Information processing program, information processing system, and information processing device

By linking character object selection in a second game to the results of a first game, the system enhances player motivation and interest by rewarding high performers with desired objects and penalizing lower performers, thus improving engagement.

JP7808144B2Active Publication Date: 2026-01-28CYGAMES INC
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Patent Information

Application Number
JP2024080025
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-16
Publication Date
2026-01-28
Estimated Expiration
2038-07-26

AI Technical Summary

Technical Problem

Existing game technologies that allow players to change character objects do not increase motivation for game results, such as winning or losing.

Method used

A system where character objects in a second game are determined based on the results of a first game, with high performers in the first game getting desired character objects in the second game, and lower performers receiving general-purpose objects or being excluded from the second game.

Benefits of technology

Increases player motivation and interest in both games by linking game results to character object selection, enhancing the player's experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance a player's motivation toward a game result in connection with a character object.SOLUTION: An information processing program allows a computer to achieve a first game control function of performing a first game by allowing a character group to participate in the game, a subset creation function of creating a subset comprising partial characters included in the character group when all the characters who belong to the character group are set to be a universal set on the basis of a game result of the first game, and a second game control function of performing a second game by performing control for displaying at least one portion of character objects as predetermined types of character objects for characters included in the subset created by the subset creation function.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Among games provided on electronic devices such as smartphones and computer game consoles, there are games in which a player can change a character object that forms a character in the game.

[0003] As an example, Patent Document 1 discloses a technology for realizing a game in which character objects can be changed based on player operations. According to the technology disclosed in Patent Document 1, character objects such as the character's appearance (for example, the character's basic shape, hairstyle, and makeup) and items worn by the character (for example, clothing, accessories, and possessions) can be changed based on player operations. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-094247 Summary of the Invention [Problem to be solved by the invention]

[0005] By changing the character object using a common technique such as that disclosed in Patent Document 1, the player can enjoy the game process more. However, changing the character object is merely an entertainment for the game process, and does not increase the player's motivation for the game results (for example, winning or losing the game).

[0006] The present invention has been made in view of the above circumstances, and has as its object to improve the player's motivation for the game results in relation to the character object. [Means for solving the problem]

[0007] In order to achieve the above object, an information processing program according to one aspect of the present invention comprises: a first game control function for playing a first game with a group of characters participating; a subset creation function that creates a subset of characters included in the character group when all characters included in the character group are considered to be a universal set based on the game result of the first game; a second game control function for controlling the display of at least some of the character objects included in the subset created by the subset creation function as character objects of a predetermined type on a display medium, and for playing a second game; is realized on a computer. [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the player's motivation for the game results in relation to the character object. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram showing the overall configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing the hardware configuration of a server and a player terminal according to an embodiment of the present invention. [Figure 3] 3 is a functional block diagram showing the functional configuration for executing a multiple game cooperation process and a lottery game process, among the functional configurations of the server and the player terminal of FIG. 2.

[0023] FIG. [Figure 4]4 is a sequence diagram illustrating the flow of a multiple game cooperation process executed by the server and player terminals of FIG. 2 having the functional configuration of FIG. 3. [Figure 5] FIG. 10 is a schematic diagram showing an example of display of race information in a first game operated by a multiple game cooperation process. [Figure 6] FIG. 10 is a schematic diagram showing an example of display of status information in a first game that operates in a multiple game cooperation process. [Figure 7] FIG. 10 is a schematic diagram showing an example of a display of a preparation screen before a race in a first game operated by a multiple game linkage process. [Figure 8] FIG. 10 is a schematic diagram showing an example of the display of the race list in the first game operated by the multiple game linkage processing. [Figure 9] FIG. 10 is a schematic diagram showing an example of a display at the start of a race in a first game that operates using a multiple game linkage process. [Figure 10] FIG. 10 is a schematic diagram showing a display example at the end of a race in a first game that operates using a multiple game linkage process. [Figure 11] FIG. 10 is a schematic diagram showing a display example at the start of a live performance in a second game that operates through a multi-game cooperation process. [Figure 12] FIG. 10 is a schematic diagram showing an example of the overall live display in the second game that operates through multiple game cooperation processing. [Figure 13] 4 is a sequence diagram illustrating the flow of a lottery game process executed by the server and player terminals of FIG. 2 having the functional configuration of FIG. 3. [Figure 14] FIG. 10 is a functional block diagram showing a functional configuration for executing a multiple game cooperation process and a lottery game process, among the functional configurations of an information processing device in a modified example of an embodiment of the present invention. [Figure 15] 15 is a sequence diagram illustrating the flow of a multiple game cooperation process executed by an information processing device having the functional configuration of FIG. 14. [Figure 16] 15 is a sequence diagram illustrating the flow of a lottery game process executed by an information processing device having the functional configuration of FIG. 14. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the player selects a character and plays multiple games (hereinafter referred to as a "first game" and a "second game") with this selected character. In this case, in this embodiment, a character object to be used to display the character in the second game is determined based on the game result of the first game.

[0011] For example, if a player has a good game result in the first game, such as a high ranking or victory over an opponent in the first game, the character object used to display the character in the second game will be the character object desired by the player. In other words, the player needs to devise and prepare to improve the game result in the first game in order to play the second game with the desired character object and enjoy the second game more.

[0012] That is, according to this embodiment, it is possible to increase the player's motivation for the game results in relation to the character object, and also to increase the player's interest in both the first game and the second game.

[0013] [Overall system configuration] The overall configuration of this embodiment will be described with reference to Fig. 1. Fig. 1 is a block diagram showing the overall configuration of an information processing system S according to this embodiment. As shown in FIG. 1, the information processing system S includes a server 1, n player terminals 2 (n is an arbitrary integer value equal to or greater than 1), and a network 5.

[0014] The information processing system S is a so-called client-server system. The information processing system S is realized by n player terminals 2, which are clients, and a server 1, which communicate with each other via a network 5.

[0015] The server 1 is realized by, for example, a server device. The player terminals 2 are realized by, for example, smartphones, game consoles, or personal computers. The network 5 is realized by, for example, a network such as a LAN (Local Area Network), the Internet, or a mobile phone network, or a network that combines these.

[0016] In the figure, player terminal 2a, player terminal 2b, and player terminal 2n are shown as n player terminals 2. However, in the following description, when these n player terminals 2 are not to be distinguished from one another, some of the reference numerals will be omitted and they will simply be referred to as "player terminals 2."

[0017] [Hardware configuration] Next, the hardware configuration of this embodiment will be described with reference to Fig. 2. Fig. 2 is a block diagram showing the hardware configuration of the server 1 and the hardware configuration of the player terminal 2 according to an embodiment of the present invention. Note that in the figure, reference symbols corresponding to the hardware of the server 1 are written without parentheses, and reference symbols corresponding to the hardware of the player terminal 2 are written with parentheses.

[0018] First, we will explain the hardware configuration of the server 1. As shown in Fig. 2, the server 1 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0019] The CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 18 into the RAM 13 .

[0020] The RAM 13 also stores data and the like necessary for the CPU 11 to execute various processes.

[0021] The CPU 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0022] The input unit 16 is configured with various buttons, a touch panel, a microphone, etc., and inputs various information in response to instructions from an administrator of the server 1. The input unit 16 may be realized by an input device such as a keyboard or a mouse that is independent from the main body that houses the other units of the server 1.

[0023] The output unit 17 outputs image data and music data to a display, a speaker, etc. The image data and music data output by the output unit 17 are output from the display, the speaker, etc. as images and music so that the player can recognize them.

[0024] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various data.

[0025] The communication unit 19 realizes communication with other devices. For example, the communication unit 19 communicates with the player terminal 2 via the network 5.

[0026] The drive 20 is provided as needed. Removable media 100, which may be a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is loaded into the drive 20 as needed. The removable media 100 stores programs for executing games and various data such as image data. The programs, image data, and other data read from the removable media 100 by the drive 20 are installed in the storage unit 18 as needed.

[0027] Next, we will explain the hardware configuration of the player terminal 2. As shown in Fig. 2, the player terminal 2 includes a CPU 21, a ROM 22, a RAM 23, a bus 24, an input / output interface 25, an input unit 26, an output unit 27, a storage unit 28, a communication unit 29, and a drive 30. Each of these units has the same function as the units of the server 1 described above that have the same names but different reference numerals. Therefore, redundant explanations will be omitted. When the player terminal 2 is configured as a portable device, the hardware included in the player terminal 2, the display, and the speaker may be integrated into one device.

[0028] [Functional configuration] Next, the functional configuration of the server 1 and the functional configuration of the player terminal 2 will be described with reference to FIG. FIG. 3 is a functional block diagram showing the functional configuration of the server 1 and the functional configuration of the player terminal 2 shown in FIGS. 1 and 2, which is for executing processes such as multiple game cooperation processing and lottery game processing.

[0029] Here, the multiple game cooperation process is a series of processes in which a first game is executed, a display is made using a character object determined based on the game result of the first game, and a second game is executed. The lottery game process is a series of processes in which a lottery is held using in-game currency, and the player is given the right to select a specific type of character object based on the result of the lottery.

[0030] First, the functional configuration of the player terminal 2 will be described. When the multiple game cooperation process and the lottery game process are executed, as shown in FIG. 3, a game operation execution unit 211 and a player selection notification unit 212 function in the CPU 21. In addition, a game operation data storage section 281 is set in one area of ​​the storage section .

[0031] The game operation execution unit 211 executes processing for running the game. The game operation execution unit 211 runs the game based on game software contained in the game operation data storage unit 281 (described later), the game operation details input by the player via the input unit 26, and control instructions from the game operation control unit 111 (described later).

[0032] Furthermore, the game operation execution unit 211 generates game images from image data stored in a game operation data storage unit 281 (described later) in accordance with game operation, and performs control processing to display the generated images on a display connected to the output unit 17. Similarly, the game operation execution unit 211 generates game music and sound from music data and audio data stored in a game operation data storage unit 281 (described later) in accordance with game operation, and performs control processing to output the generated music and sound from a speaker connected to the output unit 17.

[0033] In this embodiment, predetermined parameters in the game operated by the game operation execution unit 211 are managed by the server 1. For example, parameters corresponding to information on which character the player owns, the character's status, character objects selectable by the player, past game results, the amount of in-game currency owned in the game, etc. are managed by the server 1. Therefore, when a process occurs in the game that involves a change in these predetermined parameters (for example, a process that involves an increase or decrease in the value of a parameter, or a process that changes a flag indicating the state of a parameter), the game operation executing unit 211 communicates with the server 1 to update the parameters managed by the server 1. Then, the game operation executing unit 211 receives the updated parameters from the server 1 and continues the game operation according to the updated parameters.

[0034] For example, the above-mentioned multiple game cooperation process and lottery game process are processes that involve changes in predetermined parameters. Therefore, when these processes occur, the game operation execution unit 211 communicates with the server 1 to update the parameters.

[0035] The first game operated by the game operation execution unit 211 may be any game that produces a predetermined game result, and the second game may be any game that displays using character objects. In other words, this embodiment can be applied to any game without being limited by the content or genre of the game. In this embodiment, as an example, a first game is a game in which multiple characters are likened to racehorses and these multiple characters race to compete for rankings. Also, in this embodiment, as an example, a second game is a game in which characters participating in the first game perform a performance according to a piece of music.

[0036] Here, character objects (e.g., character costumes) in the second game are determined based on the ranking in the first game. For example, character objects selected by the player are used for characters ranked in the top three or higher in the first game. On the other hand, for other characters, general-purpose character objects corresponding to the game media that determine the content of the second game (e.g., music, stage objects, or selected scenarios used in the second game) are used.

[0037] The first game and the second game may proceed automatically without requiring any operation by the player during the game. In this case, playing the first game and the second game includes simply watching the game proceed automatically without any operation by the player. The first and second games will be described in detail below with reference to FIGS.

[0038] The player selection notification unit 212 notifies the server 1 of the content of the player's selection. The player selection notification unit 212 receives, for example, a selection of a character participating in the first game and the second game, a selection of a character object desired to be used when displaying this character, and a selection of a piece of music to be used in the second game, based on an operation by the player inputted from the input unit 26. Then, the player selection notification unit 212 notifies the server 1 of the content of the player's selection by transmitting the received content of the player's selection.

[0039] Communication with the server 1 by the game operation execution unit 211 and the player selection notification unit 212 is performed using the communication unit 29. As described above with reference to Fig. 1, a network 5 exists between the player terminal 2 and the server 1 to realize communication, but this network 5 is not shown in Fig. 3.

[0040] The game operation data storage unit 281 stores various types of data required for the game operation execution unit 211 to run the game. The various types of data required for running the game include, for example, game software, which is a program for running the game, and image data, music data, and audio data for generating images and sounds for the game. In this embodiment, at least a portion of the characters and backgrounds in the first game and the second game are displayed using three-dimensional computer graphics. Therefore, the game operation data storage unit 281 also stores polygon data, texture data, and the like, for realizing displays using three-dimensional computer graphics.

[0041] It should be noted that these various data for running the game may be stored only in the game operation data storage unit 281 of the storage unit 28, or may be read out from the removable medium 100 by the drive 20 as appropriate. Furthermore, these various data may be appropriately transmitted to the player terminal 2 from a device such as the server 1 or another server (not shown) by communication via the communication unit 29. In other words, they may be appropriately downloaded as needed.

[0042] Next, the functional configuration of the server 1 will be described. When multiple game cooperation processing and lottery game processing are executed, as shown in FIG. 3, a game operation control unit 111, a first game control unit 112, a subset creation unit 113, a second game control unit 114, and a lottery game control unit 115 function in the CPU 11. In addition, a terminal management data storage unit 181 is set in one area of ​​the storage unit 18.

[0043] The game operation control unit 111 controls the execution of processing for operating the game performed by the game operation execution unit 211. The game operation control unit 111 outputs the player's selection notified by the player selection notifying unit 212 to the first game control unit 112 and the second game control unit 114 described below. The game operation control unit 111 also acquires the results of processing related to the first game and the second game performed by the first game control unit 112, the second game control unit 114, etc. described below based on the player's selection. Then, the game operation control unit 111 transmits control instructions based on the acquired processing results to the game operation execution unit 211 via the communication unit 29.

[0044] For example, in the case of the first game, these control instructions include the changes in the ranking and stamina value of each character during the course of the first game, and the final ranking of each character (i.e., the game result of the first game). Furthermore, in the case of the second game, these control instructions include the placement and role of each character, the type of character object used to display each character, and the type of music to be used. Based on these control instructions, the game operation execution unit 211 generates images, etc. that simulate the content of the first game or the second game, and outputs the generated images, etc. from the output unit 27.

[0045] In this way, the player terminal 2 and the server 1 cooperate with each other, allowing the player to play the first game or the second game based on his or her own selection.

[0046] The first game control unit 112 performs processing related to the first game. For example, the first game control unit 112 determines characters that will participate in the first game and character objects that will be used to display these characters, based on the content of the player's selection acquired from the game operation control unit 111. Note that in the first game, a character that will compete against the character selected by the player may be a character selected by another player, or may be an NPC (Non-Player Character) managed by the server 1.

[0047] Furthermore, the first game control unit 112 performs processing related to the first game based on the parameters of each character included in the group of characters participating in the first game and the rules of the first game. The first game control unit 112 then outputs the processing results, such as the changes in the ranking and stamina value of each character over the course of the first game, and the final ranking of each character (i.e., the game result of the first game), to the game operation control unit 111. The first game control unit 112 also outputs the processing results to the subset creation unit 113.

[0048] Based on the game result of the first game, the subset creation unit 113 creates a subset consisting of some of the characters included in the character group that participated in the first game, assuming that all characters included in this character group are considered to be the universal set. In this embodiment, as an example, the subset creation unit 113 creates a subset consisting of characters that were not included in the top three places in the first game. In other words, the subset creation unit 113 creates a subset consisting of characters ranked in the top four or lower in the first game. The subset creation unit 113 outputs the created subset to the second game control unit 114.

[0049] The second game control unit 114 performs processing related to the second game. For example, the second game control unit 114 determines the characters that will participate in the second game, the character objects that will be used to display these characters, and the music that will be used in the second game, based on the player's selection content acquired from the game operation control unit 111. The second game control unit 114 also determines the placement and roles of characters in the second game based on the results of the first game. For example, characters that achieved high rankings in the first game are placed in prominent positions on the screen and are responsible for performing a variety of performances. Furthermore, the second game control unit 114 determines that characters included in the subset obtained from the subset creation unit 113 are to be displayed using general-purpose character objects, and that characters not included in the subset are to be displayed using character objects selected by the player.

[0050] Then, the second game control unit 114 outputs the processing results, such as the characters participating in the second game, the character objects used to display these characters, the music used in the second game, and the positions and roles of the characters in the second game, to the game operation control unit 111. In this embodiment, since the processing related to the first game and the second game is performed collectively by the server, it is possible to reduce the processing load at the player terminal 2. Furthermore, it is possible to prevent tampering with the processing related to the first game and the second game at the player terminal 2.

[0051] The group of characters participating in the second game is the same as the group of characters participating in the first game. However, in this embodiment, if the character selected by the player is included in the subset (i.e., if the character is ranked in the top four or lower in the first game), the second game is not displayed on the player terminal 2. In other words, in this embodiment, if the character selected by the player does not rank in the top three or higher, the player cannot play and watch the second game. Therefore, according to this embodiment, the player can further increase his or her motivation for the game results of the first game, with the purpose of playing and watching the second game itself.

[0052] The lottery game control unit 115 performs processing related to the lottery game. Specifically, the lottery game control unit 115 determines the amount of in-game currency to be consumed in the lottery based on the player's selection content acquired from the game operation control unit 111. Then, the lottery game control unit 115 consumes the determined amount of in-game currency to conduct the lottery. This lottery is conducted based on predetermined rules. For example, it is conducted based on the processing results of an arithmetic process based on a predetermined function.

[0053] Then, the lottery game control unit 115 grants the player the right to select a specific type of character object based on the lottery result. For example, the lottery game control unit 115 grants the player the right to randomly select a specific character object (for example, a costume) based on the lottery result. This allows the player to newly select that character object in the first game or the second game if the player does not have the right to select that character object (i.e., if the player does not have the character object). On the other hand, if the player has the right to select that character object (i.e., if he / she possesses it), the player may be granted the right to select another character object, or the player may not be granted the right to select a character object in this lottery game. Furthermore, depending on the result of the lottery, the lottery game control unit 115 may not grant the player the right to select a character object in the current lottery game. In other words, the lottery game may include a so-called losing option. Furthermore, the lottery game controlled by the lottery game control unit 115 may be a lottery game for objects other than character objects. For example, based on the result of the lottery game controlled by the lottery game control unit 115, the player may be granted the right to select a specific type of music or a specific type of character.

[0054] The in-game currency can be increased by, for example, payment of a fee by the player. In this case, payment of a fee by the player is realized by cash settlement using a credit card or settlement using electronic money. In addition to this, the in-game currency may be increased by other methods. For example, the in-game currency may be increased by communication between players in the game, or by achieving a predetermined event in the first game or the second game.

[0055] The terminal management data storage unit 181 stores management data related to the player terminal 2. As described above in the description of the game operation execution unit 211, the management data related to the player terminal 2 is predetermined parameters in the game operated by the game operation execution unit 211. For example, parameters corresponding to information on which character the player owns, the character's status, character objects selectable by the player, past game results, the amount of in-game currency owned in the game, etc. are stored as management data. Note that when multiple player terminals 2 are connected to the server 1, the management data is managed for each player terminal 2 or for each player based on the identification information of the player terminal 2, the identification information of the player, etc.

[0056] [Operation] The functional blocks of the player terminal 2 and the server 1 have been described above. Next, the operations in the multiple game linkage processing and lottery game processing executed by the player terminal 2 and the server 1 will be described with reference to Figs. 4 to 13. Here, Fig. 4 is a sequence diagram explaining the flow of the multiple game linkage processing. Also, Figs. 5 to 12 are schematic diagrams showing display examples in the first game and the second game operating in the multiple game linkage processing. Furthermore, Fig. 13 is a sequence diagram explaining the flow of the lottery game processing.

[0057] [Multiple game collaboration processing] First, the multiple game linkage process will be described with reference to Fig. 4. The multiple game linkage process is executed when, for example, the player performs an operation to request execution of the first game.

[0058] In step S11, the player selection notification unit 212 accepts a player selection. In step S12, the player selection notification unit 212 transmits the accepted player selection to the server 1, thereby notifying the player of the selection. In step S21, the first game control unit 112 performs processing related to the first game based on the player's selection notified in step S12. Then, the first game control unit 112 outputs the processing result to the game operation control unit 111.

[0059] In step S22, the game operation control unit 111 transmits to the player terminal 2 a control instruction relating to the operation of the first game based on the processing result in step S21. In step S13, the game operation execution section 211 operates the first game based on the control instructions for the first game transmitted in step S22.

[0060] In step S14, the game operation executing section 211 determines whether or not the game result of the first game, which is included in the control instruction for the first game transmitted in step S22, is a predetermined result. In this embodiment, the game result of the first game is determined to be a predetermined result if the ranking of the character selected by the player is in the top three or higher. That is, if the ranking of the character selected by the player is in the top three or higher, a Yes determination is made in step S14, and processing proceeds to step S15. On the other hand, if the ranking of the character selected by the player is not in the top three or higher (that is, if it is in the top four or lower), a No determination is made in step S14, and processing ends.

[0061] On the other hand, in step S23, subset creation unit 113 determines whether the game result of the first game included in the processing result of step S21 was a predetermined result. Here, the criteria for determination in step S23 are the same as the criteria for determination in step S14. That is, if the ranking of the character selected by the player is in the top three or higher, the determination in step S23 is Yes, and the processing proceeds to step S24. On the other hand, if the ranking of the character selected by the player is not in the top three or higher (i.e., if it is in the top four or lower), the determination in step S23 is No, and the processing ends.

[0062] In step S24, the subset creating section 113 creates a subset based on the game result of the first game, which is included in the processing result in step S21. In step S25, the second game control unit 114 performs processing related to the second game based on the player selection notified in step S12 and the subset created in step S24. Then, the second game control unit 114 outputs the processing result to the game operation control unit 111.

[0063] In step S26, the game operation control unit 111 transmits to the player terminal 2 a control instruction relating to the operation of the second game based on the processing result in step S25. In step S15, the game operation execution unit 211 operates the second game based on the control instructions for the second game transmitted in step S26.

[0064] The above-described player terminals 2 and server 1 cooperate to execute the multiple game linkage process. In this case, in this embodiment, a subset is created in step S24 based on the game result of the first game, and the character object to be used to display the character in the second game is determined. That is, if the player's ranking in the first game is high, the character object to be used to display the character in the second game is the character object desired by the player. In other words, in order to enjoy the second game more by playing the second game with the desired character object, the player needs to devise and prepare to improve the game result in the first game. Therefore, according to this embodiment, the player's interest in both the first game and the second game can be increased. That is, according to this embodiment, it is possible to increase the player's motivation for the game results in relation to the character object.

[0065] Furthermore, in this embodiment, the determinations made in steps S14 and S23 indicate that the character selected by the player is included in the subset (i.e., if the character is ranked in the top four or lower in the first game), the second game is not displayed on the player terminal 2. In other words, in this embodiment, if the character selected by the player does not achieve a ranking in the top three or higher, the player is unable to play and appreciate the second game. Therefore, according to this embodiment, the player can further increase his or her motivation for the game results of the first game by playing and appreciating the second game as a goal in itself.

[0066] [Example of display for Game 1 and Game 2] Next, the transition of the display accompanying the operation in the first game and the second game operating in the multiple game cooperation process will be described with reference to FIGS.

[0067] FIG. 5 is a schematic diagram showing an example of the display of race information in the first game operated by the multi-game cooperation process, which is displayed in response to the player's screen selection operation in step S11 of FIG. 6. In this display example, the character currently selected by the player is displayed as shown in display 51. This character is wearing, for example, a bib corresponding to the race number in the race. Also, as shown in display 52, information about the race in which the player will participate in the first game is displayed. For example, the name of the race, the race grade, information about the race track, the weather, and items that can be obtained as a reward if the character wins are displayed. In addition, the player can change the character's running style on this screen by operating a button displayed as display 53. Running styles that can be selected are, for example, leading, overtaking, or closing in on horse racing. This running style corresponds to a strategy that determines how the character will run in the race.

[0068] FIG. 6 is a schematic diagram showing an example of the display of status information in a first game operating in a multiple game cooperation process, and is displayed in response to a screen selection operation by a player in step S11 of FIG. 6. In this display example, a character is displayed as display 51, as in FIG. 5. The character's status is also displayed as shown in display 54. For example, the character's status may display the number of races the character can enter, as well as the character's ability values ​​such as speed, power, intelligence, stamina, and tenacity. The player can check the character's status by referring to display 54.

[0069] Furthermore, the player can change the music used in the second game on this screen by operating the button displayed as display 55. Furthermore, by operating the buttons displayed as display 56, the player can change the character objects (here, as an example, the costumes) used in the first and second games on this screen.

[0070] FIG. 7 is a schematic diagram showing an example of a display of a preparation screen before a race in a first game that operates in a multiple game cooperation process, and is displayed in response to a screen selection operation by the player in step S11 of FIG. 6. In this display example, as shown as display 57, information about the race in which the player will participate in the first game is displayed. For example, information included in display 52 in FIG. 5 is displayed. Also, as shown as display 58, characters scheduled to participate in the race are displayed. For example, the running style of each character and the odds (popularity) of each character are displayed. By referring to display 58, the player can check the running style, odds (popularity), etc. of other characters.

[0071] 8 is a schematic diagram showing an example of the display of the race list in the first game operated by the multiple game linkage processing, and is displayed at the start of the first game in step S13 of FIG. 6. In this display example, as shown as display 59, information similar to displays 57 and 58 in FIG. 7 is displayed. The player can start a race in the first game on this screen by operating the button displayed as display 60.

[0072] 9 is a schematic diagram showing an example of a display at the start of a race in the first game operating in the multiple game cooperation process, and is displayed at the start of the race in the first game in step S13 of FIG. 6. In this display example, as shown by display 61 and display 62, as a stage effect for the race, each character (corresponding to display 62) is preparing to start at a gate-type starting gate (corresponding to display 61). Each character is displayed in three-dimensional computer graphics using polygons, using a character object (here, a costume, as an example) selected by the player corresponding to each character.

[0073] FIG. 10 is a schematic diagram showing an example of a display at the end of a race in the first game operating in the multiple game cooperation process, and is displayed at the end of the race in the first game in step S13 of FIG. 6. In this display example, as shown in display 63, the current ranking of each character is displayed by race number. Also, as shown in display 64, the running state of each character is displayed. Furthermore, as shown in display 65, the ranking of the character selected by the player and announcements regarding the race are displayed. The player can check the progress of the race by referring to this screen.

[0074] FIG. 11 is a schematic diagram showing a display example at the start of a performance (hereinafter referred to as a "live performance") according to a song in a second game operated by a multiple game cooperation process, and is displayed at the start of the second game in step S15 of FIG. 6. In this display example, as shown by display 66, display 67, and display 68, the characters that placed in the top three or more in the first game are placed in the center of the stage. These three characters are displayed in three-dimensional computer graphics using polygons, using character objects (here, costumes, as an example) selected by the players corresponding to each character.

[0075] On the other hand, as shown in display 69 and display 70, the characters who placed in the top four or lower in the first game (i.e., the characters included in the subset) are displayed as so-called backing dancers in three-dimensional computer graphics using polygons, using general-purpose character objects (here, costumes, as an example) that correspond to the game medium that determines the content of the second game. Also, as shown in display 71, the titles of the songs performed in the live performance, as well as the names of the lyricists and composers, are displayed.

[0076] In this way, the characters that place in the top three or more in the first game are displayed using the character object (here, as an example, a costume) selected by the player and perform in a prominent central position, which increases the satisfaction of players who have an attachment to the characters, and therefore, as described above, it is possible to increase the player's motivation regarding the game results of the first game.

[0077] FIG. 12 is a schematic diagram showing an example of the overall display of a live performance in the second game operating in the multiple game cooperation process, and is displayed according to the camerawork in the second game in step S15 of FIG. 6. Displays 66 to 70 are as described above with reference to FIG. 11. In this display example, a display imitating an audience watching a live performance is also displayed, as shown as display 73. In this case, the audience shown as display 73 can also be animated in accordance with the music, creating a more realistic feeling of the live performance. Note that the audience may not be displayed as people, but may instead be displayed as glow sticks or penlights that the audience holds and waves, for example.

[0078] Each character's performance, such as dancing according to the choreography of the music, is realized by animation using 3D polygons. Different motions for this performance, such as dancing, are set for each position in the live performance. This motion is generated by motion capture, which is realized by, for example, attaching sensors to the person actually performing the dance or other performance and measuring their movements.

[0079] In this case, the motion of all parts of a character may be generated in advance and animation may be realized using 3D polygons accordingly, but the motion of some parts of a character may be animated by performing physics calculations in real time. For example, the motion of some parts of a character (such as a skirt or hair) may be animated by performing physics calculations in real time in a virtual physical space that take into account gravity, inertial force, centrifugal force, etc. This makes it possible, for example, to differentiate each character by varying the fluttering of the skirt or hair, even when multiple characters dance using the same motion. Furthermore, the cost required to generate the motion of all parts of a character using motion capture can be reduced.

[0080] Furthermore, the live display is an imitation of an image captured by a camera of the stage. In this case, the camera position, imaging angle, and field of view relative to the stage may be fixed, but in order to create a sense of realism, the camera position, imaging angle, and field of view may be changed according to specified camera work.

[0081] Next, the display of each character described above will be explained in more detail with reference to FIGS. In this embodiment, all characters are displayed using 3D polygons. Each character is managed by a character ID and has unique head data. In this case, the body data of each character may also be unique, but doing so would increase the amount of data and calculations required to display them using 3D polygons. Therefore, for example, if the characters ranked in the top four or lower in the first game (i.e., the characters included in the subset) are to be displayed as backup dancers who are less likely to stand out in a live performance, the body data of each character may be partially shared.

[0082] In this case, for example, multiple types of polygon data corresponding to height, chest circumference, and weight are prepared as common data rather than specific to each character. Then, each character can be displayed using polygon data selected from the multiple types of polygon data. In other words, the common polygon data can be combined to display the character. Similarly, multiple types of texture data can be prepared according to skin color, etc., and each character can be displayed using texture data selected from the multiple types of texture data.

[0083] On the other hand, if the top three or more characters in the first game are displayed using a character object (here, as an example, a costume) selected by the player, and this costume is unique to the character, it is advisable to prepare polygon data and texture data for the character's body that are unique to the character, and display the character using this unique polygon data and texture data.

[0084] By doing this, the bodies of the top three or more characters in the first game will be unique to each character, further increasing the satisfaction of players who have an emotional attachment to their characters. On the other hand, by displaying other characters using common body data, the overall amount of data and calculations required to display them using 3D polygons can be reduced.

[0085] Similarly, in order to reduce the amount of data and calculations required to display character objects using 3D polygons, the amount of data for the costumes of the top three or higher characters in the first game (here, as an example, costumes) may be made different from the amount of data for the costumes of the top four or lower characters in the first game. For example, the amount of data for the costumes of the top four or lower characters in the first game may be made smaller than the amount of data for the costumes of the top three or higher characters. In particular, if there are a large number of characters in the first game that are in the top four or lower, the amount of data and calculations required to display them using 3D polygons can be significantly reduced by reducing the amount of data for those costumes. Furthermore, as mentioned above, when animation is realized by performing physical calculations in real time for the motion of some body parts of a character, the number of body parts that are the subject of physical calculations for characters ranked in the top four or lower in the first game may be reduced compared to characters ranked in the top three or higher. This also makes it possible to significantly reduce the amount of data and calculations required to display the characters using 3D polygons.

[0086] To summarize the above, it is preferable to make the load required to display characters ranked in the top four or lower in the first game lower than the load required to display characters ranked in the top three or higher in the first game. In order to reduce the load required to display characters, for example, it is preferable to make each piece of data for displaying characters ranked in the top four or lower in the first game relatively satisfy the following <conditions for reducing the load required for display> compared to each piece of data for displaying characters ranked in the top three or higher in the first game.

[0087] <Conditions for reducing the load required for display> -3D polygons with a small number of vertices - Fewer bones required to move 3D polygons - Fewer joints required to move 3D polygons Low texture resolution - Texture data is small Lighting processing has been simplified Material processing is now simpler Other rendering processes are simpler and less demanding

[0088] [Lottery game processing] The lottery game process will be described with reference to Fig. 13. The lottery game process is executed, for example, when a player performs an operation to request execution of a lottery game.

[0089] In step S31, the player selection notification unit 212 accepts a player's selection. Specifically, the player selection notification unit 212 accepts a selection of the amount of compensation (e.g., in-game currency) for playing the lottery game. In step S32, the player selection notification unit 212 notifies the server 1 of the player's selection by transmitting the accepted player's selection to the server 1.

[0090] In step S41, the lottery game control unit 115 performs processing related to the lottery game based on the player's selection notified in step S32. Then, the lottery game control unit 115 outputs the processing result to the game operation control unit 111.

[0091] In step S42, the game operation control unit 111 transmits to the player terminal 2 a control instruction relating to the operation of the lottery game based on the processing result in step S41. In step S33, the game operation execution unit 211 operates the lottery game based on the control instruction for the lottery game transmitted in step S22.

[0092] On the other hand, in step S43, the lottery game control unit 115 determines whether the game result of the lottery game included in the processing result of step S41 is a predetermined result. Here, in the present embodiment, if the game result of the lottery game is such that a new character object (here, as an example, a costume) can be selected, it is determined that the game result is a predetermined result. That is, if the game result of the lottery game is such that a new character object (here, as an example, a costume) can be selected, the determination in step S43 is Yes, and the processing proceeds to step S44. On the other hand, if the game result of the lottery game is not such that a new character object (here, as an example, a costume) can be selected, the determination in step S43 is No, and the processing ends.

[0093] In step S44, the lottery game control unit 115 rewrites the data in the terminal management data storage unit 181, and sets the new character object (here, as an example, a costume) as a character object that the player can select.

[0094] As explained above, by rewriting the data in step S44 in the lottery game processing, the player can select this character object in the subsequent cooperative game processing. As mentioned above in the explanation of the lottery game control unit 115, the lottery game may grant the player the right to select a specific type of music or a specific type of character.

[0095] The above describes an embodiment of the present invention. However, the present invention is not limited to the above embodiment, and any modifications and improvements that can achieve the object of the present invention are included in the present invention. In other words, the present invention can be widely applied to a variety of games.

[0096] In the above-described embodiment, the server 1 and the player terminal 2 to which the present invention is applied are described as server devices, game consoles, and smartphones, but the present invention is not limited to these. The present invention can be applied to electronic devices in general that have information processing functions.

[0097] The above-described series of processes can be executed by hardware or software. In other words, the functional configuration shown in Fig. 3 is merely an example and is not particularly limited. That is, it is sufficient that the server 1 and the player terminals 2 are provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not particularly limited to the example in Fig. 3.

[0098] The functional configurations of the server 1 and the player terminals 2 may be implemented in a single device, or the functions of the server 1 may be distributed among a plurality of server devices and implemented by a plurality of devices. Furthermore, one functional block may be configured as a single piece of hardware, a single piece of software, or a combination thereof.

[0099] The functional configuration in this embodiment is realized by a processor that executes arithmetic processing, and processors that can be used in this embodiment include those that are composed of various processing devices alone, such as single processors, multiprocessors, and multicore processors, as well as those that combine these various processing devices with processing circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field-Programmable Gate Arrays).

[0100] When a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium. The computer may be a computer built into dedicated hardware, or may be a computer capable of executing various functions by installing various programs, such as a general-purpose personal computer.

[0101] A recording medium containing such a program may be constituted by removable medium 100 shown in FIG. 2, which is distributed separately from the device main body in order to provide the program to the player, or may be constituted by a recording medium provided to the player in a state where it is pre-installed in the device main body. Removable medium 100 may be constituted, for example, by a magnetic disk (including a floppy disk), an optical disk, or a magneto-optical disk. Optical disks may be constituted, for example, by CD-ROMs (Compact Disk-Read Only Memory), DVDs (Digital Versatile Disks), Blu-ray (registered trademark) Discs, etc. Magneto-optical disks may be constituted, for example, by MDs (Mini-Disks). Furthermore, a recording medium provided to the player in a state where it is pre-installed in the device main body may be constituted, for example, by ROM 12 shown in FIG. 2, ROM 22 shown in FIG. 2, or a semiconductor memory included in storage unit 18 shown in FIG. 2, or storage unit 28 shown in FIG. 2, on which the program is recorded.

[0102] In this specification, the steps described in the program recorded on the recording medium include not only processes that are performed in chronological order, but also processes that are not necessarily performed in chronological order but are performed in parallel or individually. Furthermore, the steps performed by the program recorded on the recording medium may be performed in any order within the scope of the gist of the present invention.

[0103] Although the embodiments of the present invention have been described above, these embodiments are merely illustrative and do not limit the technical scope of the present invention. The present invention can take various other embodiments, and various modifications such as omissions and substitutions can be made without departing from the spirit of the present invention. These embodiments and their modifications are included in the scope and spirit of the invention described in this specification, etc., and are included in the invention described in the claims and their equivalents. For example, the embodiment of the present invention may be modified as follows.

[0104] <First Modification> The above-described embodiment is a client-server system in which the player terminals 2 and the server 1 cooperate to execute the multiple game linkage processing and the lottery game processing. However, this is not limiting, and the multiple game linkage processing and the lottery game processing may be executed by a single device. This modification will be described with reference to Figures 14 to 16. In the description of this modification and other modifications below, the content that overlaps with the description of the above embodiment will not be explained again, and only the content specific to each modification will be explained in detail.

[0105] [Hardware configuration] The hardware configuration of the information processing device 3 that realizes this modification will be described. The information processing device 3 includes a CPU 31, a ROM 32, a RAM 33, a bus 34, an input / output interface 35, an input unit 36, an output unit 37, a storage unit 38, a communication unit 39, and a drive 40. Each of these pieces of hardware has the same functions as the hardware with the same names but different reference numerals that are included in the server 1 and the player terminal 2 described above. Therefore, illustrations and redundant explanations will be omitted. Note that in this modification, the communication unit 39 is not essential, and therefore may be omitted. The information processing device 3 can be realized by, for example, a stationary game machine, a portable game machine, a personal computer, or the like.

[0106] [Functional configuration] The functional configuration of the server 1 and the functional configuration of the player terminal 2 will be described with reference to the drawings. FIG. 3 is a functional block diagram showing the functional configuration of the information processing device 3 for executing processes such as a multiple game cooperation process and a lottery game process. When multiple game cooperation processing and lottery game processing are executed, as shown in FIG. 14, in the CPU 31, a game operation control unit 311, a first game control unit 312, a subset creation unit 313, a second game control unit 314, a lottery game control unit 315, and a game operation execution unit 316 function. In addition, a terminal management data storage section 381 and a game operation data storage section 382 are set in one area of ​​the storage section 28.

[0107] Each of these functional blocks has the same function as the functional blocks with the same names but different reference numerals that are provided in the above-described server 1 and player terminal 2. Therefore, redundant explanations will be omitted. However, one difference is that this modified example does not have a functional block equivalent to the player selection notification unit 212, because notification between devices is not required.

[0108] [Operation] The functional blocks of the information processing device 3 have been described above. Next, the operations in the multiple game linkage processing and lottery game processing executed by the information processing device 3 will be described with reference to Figs. 15 and 16. Here, Fig. 15 is a sequence diagram explaining the flow of the multiple game linkage processing in this modified example. Also, Fig. 16 is a sequence diagram explaining the flow of the lottery game processing in this modified example.

[0109] [Multiple game collaboration processing] First, the multiple game linkage process will be described with reference to Figure 15. The multiple game linkage process is executed when, for example, the player performs an operation to request execution of the first game.

[0110] In step S51 (corresponding to step S11 in FIG. 6), the game operation control unit 311 accepts the player's selection. In step S52 (corresponding to step S21 in FIG. 6), the first game control unit 312 performs processing related to the first game based on the player's selection accepted in step S51. Then, the first game control unit 312 outputs the processing result to the game operation control unit 311.

[0111] In step S53 (corresponding to step S22 in FIG. 6), the game operation control unit 311 outputs a control instruction relating to the operation of the first game to the game operation execution unit 316 based on the processing result in step S52. In step S54 (corresponding to step S13 in FIG. 6), the game operation execution section 316 operates the first game based on the control instructions for the first game output in step S52.

[0112] In step S55 (corresponding to step S14 in FIG. 6), the game operation execution unit 316 determines whether the game result of the first game included in the control instructions for the first game output in step S52 is a predetermined result. Here, the criteria for determination in step S55 are the same as the criteria for determination in step S14. That is, if the ranking of the character selected by the player is in the top three or higher, the determination in step S55 is Yes, and the process proceeds to step S56. On the other hand, if the ranking of the character selected by the player is not in the top three or higher (that is, if it is in the top four or lower), the determination in step S55 is No, and the process ends.

[0113] In step S56 (corresponding to step S24 in FIG. 6), the subset creating section 313 creates a subset based on the game result of the first game, which is included in the processing result in step S52. In step S57 (corresponding to step S25 in FIG. 6), the second game control unit 314 performs processing related to the second game based on the player selection accepted in step S51 and the subset created in step S56. Then, the second game control unit 314 outputs the processing result to the game operation control unit 311.

[0114] In step S58 (corresponding to step S26 in FIG. 6), the game operation control unit 311 outputs a control instruction relating to the operation of the second game to the second game control unit 314 based on the processing result in step S57. In step S59 (corresponding to step S15 in FIG. 6), the second game control unit 314 operates the second game based on the control instructions for the second game output in step S58.

[0115] The above-described operation allows the multiple game cooperation process to be executed by the information processing device 3 alone. Note that the effect of this process is the same as in the above-described embodiment.

[0116] [Lottery game processing] The lottery game process will be described with reference to Fig. 16. The lottery game process is executed, for example, when a player performs an operation to request execution of a lottery game.

[0117] In step S61 (corresponding to step S31 in FIG. 13), the lottery game control unit 315 accepts a selection by the player. Specifically, the lottery game control unit 315 accepts a selection of the amount of compensation (for example, in-game currency) for playing the lottery game.

[0118] In step S62 (corresponding to step S41 in FIG. 13), the lottery game control unit 315 performs processing related to the lottery game based on the player's selection accepted in step S61. Then, the lottery game control unit 315 outputs the processing result to the game operation control unit 311.

[0119] In step S63 (corresponding to step S42 in FIG. 13), the game operation control unit 311 outputs a control instruction regarding the operation of the lottery game to the game operation execution unit 316 based on the processing result in step S62. In step S64 (corresponding to step S33 in FIG. 13), the game operation execution unit 316 operates the lottery game based on the control instruction for the lottery game output in step S63.

[0120] In step S65 (corresponding to step S43 in FIG. 13), the game operation control unit 311 determines whether the game result of the lottery game included in the control instruction for the lottery game transmitted in step S63 is a predetermined result. Here, the criteria for determination in step S65 are the same as the criteria for determination in step S43. That is, if the game result of the lottery game is such that a new character object (here, as an example, a costume) can be selected, the determination in step S65 is Yes, and the process proceeds to step S66. On the other hand, if the game result of the lottery game is not such that a new character object (here, as an example, a costume) can be selected, the determination in step S65 is No, and the process ends.

[0121] In step S66 (corresponding to step S44 in FIG. 13), the lottery game control unit 315 rewrites the data in the terminal management data storage unit 381, and sets the new character object (here, as an example, a costume) as a character object that the player can select.

[0122] By the operations described above, the lottery game process can be executed by the information processing device 3 alone. The effect of this process is the same as that of the above-described embodiment.

[0123] <Second Modification> In the above-described embodiment, the first game is a racing game in which characters race and the final ranking (i.e., the character order) is determined. However, the first game is not limited to this, and other types of games may be played.

[0124] For example, the first game may be a different type of game, in which characters do not compete to the end, but rather a game in which characters compete against each other with multiple players and losers are eliminated first, or a game in which characters are eliminated first if they make a predetermined mistake. In this case, the ranking is determined from the lowest ranked character in the order in which they are eliminated, and the character that remains until the end will be in first place. Then, as in a racing game, the character object to be used to display the characters in the second game may be determined based on this ranking.

[0125] As another example, a competitive game between multiple teams may be played as the first game. In this case, the subset creation unit 113 creates a subset using characters included in the losing team. As a result, in the second game, the characters included in the losing team are displayed as backup dancers using general-purpose character objects. On the other hand, the characters included in the winning team are displayed as main dancers positioned in the center of the stage using character objects selected by the player. Note that, in this example, each team may consist of a single or multiple characters. Furthermore, the number of characters included in each team may be the same or different.

[0126] <Third Modification> In the above-described embodiment, for characters ranked in the top three or higher in the first game, the live performance in the second game was performed using music selected by the player. In other words, if the music selected by each player was different, the live performance in the second game was performed using the music selected by each player on the player terminal 2 of each player who owns a character ranked in the top three or higher. This takes into consideration the case where each player has the right to select different music.

[0127] However, this is not limiting, and in cases where the music that each player has the right to select is the same, the live performance in the second game may be performed to the same music on the player terminals 2 of the players who own the top three or more characters. For example, the live performance in the second game may be performed to the music selected by the player who owns the character that ranked first in the first game.

[0128] <Fourth Modification> In the above-described embodiment, the subset creation unit 113 creates one subset. However, this is not limiting, and the subset creation unit 113 may create multiple subsets. For example, if there are 10 characters participating in the first game, a first subset may be created from the characters ranked in the top four to six places, and a second subset may be created from the characters ranked in the top seven to ten places. Then, during a live performance of the second game, the characters included in the first subset may be displayed using a first general-purpose costume, and the characters included in the second subset may be displayed using a second general-purpose costume. This allows for more diverse performances during the live performance.

[0129] <Fifth Modification> In the above-described embodiment, each character is displayed live using three-dimensional computer graphics that utilize polygons. However, the present invention is not limited to this, and each character may be displayed using animation in which a plurality of images (e.g., illustrations) are continuously switched between. Also in this case, similar to when polygons are used, characters that placed in the top three or higher in the first game may be displayed in different ways from characters that placed in the top four or lower in the first game (i.e., characters included in a subset). For example, for characters that placed in the top four or lower in the first game, similar to when polygons are used, the head may be displayed using an image unique to each character, while the body of the character or a part of the character object (for example, a costume, as an example) may be displayed using a common image rather than an image unique to each character. Furthermore, when each character is displayed in an animation in which a plurality of images are successively switched, the image of the entire character may be successively switched, or images of each part of the character may be successively switched. By using common images and switching between some images in this way, the total amount of image data required to display each character can be reduced. [Explanation of symbols]

[0130] 1···Server, 2···Player terminal, 3···Information processing device, 5···Network, 11, 21, 31··CPU, 12, 22, 32··ROM, 13, 23, 33··RAM, 14, 24, 34···Bus, 15, 25, 35···Input / output interface, 16, 26, 36···Input section, 17, 27, 37···Output section, 18, 28, 38···Memory section, 19, 29, 39···Communication section, 20, 30, 40··· · Drive, 100·· Removable media, 111, 311·· Game operation control unit, 112, 312·· First game control unit, 113, 313·· Subset creation unit, 114, 314·· Second game control unit, 115, 315·· Lottery game control unit, 181, 381·· Terminal management data storage unit, Game operation execution unit 211, 316·· Game operation execution unit, 212·· Player selection notification unit, S·· Information processing system

Claims

1. a reception function for receiving, from the player, a selection of a character to be caused to participate in the second game and a piece of music to be used in the second game; a first game control function for playing a first game with the character selected by the player and determining a game result of each character in the first game; a game linking function of determining a song based on the game result of the first game and playing a second game with the character using the determined song; a second game control function that controls the second game by outputting the music piece selected by a player who has a character for which the game result determined by the first game control function is an advantageous result excluding a specific result, as a determined music piece; An information processing program that realizes this on a computer.

2. 2. The information processing program according to claim 1, wherein the second game control function controls a display medium to display information about the determined song, thereby playing the second game.

3. 3. The information processing program according to claim 1, further causing the computer to realize a lottery game control function that involves consuming in-game currency owned by the player to enter a lottery and granting the player the right to select a specific type of music based on the results of the lottery.

4. Each player has a common set of songs that they have the right to select from, the reception function receives a selection of the song from the plurality of common songs; 3. The information processing program according to claim 1, wherein the second game control function performs, as controls in the second game, a first control of outputting the song selected by a player having a character whose game result determined by the first game control function is the highest of the advantageous results excluding a specific result, as a determined song, and a second control of outputting the song selected by a player having a character whose game result determined by the first game control function is the highest of the advantageous results excluding the highest result, as a determined song, for a player having a character whose game result determined by the first game control function is the highest of the advantageous results excluding the highest result.

5. An information processing system including a terminal and a server communicably connected to the terminal, The terminal a receiving means for receiving from a player a selection of a character to be caused to participate in the second game and a piece of music to be used in the second game; a notification means for notifying the server of the character to be caused to participate in the second game and the music to be used in the second game, selected by the player and accepted by the acceptance means; a display medium for displaying the first game and the second game; a speaker for outputting music and sound; Equipped with The server a first game control means for playing the first game with the character selected by the player notified by the notifying means and determining a game result of each character in the first game; a game cooperation means for determining a piece of music based on the game result of the first game and for playing the second game with the character using the determined piece of music; second game control means for controlling the second game by controlling the speaker to output the music piece selected by a player whose character has an advantageous game result, excluding a specific result, determined by the first game control means; a display control means for controlling the display of the first game and the second game on the display medium; An information processing system comprising:

6. a receiving means for receiving from a player a selection of a character to be caused to participate in the second game and a piece of music to be used in the second game; a display medium for displaying the first game and the second game; a speaker for outputting music and sound; first game control means for playing the first game with characters selected by the player and accepted by the acceptance means, and determining game results of each character in the first game; a game cooperation means for determining a piece of music based on the game result of the first game and for playing the second game with the character using the determined piece of music; second game control means for controlling the second game by controlling the speaker to output the music piece selected by a player whose character has an advantageous game result, excluding a specific result, determined by the first game control means; a display control means for controlling the display of the first game and the second game on the display medium; An information processing device comprising:

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