object 40 in a predetermined direction in the virtual space (e.g., to the right of the screen). In this embodiment, the terminal control unit 25 moves the road surface 41 and the items 42 so as to scroll toward the left of the screen without changing the position of the moving object 40 in the left-right direction of the screen. In this manner, the moving object 40 that automatically moves in the virtual space is expressed. The terminal control unit 25 may cause objects such as the road surface 41 and the items 42 to appear sequentially in the moving direction of the moving object 40 in the virtual space as the screen scrolls. The terminal control unit 25 may change the algorithm of the process of making the objects appear between the first period and the second period.

[0167] The moving object 40 can travel on a road surface 41. The terminal control unit 25 may make the road surface 41 appear in the virtual space. The terminal control unit 25 may make the road surface 41 break during a first period, for example, as shown in FIG. 7. Meanwhile, the terminal control unit 25 may reduce the number or frequency of appearances of points where the road surface 41 breaks during a second period. For example, the terminal control unit 25 may set the number or frequency of appearances of points where the road surface 41 breaks to zero during the second period. In such a case, the road surface 41 is controlled so as not to be broken.

[0168] The terminal control unit 25 may cause an item 42 to appear in the virtual space during a first period. On the other hand, the terminal control unit 25 may reduce the number or frequency of appearance of the item 42 during a second period. For example, the terminal control unit 25 may set the number or frequency of appearance of the item 42 to zero during the second period. In such a case, the item 42 is controlled not to appear. When the moving object 40 and the item 42 overlap on the screen, the terminal control unit 25 determines that the item 42 has been acquired. In this embodiment, the item 42 includes an attribute item and a recovery item.

[0169] The attribute item corresponds to at least one of the first attributes of the game media. For example, if an item corresponding to the fire attribute is acquired, the terminal control unit 25 increases the action points of each deck game medium with the fire attribute among the deck game media included in the deck. When the action points of the deck game medium reach a predetermined reference value or more, the terminal control unit 25 automatically causes the deck game medium to perform a predetermined action (e.g., an attack on the opponent). For example, when the deck game medium is caused to perform an attack on the opponent, the terminal control unit 25 reduces the HP of the opponent game medium. Furthermore, the terminal control unit 25 reduces the action points of the deck game medium that performed the attack by the reference value. For example, if the action points of the deck game medium are 350 points and the reference value is 100 points, the terminal control unit 25 causes the deck game medium to perform a total of three attacks. Then, the terminal control unit 25 reduces the action points of the deck game medium by the reference value (100 points) x 3 times = 300 points. Therefore, after three attacks, the action points of the deck game medium will be 350 points - 300 points = 50 points.

[0170] On the other hand, when a recovery item is acquired, the terminal control unit 25 increases the total HP of the user according to the total defensive power of the user.

[0171] The terminal control unit 25 causes the moving object 40 to jump, for example, toward the top of the screen in response to a user operation on the terminal device 20. For example, the user can prevent the moving object 40 from falling off the road surface 41 by making the moving object 40 jump at a location where the road surface 41 is interrupted. If the moving object 40 falls off the road surface 41, the terminal control unit 25, for example, reduces the total HP of the user, and then returns the moving object 40 to the road surface 41. Furthermore, for example, the user can obtain an item 42 by making the moving object 40 jump in accordance with the placement of the item 42.

[0172] When the player defeats the opponent 44, the terminal control unit 25 causes the display of the opponent 44 to disappear, and displays a visual effect indicating that the user has acquired the item 46 held by the opponent 44. In this case, the terminal control unit 25 updates the information (see FIGS. 2 and 3) regarding the game media owned by the user so that the item 46 is newly added. In this embodiment, the item 46 can function as the third type game medium M3 or the fourth type game medium M4 described above. Note that, in addition to or instead of the item 46, an item that is a material for the first type game medium M1 may be acquired in the competitive game part.

[0173] 7, image area 45 is an area that displays the remaining total HP as a gauge, image area 48 is an area that displays the remaining HP of the opponent as a gauge, and image area 49 is an area that shows the status of each deck game medium included in the deck. The status of the deck game medium may include a state of whether or not the next action (such as an attack on the opponent or the activation of a skill) can be performed, which changes depending on how the item 42 is acquired, and a detailed description thereof will be omitted here. In FIG. 7, image area 45 is an area that displays the remaining total HP as a gauge, image area 48 is an area that displays the remaining HP of the opponent as a gauge, and image area 49 is an area that shows the status of each deck game medium included in the deck. The status of the deck game medium may include a state of whether or not the next action (such as an attack on the opponent or the activation of a skill) can be performed, which changes depending on how the item 42 is acquired, and a detailed description thereof will be omitted here.

[0174] (Example of functional configuration) Next, a specific example of the functional configuration of the game system 1 according to this embodiment will be described with reference to Figure 8 onwards. The following is a specific example, and therefore will be more specific than the above, but various modifications of the above aspects are possible.

[0175] FIG. 8 is a block diagram showing an example of functions implemented by the server device 10. Note that, as a modified example, some or all of the functions shown in FIG. 8 may be implemented by the terminal device 20. In a modified example, all of the functions may be implemented by the terminal device 20. However, in the case where some of the functions are implemented, most of the functions may be implemented by the terminal device 20 by including information on most of the game media in an application within the terminal device 20, while functions for which security is important or functions involving association with other users may be implemented by the server device 10. For example, because a function such as a lottery in which an item 42 is awarded to a user may be tampered with, even in the modified example, the function may be implemented by the server device 10 rather than the terminal device 20.

[0176] 8, the server device 10 includes a user input acquisition unit 150, a first game progress processing unit 151, a second game execution unit 152, and a storage processing unit 154. Note that the user input acquisition unit 150 to the storage processing unit 154 can be realized by the server control unit 13 executing one or more programs in the server storage unit 12. At this time, the user input acquisition unit 150 can acquire various inputs (instructions, etc.) from the terminal device 20 via the server communication unit 11. Furthermore, the first game progress processing unit 151 and the second game execution unit 152 can exchange various information (for example, information for screen generation) with the terminal device 20 via the server communication unit 11.

[0177] In the following, to avoid complicating the explanation, a user refers to one specific user. Naturally, the server device 10 can perform similar processing in parallel for multiple users.

[0178] The user input acquisition unit 150 acquires various inputs from the user, including the above-mentioned take-out instruction, wake-up instruction, and the like.

[0179] The first game progression processing unit 151 progresses an in-game such as a competitive game part based on a fifth-type game medium M5, a first-type game medium M1 that can be associated with the fifth-type game medium M5, and one or more second-type game media M2 that can be associated with the first-type game medium M1. Note that the fifth-type game medium M5 here corresponds to each of the deck game media included in the deck.

[0180] As described above, the first game progression processing unit 151 calculates each value of the ability parameters based on the fifth type game media M5 included in the deck and various game media (first type game media M1 and second type game media M2) that can be associated with each fifth type game media M5, and progresses in-game parts such as the competitive game part.

[0181] For example, Figure 9 shows an example of information 900 about game media included in one deck as part of the information about the game media being used (see Figure 2). In this case, the deck contains five fifth-type game media M5 with game media IDs such as "C01" and "C02." For example, the fifth-type game media M5 with game media ID = C01 is associated with a first-type game medium M1 with game media ID = ACC03. The first-type game medium M1 with game media ID = ACC03 has four mounting holes (maximum number Nmax), and is associated with three second-type game media M2 with game media IDs such as "AB01" and "AB02."

[0182] In this case, if the fifth type game medium M5 with game medium ID = C01 and the first type game medium M1 with game medium ID = ACC03 have parameter values ​​such as those shown in Table 901 in Figure 9 (C01: attack power 100 / defense power 50, ACC03: attack power 29 / defense power 8), and three second type game media M2 with game medium IDs such as "AB01" and "AB02" are associated with functions such as those shown in Table 902 in Figure 9, the first game progress processing unit 151 may apply two second type game media M2 with game medium ID = AB01 (attack power increases by 3%) and game medium ID = AB04 (attack power increases by 4%) and set the attack power ATK of the fifth type game medium M5 as follows:

[0183] ATK = (100 + 29) x (1 + 0.03 + 0.04) In addition, the first game progression processing unit 151 may apply one second type game medium M2 with game medium ID = AB02 (recovery power increased by 3%) and set the defensive power DEF of the fifth type game medium M5 as follows:

[0184] DEF=(50+8)×1.03 Note that examples of the progression direction of the competitive game part are as described above, and so explanation will be omitted.

[0185] The second game executing unit 152 executes an out-of-game that changes the state of various game media used in the in-game.

[0186] The storage processing unit 154 functions in-game and out-of-game, and stores and updates information on multiple game media associated with users. That is, the storage processing unit 154 stores the above-mentioned information about the user (see FIG. 2, etc.) in the server storage unit 12 and updates the above-mentioned information about the user (see FIG. 2, etc.) in the server storage unit 12 as the game progresses.

[0187] The memory processing unit 154 includes a first correspondence processing unit 1541, a second correspondence processing unit 1542, a first change processing unit 1551, a second change processing unit 1552, a third processing unit 1553, a fourth processing unit 1554, a first bonus granting unit 1561, and a second bonus granting unit 1562.

[0188] The first association processing unit 1541 functions in-game. When there is an attachment hole to which a second type game medium M2 is not associated, the first association processing unit 1541 associates a new second type game medium M2 with the first type game medium M1 associated with the fifth type game medium M5 when a predetermined association condition is met. For example, when a user completes an in-game game part (a game part using the fifth type game medium M5), the first association processing unit 1541 associates a new second type game medium M2 with the first type game medium M1 associated with the fifth type game medium M5 used in that game part. In this case, the first association processing unit 1541 may associate a new second type game medium M2 only when a predetermined probability is achieved by lottery. Furthermore, when a deck contains multiple fifth type game media M5, a new second type game medium M2 may be associated with each fifth type game medium M5. Note that the predetermined probability may be a variable value depending on an event, etc. In addition, the second type game media M2 to be selected may be changed and / or the specified probability corresponding to the second type game media M2 may be changed depending on the number of mounting holes (upper limit number Nmax) to which no second type game media M2 is associated.

[0189] The second association processing unit 1542 functions in the out-game. The second association processing unit 1542 associates a second-type game medium M2 in the second state with a first-type game medium M1 associated with the user based on a predetermined input (hereinafter referred to as an "association instruction") (an example of a third input) from the user. The association instruction includes information specifying the two game media (the first-type game medium M1 and the second-type game medium M2) that will be newly associated with each other. In this way, when a user owns a first-type game medium M1 and a second-type game medium M2 in the second state, the user can associate the second-type game medium M2 in the second state with the first-type game medium M1.

[0190] In this manner, in this embodiment, a new second type game medium M2 is associated with a first type game medium M1 via two methods: a method based on user input (second association processing unit 1542) and a method based on execution or completion of an in-game part such as a competitive game part (first association processing unit 1541). As described above, once a second type game medium M2 is associated with a first type game medium M1, this associated state is maintained until a first change process or a second change process is executed.

[0191] First change processing section 1551 executes the first change processing. The first change processing may be as described above with reference to Fig. 6A, and therefore a description thereof will be omitted here.

[0192] The second change processing section 1552 executes the second change processing. The second change processing may be as described above with reference to Fig. 6B, and therefore a description thereof will be omitted here.

[0193] The third processing unit 1553 associates a third type game medium M3 with a user when the association state of a first type game medium M1 with the user is canceled due to the first change processing by the first change processing unit 1551 (i.e., when the first type game medium M1 reaches a disassembled state).

[0194] For example, the third processing unit 1553 may unconditionally associate a third type game medium M3 with a user. That is, when the association state of one first type game medium M1 with a user is canceled due to the first change processing by the first change processing unit 1551, the third processing unit 1553 may automatically associate some or all of the third type game medium M3 assigned as described above with the user. In this case, the third processing unit 1553 functions in the off-game.

[0195] Alternatively, when a user consumes a predetermined game medium in an out-of-game, the third processing unit 1553 may associate the third type game medium M3 with the user. The predetermined game medium is arbitrary, and may be, for example, a predetermined number of points or virtual currency.

[0196] Alternatively, the third processing unit 1553 may associate the third type game medium M3 with the user when a predetermined condition is satisfied in-game. The third processing unit 1553 may associate the third type game medium M3 with the user when the predetermined condition is, for example, when the item 46 is acquired as described above with reference to FIG.

[0197] The fourth processing unit 1554 associates a fourth type game medium M4 with the target user when the associated state of one or more second type game media M2 with the target first type game media M1 (and the user) is released due to the second change processing by the second change processing unit 1552 (i.e., when the one or more second type game media M2 reach the third state).

[0198] For example, the fourth processing unit 1554 may unconditionally associate a fourth type game medium M4 with a user. That is, when one or more second type game media M2 associated with a target first type game medium M1 associated with a user are lost due to the second change processing by the second change processing unit 1552, the fourth processing unit 1554 may automatically associate some or all of the fourth type game media M4 granted as described above with the user. In this case, the fourth processing unit 1554 functions in the offline game.

[0199] Alternatively, when a user consumes predetermined game media in an out-of-game, the fourth processing unit 1554 may associate the fourth type game media M4 with the user. The predetermined game media may be any type, such as a predetermined number of points or virtual currency.

[0200] Alternatively, the fourth processing unit 1554 may associate the fourth type game medium M4 with the user when a predetermined condition is satisfied in-game. The fourth processing unit 1554 may associate the fourth type game medium M4 with the user when the predetermined condition is, for example, when the item 46 is acquired as described above with reference to FIG.

[0201] The first benefit granting unit 1561 functions in-game or out-of-game. When the number of third-type game media M3 associated with the user (i.e., the above-mentioned number of associations) reaches the required number (see table 503 in FIG. 5D), the first benefit granting unit 1561 associates the first benefit game media with the user.

[0202] For example, when the third processing unit 1553 associates the last third type game medium M3 (i.e., the last third type game medium M3 that reaches the required number) with a user in-game, the first benefit granting unit 1561 may automatically associate the first benefit game medium with the user in-game.

[0203] Alternatively, when the number of third type game media M3 associated with a user has reached the required number, the first benefit granting unit 1561 may associate the first benefit game media with the user when it receives a first reward acquisition instruction from the user in an out-game.

[0204] The first benefit game media may be of any type, but may be of various types. In this case, the first benefit game media may be assigned a first attribute (for example, a fire attribute, a wood attribute, or a water attribute). The first benefit game media may also be game media that cannot be obtained by other methods (methods other than the first benefit granting unit 1561). In this case, motivation to issue a takeout instruction to execute the first transformation process and motivation to collect the required number of third-type game media M3 are promoted.

[0205] Alternatively, the first benefit game medium may be implied or explicitly stated to be related to the original type-1 game medium M1 (i.e., a type-1 game medium M1 that has been provided with a type-3 game medium M3 related to the first benefit game medium and that has reached a disassembled state). For example, the first benefit game medium may be the original type-1 game medium M1 itself (i.e., the original type-1 game medium M1 may be provided), or may be an upgraded or downgraded version of the original type-1 game medium M1.

[0206] Furthermore, the value of the first benefit game media (e.g., rarity or ability parameter value) may tend to increase as the required number increases. Here, collecting the required number of third-type game media M3 tends to require more time and effort as the required number increases. Therefore, if the required number increases as the rarity of the original first-type game media M1 increases, the value of the first benefit game media obtained when the required number of third-type game media M3 is collected may be set relatively high.

[0207] In another embodiment, the first benefit granting unit 1561 may vary the first benefit game medium that a user acquires depending on the number of third-type game media M3 associated with the user, such that the more third-type game media M3 associated with the user, the more valuable the first benefit game medium the user can acquire. In this case, even users who are unable to collect many third-type game media M3 can be assigned first benefit game media, thereby realizing the granting of benefits according to the enthusiasm, etc., of each user.

[0208] The first benefit granting unit 1561 may grant the user a benefit having parameters common to those of the corresponding one of the first type game media M1 (the first type game media M1 that has reached the decomposed state). For example, the first benefit granting unit 1561 may associate the first benefit game media by determining the attribute, rarity, etc. of the corresponding one of the first type game media M1. More specifically, the first benefit granting unit 1561 associates the first benefit game media having a first attribute corresponding to the first attribute of the corresponding one of the first type game media M1 (the first type game media M1 that has reached the decomposed state). For example, in the case of a third type game medium M3 that is granted when a first type game medium M1 with a fire attribute reaches the decomposed state, the first benefit game media related to the third type game medium M3 may have the fire attribute. Note that the third type game medium M3 that is granted when the first type game medium M1 reaches the decomposed state may also have the same first attribute as the first type game medium M1. In this case, the first attribute of the game medium of the first benefit matches the first attribute of the third-type game medium M3, improving consistency. As a result, a common third-type game medium M3 is used for multiple benefits, and the amount of data on the game medium stored can be relatively reduced compared to when the third-type game medium M3 stores information on game media unique to each benefit.

[0209] The second benefit granting unit 1562 functions in-game or out-of-game. When the number of fourth-type game media M4 associated with the user (i.e., the above-mentioned number of associations) reaches the required number (see table 504 in FIG. 5D), the second benefit granting unit 1562 associates the second benefit game media with the user.

[0210] For example, when the fourth processing unit 1554 associates the last fourth type game medium M4 (i.e., the last fourth type game medium M4 that reaches the required number) with a user in-game, the second benefit granting unit 1562 may automatically associate the second benefit game medium with the user in-game.

[0211] Alternatively, when the number of fourth type game media M4 associated with a user has reached the required number, the second benefit granting unit 1562 may associate the second benefit game media with the user when a second reward acquisition instruction is received from the user in an out-of-game situation.

[0212] The second benefit game media are optional, but various types may be prepared. In this case, the second benefit game media may be assigned the first attribute (for example, fire attribute, wood attribute, and water attribute). The second benefit game media may also be game media that cannot be obtained by other methods (methods other than by the second benefit granting unit 1562). In this case, motivation to issue an awakening instruction to execute the second transformation process and motivation to collect the required number of fourth-type game media M4 are promoted.

[0213] Furthermore, the value of the second bonus game media (e.g., rarity or ability parameter values) may tend to increase as the required number increases. Here, collecting the required number of fourth-type game media M4 tends to require more time and effort as the required number increases. Therefore, if the required number increases as the value of the original second-type game media M2 increases, the value of the second bonus game media obtained when the required number of fourth-type game media M4 are collected may be set relatively high.

[0214] In another embodiment, the second benefit granting unit 1562 may vary the second benefit game media that a user acquires depending on the number of fourth-type game media M4 associated with the user, such that the user can acquire second benefit game media with higher value as the number of fourth-type game media M4 associated with the user increases. In this case, second benefit game media can be associated with users who are unable to collect many fourth-type game media M4, thereby realizing the granting of benefits according to the enthusiasm, etc., of each user.

[0215] The second benefit granting unit 1562 may grant the user a benefit having parameters common to those of the corresponding one of the first type game media M1 (the first type game media M1 that has reached the disassembled state). For example, the second benefit granting unit 1562 may associate the second benefit game media by determining the attribute, rarity, etc. of the corresponding one of the first type game media M1. More specifically, the second benefit granting unit 1562 associates the second benefit game media having a first attribute corresponding to the first attribute of the target first type game media M1 (the first type game media M1 that was associated with the second type game media M2 that has reached the third state). For example, in the case of a fourth type game medium M4 that is granted when the second type game medium M2 has a fire attribute and reaches the third state, the second benefit game media related to the fourth type game medium M4 may have the fire attribute. Note that the fourth type game medium M4 that is granted when the second type game medium M2 reaches the third state may also have the same first attribute as the second type game medium M2. In this case, the first attribute of the game medium of the second benefit matches the first attribute of the fourth-type game medium M4, improving consistency. As a result, since a common fourth-type game medium M4 is used for multiple benefits, the amount of data on the game medium stored can be relatively reduced compared to when the fourth-type game medium M4 stores information on game media unique to each benefit.

[0216] (Example of operation) Next, a flowchart illustrating a specific example of the operation of the game system 1 according to this embodiment will be described with reference to Figures 10 to 12. Note that the following is a specific example, and therefore will be more specific than the above, but various modifications of the above aspects are possible.

[0217] FIG. 10 is a flowchart illustrating an example of a process for associating a first type game medium M1 with a second type game medium M2 in-game, among various processes executed by the storage processing unit 154 of the server device 10. Note that, as with the function illustrated in FIG. 8, some or all of the process illustrated in FIG. 10 may be implemented by the terminal device 20 as a modified example. In a modified example, the entire process of each step may be implemented by the terminal device 20. However, if some of the process is implemented, most of the game medium information may be included in an application within the terminal device 20, and most of the process may be implemented by the terminal device 20, while processes where security is important or processes involving association with other users may be implemented by the server device 10. For example, even in a modified example, steps such as a lottery with a predetermined probability (see step S908 described below) may be implemented by the server device 10 rather than the terminal device 20.

[0218] In this case, too, to avoid complicating the explanation, a user refers to one specific user. Naturally, the storage processing unit 154 can perform similar processing in parallel for multiple users.

[0219] The process shown in FIG. 10 may start when a competitive game part is associated with a user and started, and may be executed at predetermined intervals.

[0220] In step S900, the storage processing unit 154 determines whether the competitive game part being executed in association with the user has been completed. If the determination result is "YES", the process proceeds to step S902; otherwise, the process ends.

[0221] In step S902, the storage processing unit 154 selects one deck game medium (fifth type game medium M5) that will constitute the deck in the current battle game part. Hereinafter, the fifth type game medium M5 selected in this manner will also be referred to as the "target fifth type game medium M5."

[0222] In step S904, the storage processing unit 154 determines whether a first type game medium M1 is associated with the target fifth type game medium M5. If the determination result is "YES," the process proceeds to step S906; otherwise, the process proceeds to step S914. Hereinafter, the first type game medium M1 associated with the target fifth type game medium M5 will be referred to as the "first type game medium M1 of step S904."

[0223] In step S906, the storage processing unit 154 determines whether the number of second-type game media M2 associated with the first-type game media M1 in step S904 is smaller than the number of mounting holes for the first-type game media M1 in step S904 (see table 501 in FIG. 5D). For example, in the example shown in FIG. 9, if the first-type game media M1 in step S904 has game media ID = C01, the number of mounting holes = 4, and the number of second-type game media M2 currently associated with it is three, with game media IDs = AB01, AB02, and AB04. In this case, the determination result in step S906 is "YES." If the determination result in step S906 is "YES," proceed to step S908; otherwise, proceed to step S914. If no second type game media M2 are associated with the first type game media M1 in step S904, the number of second type game media M2 associated with the first type game media M1 in step S904 = 0. In this case, the process proceeds to step S908.

[0224] In step S908, the storage processing unit 154 performs a lottery with a predetermined probability and determines whether or not the lottery has been won. As described above, part or all of the processing of each step may be performed by the terminal device 20 as a modified example, but when part of the processing is performed, it may be performed by the server device 10 instead of the terminal device 20, even in the modified example. If the determination result in step S908 is "YES", the process proceeds to step S910, and otherwise the process proceeds to step S914. Note that instead of the lottery, other condition determinations may be performed.

[0225] In step S910, the storage processing unit 154 selects one second type game medium M2 from the selection target second type game media M2. Note that in a modified example, if there are two or more vacant mounting holes for the first type game medium M1 in step S904, two or more second type game media M2 may be selected. Here, in FIG. 10, steps S908 and S910 are described as a precedence-succession relationship. However, in a case where a process is performed in which a reward is selected from a plurality of rewards including the second type game medium M2 (for example, when the selection ratios are set as follows: 20% for type A of the second game medium M2, 10% for type B of the second game medium M2, 50% for other items, and 20% for "no reward"), steps S908 and S910 may be performed simultaneously.

[0226] In step S912, the storage processing unit 154 associates the second-type game medium M2 selected in step S910 with the first-type game medium M1. In this case, the storage processing unit 154 may transmit information for displaying a screen notifying the user that the association has been completed to the user's terminal device 20 via the server communication unit 11, and may cause the display unit 23 of the terminal device 20, which has received the information via the terminal communication unit 21, to display the screen notifying the user.

[0227] In step S914, the storage processing unit 154 determines whether all of the fifth-type game media M5 constituting the deck in the current battle game part have been selected. If the determination result is "YES," the process ends; otherwise, the process proceeds to step S916.

[0228] In step S916, the storage processing unit 154 selects a new fifth type game medium M5 and repeats the processing from step S904.

[0229] 10, when various conditions are satisfied for each fifth-type game medium M5 included in the deck, a new second-type game medium M2 can be associated with a first-type game medium M1. Furthermore, even if most of the processing shown in Fig. 10 is performed on the user's terminal device 20, some processing (such as a lottery with a predetermined probability) can be performed on the server device 10, thereby preventing data tampering or leakage on the terminal device 20.

[0230] In the process shown in Figure 10, the fifth type game media M5 included in the deck are individually selected and the process from step S904 to step S912 is repeated, but equivalently, the first type game media M1 used in the current game part may be individually selected and the process from step S906 to step S912 may be repeated.

[0231] 11 is a flowchart showing an example of a process for changing the states of the first type game media M1 and the second type game media M2 in an out-of-game, among the various processes executed by the storage processing unit 154 of the server device 10. Note that, similar to the function shown in FIG. 8, some or all of the process shown in FIG. 11 may be implemented by the terminal device 20.

[0232] The process shown in FIG. 11 may be executed at predetermined intervals in an outgame.

[0233] In step S950, the storage processing unit 154 determines whether an association instruction is input to the input unit 24 of the user's terminal device 20, whether the terminal control unit 25 transmits the instruction to the server device 10 via the device communication unit 21, and whether the instruction is received by the server communication unit 11. As described above, the association instruction includes information specifying two game media (first type game media M1 and second type game media M2) that will be newly associated with each other among the game media owned by the user. If the determination result is "YES," proceed to step S952; otherwise, proceed to step S954.

[0234] In step S952, the storage processing unit 154 responds to the association instruction by associating the first type game medium M1 included in the association instruction with the second type game medium M2 (the second type game medium M2 in the second state) included in the association instruction. In this case, the storage processing unit 154 may transmit information for displaying a screen notifying the user that the association has been completed to the user's terminal device 20 via the server communication unit 11, and may cause the display unit 23 of the terminal device 20, which has received the information via the terminal communication unit 21, to display the screen notifying the user.

[0235] In step S954, the storage processing unit 154 determines whether an eviction instruction is input to the input unit 24 of the user's terminal device 20, whether the terminal control unit 25 transmits the instruction to the server device 10 via the terminal communication unit 21, and whether the instruction is received by the server communication unit 11. As described above, the eviction instruction is an input made by the user to execute the first change process. Note that the eviction instruction may only be input when a predetermined first change condition is satisfied. The eviction instruction includes information indicating the target first type game medium M1. If the determination result is "YES," proceed to step S956; otherwise, proceed to step S958.

[0236] In step S956, the storage processing unit 154 executes the first change process in response to the removal instruction. The first change process may be as described above.

[0237] In step S958, the storage processing unit 154 determines whether an awakening instruction is input via the input unit 24 of the user's terminal device 20, whether the terminal control unit 25 transmits the instruction to the server device 10 via the terminal communication unit 21, and whether the instruction is received by the server communication unit 11. As described above, the awakening instruction is an input made by the user to execute the second change process. Note that the awakening instruction may be input only when a predetermined second change condition is satisfied. The awakening instruction includes information indicating the target first type game medium M1 and selection information indicating a specific second type game medium M2. If the determination result is "YES," proceed to step S960; otherwise, end.

[0238] In step S960, the memory processing unit 154 executes the second change process in response to the wake-up instruction. The second change process may be as described above.

[0239] In this way, according to the processing shown in FIG. 11, the state of the various game media owned by the user (the state of each of the first type game media M1 and the second type game media M2) can be changed in the manner desired by the user in the out-game.

[0240] 12 is a flowchart showing an example of a process for associating a game medium of a first benefit with a user in an out-of-game, among various processes executed by the storage processing unit 154 of the server device 10. Note that, like the function shown in FIG. 8, some or all of the process shown in FIG. 12 may be implemented by the terminal device 20. Here, an example of a process for associating a game medium of a first benefit with a user will be described, but a process for associating a game medium of a second benefit with a user may be substantially similar.

[0241] The process shown in FIG. 12 may be executed at predetermined intervals in-game.

[0242] In step S980, the storage processing unit 154 determines whether the number of third-type game media M3 associated with the user has increased. As described above, the third-type game media M3 are acquired by the user, for example, using items 46. If the determination result is "YES," the process proceeds to step S982; otherwise, the process ends.

[0243] In step S982, the storage processing unit 154 determines whether the number of third-type game media M3 associated with the user has reached the required number (see table 503 in FIG. 5D). This determination of the required number is automatically performed by the server device 10. Alternatively, this determination may be performed in response to a user instruction. For example, if the number of third-type game media M3 owned by the user can be converted into one of multiple first-benefit game media with different required numbers, depending on the number of third-type game media M3 owned by the user, this determination may be performed in response to a user instruction requesting the conversion. In this case, the storage processing unit 154 transmits information for displaying a screen instructing the user to request the conversion to the user's terminal device 20 via the server communication unit 11. Having received the information via the device communication unit 21, the display unit 23 of the terminal device 20 may display the screen instructing the user to do so. The storage processing unit 154 then determines whether the instruction was input via the input unit 24 of the user's terminal device 20, the terminal control unit 25 transmitted the instruction to the server device 10 via the device communication unit 21, and the instruction was received by the server communication unit 11. If a notification is received, the process determines whether the number of third-type game media M3 owned by the user exceeds the required number for each of the multiple game media that can be the first benefit. If the determination result is "YES" for the required number for at least one game medium, the process proceeds to step S984; otherwise, the process ends.

[0244] In step S984, the storage processing unit 154 extracts, as candidates, a plurality of first benefit game media prepared so as to be associated with the user. Note that the first benefit game media may be uniquely determined, or the plurality of first benefit game media may be changed as appropriate. For example, as described above, the plurality of first benefit game media may be extracted from a plurality of game media that can become the first benefit in accordance with the number of third-type game media M3 owned by the user.

[0245] In step S986, the storage processing unit 154 selects one or more first benefit game media from the plurality of first benefit game media extracted in step S984. The selection method may be any, such as random selection or user selection. When the selection is performed in response to a user selection, the storage processing unit 154 may transmit information for displaying a screen notifying the user of an instruction to select first benefit game media to the user's terminal device 20 via the server communication unit 11, and cause the display unit 23 of the terminal device 20, which has received the information via the device communication unit 21, to display the notification screen. The storage processing unit 154 then inputs the instruction to the input unit 24 of the user's terminal device 20, causes the terminal control unit 25 to transmit the instruction to the server device 10 via the device communication unit 21, determines whether the instruction has been received by the server communication unit 11, and, if received, selects the first benefit game media according to the instruction. The number of first benefit game media to be selected may be a fixed value or a variable value.

[0246] In step S988, the storage processing unit 154 associates the user with one or more first benefit game media selected in step S986. At this time, information indicating the reward status for the third type game media M3 associated with the user (see table 503 in FIG. 5D ) is updated. In this case, the storage processing unit 154 may transmit information for displaying a screen notifying the user that the association has been completed to the user's terminal device 20 via the server communication unit 11, and may cause the display unit 23 of the terminal device 20, which has received the information via the device communication unit 21, to display the screen notifying the user.

[0247] 12, a first bonus game medium can be assigned to a user who has collected the required number of third-type game media M3. This allows the first bonus game medium to be awarded to the user in a manner that compensates for the first-type game media M1 that have been disassembled as a result of the first transformation process described above.

[0248] Here, we have described the process of associating the game media of the first benefit to a user in an out-of-game environment, but as mentioned above, associating the game media of the first benefit to a user may also be performed in-game.

[0249] Although an embodiment of the present invention has been described in detail above with reference to the drawings, the specific configuration is not limited to this embodiment, and includes designs within the scope of the gist of the present invention.

[0250] In addition, the following supplementary notes are disclosed regarding the above-described embodiments of the present invention (corresponding to the inventions described in the claims of the original application of the present application as originally filed).

[0251] [Appendix 1] a storage processing unit that stores information on a plurality of game media for each user information; a first game progression processing unit that progresses a first game based on a first type game medium and one or more second type game media associated with the first type game medium; a second game execution unit that executes a second game that changes the state of game media used in the first game; The storage processing unit a first change processing unit that functions in the second game, and when two or more second type game media are associated with one first type game medium associated with one piece of user information, cancels the associated state of the one first type game medium with the one piece of user information based on a first input associated with the one piece of user information, and changes N1 second type game media among the two or more second type game media from a first state associated with the one first type game medium to a second state that allows them to be associated with other first type game media associated with the one piece of user information; An information processing system comprising: a second change processing unit that functions in the second game, and when the two or more second type game media are associated with the one first type game medium, changes N2 specific second type game media, which is less than N1, from the first state to the second state based on a second input associated with the one user information, while maintaining the associated state of the one first type game medium with the one user information.

[0252] [Appendix 2] The information processing system described in Appendix 1, wherein the first change processing unit changes all of the two or more second type game media from the first state to the second state.

[0253] [Appendix 3] An information processing system as described in Appendix 1 or 2, wherein the second input includes selection information regarding the specific second type of game medium.

[0254] [Appendix 4] 4. The information processing system according to claim 3, wherein the N2 number is 1.

[0255] [Appendix 5] An information processing system described in any one of Appendices 1 to 4, wherein the second change processing unit cancels the association state of the remaining second type game media other than the specific second type game media among the two or more second type game media with the one user information.

[0256] [Appendix 6] An information processing system described in any one of Appendices 1 to 5, wherein the second change processing unit further increases the maximum number of second type game media that can be associated with one first type game media.

[0257] [Appendix 7] the first game progression processing unit progresses the first game based on the value of a game parameter associated with the one first-type game medium; An information processing system described in any one of Appendices 1 to 6, wherein the second change processing unit further changes the value of the game parameter associated with the one first type game medium in a direction that is advantageous in the first game.

[0258] [Appendix 8] the first change processing unit functions when a predetermined first change condition is satisfied; the second change processing unit functions when a predetermined second change condition is satisfied, 8. The information processing system according to claim 1, wherein the first change condition is the same as or different from the second change condition.

[0259] [Appendix 9] the storage processing unit further includes a third processing unit that functions in the first game or the second game; An information processing system described in any one of Appendices 1 to 8, wherein the third processing unit associates a third type of game medium with the one user information when the first change processing unit cancels the association state of the one first type of game medium with the one user information.

[0260] [Appendix 10] The information processing system described in Appendix 9, wherein the third processing unit associates the third type of game medium with the one user information when a predetermined condition is met in the first game associated with the one user information being progressed by the first game progress processing unit.

[0261] [Appendix 11] An information processing system as described in Appendix 9 or 10, which suggests or explicitly indicates that the third type game medium is related to the one first type game medium whose association state with the one user information has been released by the first change processing unit.

[0262] [Appendix 12] the storage processing unit further includes a first benefit providing unit that functions in the first game or the second game; An information processing system described in any one of Appendices 9 to 11, wherein the first benefit granting unit, when a first predetermined number or more of the third type game media are associated with the one user information, associates a first benefit game medium corresponding to the first predetermined number of the third type game media with the one user information.

[0263] [Appendix 13] a plurality of types of the first type game media are prepared, each type being assigned one of a plurality of attributes; a plurality of types of the first benefit game media are prepared, each type being assigned one of the plurality of attributes; An information processing system as described in Appendix 12, wherein the first benefit granting unit associates the one user information with the game medium of the first benefit having attributes corresponding to the attributes of the one first type game medium.

[0264] [Appendix 14] the storage processing unit further includes a fourth processing unit that functions in the first game or the second game; An information processing system described in any one of Appendices 1 to 8, wherein the fourth processing unit associates a fourth type of game medium with the one user information when the second change processing unit cancels the association state of some of the two or more second type game media with the one user information.

[0265] [Appendix 15] An information processing system as described in Appendix 14, which suggests or explicitly indicates that the fourth type of game medium is related to the second type of game medium whose association state with the one user information has been released by the second change processing unit.

[0266] [Appendix 16] the storage processing unit further includes a second benefit providing unit that functions in the first game or the second game; The information processing system described in Appendix 14 or 15, wherein the second benefit granting unit, when a second predetermined number or more of the fourth type game media are associated with the one user information, associates a second benefit game medium corresponding to the second predetermined number of the fourth type game media with the one user information.

[0267] [Appendix 17] a plurality of types of second-type game media are prepared, each type being assigned one of a plurality of attributes; a plurality of types of the second benefit game media are prepared, each type being assigned one of the plurality of attributes; The information processing system described in Appendix 16, wherein the second benefit granting unit associates the one user information with a game medium of the second benefit having attributes corresponding to the attributes of the second type of game medium whose association state with the one user information has been released by the second change processing unit.

[0268] [Appendix 18] The storage processing unit a first association processing unit that functions in the first game and associates a new second type game medium with the first type game medium associated with the fifth type game medium when a predetermined association condition is met; a second association processing unit that functions in the second game and associates the second type game media in the second state with the first type game media associated with the predetermined user information based on a third input associated with the predetermined user information; the predetermined user information includes user information associated with the second type game medium in the second state, An information processing system described in any one of Appendices 1 to 17, wherein when the second type of game medium is associated with the first type of game medium by the first association processing unit, the associated state is maintained until it is released by the second change processing unit.

[0269] [Appendix 19] The storage processing unit a first association processing unit that functions in the first game and associates a new second type game medium with the first type game medium associated with the fifth type game medium when a predetermined association condition is met; a second association processing unit that functions in the second game and associates the second type game medium in the second state with the first type game medium associated with the user information based on a third input associated with the user information to which the second type game medium in the second state is associated; An information processing system described in any one of Appendices 1 to 18, wherein when the first correspondence processing unit corresponds the second type of game medium to the first type of game medium, the correspondence state is maintained until the first change processing unit cancels the correspondence state of the first type of game medium to the user information.

[0270] [Appendix 20] the first type game medium functions as an item to be equipped to the fifth type game medium associated therewith and in the form of a character in the performance of the first game; The information processing system described in Appendix 19, wherein the second type game medium functions as an item to be attached to the corresponding first type game medium for the purpose of presentation of the first game, and has the function of enhancing the ability of the fifth game medium equipped with the first type game medium equipped with the second type game medium, and the ability of the fifth game medium demonstrated in the first game.

[0271] [Appendix 21] a storage processing step of storing information on a plurality of game media for each user information; a first game progression processing step of progressing a first game based on a first type game medium and one or more second type game media associated with the first type game medium; a second game execution step of executing a second game that changes the state of game media used in the first game; The storage processing step includes: a first change processing step that functions in the second game, in which when two or more second type game media are associated with one first type game medium associated with one user information, cancels the associated state of the one first type game medium with the one user information based on a first input associated with the one user information, and changes N1 second type game media among the two or more second type game media from a first state associated with the one first type game medium to a second state that allows them to be associated with other first type game media associated with the one user information; An information processing method executed by a computer, comprising: a second change processing step that functions in the second game, and when the two or more second type game media are associated with the one first type game medium, changes N2 specific second type game media, which is less than N1, from the first state to the second state based on a second input associated with the one user information, while maintaining the associated state of the one first type game medium with the one user information.

[0272] [Appendix 22] a storage process for storing information on a plurality of game media for each user information; a first game progression process for progressing a first game based on a first type game medium and one or more second type game media associated with the first type game medium; a second game execution process for executing a second game that changes the state of the game media used in the first game; An information processing program executed by a computer, The storage process includes: a first change process that functions in the second game, in a case where two or more second type game media are associated with one first type game medium associated with one user information, canceling an associated state of the one first type game medium with the one user information based on a first input associated with the one user information, and changing N1 second type game media among the two or more second type game media from a first state associated with the one first type game medium to a second state that allows the second type game media to be associated with other first type game media associated with the one user information; An information processing program comprising: a second change process that functions in the second game, and when the two or more second type game media are associated with the one first type game medium, the second change process changes N2 specific second type game media, which is less than N1, from the first state to the second state based on a second input associated with the one user information while maintaining the associated state of the one first type game medium with the one user information.

[0273] Furthermore, the following supplementary notes are disclosed (corresponding to the inventions described in the claims of the original application of this application):

[0274] [Appendix 1] a storage processing unit that stores information on a plurality of game media for each user information; a second change processing unit included in the storage processing unit and functioning in a second game to change the state of the game media used in the first game; The second change processing unit When two or more second type game media are associated with one first type game medium, based on a second input associated with one user information, while maintaining the associated state of the one first type game medium with the one user information, N2 specific second type game media among the two or more second type game media are changed from a first state associated with the one first type game medium to a second state that allows them to be associated with other first type game media associated with the one user information, and An information processing system that cancels the association state of the remaining second type game media other than the specific second type game medium with the one user information among the two or more second type game media.

[0275] [Appendix 2] a first change processing unit included in the storage processing unit and functioning in the second game; The first change processing unit An information processing system as described in Appendix 1, wherein, when two or more second type game media are associated with the one first type game medium associated with the one user information, the association state of the one first type game medium with the one user information is canceled based on a first input associated with the one user information, and N1 second type game media out of the two or more second type game media, which is greater than N2, are changed from the first state to the second state.

[0276] [Appendix 3] The information processing system described in Appendix 2, wherein the first change processing unit changes all of the two or more second type game media from the first state to the second state.

[0277] [Appendix 4] An information processing system described in any one of Appendices 1 to 3, wherein the second input includes selection information regarding the specific second type of game medium.

[0278] [Appendix 5] 5. The information processing system according to claim 4, wherein the N2 number is 1.

[0279] [Appendix 6] the first game progresses based on the value of a game parameter associated with the one type 1 game medium; An information processing system described in any one of Appendices 1 to 5, wherein the second change processing unit further changes the value of the game parameter associated with the one first type game medium in a direction that is advantageous in the first game.

[0280] [Appendix 7] the first change processing unit functions when a predetermined first change condition is satisfied; the second change processing unit functions when a predetermined second change condition is satisfied, 4. The information processing system according to claim 2, wherein the first change condition is the same as or different from the second change condition.

[0281] [Appendix 8] the storage processing unit further includes a third processing unit that functions in the first game or the second game; An information processing system described in any one of Appendices 2, 3 and 7, wherein the third processing unit associates a third type of game medium with the one user information when the first change processing unit cancels the association state of the one first type of game medium with the one user information.

[0282] [Appendix 9] The information processing system described in Appendix 8, wherein the third processing unit associates the third type of game medium with the one user information when a predetermined condition is met in the first game associated with the one user information.

[0283] [Appendix 10] An information processing system as described in Appendix 8 or 9, which suggests or explicitly indicates that the third type game medium is related to the one first type game medium whose association state with the one user information has been released by the first change processing unit.

[0284] [Appendix 11] the storage processing unit further includes a first benefit providing unit that functions in the first game or the second game; An information processing system described in any one of Appendices 8 to 10, wherein the first benefit granting unit, when a first predetermined number or more of the third type game media are associated with the one user information, associates a first benefit game medium corresponding to the first predetermined number of the third type game media with the one user information.

[0285] [Appendix 12] a plurality of types of the first type game media are prepared, each type being assigned one of a plurality of attributes; a plurality of types of the first benefit game media are prepared, each type being assigned one of the plurality of attributes; An information processing system as described in Appendix 11, wherein the first benefit granting unit associates the one user information with the game medium of the first benefit having attributes corresponding to the attributes of the one first type game medium.

[0286] [Appendix 13] the storage processing unit further includes a fourth processing unit that functions in the first game or the second game; The information processing system described in Appendix 1 or 2, wherein the fourth processing unit associates a fourth type of game medium with the one user information when the second change processing unit cancels the association state of some of the two or more second type game media with the one user information.

[0287] [Appendix 14] An information processing system as described in Appendix 13, which suggests or explicitly indicates that the fourth type of game medium is related to the second type of game medium whose association state with the one user information has been released by the second change processing unit.

[0288] [Appendix 15] the storage processing unit further includes a second benefit providing unit that functions in the first game or the second game; The information processing system described in Appendix 13 or 14, wherein the second benefit granting unit, when a second predetermined number or more of the fourth type game media are associated with the one user information, associates a second benefit game medium corresponding to the second predetermined number of the fourth type game media with the one user information.

[0289] [Appendix 16] a plurality of types of second-type game media are prepared, each type being assigned one of a plurality of attributes; a plurality of types of the second benefit game media are prepared, each type being assigned one of the plurality of attributes; The information processing system described in Appendix 15, wherein the second benefit granting unit associates the one user information with a game medium of the second benefit having attributes corresponding to the attributes of the second type of game medium whose association state with the one user information has been released by the second change processing unit.

[0290] [Appendix 17] The storage processing unit a first association processing unit that functions in the first game and associates a new second type game medium with the first type game medium associated with the fifth type game medium when a predetermined association condition is met; a second association processing unit that functions in the second game and associates the second type game media in the second state with the first type game media associated with the predetermined user information based on a third input associated with the predetermined user information; the predetermined user information includes user information associated with the second type game medium in the second state, An information processing system described in any one of Appendices 1 to 16, wherein when the second type of game medium is associated with the first type of game medium by the first association processing unit, the associated state is maintained until it is released by the second change processing unit.

[0291] [Appendix 18] The storage processing unit a first association processing unit that functions in the first game and associates a new second type game medium with the first type game medium associated with the fifth type game medium when a predetermined association condition is met; a second association processing unit that functions in the second game and associates the second type game medium in the second state with the first type game medium associated with the user information based on a third input associated with the user information to which the second type game medium in the second state is associated; An information processing system described in any one of Appendices 2, 3, 7 to 11, wherein when the first correspondence processing unit corresponds the second type game medium to the first type game medium, the correspondence state is maintained until the first change processing unit cancels the correspondence state of the first type game medium to the user information.

[0292] [Appendix 19] the first type game medium functions as an item to be equipped to the fifth type game medium associated therewith and in the form of a character in the performance of the first game; The information processing system described in Appendix 18, wherein the second type game medium functions as an item to be attached to the corresponding first type game medium for the purpose of presentation of the first game, and has the function of enhancing the ability of the fifth game medium equipped with the first type game medium equipped with the second type game medium, and the ability of the fifth game medium demonstrated in the first game.

[0293] [Appendix 20] a storage processing step of storing information on a plurality of game media for each user information; a second change processing step included in the storage processing step and functioning in a second game to change the state of the game media used in the first game; The second change processing step includes: When two or more second type game media are associated with one first type game medium, based on a second input associated with one user information, while maintaining the associated state of the one first type game medium with the one user information, N2 specific second type game media among the two or more second type game media are changed from a first state associated with the one first type game medium to a second state that allows them to be associated with other first type game media associated with the one user information, and An information processing method executed by a computer, which cancels the association status of the remaining second type game media other than the specific second type game media with the one user information among the two or more second type game media.

[0294] [Appendix 21] a storage process for storing information on a plurality of game media for each user information; a second change process that is included in the storage process and functions in a second game to change the state of the game media used in the first game; An information processing program executed by a computer, The second change process includes: When two or more second type game media are associated with one first type game medium, based on a second input associated with one user information, while maintaining the associated state of the one first type game medium with the one user information, N2 specific second type game media among the two or more second type game media are changed from a first state associated with the one first type game medium to a second state that allows them to be associated with other first type game media associated with the one user information, and An information processing program that cancels the association state of the remaining second type game media other than the specific second type game medium from the two or more second type game media with the one user information. [Explanation of symbols]

[0295] 10 Server device 11 Server Communication Unit 12 Server storage unit 13 Server control unit 20 Terminal equipment 21 Terminal communication unit 22 Terminal memory section 23 Display section 24 Input section 25 Terminal control unit 30 Network 150 User input acquisition unit 151 First game progress processing unit 152 Second Game Execution Department 154 Memory Processing Unit 1541 First correspondence processing unit 1542 Second correspondence processing unit 1551 First change processing unit 1552 Second change processing section 1553 Third Processing Department 1554 4th Processing Section 1561 First Benefit Granting Department 1562 Second Benefit Granting Department

Claims

1. an input unit capable of receiving input from a user; a storage processing unit that stores information on a plurality of game media for each user information; The storage processing unit When two or more second type game media are associated with one first type game medium, based on a second input associated with one piece of user information that is received by the input unit and specifies N2 specific second type game media selected by the user from the two or more second type game media, maintaining the association state of the one first type game medium with the one piece of user information, and maintaining the association state of the N2 specific second type game media among the two or more second type game media with the one piece of user information; With respect to the remaining second type game media other than the N2 specific second type game media among the two or more second type game media, the association state with the one user information is cancelled based on the second input. Information processing system.

2. The information processing system according to claim 1 , wherein the two or more second type game media have a maximum number corresponding to an upper limit number that can be associated with the one first type game media.

3. The information processing system according to claim 2 , wherein the storage processing unit increases the upper limit number, i.e., the maximum number, when the input unit receives a second input.

4. The information processing system according to claim 2 or 3, wherein the upper limit number, i.e., the maximum number, can be set to be different for each of the first type game media.

5. 5. The information processing system according to claim 1, wherein the input unit comprises an input interface including at least one of a touch panel, physical keys, and a pointing device, or a non-contact input including at least one of a voice input and a gesture input.

6. an input step capable of accepting input from a user; a storage processing step of storing information on a plurality of game media for each user information; The storage processing step includes: When two or more second type game media are associated with one first type game medium, based on a second input associated with one piece of user information that specifies N2 specific second type game media selected by the user from the two or more second type game media accepted in the input step, maintaining an association state of the one first type game medium with the one piece of user information, and maintaining an association state of the N2 specific second type game media among the two or more second type game media with the one piece of user information; An information processing method executed by a computer, in which, for the remaining second type game media other than the N2 specific second type game media among the two or more second type game media, the association state with the one user information is released based on the second input.

7. an input process capable of accepting input from a user; a storage process for storing information on a plurality of game media for each user information; The storage process includes: When two or more second type game media are associated with one first type game medium, based on a second input associated with one piece of user information that is received in the input process and specifies N2 specific second type game media selected by the user from the two or more second type game media, maintaining the association state of the one first type game medium with the one piece of user information, and maintaining the association state of the N2 specific second type game media among the two or more second type game media with the one piece of user information; An information processing program that cancels the association state of the remaining second type game media other than the N2 specific second type game media among the two or more second type game media with the one user information based on the second input.

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