Information processing device, information processing method, and program

The information processing device dynamically adjusts game elements like characters and their probabilities based on player progression, ensuring appropriate game content is provided, thereby enhancing gameplay experience.

JP7817582B2Active Publication Date: 2026-02-19MIXI INC
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2023064393
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-11
Publication Date
2026-02-19
Estimated Expiration
2041-12-24

AI Technical Summary

Technical Problem

Conventional games fail to provide appropriate game content to players based on their progress, particularly in quests where character availability and probability of winning game items do not adapt dynamically to the player's progression.

Method used

An information processing device that includes a providing unit to select and provide game media, a game control unit to manage gameplay, and a set control unit to adjust game elements like characters and their probabilities based on the player's progress, ensuring that game content is tailored to the player's current quest status.

Benefits of technology

Enables the provision of appropriate game content to players by adjusting character availability and winning probabilities based on their progress, enhancing gameplay experience by providing relevant and needed game elements with higher chances.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007817582000001
    Figure 0007817582000001
  • Figure 0007817582000002
    Figure 0007817582000002
  • Figure 0007817582000003
    Figure 0007817582000003
Patent Text Reader

Abstract

To provide an appropriate game medium to a player according to a progress situation of a game.SOLUTION: An information processor includes: a providing part for selecting game media from a set with at least one game medium as elements and providing them to a player; a game control part for performing control such that a player can play an object game including at least one game; and a set control part for controlling game media included in a set according to a progress situation of an object game by a player.SELECTED DRAWING: Figure 8
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] In games, a function (so-called "gacha") is known that provides players with game elements such as game characters through a lottery. For example, Patent Document 1 describes changing the probability of winning other game items depending on whether or not a game item is provided to a player. Furthermore, Patent Document 2 describes changing the value expected as a lottery result depending on the play status of a game being implemented during the lottery. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6649624 [Patent Document 2] Patent No. 6284029 Summary of the Invention [Problem to be solved by the invention]

[0004] In games where players progress by clearing tasks such as quests, the game content, such as characters that the player can use, often changes depending on the progress of the game. However, the conventional games described in Patent Documents 1 and 2 were unable to appropriately respond to changes in the characters that the player needed depending on the progress of the game.

[0005] Therefore, an object of the present invention is to be able to provide appropriate game content to a player depending on the progress of the game. [Means for solving the problem]

[0006] The information processing device of the present invention comprises a providing unit that selects a game medium from a set having one or more game medium elements and provides it to a player, a game control unit that controls a target game including one or more games so that the player can play it, and a set control unit that controls the game medium included in the set according to the progress of the player in the target game. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide appropriate game content to a player depending on the progress of the game. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram showing an example of the configuration of a game system 1 according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram showing an example of the hardware configuration of a game server and a terminal according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of a functional block configuration of a game server 10 according to an embodiment of the present invention. [Figure 4] FIG. 2 is a diagram showing an example of a functional block configuration of a terminal 20 according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating the contents of a play status management table 100a according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram illustrating the contents of an owned character management table 100b according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram illustrating an example of a featured character set for each quest according to an embodiment of the present invention. [Figure 8] 10 is a flowchart illustrating the control flow of a set of lotteries for each player according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] Next, embodiments of the present invention will be described in detail with reference to the drawings. <System configuration> Fig. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 (information processing device) and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.

[0010] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players (users) and executing some of the game processing. The game server 10 may be configured using one or more information processing devices, or may be configured using a virtual server (such as a cloud server).

[0011] The terminal 20 is an information processing device that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device. The terminal 20 notifies the game server 10 of its own location detected using a GPS (Global Positioning System) or the like.

[0012] <Game Overview> Next, an overview of the games provided by the game system 1 according to this embodiment will be described. The games provided by the game system 1 include event quests (target games, first game group) and normal quests (second game group). An event quest is a game in which the content of the lottery set is affected by the progress of the game, while a normal quest is a game in which the content of the lottery set is not affected. The content of the lottery set includes the composition of the characters (game media) that are the subject of the lottery and the probability of winning each game media.

[0013] An event quest includes one or more quests (games). A quest is a term that refers to a mission that requires certain predetermined conditions to be met in order to be cleared. A quest is also called an exploration or a challenge. A player who participates in a quest can clear the quest by meeting the certain conditions. Clearing a quest can grant the player a reward or allow the game to progress to the next stage.

[0014] A player can organize a deck using characters (game media) that the player owns and clear (achieve) a quest using the organized deck. New characters can be obtained, for example, by holding a lottery. When the lottery is held, characters and items (game media) are selected by the lottery process and provided to the player.

[0015] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each include a processor 11 such as a CPU (Central Processing Unit) or GPU (Graphical Processing Unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.

[0016] <Function block configuration> FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a control unit 110. The storage unit 100 can be realized using a storage unit 12 provided in the game server 10. The control unit 110 can be realized by the processor 11 of the game server 10 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0017] The storage unit 100 stores a play situation management table 100a, an owned character management table 100b, and a lottery management table 100c.

[0018] The play status management table 100a manages the progress of each player's game. The play status management table 100a stores information about the progress of the game (quest) being played by the player, for example, linked to an ID (player ID) that uniquely identifies the player.

[0019] The owned character management table 100b manages information on characters and items owned by each player. For example, characters given to players by lottery are managed in the owned character management table 100b.

[0020] The lottery management table 100c manages, for each player, the characters (game contents) included in the set of lottery targets and the lottery probability of each character.

[0021] The control unit 110 provides various functions necessary to execute the game. The control unit 110 includes a providing unit 111, a game control unit 112, and a collection control unit 113. These functional blocks may be provided in the terminal 20 instead of the game server 10. The game server 10 and the terminal 20 may be referred to as a computer.

[0022] <terminal> FIG. 4 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0023] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of characters, a game scenario, and the like.

[0024] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .

[0025] The UI unit 202 has a function to process various inputs from the player and to display various game screens on the display. The UI unit 202 also displays game screens in accordance with instructions from the game server 10.

[0026] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring, from the game server 10, various information (icon image data, text data, etc.) for drawing on the game screen.

[0027] Next, we will explain the flow of the game played by the game system 1. The player plays event quest (target game) Q1 provided by the game server 10 via the terminal 20. Event quest Q1 includes five quests (games) from 1F to 5F, and is controlled by the game control unit 112 so that each time one quest is cleared, the next stage of quests is unlocked and playable in the order of 1F to 5F.

[0028] 5 is a diagram illustrating the contents of the play status management table 100a. As shown in Fig. 5, a play flag and a clear flag are set for each of quests 1F to 5F, and the play flag for a quest played by the player is set to "1", and when the quest is cleared, the clear flag is set to "1".

[0029] In addition, players can obtain characters (game content) that can be used in each quest by drawing lots. Figure 6 is a diagram illustrating the contents of the owned character management table 100b. As shown in Figure 6, the identifiers (C11, C21, etc.) of the characters owned by each player are managed.

[0030] The characters include featured characters whose lottery probability is affected by the progress of the event quest, and common characters that are not affected by the progress of the event quest. Featured characters are characters that can be used when playing quests 1F to 5F of event quest Q1, for example, and one or more featured characters are set for each quest, as shown in Figure 7.

[0031] The lottery management table 100c contains lotteries set according to the progress of each player's event quest. Specifically, it manages a collection of featured characters and the lottery probability for each character according to the quest the player is playing and the game that has not yet been completed. The providing unit 111 performs lottery processing based on the contents of the lottery management table 100c and provides the player with the winning character.

[0032] The contents of the lottery management table 100c are controlled by the group control unit 113. Fig. 8 is a flowchart illustrating the flow of lottery control for each player. The group control unit 113 refers to the play status management table 100a and acquires information about the progress status of the event quest of the player (step S101). For example, it acquires the value of the clear flag for each quest.

[0033] The set control unit 113 changes the elements of the lottery according to the value of the clear flag for each quest (step S102). For example, after receiving a lottery request from a player, the set control unit 113 may refer to the progress status of the event quest and determine the elements of the lottery, i.e., a set of game elements that can be provided to the player by lottery, according to the progress status of the event quest. Also, for example, the set control unit 113 may configure the elements of the set of the lottery to include one or more common characters that do not change according to the progress status of the event quest, and one or more specific characters (pick-up characters) that change according to the progress status of the event quest. In this case, for example, the set control unit 113 may exclude from the elements any pick-up characters that can be used in quests that the player has already completed, and include characters that can be used in quests that the player has not yet completed. For example, if quests 1F to 3F have been cleared and quests 4F to 5F have not been cleared, the characters available on 1F to 3F (in the example of Figure 7, C11, C12, C21, C22, C31, and C32) may be excluded from the elements, and the characters available on 4F to 5F (in the example of Figure 7, C41, C42, C51, and C52) may be included in the elements.

[0034] Furthermore, the set control unit 113 refers to the owned character management table 100b and performs a process of excluding characters already owned by the player from the lottery elements (step S103). When excluding from the lottery elements pick-up characters already owned by the player among the pick-up characters identified according to the progress of the event quest, the set control unit 113 may increase the lottery probability for characters that were not excluded from the pick-up characters compared to when there are no excluded characters. Furthermore, the set control unit 113 may skip the process of S103 and execute the process of S104.

[0035] Next, the set control unit 113 sets a lottery probability for each of the changed elements (step S104). Note that, for characters already owned by the player, the probability of selection in the lottery may be set lower than that of characters not owned by the player without excluding them from the lottery elements. For example, the set control unit 113 may set a higher lottery probability for characters not owned by the player among multiple pick-up characters identified according to the progress of the event quest than for characters owned by the player.

[0036] The method of controlling the elements of the lottery (game media such as characters) by the set control unit 113 is not limited to the above. For example, in the above example, the featured characters included in the elements are changed based on the quests that the player has cleared, but the characters may also be changed based on whether they are playable. That is, each of quests 1F to 5F becomes playable (unlocked) when the previous quest is cleared. The set control unit 113 may refer to the play status management table 100a, and if the clear flag for the previous quest (4F for 5F) is set to "1," the set control unit 113 may include characters that can be used in that quest as elements.

[0037] Additionally, characters that can be used in a quest that the player played but failed to clear may be included in the elements. The set control unit 113 may refer to the play status management table 100a, and for a quest where the play flag is "1" and the clear flag is "0" (played but not cleared), the set control unit 113 may include characters that can be used in that quest as elements.

[0038] Furthermore, the set control unit 113 may include characters that can be used in the quest in the elements for a predetermined time after the quest has been failed to be cleared. Specifically, for a quest where the play flag is "1" and the clear flag is "0", the set control unit 113 may include characters that can be used in the quest in the elements for only a predetermined time after the play flag becomes "1".

[0039] Furthermore, the game control unit 112 controls the game so that each time a quest is cleared, the next level of quests are sequentially unlocked and playable, but the method of controlling the game is not limited to this. For example, multiple quests may be unlocked by clearing one quest, such that quests 2F and 3F become playable when quest 1F is cleared. In this case, the set control unit 113 may change the set of lottery elements to include characters that can be used in the unlocked quests.

[0040] Furthermore, if a player fails to clear one of the multiple released quests (e.g., 2F) but does not fail to clear the other quests (e.g., 3F), the group control unit 113 may set the probability of winning a character that can be used in the quest that was not cleared higher than the probability of winning a character that can be used in the quest that was not cleared. A quest that was not cleared is one whose play flag is "1" and clear flag is "0", and a quest that was not cleared is one whose play flag is "0" and clear flag is "0".

[0041] Furthermore, the set control unit 113 may be configured so that, when a player is playing one quest (e.g., 2F) of the unlocked quests and is not playing another quest (e.g., 3F), the character associated with the quest being played is selected with a higher probability than the characters associated with the other quests. A quest being played is a quest with a play flag of "1," and a quest not being played is a quest with a play flag of "0."

[0042] Furthermore, the game system may be configured to be switchable between a mode (first mode) in which the content of the lottery is changed according to the progress of the event quest, and a mode (second mode) in which the content of the lottery is not changed according to the progress of the event quest. In this case, information about the game content that can be provided to the player may be presented in an identifiable manner when the first mode is selected and when the second mode is selected. When the first mode is selected, the set control unit 113 changes the characters included in the lottery set as described above according to the progress of the player in the event quest. On the other hand, when the second mode is selected, a lottery set including a predetermined character may be used regardless of the progress of the player in the event quest. Furthermore, the probability of winning may be the same for all characters.

[0043] As described above, according to this embodiment, the characters (game content) included in the lottery set are changed and the probability of a character being selected is controlled depending on the progress of the event quest (target game). This allows a lottery to be held in which the player can obtain an appropriate character depending on the progress of the game.

[0044] Furthermore, characters that can be used for quests that the player has already cleared are excluded from the elements of the lottery, and characters that can be used for quests that the player has not yet cleared are included as elements, so characters that the player does not need are excluded from the lottery, and the required characters can be provided with a high probability.

[0045] Furthermore, characters that can be used in quests that are playable to the player (quests that have been unlocked by clearing the previous quest) are included in the characters that can be offered by lottery, so it is possible to provide characters that the player is likely to use with a high probability.

[0046] Furthermore, characters that can be used in quests that the player failed to complete are included in the characters that can be offered by lottery, so it is possible to provide a character that the player particularly needs with a high probability.

[0047] Furthermore, characters that can be used in a quest may be included in the lottery for a predetermined time after the player has failed to complete the quest. This provides a gaming element in which the probability of winning a character that can be used in the quest is high for a predetermined time after the player has failed to complete the quest.

[0048] Furthermore, among the characters selected according to the progress of the game, the probability of winning may be increased for characters that the player does not own, which makes it possible to award a character that is more suitable for the player.

[0049] Furthermore, if clearing one quest makes multiple quests playable, characters that can be used in those quests may be included in the lottery offers, allowing a lottery to be held in which characters that the player may use can be acquired depending on the progress of the game.

[0050] Furthermore, the probability of winning a character available for a quest that the player has not yet completed among multiple playable quests may be set higher, or the probability of winning a character available for a quest that the player is currently playing may be set higher, thereby increasing the player's chances of obtaining a character that is more suitable for them, and enhancing their motivation to enter the lottery.

[0051] In addition, it is now possible to switch between a mode (1st mode) in which the lottery contents change depending on the progress of the event quest, and a mode (2nd mode) in which the lottery contents do not change depending on the progress of the event quest. This allows for more highly-enhanced gameplay, such as making it easier to win characters that can be used in quests for a limited time.

[0052] In this embodiment, the information processing device of the present invention is the game server 10, but the information processing device is not limited to a server. For example, the information processing device may be a terminal device such as a personal computer or a mobile information terminal, or a dedicated game machine.

[0053] Some or all of the above-described embodiments can be described as follows, but the present invention is not limited to the following. (Appendix 1) a providing unit that selects a game medium from a set of one or more game mediums and provides the game medium to a player; a game control unit that controls the player to be able to play one or more target games; and a group control unit that controls game media included in the group according to the progress of the target game by the player.

[0054] According to the above configuration, a lottery can be held in which the player can acquire appropriate game content depending on the progress of the game.

[0055] (Appendix 2) The collective control unit An information processing device as described in Appendix 1, which changes the game media included in the set depending on whether a specified game in the target game has been cleared or not.

[0056] According to the above configuration, game media that are not required by the player are excluded from the lottery, making it possible to provide the required game media with a high probability.

[0057] (Appendix 3) The collective control unit An information processing device as described in Appendix 1, which changes the game media included in the set depending on whether a specified game in the target game is playable or not.

[0058] According to the above configuration, it is possible to provide game content that is likely to be used by players with a high probability.

[0059] (Appendix 4) The collective control unit The information processing device according to claim 1 , wherein the set is changed to include predetermined game content associated with a predetermined game that has not been completed in the target game.

[0060] According to the above configuration, it is possible to provide game content that a player particularly needs with a high probability.

[0061] (Appendix 5) The collective control unit An information processing device as described in Appendix 4, which controls the specified game media to be included in the set for a predetermined time after failing to complete the specified game.

[0062] According to the above configuration, it is possible to add a gaming element in that, for a predetermined time after failing to complete the quest, there is a high probability of winning game content that can be used for the quest.

[0063] (Appendix 6) The collective control unit An information processing device according to any one of appendices 1 to 5, wherein the content of the set is changed so that, among a plurality of game media identified according to the progress of the target game, the selection probability differs between game media owned by the player and game media not owned by the player.

[0064] According to the above configuration, it is possible to provide game content that is more appropriate for the player.

[0065] (Appendix 7) The game control unit When a first game of the target game is cleared, a second game and a third game can be played; The collective control unit An information processing device as described in Appendix 1, which, when the second game and the third game become playable, changes the contents of the collection to include game media associated with the second game and game media associated with the third game.

[0066] According to the above configuration, a lottery can be held to obtain game media that a player may potentially use, depending on the progress of the game.

[0067] (Appendix 8) The collective control unit An information processing device as described in Appendix 7, which changes the contents of the set so that, if the second game fails to be completed but the third game is not failed to be completed, the game media associated with the second game is selected with a higher probability than the game media associated with the third game.

[0068] According to the above configuration, the probability that a player can obtain game content that is more suitable for the player is increased, thereby improving the playability of the game.

[0069] (Appendix 9) The collective control unit An information processing device as described in Appendix 7, which, when the second game is being played but the third game is not being played, changes the contents of the set so that game media associated with the second game are selected with a higher probability than game media associated with the third game.

[0070] According to the above configuration, the probability that a player can obtain game content that is more suitable for the player is increased, thereby improving the playability of the game.

[0071] (Appendix 10) It is possible to switch between the first and second modes. The collective control unit When the first mode is set, the game contents included in the set are controlled in accordance with the progress of the target game by the player; An information processing device as described in Appendix 1, which, when the second mode is set, uses the set including a specified game medium regardless of the progress of the player in the target game.

[0072] According to the above configuration, it is possible to create a highly game-like effect, such as making it easier to win a specific game medium for a limited time.

[0073] (Appendix 11) selecting a game content from a set of one or more game content elements and providing the game content to a player; controlling the player to play a target game including one or more games; and controlling game media included in the set according to the progress of the target game by the player.

[0074] According to the above configuration, a lottery can be held in which the player can acquire appropriate game content depending on the progress of the game.

[0075] (Appendix 12) Computer, a providing unit that selects a game medium from a set of one or more game mediums and provides the game medium to a player; a game control unit that controls the player to be able to play one or more target games; A program that functions as a group control unit that controls game media included in the group according to the progress of the target game by the player.

[0076] According to the above configuration, a lottery can be held in which the player can acquire appropriate game content depending on the progress of the game.

[0077] The present invention is not limited to the above-described embodiments, and can be embodied in various other forms without departing from the spirit and scope of the present invention. Therefore, the above-described embodiments are merely illustrative in all respects and should not be construed as limiting. For example, the order of the above-described processing steps can be arbitrarily changed or executed in parallel as long as no contradiction occurs in the processing content. Other steps may also be added between processing steps. Furthermore, a step described as one step may be divided into multiple steps and executed, and what is described as multiple steps may be understood as one step. [Explanation of symbols]

[0078] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 100a...play status management table, 100b...owned character management table, 100c...lottery management table, 110...control unit, 111...providing unit, 112...game control unit, 113...collection control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit

Claims

1. selecting a game content from a set of one or more game content elements and providing the game content to the player; controlling the player to play a first game; When the first game is completed, modifying the set to include a first game content available in a second game that becomes playable in response to the completion of the first game; if the first game is not completed successfully, changing the set so that a second game medium that is usable in the first game and is different from the first game medium is included in the set for a predetermined time from the time of the failure to complete the first game; Information processing device.

2. The first mode and the second mode can be switched, When the first mode is set, the game media included in the set are controlled in accordance with the progress of the first game by the player; The information processing device according to claim 1 , wherein when the second mode is set, a set including predetermined game contents is used regardless of the progress of the player in the first game.

3. a processor selecting a game medium from a set of one or more game mediums and providing the selected game medium to a player; a processor controls the first game so that the player can play the first game; the processor, when the first game is completed, modifies the set to include a first game content available in a second game that becomes playable in response to the completion of the first game; when the processor fails to complete the first game, modifying the set so that a second game medium that is usable in the first game and is different from the first game medium is included in the set for a predetermined time from the time of the failure to complete the first game; Information processing methods.

4. a game content selected from a set of one or more game content elements is provided to the player; controlling the player to play a first game; When the first game is cleared, the set is made available after being modified to include first game contents that are available in a second game that becomes playable in response to the clearing of the first game; If the first game is not completed successfully, the set that has been changed to include second game media that are different from the first game media and that are available in the first game is made available for a predetermined time from the time of the failure to complete the first game. A program that causes a computer to perform a process.

5. A server and a terminal are provided, The server selecting game content from a set of one or more game content elements and providing the game content to the player's terminal; Controlling the player's terminal so that the first game can be played; When the first game is completed, modifying the set to include a first game content available in a second game that becomes playable in response to the completion of the first game; if the first game is not completed successfully, changing the set so that a second game medium that is usable in the first game and is different from the first game medium is included in the set for a predetermined time from the time of the failure to complete the first game; system.

Citation Information

Patent Citations

  • Vaccine against tick

    JP1987084029A

  • Program, game control method, and information processing device

    JP2016067910A

  • Game program, game control method, and computer

    JP2016168322A

  • Control program, control method and computer

    JP2019051411A

  • Information processor and program

    JP2021087868A