Control program, control method, and terminal device

The control program and terminal device enhance user engagement by diversifying game media association methods through user and game progress-based associations, reducing processing and communication load.

JP7831861B2Active Publication Date: 2026-03-17GLEE HOLDINGS CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-19
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing game devices lack diversity in associating game media with users, leading to decreased user interest and increased processing or communication load.

Method used

A control program and terminal device that store and associate game media with users based on user instructions, game progress, and parameter conditions, allowing for diverse methods of acquisition while minimizing processing and communication load.

Benefits of technology

Diversifies game media association methods, enhancing user engagement without increasing processing or communication load.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enable a control program or the like of a game device to prevent an increase in a processing load and a communication load while diversifying association of a game medium with a user.SOLUTION: A control program of a terminal device for progressing a game includes a storage unit, and causes the terminal device to store: information regarding a first game medium in the storage unit in association with a user according to a first instruction by the user or progress of a game; and information regarding a second game medium related to the first game medium in the storage unit in association with a user when the first game medium is a specific game medium and a parameter value of the first game medium is a predetermined value.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The embodiments disclosed in this specification relate to a control program, a control method, and a terminal device.

Background Art

[0002] Conventionally, there is known a game device that advances a game in response to a predetermined operation of a user on a game medium such as a character, an avatar, or a card associated with the user. The game device can associate a new game medium with the user according to the user's operation on the acquisition screen of the game medium, or according to the progress of an event or the result of game progress such as the synthesis of game media.

[0003] For example, Patent Document 1 describes a game device that executes a lottery for selecting one game medium from a plurality of game media in response to an instruction from a user to perform a lottery, and associates the game medium selected by the lottery with the user. The game device described in Patent Document 1 can execute two types of lotteries in response to an instruction to perform one lottery, and associate the two types of game media selected by the two types of lotteries with the user.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the game device described in Patent Document 1, the method for acquiring multiple game media associated with the user is monotonous, which sometimes led to a decrease in the user's interest in associating game media. In the game device described in Patent Document 1, in order to diversify the method of acquiring game media, it was necessary to provide a function that could realize multiple types of methods for acquiring game media, which sometimes increased the processing load or communication load of the game device.

[0006] The control programs, control methods, and terminal devices disclosed herein enable the diversification of the association of game media with users while preventing an increase in processing load or communication load. [Means for solving the problem]

[0007] The disclosed control program is a control program for a terminal device that has a memory unit and advances a game, and causes the terminal device to store information about a first game medium in the memory unit in association with the user in response to a first instruction from the user or the progress of the game, and, if the first game medium is a specific game medium and the parameter value of the first game medium is a predetermined value, to store information about a second game medium associated with the first game medium in the memory unit in association with the user.

[0008] Furthermore, in the disclosed control program, it is preferable to cause the terminal device to store information about the second game medium associated with the first game medium in the storage unit in association with the user, in accordance with the fact that the parameter value of the first game medium has been changed to a predetermined value as the game progresses, if the first game medium is a specific game medium and the parameter value of the first game medium is not a predetermined value.

[0009] Furthermore, in the disclosed control program, it is preferable that the first instruction is an instruction to acquire the first game medium, and the progress of the game includes a process to change the parameter values ​​of the first game medium.

[0010] Furthermore, in the disclosed control program, it is preferable that the memory unit stores each of a predetermined number of pieces of information about the first game medium as information about the game medium being used, and causes the terminal device to proceed with a game in which a predetermined number of game media being used, operated by the user, appear.

[0011] Furthermore, it is preferable that the disclosed control program causes the terminal device to generate a game effect that is advantageous to the game progression when the first condition relating to the second game medium is met.

[0012] Furthermore, in the disclosed control program, it is preferable that the first condition is that the first game medium associated with the second game medium is included in a predetermined number of game mediums used.

[0013] Furthermore, in the disclosed control program, it is preferable to cause the terminal device to store information about a third game medium that is not associated with a predetermined game medium in a storage unit in association with the user, in response to a second instruction from the user or the progress of the game.

[0014] Furthermore, in the disclosed control program, it is preferable to cause the terminal device to store information about a second game medium that is not associated with the first game medium in the storage unit, associating it with the game medium that satisfies the second condition, when the second condition regarding the game medium being used is met.

[0015] Furthermore, in the disclosed control program, it is preferable that the game effects generated by the second game medium, which is not associated with the first game medium, are different from the game effects generated by the second game medium after it has been associated with the game medium being used.

[0016] Furthermore, in the disclosed control program, the game includes a competitive game in which an enemy game medium appears, and the terminal device is instructed to perform the following actions to advance the competitive game: the game medium in use performs a first action related to the battle with the enemy game medium in response to a third instruction from the user, and the second game medium performs a second action related to the battle with the enemy game medium in response to a fourth instruction from the user, and it is preferable that the second game medium performs the second action in response to a fourth instruction less frequently than the third instruction during the progress of the competitive game.

[0017] Furthermore, it is preferable that the disclosed control program causes the terminal device to generate a game effect related to the first action when the second action is performed.

[0018] Furthermore, in the disclosed control program, the game includes a competitive game in which an enemy game medium appears, and the terminal device is instructed to perform the following actions to advance the competitive game: the game medium being used performs a first action relating to a battle with the enemy game medium in response to a third instruction from the user, and a second game medium not associated with the first game medium performs a second action relating to a battle with the enemy game medium in response to a fourth instruction from the user, and it is preferable that the second game medium performs the second action in response to a fourth instruction less frequently than the third instruction during the progress of the competitive game.

[0019] Furthermore, it is preferable that the disclosed control program causes the terminal device to generate a game effect related to the first action when the second action is performed.

[0020] The disclosed control method is a control method for a terminal device that includes a memory unit and advances a game, the terminal device storing information about a first game medium in the memory unit in association with the user in response to a first instruction by the user or the progress of the game, and if the first game medium is a specific game medium and the parameter value of the first game medium is a predetermined value, storing information about a second game medium associated with the first game medium in the memory unit in association with the user.

[0021] The disclosed terminal device is a terminal device for advancing a game, comprising a storage unit, and a processing unit that stores information regarding a first game medium in association with a user in the storage unit according to a first instruction by the user or the progress of the game, and when the first game medium is a specific game medium and the parameter value of the first game medium is a predetermined value, stores information regarding a second game medium associated with the first game medium in association with the user in the storage unit.

Advantages of the Invention

[0022] The disclosed control program, control method, and terminal device make it possible to diversify the association of game media with users while preventing an increase in processing load or communication load.

Brief Description of the Drawings

[0023] [Figure 1] It is a schematic diagram for explaining an example of a game provided by a game system. [Figure 2] It is a diagram showing an example of the schematic configuration of a game system. [Figure 3] It is a diagram showing an example of the schematic configuration of a terminal device. [Figure 4] It is a diagram showing an example of the schematic configuration of a server device. [Figure 5] It is a diagram showing an example of the data structure of various tables. [Figure 6] It is a diagram showing an example of the data structure of various tables. [Figure 7] It is a diagram showing an example of various screens displayed on the display unit of a terminal device. [Figure 8] It is a diagram showing an example of various screens displayed on the display unit of a terminal device. [Figure 9] It is a diagram showing an example of various screens displayed on the display unit of a terminal device. [Figure 10] It is a diagram showing an example of various screens displayed on the display unit of a terminal device. [Figure 11](a) is a diagram showing an example of the operation sequence of a game system, and (b) is a diagram showing an example of the operation flow of event progression processing. [Figure 12] This figure shows an example of the operation sequence of a game system. [Figure 13] (a) is a diagram showing an example of the operation flow of the game media acquisition process, and (b) is a diagram showing an example of the operation sequence of the game system. [Figure 14] This diagram shows an example of the operation flow for the progress processing of a competitive game. [Modes for carrying out the invention]

[0024] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the invention described in the claims and its equivalents.

[0025] (Overview of the game system) The game system according to this embodiment includes, for example, a terminal device such as a multi-functional mobile phone (a so-called "smartphone") used by a user, and a server device that can be connected to the user's terminal device via a communication network. The terminal device stores a game application program (control program) transmitted from an external device such as the server device, and runs at least one type of game by executing the instructions contained in the stored game application program. The server device stores the application program (control program) and manages the progress result data of the game played by the user using the terminal device by executing the instructions contained in the stored application program.

[0026] The games that users play using the terminal device can be any type of game that can be implemented using the terminal device, such as competitive games, card games, racing games, shooting games, dance games, music games, sports simulation games, etc. Furthermore, the games that users play using the terminal device can be multiplayer games where multiple users each operate their own terminal device to play the same game, or single-player games where each user operates their own terminal device to play the game alone. In this way, users can operate the terminal device to participate in and play various types of games.

[0027] The server device stores information about one or more game media, associated with each user. The terminal device operated by the user stores information about one or more game media associated with that user. The terminal device operated by the user may also store information about one or more game media associated with other users related to that user. "Game media" refers to electronic data used in various games, such as characters and items. "Game media" is not limited to characters and items; it may also refer to avatars or cards, for example, or points or parameter values. "Game media" can be any electronic data that can be acquired, possessed, used, managed, exchanged, synthesized, enhanced, sold, discarded, and / or gifted by the user within the game. Furthermore, the manner in which "game media" are used is not limited to those explicitly stated herein.

[0028] Information regarding the game medium includes identification information (game medium ID (identification)) and / or the name of the game medium. Information regarding the game medium may also include parameters of the game medium. These parameters include the level, rarity, HP (Hit Point), MP (Magic Point), attack power, defense power, attributes, and information indicating the skills that the game medium can use.

[0029] Level is numerical or textual information indicating the strength of a game medium within the game. Rarity is numerical information indicating the frequency of appearance or difficulty of obtaining a game medium. For example, a rarity value may be set such that a higher number indicates a lower frequency of appearance and a higher difficulty of obtaining the game medium. Rarity may also be identification information to distinguish the frequency of appearance or difficulty of obtaining a game medium (for example, identification information to distinguish between Normal, Rare, S (Super) Rare, SS (Double Super) Rare, SSS (Triple Super) Rare, and Legend). HP is numerical information indicating the health of a game medium. For example, if a game medium's HP reaches or falls below a predetermined value during the game (the predetermined value is "0 (zero)"), the game medium is judged to have lost the game. MP is a numerical value that is deducted depending on the use of skills and / or magic by the game medium. For example, if the MP of a game medium is less than the amount required to use a skill and / or spell once, the user cannot perform an operation on the terminal device to use that skill and / or spell during the game.

[0030] Attack power is numerical information corresponding to the amount of damage (e.g., HP reduction) dealt to another game medium, such as an enemy game medium, when the game medium performs an "attack" action against that other game medium. Defense power is numerical information corresponding to the reduction amount that reduces the amount of damage dealt to the game medium when another game medium performs an "attack" action against it. Hereinafter, "attack" may be referred to as "normal attack". The attack power and defense power of a game medium increase as the game medium's level increases. Attributes are information that indicates the appearance, nature, personality, and / or performance of the game medium, such as fire, ice, lightning, earth, light, and darkness. Attributes may also be indicators of the nature and compatibility of attacks, defenses, and / or skills, and attributes may have compatibility with other attributes. Attributes such as wind, physical, flying, walking, buffs / debuffs, status ailments, penetration, reflection, absorption, and immunity may also be used.

[0031] Skills are special effects that are activated during gameplay in response to user commands. Special effects include, for example, effects that change the state of the game medium and / or other game mediums. Other game mediums include enemy game mediums that play against the game medium, or allied game mediums that play against the enemy game medium together with the game medium. Effects that change the state of the game medium and / or other game mediums include, for example, effects that change at least some of the parameters of the game medium and / or other game mediums. Effects that change at least some of the parameters of the game medium and / or other game mediums include "an effect that increases the 'attack power' parameter" and / or "an effect that increases the 'speed' parameter for a predetermined period of time". Furthermore, an effect that changes the state of the game medium may also be an effect that changes at least some of the parameters of one or more game mediums included in the group to which the game medium belongs. Special effects that change the state of the game medium and / or other game mediums may also be effects that set the game medium and / or other game mediums to a specific state. For example, an effect that sets the game medium and / or other game medium to a specific state is "an effect that prevents the game medium from taking damage from a specific attack (such as a 'fire attribute' attack) from an enemy game medium during the game." Alternatively, an effect that sets the game medium and / or other game medium to a specific state may be "an effect that prevents the enemy game medium from taking any action for a certain period of time during the game." Furthermore, a special effect may be the activation of an attack against one or more other game mediums (for example, "enemy game mediums") by a special technique used by the game medium. A "special technique attack" can be any attack that is different from a "normal attack" against other game mediums.

[0032] Furthermore, the parameters can be any information used within the game, such as experience points, number of uses, consumption rate, number of possessions (e.g., number of lives remaining), rank or title, number of uses (e.g., number of sorties), number of limit breaks, level, usage cost, etc.

[0033] Information regarding game media is stored in association with the user as information regarding game media owned by the user (hereinafter sometimes referred to as "owned game media"). Alternatively, for example, information regarding game media may be stored in association with the user as information regarding game media temporarily owned by the user (hereinafter sometimes referred to as "rented game media"). Furthermore, for example, game media owned by other users with a predetermined relationship to the user (e.g., "friend users") may be stored in association with the user. Hereinafter, various game media associated with a user may be referred to as "user game media."

[0034] (Game Overview) Figure 1 shows an example of the outline of a game implemented by the game system, terminal device, or server device of this embodiment. As shown in Figure 1, the game system, terminal device, or server device includes a game function that associates game media MA and game media MB with the user.

[0035] Game media MA and game media MB are different game media. For example, game media MA is a game medium such as a character that performs actions and / or speaks in response to user input within the game. Game media MB is a game medium such as a character that performs actions and / or speaks automatically (without user input). Game media MA may also be a game medium such as a character that performs actions and / or speaks automatically (without user input). Game media MB may also be a game medium such as a character that performs actions and / or speaks in response to user input within the game. Game media MA and / or game media MB may also be a game medium such as an item that can be used in response to user input within the game. Furthermore, game media MA and game media MB may be the same game medium.

[0036] When a user instructs a terminal device to associate a game media MA, the terminal device and / or server device execute a process to store information about the game media MA in association with that user. For example, a terminal device and / or server device that implements a selection game such as a lottery game selects one or more game media MAs from among several game media MAs in response to the user's instruction to start the selection game. The terminal device and / or server device then stores the selected one or more game media MAs in association with the user. Thus, the instruction to start a selection game in which game media MAs are selected is included in the instruction to associate game media MAs.

[0037] Furthermore, a terminal device and / or server device that realizes a game in which a game medium moves within the game space in response to user instructions may cause the user to acquire one or more game medium MAs placed at predetermined locations within the game space in response to the user's instruction to perform a predetermined action. For example, if a game object resembling a treasure chest is placed at a predetermined location set within the game space, one or more game medium MAs set within the treasure chest are acquired in response to the user's instruction to open the treasure chest. The terminal device and / or server device then stores the acquired one or more game medium MAs in association with the user. In this way, instructions for predetermined actions within the game space are included in instructions for associating game medium MAs.

[0038] When a terminal device and / or server device advances a game in response to a user's terminal operation, it may store information about the game medium MA associated with the user in accordance with the progress of the game. For example, when a predetermined condition regarding the progress of the game is met, the terminal device and / or server device may store information about the game medium MA associated with the user. For example, the predetermined condition is a condition regarding the result of a competitive game that progressed in accordance with the user's instructions. Alternatively, the predetermined condition may be a condition regarding the acquisition of a specific game medium during the progress of the game. Alternatively, the predetermined condition may be a condition regarding a predetermined action performed by the user's game medium during the progress of the game.

[0039] The following describes an example of associating information about game media MA when the predetermined conditions relate to the outcome of a competitive game. For example, if the condition relating to the outcome of a competitive game is that the user wins the game, the user who wins the game acquires one or more game media MAs. Also, if the condition relating to the outcome of a competitive game is that the user loses or draws the game, the user who loses or draws the game acquires one or more game media MAs. In this case, the user who loses or draws the game may acquire game media MAs of a lower level and / or lower rarity than the user who won the game. The terminal device and / or server device then associate and store the acquired one or more game media MAs with the user.

[0040] Furthermore, competitive games may include fighting games in which the user's game medium and an enemy game medium engage in combat, or racing games in which a racing car driven by the user's game medium races against a racing car driven by an enemy game medium. In addition, competitive games may include sports games in which one or more of the user's game mediums compete against one or more enemy game mediums in a predetermined sport.

[0041] Next, we will explain an example of associating information about game media MA when a predetermined condition is related to the acquisition of a specific game medium. For example, if the condition for acquiring a specific game medium is that the user has acquired a specific item in accordance with the progress of the game, the user who has acquired the specific item will acquire one or more game media MAs. If the condition for acquiring a specific game medium is that the number of specific items acquired by the user in accordance with the progress of the game is greater than or equal to a predetermined number, the user who has acquired the predetermined number or more of specific items will acquire one or more game media MAs. The terminal device and / or server device then stores the acquired one or more game media MAs in association with the user.

[0042] Next, we will explain an example of associating information about game media MA when a predetermined condition is a condition relating to a predetermined action. For example, if the condition relating to a predetermined action is that the user's game media performs a predetermined action in response to an operation instruction from the user, the user who instructed the game media to perform the predetermined action will acquire one or more game media MAs. Also, if the condition relating to a predetermined action is that another game media different from the user's game media performs a predetermined action in response to an operation instruction from the user, the user who instructed the other game media to perform the predetermined action will acquire one or more game media MAs. The terminal device and / or server device then stores the acquired one or more game media MAs in association with the user.

[0043] Furthermore, the terminal device and / or server device that implement a game that grows the game medium may advance the game that grows the game medium in accordance with the user's instructions, and may allow the user to acquire one or more game mediums MA depending on the outcome of the game. Game medium growth means changing the parameters of the game medium so that when the game medium is used in the game, it becomes advantageous to the progress of the game. Advantageous game progress means, for example, that the game progresses faster, and / or that the probability of winning against an opponent in a competitive game increases. For example, the growth of the game medium may increase various parameter values ​​such as HP, MP, and attack power. Also, if the game medium's skills are not yet unlocked, the growth of the game medium may unlock (make usable) those skills.

[0044] For example, a game that grows game media is a game in which new game media MA is generated by combining game media such as material items with game media MA. For example, a terminal device and / or a server device stores information about the combined game media MA associated with information about the game media MA before combination, and in response to a user's instruction to progress the game media MA (combination instruction), it reads out the information about the combined game media MA and stores the read information about the combined game media MA associated with the user.

[0045] Furthermore, a game that develops a game medium may also be a game that generates a new game medium MA by combining two or more predetermined game mediums. For example, a terminal device and / or a server device stores information about the combined game medium MA associated with information about two or more predetermined game mediums, and in response to a user's instruction to progress (combine) two or more predetermined game mediums, it reads out the information about the combined game medium MA and stores the read information about the combined game medium MA associated with the user.

[0046] A game that involves growing a game medium may also be a game that involves raising a game medium (MA). The terminal device and / or server device store information about the grown-up game medium MA associated with information about the game medium MA before it grows, and in response to user instructions to perform raising actions (feeding and / or letting it play, etc.) on the game medium MA, it reads out information about the grown-up game medium MA and stores the read information about the grown-up game medium MA associated with the user.

[0047] Thus, terminal devices and / or server devices enable the association of information about the game medium MA with the user through various acquisition methods. When a game is implemented in which the game medium moves within the game space in response to user input via a terminal device, the process of associating information about the game medium MA with the user is performed, for example, by the terminal device. In this case, the game medium MA can be provided to the user while reducing the processing load on the server device and the communication load between the terminal device and the server device. Furthermore, when information about the game medium MA is associated with the user according to predetermined conditions regarding the progress of a game executed by the terminal device, the terminal device executes the process of progressing the game and the process of associating information about the game medium MA with the user. For this reason, the game medium MA can be provided to the user while reducing the processing load on the server device and the communication load between the terminal device and the server device. When information about the game medium MA is associated with the user in a game in which the game medium is grown via a terminal device, the terminal device executes the process of progressing the game and the process of associating information about the game medium MA with the user. Therefore, the processing load on the server device and the communication load between the terminal device and the server device can be reduced while providing the game media MA to the user. When associating information about the game media MA with the user based on the result of a selected game executed by the server device, the server device executes the process of advancing the selected game, and the terminal device executes the process of associating information about the game media MA with the user based on the result of the selected game. In this way, the server device and the terminal device work together to realize the process of associating information about the game media MA with the user.

[0048] Furthermore, the terminal device and server device can provide users with games (such as selection games) in which at least a portion of the game processing related to associating information about the game medium MA with the user is executed by the server device. In addition, the terminal device and server device can realize games (such as games that grow the game medium) in which the game processing related to associating information about the game medium MA with the user is executed by the terminal device. In this way, the terminal device and game device can diversify the methods for acquiring the game medium MA and provide methods for acquiring the game medium MA with different communication loads between the terminal device and the server device.

[0049] As shown in Figure 1(a), the terminal device and / or server device associate and store the game medium MA with the user in response to the user's association instruction or in response to the user's progress instructions for the game (Figure 1(a) (1)).

[0050] Next, the terminal device and / or server device execute a game medium determination process to determine whether the game medium MA associated with the user is a specific game medium. The specific game medium is a game medium pre-stored in the terminal device and / or server device. If the game medium MA associated with the user is a specific game medium, the terminal device and / or server device execute a parameter determination process.

[0051] The parameter determination process determines whether the parameter value of a specific game medium, the game medium MA, is a predetermined value. For example, if the parameter value used in the parameter determination process is rarity, it is determined whether the rarity of the game medium MA is "5". Alternatively, if the parameter value is rarity, it may be determined whether the rarity of the game medium MA is greater than "5". Alternatively, if the parameter value is rarity, it may be determined whether the rarity of the game medium MA is less than "5". In determining the parameter value, various numerical values ​​such as the level of the game medium MA and / or the experience points of the game medium MA may be used as the parameter value. The predetermined value may be a natural number less than "5", or a natural number greater than "5".

[0052] Furthermore, the parameter determination process may also be a process that determines whether the parameters of a specific game medium, such as game medium MA, are predetermined parameters. For example, if the parameters used in the parameter determination process are skills, it will be determined whether the skills possessed by the specific game medium, such as game medium MA, are specific skills.

[0053] If the game media MA associated with the user is a specific game media and the parameter value of the game media MA is a predetermined value, the terminal device and / or server device associate the game media MB associated with the game media MA with the user and store it (Figure 1(a)(2)).

[0054] Figure 1(b) is a schematic diagram illustrating an example of a game function that associates game media MA and game media MB with a user, which differs from the example shown in Figure 1(a). In (1) of Figure 1(b), similar to (1) of Figure 1(a), the terminal device and / or server device associate and store game media MA with the user in response to the user's association instruction or in response to the game's progress in response to the user's progress instruction.

[0055] If the game media MA associated with the user is a specific game media and the parameter value of the game media MA is not a predetermined value, the terminal device and / or server device will not associate the game media MB associated with the game media MA with the user (Figure 1(b) (2)). Furthermore, if the parameter value of the game media MA, which is a specific game media, is less than a predetermined value, the terminal device and / or server device may not associate the game media MB associated with the game media MA with the user. Also, if the parameter value of the game media MA, which is a specific game media, exceeds a predetermined value, the terminal device and / or server device may not associate the game media MB associated with the game media MA with the user. Furthermore, if the parameter of the game media MA, which is a specific game media, is not a predetermined parameter, the terminal device and / or server device may not associate the game media MB associated with the game media MA with the user.

[0056] Furthermore, the terminal device and / or server device, when the parameter value of the game medium MA reaches a predetermined value in accordance with the game's progress through the user's terminal operations, stores the game medium MB associated with the game medium MA in association with the user (Figure 1(b) (3)). The terminal device and / or server device may also store the game medium MB associated with the game medium MA in association with the user when the parameter value of the game medium MA reaches a predetermined value (or is greater than or equal to a predetermined value) in accordance with the game's progress through the user's terminal operations. The terminal device and / or server device may also store the game medium MB associated with the game medium MA in association with the user when the parameter value of the game medium MA reaches a predetermined value (or is less than a predetermined value) in accordance with the game's progress through the user's terminal operations. The terminal device and / or server device may also store the game medium MB associated with the game medium MA in association with the user when the game medium MA acquires predetermined parameters in accordance with the game's progress through the user's terminal operations. Note that the acquisition of predetermined parameters by the game medium MA means that a specific skill of the game medium MA becomes unlocked (usable), etc. Thus, if the conditions related to the parameters of the specific game medium, game medium MA, are not met, and therefore game medium MB is not associated with the user, then if the conditions related to the parameters are met, game medium MB will be associated with the user and stored in memory.

[0057] As described above, in the game system, terminal device, or server device of this embodiment, the game media MB associated with the game media MA is associated with the user according to the conditions related to the game media MA associated with the user. In this way, the game system, terminal device, or server device provides a method of associating game media MB with the game media MA associated with the user, or with the parameters of the game media MA, rather than a monotonous method of associating game media MB. This makes it possible for the game system, terminal device, or server device of this embodiment to improve the user's motivation to associate game media.

[0058] Furthermore, the game system, terminal device, or server device of this embodiment provides a diverse method for associating game media without requiring multiple game acquisition processes (e.g., a lottery for game media). As a result, the game system, terminal device, or server device of this embodiment can diversify the association of game media with users while reducing the processing load and / or communication load related to associating game media.

[0059] (Game System 1) Figure 2 shows an example of the schematic configuration of game system 1. Game system 1 comprises a terminal device 2 operated by the user and a server device 3. Terminal device 2 and server device 3 are interconnected via a communication network such as a base station 4, a mobile communication network 5, a gateway 6, and the internet 7. Communication between terminal device 2 and server device 3 takes place based on a predetermined communication protocol. The predetermined communication protocol is, for example, the Hypertext Transfer Protocol (HTTP).

[0060] Terminal device 2 is an information processing device such as a smartphone. Terminal device 2 may also be a mobile phone, tablet device, tablet PC (Personal Computer), e-book reader, wearable computer, etc. Terminal device 2 may also be a portable game console, game console, or notebook PC, etc. Terminal device 2 may be any information processing device capable of displaying a game screen, etc., based on various data transmitted from server device 3.

[0061] In Figure 2, a single server device 3 is shown as a component of the game system 1, but the server device 3 may be a collection of multiple physically separate server devices (computers). In this case, each of the multiple server devices may have the same function, or they may have the functions of a single server device 3 distributed amongst themselves.

[0062] Terminal device 2 is an example of a game device that runs a game, but the game device is not limited to terminal device 2. For example, server device 3 may be used as a game device. Alternatively, a game system 1 comprising terminal device 2 and server device 3 may be used as a game device.

[0063] (Terminal device 2) Figure 3 shows an example of the schematic configuration of terminal device 2. Terminal device 2 connects to server device 3 via base station 4, mobile communication network 5, gateway 6, and the internet 7, and communicates with server device 3. Terminal device 2 executes game applications and progresses a predetermined game according to various instructions entered by the user. Terminal device 2 also generates various requests, etc., according to various instructions entered by the user and sends them to server device 3. Terminal device 2 also receives various game data (such as the first game medium table T1, second game medium table T2, association table T3, user table T4, and / or image data of the game medium, etc., described later) sent from server device 3 and displays various screens. In addition, terminal device 2 sends game progress information (data related to the game's progress and / or game results, etc.) to server device 3 during and / or after the execution of a game. To this end, terminal device 2 is equipped with a terminal communication I / F 21, a terminal storage device 22, a display device 23, an input device 24, and a terminal processing device 25.

[0064] The terminal communication interface 21 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination thereof. Terminal device 2 can send data to and receive data from other devices, such as server device 3, via the terminal communication interface 21.

[0065] The terminal storage device 22 is, for example, a semiconductor memory device such as ROM (Read Only Memory) or RAM (Random Access Memory). The terminal storage device 22 stores operating system programs, driver programs, application programs, and data used in processing in the terminal processing device 25. Driver programs stored in the terminal storage device 22 include output device driver programs that control the display device 23 and input device driver programs that control the input device 24. Application programs stored in the terminal storage device 22 include control programs that display various screens such as game screens or organization screens based on display data from the server device 3 and / or various data stored in the terminal storage device 22. Application programs for realizing the various functions of this embodiment may be installed in the terminal storage device 22 by executing a setup program received from an external device such as the server device 3. Data stored in the terminal storage device 22 includes identification information for uniquely identifying a user (for example, user ID (identification)) and display data for displaying various screens. The terminal storage device 22 stores the first game media table T1, the second game media table T2, the association table T3, the user table T4, and / or image data of the game media, as described later. The terminal storage device 22 may also store information about the game media MA associated with a user when that event is cleared by the user, associated with each event. The terminal storage device 22 may also store information about one or more game media MAs included in the game media group used in the selected game. The terminal storage device 22 may also temporarily store data related to a predetermined process.

[0066] The display device 23 is a liquid crystal display. Alternatively, the display device 23 may be an organic EL (Electro-Luminescence) display or the like. The display device 23 displays moving images corresponding to moving image data supplied from the terminal processing device 25, and still images corresponding to still image data. Furthermore, the display device 23 does not have to be a component of the terminal device 2; in this case, the display device 23 may be a head-mounted display (HMD), a projection mapping device, a retinal projection device, or the like, capable of communicating with the terminal device 2 via wired or wireless connection.

[0067] The input device 24 is a pointing device such as a touch panel or mouse. The input device 24 may also be an input key or the like. The input device 24 may also be a game controller. The input device 24 may also be a motion sensor such as an acceleration sensor, angular velocity sensor, displacement sensor, or compass sensor, in which case various operations are detected according to the movement of the user holding the input device 24. The input device 24 may also be a tracking device that detects the movement of the user's hand and / or fingers, such as an image sensor, infrared sensor, or optical sensor. If the input device 24 is a touch panel, the input device 24 can detect various touch operations by the user, such as taps, double taps, drags, swipes, pinch-in, pinch-out, long presses, flicks, and touch-offs. The touch panel may be equipped with a capacitive proximity sensor and configured to detect non-contact operations by the user. The user can use the input device 24 to input characters, numbers, symbols, or positions on the display screen of the display device 23. When the input device 24 is operated by the user, it generates a signal corresponding to that operation. The input device 24 then supplies the generated signal to the terminal processing device 25 as a user instruction.

[0068] The terminal processing unit 25 is a processing unit that loads operating system programs, driver programs, and application programs stored in the terminal storage device 22 into memory and executes instructions contained in the loaded programs. The terminal processing unit 25 is, for example, an electronic circuit such as a CPU (Central Processing Unit), MPU (Micro Processing Unit), DSP (Digital Signal Processor), GPU (Graphics Processing Unit), or a combination of various electronic circuits. The terminal processing unit 25 may also be implemented by an integrated circuit such as an ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field Programmable Gate Array), or MCU (Micro Controller Unit). In Figure 3, the terminal processing unit 25 is shown as a single component, but the terminal processing unit 25 may be a collection of multiple physically separate processors.

[0069] The terminal processing unit 25 functions as a display processing unit 251, a progress processing unit 252, an acquisition unit 253, a terminal transmission unit 254, and a terminal reception unit 255 by executing various instructions contained in the application program (control program) stored in the terminal storage device 22. Details of the display processing unit 251, progress processing unit 252, acquisition unit 253, terminal transmission unit 254, and terminal reception unit 255 will be described later.

[0070] (Server device 3) Figure 4 shows an example of the schematic configuration of the server device 3. The server device 3 has the function of managing various information used in the game in response to instructions from the terminal device 2. The server device 3 also has the function of advancing the selected game in response to instructions from the terminal device 2. Furthermore, the server device 3 has the function of transmitting various game data used in the game to the terminal device 2. To this end, the server device 3 is equipped with a server communication interface 31, a server storage device 32, and a server processing device 33.

[0071] The server communication interface 31 is implemented as hardware, firmware, or communication software such as a TCP / IP driver or a PPP driver, or a combination thereof. Server device 3 can send data to and receive data from other devices via the server communication interface 31.

[0072] The server storage device 32 is, for example, a semiconductor memory device such as ROM or RAM. The server storage device 32 may also be, for example, a magnetic disk, an optical disk, or any other storage device capable of storing data. The server storage device 32 stores operating system programs, driver programs, application programs, and data used in processing in the server processing device 33. Computer programs stored in the server storage device 32 may be installed into the server storage device 32 using a setup program or the like from a computer-readable portable recording medium such as a CD-ROM or DVD-ROM.

[0073] The data stored in the server storage device 32 includes each user's game progress information (data related to game results, identification data to identify game stages that the user has already played and cleared, etc.). The server storage device 32 also stores various game data related to game progress (the first game medium table T1, the second game medium table T2, the association table T3, the user table T4, and / or image data of the game medium, etc., as described later). The server storage device 32 may temporarily store data related to predetermined processing. That is, the server storage device 32 may be equipped with volatile memory (Random Access Memory, RAM) and store dynamic data that changes according to the progress of the game.

[0074] The server processing unit 33 is a processing unit that loads operating system programs, driver programs, and application programs stored in the server storage device 32 into memory and executes instructions contained in the loaded programs. The server processing unit 33 is, for example, an electronic circuit such as a CPU, MPU, DSP, GPU, or a combination of various electronic circuits. The server processing unit 33 may also be implemented by an integrated circuit such as an ASIC, PLD, FPGA, or MCU. In Figure 4, the server processing unit 33 is shown as a single component, but the server processing unit 33 may be a collection of multiple physically separate processors.

[0075] The server processing unit 33 functions as a server receiving unit 331, a memory processing unit 332, a game progress unit 333, and a server transmitting unit 334 by executing various instructions contained in the application program (control program) stored in the server storage device 32. Details of the server receiving unit 331, memory processing unit 332, game progress unit 333, and server transmitting unit 334 will be described later.

[0076] The following describes an example of the data structure of various tables T1 to T4 stored in the terminal storage device 22 and / or server storage device 32, with reference to Figures 5 and 6. The various tables T1 to T3 are stored in the server storage device 32 and are transmitted from the server device 3 to the terminal device 2 before the start of the game, at the start of the game, and / or during the game. The terminal receiving unit 255 of the terminal device 2 stores the various tables T1 to T3 received from the server device 3 in the terminal storage device 22. Alternatively, the various tables T1 to T3 may be transmitted from the server device 3 to the terminal device 2 when the application program for realizing the various functions of this embodiment is installed and stored in the terminal storage device 22.

[0077] (Game 1 media table T1) Figure 5(a) shows an example of the data structure of the first game media table T1. The first game media table T1 is used for managing game media MAs. In the first game media table T1, for each of multiple game media MAs, the game media ID, name, rarity, attributes, image, and information indicating the skills that the game media MA possesses are stored in relation to each other.

[0078] The game media ID is an example of identification information used to uniquely identify a game media MA. The name is text information indicating the name of the game media MA, and the rarity is numerical information indicating the rarity of the game media MA. The attributes are identification information (which can be either text or numerical information) indicating the attributes of the game media MA.

[0079] The image associated with the game media ID is identification information for identifying image data that represents the appearance of the game media MA. The image associated with the game media ID may also be identification information for identifying image data of an icon image that mimics the appearance of the game media MA. Alternatively, the image associated with the game media ID may also be identification information for identifying image data that represents the string of names of the game media MA. Various types of image data, such as image data representing the appearance of the game media MA, image data of an icon image that mimics the appearance of the game media MA, and image data representing the string of names of the game media MA, may be stored as images associated with the game media ID. By displaying various image data of the game media MA on the display device 23 of the terminal device 2, the user can visually identify the game media MA.

[0080] In the example shown in Figure 5(a), there are two types of information indicating skills associated with the game medium ID. However, information indicating one type of skill may be associated with the game medium ID, or information indicating three or more types of skills may be associated with the game medium ID.

[0081] (Game 2 media table T2) Figure 5(b) shows an example of the data structure of the second game media table T2. The second game media table T2 is used for managing game media MBs. In the second game media table T2, for each of the multiple game media MBs, the game media ID, name, rarity, attributes, image, and information indicating the skills that the game media MB possesses are stored in relation to each other.

[0082] The game media ID is an example of identification information used to uniquely identify a game media MB. The name is text information indicating the name of the game media MB, and the rarity is numerical information indicating the rarity of the game media MB. The attributes are identification information (which can be either text or numerical information) indicating the attributes of the game media MB.

[0083] The image associated with the game media ID is identification information for identifying image data that represents the appearance of the game media MB. The image associated with the game media ID may also be identification information for identifying image data of an icon image that mimics the appearance of the game media MB. Alternatively, the image associated with the game media ID may also be identification information for identifying image data that represents the string of names of the game media MB. Various types of image data, such as image data representing the appearance of the game media MB, image data of an icon image that mimics the appearance of the game media MB, and image data representing the string of names of the game media MB, may be stored as images associated with the game media ID. By displaying various image data of the game media MB on the display device 23 of the terminal device 2, the user can visually identify the game media MB.

[0084] In the example shown in Figure 5(b), there are two types of information indicating skills associated with the game medium ID, but information indicating one type of skill may be associated with the game medium ID, or information indicating three or more types of skills may be associated with the game medium ID.

[0085] (Association Table T3) Figure 6(a) shows an example of the data structure of association table T3. Association table T3 is used to manage the associations between game media MB and game media MA. As shown in Figure 6(a), for each of the multiple game media MBs, the game media ID of each game media MB and the game media ID of the corresponding game media MA are stored in association with each other.

[0086] In the example shown in Figure 6(a), the game media ID "B-001" of the game media MB and the game media ID "A-001" of the game media MA are associated with each other and stored in the association table T3. That is, the game media MB indicated by game media ID "B-001" is associated with the game media MA indicated by game media ID "A-001". Similarly, the game media MB indicated by game media ID "B-004" is associated with the game media MA indicated by game media ID "A-003".

[0087] Furthermore, in association table T3, the game medium ID of the game medium MA associated with the game medium ID "B-002" of the game medium MB is not stored. In other words, the game medium MB indicated by game medium ID "B-002" is not associated with a corresponding game medium MA. Similarly, the game medium MB indicated by game medium ID "B-003" is not associated with a corresponding game medium MA. Note that a game medium MB that is not associated with a game medium MA may be associated with other game media (items, characters, etc.) that are different from the game medium MA.

[0088] (User Table T4) Figure 6(b) shows an example of the data structure of user table T4. User table T4 is used to manage information about user game media associated with each user. In user table T4, for each user, the user ID and information about user game media are stored in relation to each other. Information about user game media includes, for example, the game media ID of the user game media, the level and rarity of the user game media, the HP and MP of the user game media, and information indicating the skills that the user game media can currently use, for each user game media.

[0089] In the example shown in Figure 6(b), the user with user ID "U-00001" is associated with and stored information about the user game media MA, indicated by the game media ID "A-001". Furthermore, the user with user ID "U-00001" is associated with and stored information about the user game media MA, indicated by the game media ID "A-003". Additionally, the user with user ID "U-00001" is associated with and stored information about the user game media MB, indicated by the game media ID "B-001".

[0090] In the example shown in Figure 6(b), user game media MA, represented by game media ID "A-001", can currently use skills "SK01" and "SK08". User game media MA, represented by game media ID "A-003", cannot currently use any skills. User game media MB, represented by game media ID "B-001", can currently use skill "SK03".

[0091] Information about user game media associated with each user, stored in user table T4, is stored in the terminal storage device 22 of each user's terminal device 2. For example, information about user game media associated with user ID "U-00001" shown in Figure 6(b) is stored in the terminal storage device 22 of user "U-00001"'s terminal device 2.

[0092] Information indicating the skills currently available to a user game medium may be stored in the terminal storage device 22 in association with the game medium ID of the user game medium, based on skill assignment rules. An example of a skill assignment rule is described below.

[0093] First, if the level of the user game medium stored in the terminal storage device 22 is less than the first level, no information indicating skills is associated with the game medium ID of the user game medium. Next, when the level of the user game medium stored in the terminal storage device 22 reaches the first level, information indicating skill 1 is newly associated with the game medium ID of the user game medium and stored in the terminal storage device 22. Then, when the level of the user game medium stored in the terminal storage device 22 reaches the second level, which is higher than the first level, information indicating skill 2 is newly associated with the game medium ID of the user game medium and stored in the terminal storage device 22.

[0094] For example, the user game media MA associated with the user ID "U-00001" shown in Figure 6(b) has not reached Level 1. Therefore, the user game media MA with game media ID "A-003" cannot currently use the skills "SK17" and "SK74" associated with game media ID "A-003" in the first game media table T1. Note that Level 1 and Level 2 may be different values ​​for each user game media, or they may be common values ​​for at least two or more user game media.

[0095] Information indicating skills may be associated with the game medium ID of a user game medium stored in the terminal storage device 22, regardless of any changes in the user game medium's level. In this case, until the user game medium reaches the first level, for example, information indicating that Skill 1 cannot be executed and information indicating that Skill 2 cannot be executed are stored associated with the game medium ID of the user game medium. When the user game medium reaches the first level, the game progress unit 333 changes the information indicating that Skill 1 cannot be executed, which is associated with the game medium ID of the user game medium stored in the terminal storage device 22, to information indicating that it can be executed. When the user game medium reaches the second level, which is higher than the first level, the game progress unit 333 changes the information indicating that Skill 2 cannot be executed, which is associated with the game medium ID of the user game medium stored in the terminal storage device 22, to information indicating that it can be executed. Note that the information indicating that it cannot be executed and the information indicating that it can be executed may also be flag information. This makes it possible for the game progress unit 333 to generate the effects of executable skills determined by the information indicating that they can be executed during game progress.

[0096] When the progress processing unit 252 of terminal device 2 performs association processing of information indicating skills based on skill assignment rules on the information about the user game medium stored in the terminal storage device 22, the terminal transmission unit 254 of terminal device 2 transmits the information about the user game medium after the association processing of information indicating skills to the server device 3 via the terminal communication I / F 21 during gameplay, after game completion, or at a predetermined timing. When the server receiving unit 331 of server device 3 receives the information about the user game medium transmitted from terminal device 2, it stores the received information about the user game medium in the user table T4.

[0097] When the progress processing unit 252 of terminal device 2 changes information about the user game medium in accordance with the progress of the game (for example, when HP and / or MP are changed), the terminal transmission unit 254 of terminal device 2 transmits the changed information about the user game medium to the server device 3 via the terminal communication interface 21 during gameplay, after game completion, or at a predetermined timing. When the server receiving unit 331 of server device 3 receives the information about the user game medium transmitted from terminal device 2, it stores the received information about the user game medium in the user table T4.

[0098] The following describes the various screens displayed on the display device 23 of the terminal device 2, with reference to Figures 7 to 10, as well as the functions of the terminal processing device 25 of the terminal device 2 and the server processing device 33 of the server device 3.

[0099] Before explaining the various screens shown in Figures 7 to 10, an example of the game startup process implemented by the terminal device 2 and the server device 3 will be described. First, when a startup icon (not shown) indicating the game application program displayed on the display device 23 of the terminal device 2 is specified by the user through the operation of the input device 24, a start command is input from the input device 24 to the progress processing unit 252. Upon receiving the start command from the input device 24, the progress processing unit 252 of the terminal device 2 reads the game application program stored in the terminal storage device 22 and executes it. Once the game application program is executed, the terminal transmission unit 254 of the terminal device 2 sends a data request to the server device 3 via the terminal communication interface 21, along with the user ID of the user stored in the terminal storage device 22. Note that the data request may also be made during the installation of the game application program.

[0100] When the server receiving unit 331 of the server device 3 receives a data request and user ID from the terminal device 2 via the server communication interface 31, it passes a transmission instruction to the server transmitting unit 334. Upon receiving the transmission instruction, the server transmitting unit 334 retrieves various tables T1 to T3 and image data of the game medium, etc., stored in the server storage device 32.

[0101] Next, the server transmission unit 334 transmits the acquired tables T1 to T3 and image data of the game medium, etc., to the user's terminal device 2, indicated by the received user ID, via the server communication interface 31. The terminal receiving unit 255 of the terminal device 2 receives the tables T1 to T3 and image data of the game medium, etc., from the server device 3 via the terminal communication interface 21, and stores the received information in the terminal storage device 22. Then, the display processing unit 251 extracts display data for displaying the various objects stored in the terminal storage device 22 according to the various instructions included in the game application program, displays the home screen, and the game startup process ends.

[0102] The server transmission unit 334 may transmit the updated tables T1 to T3 to each terminal device 2 on which the game application program is installed at the time the tables T1 to T3 are updated, at the start of the game, during the game, or at periodic intervals. In addition, the server transmission unit 334 may transmit the tables T1 to T3 to the terminal device 2 that sent the update request, in response to the server reception unit 311 receiving an update request from a terminal device 2.

[0103] Next, an example of the game termination process implemented by terminal device 2 and server device 3 will be described. First, when a game executed by a game application program is terminated, the progress processing unit 252 transmits game progress information (data related to game results, identification data to identify game stages already played and cleared by the user, etc.) and information related to the user game medium (HP changed according to game progress, etc.) along with the user ID stored in terminal storage device 22 to server device 3 via terminal communication interface 21. The transmission process of various game progress data may be performed at regular intervals, or at predetermined timings corresponding to user operations within the game. When the server receiving unit 331 of server device 3 receives game progress information, information related to the user game medium, and the user ID from terminal device 2 via server communication interface 31, the storage processing unit 332 of server device 3 stores the received game progress information in server storage device 32 in association with the received user ID, and stores the received information related to the user game medium in user table T4 in association with the received user ID. This server registration process completes the game termination process.

[0104] (Event clear screen 400) Figure 7(a) shows an example of an event clear screen 400 displayed on the display device 23 of the terminal device 2. The event clear screen 400 is a screen that is displayed, for example, on the home screen when the user instructs the progress of an event through the operation of the input device 24 and the event is cleared.

[0105] First, on the home screen, in response to the user's operation of the input device 24 instructing the progress of an event, the display processing unit 251 displays an event progress screen (not shown). Once the event progress screen is displayed, the progress processing unit 252 advances the event based on the user's game progress instructions and information regarding the event story. An event is a so-called quest or scenario, etc., that can be cleared by one or more user game media MAs acting in response to the user's progress operations, and / or by determining the development of the story in response to the user's progress operations. Information regarding the event story is, for example, information that defines the development and branching of the event story stored in the terminal storage device 22. Clearing an event means that the predetermined event termination conditions have been met in accordance with the progress of the event. The event termination conditions are, for example, achieving one of the following conditions: finding a predetermined item in the game space, completing a given mission (such as selling 100 items), or defeating a predetermined enemy game media. The event termination conditions may also be achieved by achieving a predetermined number of these conditions (the predetermined number is an integer of "2" or more).

[0106] The progress processing unit 252 determines whether an event has been cleared based on the progress of the event as instructed by the user. If the progress processing unit 252 determines that the event has been cleared, the display processing unit 251 displays an event clear screen 400 on the display device 23, which includes an information notification area 402 displaying information indicating that the event has been cleared.

[0107] As shown in Figure 7(a), the event clear screen 400, which is displayed when it is determined that an event has been cleared, includes a game space image 401 and an information notification area 402. The game space image 401 is an image that shows a game space including one or more game media MAs that are being advanced by the user. The game space image 401 is also displayed on the event progress screen. By displaying the game space image 401 on the event progress screen, the user can see the progress of the event as one or more user game media MAs act within the game space in response to the user's event advancement operations. The information notification area 402 is an area where information indicating that an event has been cleared is displayed.

[0108] If the progress processing unit 252 determines that an event has been cleared, the acquisition unit 253 acquires information about the game medium MA associated with the cleared event from the terminal storage device 22. The acquisition unit 253 includes the acquired information about the game medium MA in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired information about the game medium MA, in the terminal storage device 22 in association with the user ID.

[0109] Next, the acquisition unit 253 executes a game medium determination process to determine whether the acquired information regarding the game medium MA is information regarding a specific game medium. A specific game medium is the game medium MA associated with the game medium MB in the association table T3. In the example of the association table T3 shown in Figure 6(a), the game medium MA for game medium ID "A-001" and the game medium MA for game medium ID "A-003" are specific game media.

[0110] Next, if the acquired information regarding the game medium MA is information regarding a specific game medium, the acquisition unit 253 performs a parameter determination process to determine whether the parameter values ​​included in the acquired information regarding the game medium MA are predetermined values. If the parameter values ​​included in the acquired information regarding the game medium MA are predetermined values, the acquisition unit 253 refers to the second game medium table T2 and the association table T3 to acquire information regarding the game medium MB associated with the information regarding the game medium MA. If the parameter value to be determined in the parameter determination process is rarity and the predetermined value is "5", for example, if the rarity of the game medium MA for game medium ID "A-001" is acquired, the acquisition unit 253 acquires information regarding the game medium MB for game medium ID "B-001" associated with game medium ID "A-001" because the rarity of the acquired game medium MA is "5". The acquisition unit 253 includes the acquired information regarding the game medium MB in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store new user game media information, including information about the acquired game media MB, in the terminal storage device 22, associating it with the user ID.

[0111] The terminal transmission unit 254 then transmits the latest user game medium information and user ID stored in the terminal storage device 22 to the server device 3 via the terminal communication interface 21. When the server receiving unit 331 of the server device 3 receives the user game medium information and user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 executes a server registration process to store the received user game medium information in the user table T4 in association with the received user ID. As a result, the information regarding the game medium MA, or the information regarding the game medium MA and the game medium MB, obtained when it is determined that the event has been cleared, is registered (stored) in the server device 3 in association with the user ID.

[0112] (Game media acquisition screen 410) Figure 7(b) shows an example of the game media acquisition screen 410 displayed on the display device 23 of the terminal device 2. The game media acquisition screen 410 is a screen for notifying information about the game media MA, or information about the game media MA and information about the game media MB, that has been acquired when it is determined that an event has been cleared.

[0113] The game media acquisition screen 410 shown in Figure 7(b) includes an image 411 showing the game media MA, an image 412 showing the game media MB, and an information notification area 413. Image 411 showing the game media MA is an image showing the game media MA acquired when it is determined that the event has been cleared, and image 412 showing the game media MB is an image showing the game media MB acquired when it is determined that the event has been cleared. If the game media MB is not acquired when it is determined that the event has been cleared, image 412 showing the game media MB is not included in the game media acquisition screen 410.

[0114] The information notification area 413 is an area where the name of the game medium MA and / or the name of the game medium MB, obtained when it is determined that the event has been cleared, is displayed. In the example shown in Figure 7(b), the display processing unit 251 displays the name of the game medium MA and the name of the game medium MB, obtained when it is determined that the event has been cleared, in the information notification area 413. If the game medium MB is not obtained when it is determined that the event has been cleared, the name of the game medium MB is not displayed in the information notification area 413.

[0115] (Selection game screen 500) Figure 8(a) shows an example of a selection game screen 500 displayed on the display device 23 of the terminal device 2. The selection game screen 500 is a screen that is displayed, for example, on the home screen when the user instructs to start a selection game by operating the input device 24.

[0116] As shown in Figure 8(a), the selection game screen 500 includes a first selection game object 501 and a second selection game object 502. The first selection game object 501 is a button object for instructing the execution of selection game SG1, and the second selection game object 502 is a button object for instructing the execution of selection game SG2. The selection game screen 500 is not limited to two types of selection games that can be instructed to be executed; there may be one type of selection game or three or more types. In this case, the selection game screen 500 displays button objects corresponding to the number of selection games that can be instructed to be executed.

[0117] Selection game SG1 is a game in which a player selects one or more game media MAs from among the game media group GB1 according to a predetermined selection method. The number of game media MAs selected in selection game SG1 may be any natural number less than or equal to the number of game media MAs included in game media group GB1. Selection game SG2 is a game in which a player selects one or more game media MAs from among the game media group GB2 according to a predetermined selection method. The number of game media MAs selected in selection game SG2 may be any natural number less than or equal to the number of game media MAs included in game media group GB2.

[0118] One or more game media MAs included in game media group GB1 are game media MAs not included in game media group GB2. At least one game media MA included in game media group GB1 may be included in game media group GB2. Alternatively, a game media MA identical to at least one game media MA included in game media group GB1 may be included in game media group GB2. A predetermined selection method is, for example, a method of selecting game media MAs based on a predetermined lottery probability associated with game media MAs, or a method of selecting game media MAs according to a predetermined order for each game media MA.

[0119] When the first selected game object 501 is specified by the user through the operation of the input device 24 on the game selection screen 500, an execution instruction for the selected game SG1 is input from the input device 24 to the terminal transmission unit 254. When the terminal transmission unit 254 of the terminal device 2 receives the execution instruction for the selected game SG1 from the input device 24, it sends a request to the server device 3 via the terminal communication interface 21 to proceed with the selected game SG1, along with the user ID of the user stored in the terminal storage device 22.

[0120] When the user selects a second game object 502 on the game selection screen 500 by operating the input device 24, an execution instruction for the selected game SG2 is input from the input device 24 to the terminal transmission unit 254. Upon receiving the execution instruction for the selected game SG2 from the input device 24, the terminal transmission unit 254 of the terminal device 2 sends a request to the server device 3 via the terminal communication interface 21 to proceed with the selected game SG2, along with the user ID of the user stored in the terminal storage device 22.

[0121] The server receiving unit 331 of the server device 3 receives a request to proceed with either selection game SG1 or selection game SG2, along with the user's user ID, transmitted by the user's terminal device 2, via the server communication interface 31. When the server receiving unit 331 receives the request and user ID, the game progress unit 333 executes the selection game corresponding to the received request. If the received request is for selection game SG1, the game progress unit 333 executes a selection game in which it selects information about one or more game media MAs included in the game media group GB1 stored in the server storage device 32, according to a predetermined selection method. If the received request is for selection game SG2, the game progress unit 333 executes a selection game in which it selects information about one or more game media MAs included in the game media group GB2 stored in the server storage device 32, according to a predetermined selection method.

[0122] The following describes an example of how to register information about the game medium MA selected in a selected game to the terminal when the information about the game medium MA is not stored in the terminal storage device 22. First, the server transmission unit 334 of the server device 3 transmits information about the game medium MA selected in the selected game executed by the game progress unit 333 to the terminal device 2 of the user with the user ID received by the server reception unit 331 via the server communication interface 31. The terminal reception unit 255 of the terminal device 2 receives the information about the game medium MA transmitted by the server device 3 via the terminal communication interface 21.

[0123] When information regarding the selected game medium MA is received by the terminal receiving unit 255 in the selected game, the acquisition unit 253 acquires the received information regarding the game medium MA from the terminal receiving unit 255. The acquisition unit 253 includes the acquired information regarding the game medium MA in the user game medium information stored in the terminal storage device 22. For example, if the acquired information regarding the game medium MA is a game medium ID, the acquired game medium ID is newly included in the user game medium information. The acquisition unit 253 extracts rarity, attributes, etc., corresponding to the acquired information regarding the game medium MA (game medium ID, etc.) from the first game medium table T1 stored in the terminal storage device 22. The acquisition unit 253 includes the extracted information in the user game medium information, associating it with the information regarding the game medium MA (game ID, etc.). Furthermore, the acquisition unit 253 includes information indicating predetermined HP, MP, skills, etc., in the user game medium information, associating it with the information regarding the game medium MA (game ID, etc.). The acquisition unit 253 then performs a terminal registration process to store the user game medium information, which newly includes the acquired game medium MA information, rarity, attributes, predetermined HP, MP, and skill information, in the terminal storage device 22 in association with the user ID. This completes the terminal registration method for game medium MA information when the information for the selected game medium MA is not stored in the terminal storage device 22.

[0124] Next, an example of a method for registering information about the game medium MA, which is selected in the selected game, at the terminal storage device 22 will be described. In this case, each game medium ID included in the user game medium information is associated with information (e.g., flag information) indicating whether the corresponding user game medium is owned by the user. First, the server transmission unit 334 of the server device 3 transmits the information about the game medium MA selected in the selected game executed by the game progress unit 333 to the terminal device 2 of the user with the user ID received by the server reception unit 331 via the server communication interface 31. The terminal reception unit 255 of the terminal device 2 receives the information about the game medium MA transmitted by the server device 3 via the terminal communication interface 21.

[0125] When the terminal receiving unit 255 receives information regarding the selected game media MA in the selected game, the acquisition unit 253 acquires the received information regarding the game media MA from the terminal receiving unit 255. The acquisition unit 253 determines whether the acquired information regarding the game media MA is included in the user game media information stored in the terminal storage device 22. For example, if the acquired information regarding the game media MA is a game media ID, it is determined whether the acquired game media ID is included in the user game media information. If the acquired information regarding the game media MA is included in the user game media information stored in the terminal storage device 22, the acquisition unit 253 determines whether the acquired game media MA is owned game media. If the game media MA included in the user game media information is not owned game media, the acquisition unit 253 associates information indicating that the game media MA is owned game media with the information regarding the game media MA (game media ID). For example, the acquisition unit 253 changes the information indicating that the game media MA is not owned, which is associated with the game media ID of the game media MA in the user game media information, to information indicating that the game media MA is owned game media. The acquisition unit 253 then performs a terminal registration process to store information about the user game medium, which is newly associated with information indicating that the acquired game medium MA is a owned game medium, in the terminal storage device 22 in association with the user ID. If the information about the acquired game medium MA is not included in the information about the user game medium stored in the terminal storage device 22, the acquisition unit 253 includes information about the acquired game medium MA, rarity, attributes, predetermined HP, MP, and skill information, etc., in the information about the user game medium, and performs a terminal registration process to store the new information about the user game medium in the terminal storage device 22 in association with the user ID. This completes the terminal registration method for information about the game medium MA when the information about the game medium MA selected in the selected game is stored in the terminal storage device 22.

[0126] Next, the acquisition unit 253 performs a game medium determination process to determine whether the acquired information regarding the game medium MA is information regarding a specific game medium. If the acquired information regarding the game medium MA is information regarding a specific game medium, the acquisition unit 253 performs a parameter determination process to determine whether the parameter values ​​included in the acquired information regarding the game medium MA are predetermined values. If the acquisition unit 253 determines that the parameter values ​​are predetermined values ​​for the game medium MA, it refers to the second game medium table T2 and the association table T3 to acquire information regarding the game medium MB associated with the information regarding the game medium MA. The acquisition unit 253 includes the acquired information regarding the game medium MB in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired information regarding the game medium MB, in the terminal storage device 22 in association with the user ID.

[0127] The terminal transmission unit 254 then transmits the latest user game medium information and user ID stored in the terminal storage device 22 to the server device 3 via the terminal communication interface 21. When the server receiving unit 331 of the server device 3 receives the user game medium information and user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 executes a server registration process to store the received user game medium information in the user table T4, associating it with the received user ID. As a result, the information regarding the game medium MA, or the information regarding the game medium MA and the game medium MB, obtained according to the game result of the selected game, is registered (stored) in the server device 3 as associated with the user ID.

[0128] (Game media acquisition screen 510) Figure 8(b) shows an example of a game media acquisition screen 510 displayed on the display device 23 of the terminal device 2. The game media acquisition screen 510 is a screen for notifying the user of information regarding game media MA, or information regarding game media MA and game media MB, which has been acquired according to the progress of the selected game specified by the user.

[0129] The game media acquisition screen 510 shown in Figure 8(b) includes an image 511 showing the game media MA and an information notification area 512. The image 511 showing the game media MA is an image showing the game media MA acquired according to the progress of the selected game specified by the user. In the example shown in Figure 8(b), the game media MB was not acquired according to the progress of the selected game specified by the user, so the image showing the game media MB is not displayed. If the game media MB is acquired according to the progress of the selected game specified by the user, the image showing the game media MB is included in the game media acquisition screen 510.

[0130] The information notification area 512 is an area where the name of the game medium MA and / or the name of the game medium MB, obtained according to the progress of the selected game specified by the user, is displayed. In the example shown in Figure 8(b), the display processing unit 251 displays the name of the game medium MA, obtained according to the progress of the selected game specified by the user, in the information notification area 512. In the example shown in Figure 8(b), the name of the game medium MB is not displayed because the game medium MB was not obtained according to the progress of the selected game specified by the user. If the game medium MB is obtained according to the progress of the selected game specified by the user, the name of the game medium MB is displayed in the information notification area 512.

[0131] (Battle game screen 600) Figure 9(a) shows an example of a competitive game screen 600 displayed on the display device 23 of the terminal device 2. The competitive game screen 600 is a screen that shows the progress of a competitive game that has been automatically started while one or more user game media MAs used in the game, selected by the user, are moving within the game space. The competitive game screen 600 may also be a screen that shows the progress of a competitive game that has been automatically started during the progress of an event. The competitive game screen 600 may also be a screen that is displayed on the home screen when the user instructs to start a competitive game by operating the input device 24.

[0132] The battle game screen 600 shown in Figure 9(a) includes MA objects 601a to 601c for the game medium MA being used, MB objects 602 for the game medium MB being used, a group of enemy game mediums 603, action instruction objects 604a to 604c, action instruction buttons 605, change instruction buttons 606, etc.

[0133] The game media MA used is a user-selected user game media MA from among the user's user game media MAs. For example, before or during a competitive game, the game media MA to be used is selected from the user's user game media MAs in response to the user's selection operation and stored in the terminal storage device 22.

[0134] MA objects 601a to 601c are character object images representing the game medium MA being used. In the example shown in Figure 9(a), three game medium MAs are used in a competitive game, but one, two, or even four or more game medium MAs may be used. As will be described later, the game medium MAs perform actions in response to user instructions.

[0135] The game media MB used is the user's selected game media MB from among the user's user game media MBs. For example, before or during a competitive game, the game media MB to be used is selected from the user's user game media MBs according to the user's selection operation.

[0136] The MB object 602 is a character object image representing the game medium MB being used. In the example shown in Figure 9(a), one game medium MB is used in a competitive game, but two or more game medium MBs may be used. The game medium MB is controlled by the progress processing unit 252 and acts automatically without requiring user instructions.

[0137] The enemy game media group 603 includes multiple character object images representing multiple enemy game media that will be opponents of the player game media MA and the player game media MB in a competitive game. In a competitive game, there may be one, two, or four or more enemy game media that the player game media MA and the player game media MB will face. The enemy game media will automatically perform actions (such as "attack," "defend," or "use a skill") against the player game media MA and / or the player game media MB at predetermined time intervals or after the player game media MA has taken an action.

[0138] Action instruction objects 604a to 604c are operation objects corresponding to each game medium MA used. For example, action instruction object 604a corresponds to the game medium MA used by MA object 601a, action instruction object 604b corresponds to the game medium MA used by MA object 601b, and action instruction object 604c corresponds to the game medium MA used by MA object 601c. When action instruction object 604a is instructed by the user through operation of the input device 24, an action selection list (not shown) is displayed, and the user can select one or more actions ("attack", "defend", "use skill", etc.) included in the action selection list. The user's operation on action instruction object 604a specifies the action to be performed by the game medium MA used by MA object 601a. ​​Similarly, the user's operation on action instruction object 604b specifies the action to be performed by the game medium MA used by MA object 601b, and the user's operation on action instruction object 604c specifies the action to be performed by the game medium MA used by MA object 601c. In this way, the game medium MA is controlled by the progress processing unit 252 and performs actions in response to user instructions.

[0139] The action instruction button 605 is a button object used to instruct each game medium MA to perform the specified action (such as "attack," "defend," or "use skill") after the user has performed an action specification operation for each of the action instruction objects 604a to 604c.

[0140] The change instruction button 606 is a button object used to instruct a change in the game media MB being used. During a versus game, the user game media MB that can be set as the new game media MB is a single user game media MB that has been pre-configured by the user. When the user presses the change instruction button 606 through the operation of the input device 24, the progress processing unit 252 cancels the setting of the user game media MB currently set as the game media MB and sets the single user game media MB that has been pre-configured by the user as the new game media MB. The display processing unit 251 ends the display of the current game media MB and displays the new game media MB on the versus game screen 600. In this way, it is possible to change the game media MB being used during a versus game in response to manual operation by the user.

[0141] During a versus game, the user game media MB that can be set as a new game media MB may be one of several user game media MBs that have been pre-configured by the user. In this case, when the user presses the change instruction button 606 by operating the input device 24, a selection list of user game media MBs (multiple pre-configured user game media MBs) (not shown) is displayed, and the user can select one of the user game media MBs included in the selection list. In response to the selection of a user game media MB from the selection list, the progress processing unit 252 cancels the setting of the currently configured user game media MB as the game media MB and sets the selected user game media MB as the new game media MB. The display processing unit 251 ends the display of the currently configured game media MB and displays the new game media MB on the versus game screen 600. Note that the user game media MBs included in the selection list may be any user game media MB other than the currently configured user game media MB.

[0142] The progress processing unit 252 determines that the user has won the game if the HP of all enemy game media reaches the win / loss threshold value (for example, "0") before the HP of the game media being used MA reaches the win / loss threshold value before the HP of all game media being used MA reaches the win / loss threshold value before the HP of the enemy game media.

[0143] (Battle game screen 610 and Battle game screen 700) Figure 9(b) shows another example of the battle game screen 610 displayed on the display device 23 of terminal device 2, and Figure 10(a) shows another example of the battle game screen 700 displayed on the display device 23 of terminal device 2. Battle game screen 610 is an example of the battle game screen when a skill is used by the game medium MB in the battle game screen 600 shown in Figure 9(a). Battle game screen 700 is an example of the battle game screen when a skill is used by the game medium MB in the battle game, with one of the game medium MAs being used being changed from the battle game screen 600 shown in Figure 9(a). Note that the game medium MB appearing in battle game screen 610 and the game medium MB appearing in battle game screen 700 are the same game medium.

[0144] On the versus game screen 610, an information notification area 611 indicating the content of the game effect is displayed superimposed on each display element included in the versus game screen 600, and on the versus game screen 700, an information notification area 701 indicating the content of the game effect is displayed, similar to the versus game screen 610. The game effects that occur on the versus game screen 610 and the game effects that occur on the versus game screen 700 are both corresponding to the use of the "SK03" skill on the same game medium MB. The game effects that occur on the versus game screen 610 are the normal game effects of the "SK03" skill, and the game effects that occur on the versus game screen 700 are the special game effects of the "SK03" skill.

[0145] The progress processing unit 252 of terminal device 2 generates normal game effects in response to skill use if the effect change conditions in the competitive game are not met, and generates special game effects in response to skill use if the effect change conditions in the competitive game are met. For example, the effect change condition is that the user game medium MA associated with the game medium MB used in the competitive game is used as the game medium MA in the competitive game.

[0146] A special game effect is a game effect that makes the progress of a competitive game more advantageous compared to a normal game effect. An advantage in game progression means, for example, speeding up the game's progress, and / or increasing the likelihood of winning against an opponent in a competitive game. For example, if a normal game effect increases the parameter values ​​of some or all game media MAs (e.g., attack power, defense power, HP, etc.) by a first increase value, a special game effect is an effect that increases the parameter values ​​of some or all game media MAs by a second increase value greater than the first increase value. Also, if a normal game effect applies to some game media MAs, the special game effect may apply to all game media MAs. Furthermore, if a normal game effect is a predetermined game effect that lasts only for a first period, the special game effect may be a predetermined game effect that lasts only for a second period longer than the first period. In this case, the second period is not limited to a predetermined period (e.g., "30 seconds" or "up to 3 turns"). For example, the second period may be a period that continues until the predetermined release conditions are met.

[0147] (Game media acquisition screen 710) Figure 10(b) shows an example of the game media acquisition screen 710 displayed on the display device 23 of the terminal device 2. As explained in Figures 7 and 8, in response to the user's instruction to associate a game media, or in response to the user's game progression instruction, even if the game media MA associated with the user is a specific game media, if the parameter value of the game media MA is not a predetermined value, the game media MB associated with the game media MA will not be acquired by the user. Below, an example of the game media acquisition process related to game media MB will be explained using the case where the rarity of the game media MA associated with game media MB is "4" and has not reached the predetermined value of "5". In the explanation of the game media acquisition screen 710, unless otherwise specified, "game media MA" means a game media associated with game media MB that does not have a rarity value of a predetermined value.

[0148] The progress processing unit 252 of terminal device 2 changes the rarity of the game medium MA according to the progress of the competitive game. For example, the progress processing unit 252 increases the experience points and / or level of the game medium MA according to the user's victory in the competitive game, etc. Then, when the experience points of the game medium MA exceed a first change threshold value, or when the level of the game medium MA exceeds a second change threshold value, the progress processing unit 252 increases the rarity of the game medium MA.

[0149] Next, if the rarity of the game medium MA changes from "4" to "5" in accordance with the progress of the battle game, the game medium acquisition screen 710 shown in Figure 10(b) is displayed, and the acquisition unit 253 refers to the second game medium table T2 and the association table T3 to acquire information about the game medium MB associated with the information about the game medium MA. The acquisition unit 253 includes the acquired information about the game medium MB in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired information about the game medium MB, in the terminal storage device 22 in association with the user ID. Then, the terminal transmission unit 254 transmits the latest user game medium information and user ID stored in the terminal storage device 22 via the terminal communication interface 21 to the server device 3. When the server receiving unit 331 of the server device 3 receives information about the user game medium and the user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 executes a server registration process to store the received information about the user game medium in the user table T4, associating it with the received user ID. As a result, when the rarity of the game medium MA changes to a predetermined value, the information about the game medium MB obtained in association with the game medium MA is registered (stored) in the server device 3 as association with the user ID. The game medium acquisition screen 710 displays an image 511 showing the game medium MA whose rarity has been changed, an image 711 showing the acquired game medium MB, and an information notification area 712 displaying the name of the game medium MA whose rarity has changed from "4" to "5" and / or the name of the game medium MB acquired in response to the change in the rarity of the game medium MA. In this way, the game system 1, terminal device 2, and server device 3 make it possible to diversify the methods for acquiring game medium MA and game medium MB while distributing the timing of the occurrence of processing load and / or communication load.

[0150] (First action sequence of game system 1) Figure 11(a) shows an example of the first operation sequence of the game system 1. This operation sequence is executed mainly by the terminal processing unit 25 and the server processing unit 33 in cooperation with each element of the terminal device 2 and the server device 3, based on control programs that are pre-stored in the terminal storage device 22 and the server storage device 32, respectively.

[0151] In response to the user's operation of the input device 24 instructing the progress of an event, the display processing unit 251, progress processing unit 252, and acquisition unit 253 of the terminal device 2 execute the event progress processing (step S101). Details of the event progress processing will be described later.

[0152] Next, the acquisition unit 253 includes the information about the game medium acquired in the event progression process (step S101) in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired information about the game medium, in the terminal storage device 22 in association with the user ID (step S102). The information about the game medium acquired in the event progression process (step S101) is either information about the game medium MA, or information about the game medium MA and information about the game medium MB. Then, the terminal transmission unit 254 transmits the user game medium information and user ID stored in the terminal storage device 22 to the server device 3 via the terminal communication interface 21 (step S103).

[0153] When the server receiving unit 331 of the server device 3 receives information about the user game medium and the user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 executes a server registration process to store the received information about the user game medium in the user table T4, associating it with the received user ID (step S104).

[0154] (Event processing) Figure 11(b) shows an example of the operation flow of the event progress processing by the display processing unit 251, progress processing unit 252, and acquisition unit 253 of the terminal device 2. The display processing shown in Figure 11(b) is executed in step S101 of Figure 11(a).

[0155] First, the display processing unit 251 displays an event progress screen on the display device 23 in response to the user's instructions to advance the event (step S201). Next, once the event progress screen is displayed, the progress processing unit 252 advances the event based on the user's instructions to advance the event and information about the event story (step S202).

[0156] Next, the progress processing unit 252 determines whether the event has been cleared (step S203). If it is determined that the event has not been cleared (step S203-No), the progress processing unit 252 returns to step S202. If it is determined that the event has been cleared (step S203-Yes), the acquisition unit 253 executes the game media acquisition process (step S204) and terminates the event progress processing. Details of the game media acquisition process will be described later.

[0157] (Game System 1's second action sequence) Figure 12 shows an example of the second operation sequence of the game system 1. This operation sequence is executed mainly by the terminal processing unit 25 and the server processing unit 33 in cooperation with each element of the terminal device 2 and the server device 3, based on control programs that are pre-stored in the terminal storage device 22 and the server storage device 32, respectively.

[0158] First, when the user instructs the start of a selection game by operating the input device 24, the display processing unit 251 of the terminal device 2 displays the selection game screen 500 on the display device 23 (step S301). Next, when the user operates the input device 24 and either the first selection game object 501 or the second selection game object 502 included in the selection game screen 500 is specified, the terminal transmission unit 254 of the terminal device 2 transmits a request to proceed with the selection game corresponding to the specified selection game object to the server device 3 via the terminal communication I / F 21 (step S302).

[0159] The server receiving unit 331 of the server device 3 receives a request to proceed with either the selected game SG1 or the selected game SG2, along with the user's user ID, transmitted by the user's terminal device 2, via the server communication interface 31. Once the server receiving unit 331 receives the request to proceed and the user ID, the game progress unit 333 executes the selected game corresponding to the received request to proceed (step S303).

[0160] Next, the server transmission unit 334 of the server device 3 transmits information regarding the game medium MA selected in the selected game to the terminal device 2 of the user with the user ID received by the server reception unit 331 via the server communication interface 31 (step S304).

[0161] The terminal receiving unit 255 of terminal device 2 receives information about the game medium MA transmitted by server device 3 via terminal communication I / F 21. When the terminal receiving unit 255 receives information about the game medium MA selected for the selected game, the acquisition unit 253 executes the game medium acquisition process (step S305). Details of the game medium acquisition process will be described later.

[0162] Next, the acquisition unit 253 includes the information about the game medium acquired in the game medium acquisition process (step S305) in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired game medium information, in the terminal storage device 22 in association with the user ID (step S306). Then, the terminal transmission unit 254 transmits the user game medium information and user ID stored in the terminal storage device 22 to the server device 3 via the terminal communication interface 21 (step S307).

[0163] When the server receiving unit 331 of the server device 3 receives information about the user game medium and the user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 executes a server registration process to store the received information about the user game medium in the user table T4 in association with the received user ID (step S308).

[0164] (Game media acquisition process) Figure 13(a) is a diagram showing an example of the operation flow of the game media acquisition process by the acquisition unit 253 of the terminal device 2. The game media acquisition process shown in Figure 13(a) is performed in step S204 of Figure 11(b) and step S305 of Figure 12.

[0165] The display processing unit 251 acquires information regarding the game medium MA (step S401). If the game medium acquisition process is performed in step S204 of Figure 11(b), the information regarding the game medium MA acquired in step S301 is the information regarding the game medium MA associated with the cleared event. If the game medium acquisition process is performed in step S305 of Figure 12, the information regarding the game medium MA acquired in step S301 is the information regarding the game medium MA selected in the selected game.

[0166] Next, the acquisition unit 253 performs a game media determination process to determine whether the acquired game media MA information is related to a specific game media (step S402). If the acquired game media MA information is not determined to be related to a specific game media (step S402-No), the acquisition unit 253 terminates the game media acquisition process. In this case, the acquired game media consists only of game media MA that is not related to a specific game media.

[0167] If the acquired information regarding the game media MA is determined to be information regarding a specific game media (step S402-Yes), the acquisition unit 253 performs a parameter determination process to determine whether the parameter values ​​included in the acquired information regarding the game media MA are predetermined values ​​(step S403). If the parameter values ​​included in the acquired information regarding the game media MA are not determined to be predetermined values ​​(step S403-No), the acquisition unit 253 terminates the game media acquisition process. In this case, the only acquired game media is the game media MA of the specific game media.

[0168] If it is determined that the parameter values ​​included in the acquired information about the game medium MA are predetermined values ​​(step S403-Yes), the acquisition unit 253 acquires information about the game medium MB associated with the acquired information about the game medium MA (step S401), and terminates the game medium acquisition process. In this case, the acquired game medium is the game medium MA, which is a specific game medium, and the game medium MB obtained in association with the said game medium MA.

[0169] (Game System 1's third action sequence) Figure 13(b) shows an example of the third operation sequence of the game system 1. This operation sequence is executed mainly by the terminal processing unit 25 and the server processing unit 33 in cooperation with each element of the terminal device 2 and the server device 3, based on control programs that are pre-stored in the terminal storage device 22 and the server storage device 32, respectively.

[0170] In response to the user's operation of the input device 24 instructing the start of the versus game, the display processing unit 251, progress processing unit 252, and acquisition unit 253 of the terminal device 2 execute the versus game progress processing (step S501). Details of the versus game progress processing will be described later.

[0171] Next, the progress processing unit 252 passes the game progress information and user game medium information, which have been modified according to the versus game progress processing (step S501), to the terminal transmission unit 254. The terminal transmission unit 254 then transmits the received game progress information, user game medium information, and user ID to the server device 3 via the terminal communication interface 21 (step S502).

[0172] When the server receiving unit 331 of the server device 3 receives game progress information, user game medium information, and user ID from the terminal device 2 via the server communication interface 31, the storage processing unit 332 of the server device 3 stores the received game progress information in the server storage device 32 in association with the received user ID, and stores the received user game medium information in the user table T4 in association with the received user ID, executing a server registration process (step S503).

[0173] (Game progression processing) Figure 14 shows an example of the operation flow of the game progression processing performed by the progress processing unit 252 of terminal device 2. The game progression processing shown in Figure 14 is performed in step S501 of Figure 13(b).

[0174] First, the display processing unit 251 displays the versus game screen 600 on the display device 23 in response to user instructions on how to proceed with the versus game (step S601). Once the versus game screen 600 is displayed, the progress processing unit 252 starts the versus game.

[0175] The progress processing unit 252 executes an action process to cause the game medium MA to perform an action in response to the user's operation of the action instruction objects 604a to 604c and the action instruction button 605 (step S602). Next, the progress processing unit 252 determines whether the game has ended or not (step S603). If it is determined that the game has ended (step S603-Yes), the progress processing unit 252 terminates the versus game progress processing.

[0176] If it is not determined that the game has ended (step S603-No), the progress processing unit 252 determines whether the conditions for changing the effect in the versus game have been met (step S604). If it is not determined that the conditions for changing the effect have been met (step S604-No), the progress processing unit 252 generates the normal game effect of the game medium MB being used (step S605). If it is determined that the conditions for changing the effect have been met (step S604-Yes), the progress processing unit 252 generates the special game effect of the game medium MB being used (step S606).

[0177] Next, the progress processing unit 252 determines whether the game has ended or not (step S607). If it is determined that the game has ended (step S607-Yes), the progress processing unit 252 terminates the versus game progress processing. If it is not determined that the game has ended (step S607-No), the progress processing unit 252 executes an action process to cause the opponent game medium to take an action (step S608).

[0178] Next, the progress processing unit 252 determines whether the game has ended (step S609). If it is determined that the game has not ended (step S609-No), the progress processing unit 252 returns to step S602. If it is determined that the game has ended (step S609-Yes), the progress processing unit 252 terminates the versus game progress processing. In a versus game, at least one parameter from among various parameters such as the HP and MP of the game medium MA, the HP and MP of the game medium MB, and the HP and MP of the enemy game medium is changed according to the actions of the game medium MA, the game medium MB, and the enemy game medium. Note that it is not necessary for all of the various parameters such as the HP and MP of the game medium MA, the HP and MP of the game medium MB, and the HP and MP of the enemy game medium to be changed according to the actions of the game medium MA, the game medium MB, and the enemy game medium. When the HP and MP of the game medium MA and the game medium MB are changed, the progress processing unit 252 changes the HP and MP of the game medium MA and the game medium MB among the user game medium information stored in the terminal storage device 22.

[0179] In the processing procedures shown in Figures 11 to 14, it is possible to omit some of the steps that constitute the processing procedures, to add steps that are not explicitly stated as steps that constitute the processing procedures, and / or to change the order of the steps. Processing procedures with such omissions, additions, and changes in order are also included within the scope of the present invention, as long as they do not depart from the spirit of the present invention. In each information processing other than the processing procedures shown in Figures 11 to 14, it is possible to omit some of the steps that constitute each information processing, to add steps that are not explicitly stated as steps that constitute each information processing, and / or to change the order of the steps that constitute each information processing. Information processing with such omissions, additions, and changes in order are also included within the scope of the present invention, as long as they do not depart from the spirit of the present invention.

[0180] As detailed above, in the game system 1 of this embodiment, the game media MB associated with the game media MA is associated with the user according to the conditions related to the game media MA associated with the user. In this way, the game system, terminal device, or server device is provided with a method of associating game media MB according to the parameters of the game media MA associated with the user, or the game media MA acquired to be associated with the user, rather than a monotonous method of associating game media MB. As a result, the game system, terminal device, or server device of this embodiment can diversify the association of game media with users while preventing an increase in processing load or communication load.

[0181] (Variation 1) It should be noted that the present invention is not limited to this embodiment. For example, the acquisition unit 253 acquires the game medium MB in response to the acquisition of the game medium MA, but it may also acquire the game medium MB regardless of the acquisition of the game medium MA.

[0182] When a user instructs a terminal device to associate a game media MB, the terminal device and / or server device execute a process to store information about the game media MB in association with that user. For example, a terminal device and / or server device that implements a selection game such as a lottery game selects one or more game media MBs from among several game media MBs in response to a user's instruction to start the selection game. The terminal device and / or server device then stores the selected one or more game media MBs in association with the user.

[0183] Furthermore, a terminal device and / or server device that realizes a game in which a game medium moves within the game space in response to user instructions may allow the user to acquire one or more game mediums MB placed at predetermined locations within the game space in response to a predetermined action instructed by the user. For example, if a game object resembling a treasure chest is placed at a predetermined location set within the game space, one or more game mediums MB set inside the treasure chest are acquired in response to the user's instruction to open the treasure chest. The terminal device and / or server device then stores the acquired one or more game mediums MB in association with the user.

[0184] When a terminal device and / or server device advances a game in response to user operations on the terminal, it may store information about the game medium MB associated with the user in accordance with the progress of the game. Furthermore, a terminal device and / or server device that implements a game in which the game medium grows may advance the game in accordance with the user's instructions to advance the game medium, and allow the user to acquire one or more game medium MBs depending on the result of the game.

[0185] This allows users to obtain game media MB that is not associated with game media MA, and to use that game media MB in competitive games, thereby improving the diversity of games.

[0186] (Modification 2) The progress processing unit 252 may control the game medium MB, which automatically performs actions and / or statements, so that it performs actions and / or statements in response to user instructions. For example, on the versus game screen 600 (Figure 9(a)), an action instruction object 604d corresponding to the game medium MB used in the versus game may be displayed so that the user can give instructions to the game medium MB used in the versus game.

[0187] The action instruction object 604d has the same function as the action instruction objects 604a to 604c (Figure 9(a)). For example, when the user operates the input device 24 and the action instruction object 604d is instructed, an action selection list (not shown) is displayed, and the user can select one or more actions ("attack", "defend", "use skill", etc.) included in the action selection list. The user's operation on the action instruction object 604d specifies the action that the game medium MB will perform, that is, the game medium MB is in a state where an action has been specified by the user.

[0188] If the game medium MB has had an action specified by the user by the time of its action, the progress processing unit 252 causes the game medium MB to perform the specified action. Once the game medium MB has performed the specified action, it returns to a state where no action has been specified by the user. If the game medium MB has not had an action specified by the user by the time of its action, the progress processing unit 252 causes the game medium MB to perform an automatic action (not initiated by the user).

[0189] Furthermore, before or during a competitive game, actions that the game medium MB can perform may be set to be performed automatically from among the actions that the game medium MB can perform, in response to user selections. In this case, for example, before or during a competitive game, an action setting screen (not shown) is displayed in response to user instructions. The action setting screen displays selection objects (check buttons, etc.) for selecting an action to be performed automatically for each action that the game medium MB can perform. In response to the user's selection operation on the selection objects displayed on the action setting screen, information indicating whether or not an action can be performed automatically is set for each action that the game medium MB can perform. If information indicating that an action can be performed automatically is set for the game medium MB used in the competitive game, during the competitive game, the progress processing unit 252 causes the game medium MB to perform the action set as an automatically performed action at the timing of the game medium MB's action.

[0190] Furthermore, before or during a competitive game, information regarding the direction of the actions of the game medium MB being used may be set in response to user selections. In this case, for example, before or during a competitive game, an action setting screen (not shown) is displayed in response to user instructions. The action setting screen displays multiple selection objects (radio buttons, etc.) for selecting the direction of the actions of the game medium MB being used. The direction of the actions of the game medium MB being used may be, for example, "prioritize attack," "prioritize magic," or "prioritize survival (reduce the decrease in the game medium MB's HP)." Information indicating the selected direction is set in response to the user's selection operation on the selection objects displayed on the action setting screen. During a competitive game, the progress processing unit 252 causes the game medium MB to perform an action according to the set direction at the timing of the game medium MB's action. For example, if the direction "prioritize attack" is set, the probability of the game medium MB choosing to "attack" is set to be higher than other actions. As a result, when the game medium MB selects an action from among the actions it can perform according to the selection probability set for each action, if the direction is set to "prioritize attack," the frequency with which the game medium MB performs an "attack" will increase.

[0191] In this way, the game system 1, terminal device 2, and server device 3 can provide the user with a game medium MB that offers fewer opportunities for user intervention than the game medium MA, by modifying the game medium MB to act automatically in at least part of its operation. The game system 1, terminal device 2, and server device 3 enable the user to acquire a variety of game media without increasing the processing load and / or communication load.

[0192] (Variation 3) If two or more skills of the game medium MB are unlocked (usable), one of the two or more unlocked skills may be related to the other skills. For example, in a competitive game, each time one of the skills of the game medium MB is activated (used), a predetermined number of points may increase, and when the predetermined number of points exceeds a certain threshold, another skill of the game medium MB may be automatically activated (used). The game effect of the game medium MB's skills may also reduce the game effect of the enemy game medium's skills.

[0193] (Modification 4) In a competitive game using the game medium MB, the parameter values ​​such as experience points associated with the game medium MB may increase each time the user wins. In this case, the progress processing unit 252 may increase the level of the game medium MB when the parameter values ​​such as experience points reach a predetermined threshold. In accordance with the increase in the level of the game medium MB, the parameter values ​​such as attack power, defense power, HP, and MP of the game medium may also increase. In accordance with the increase in the level of the game medium MB, the progress processing unit 252 may change the game effect of the game medium MB's skills to a more advantageous effect.

[0194] (Variation 5) Activation conditions may be set for the skills of the game medium MB. For example, the progress processing unit 252 may control the game medium MA associated with the game medium MB to enable the skills of the game medium MB when the game medium MA is used in a competitive game as the game medium MA.

[0195] Furthermore, the activation condition for a game medium MB's skill may be that the sum of the parameter values ​​of the game medium MA being used falls below a predetermined threshold. In this case, if the game medium MA associated with the game medium MB is used as a game medium MA in a competitive game, the predetermined threshold may be changed. Thus, when a game medium MA associated with the game medium MB is used as a game medium MA in a competitive game, it becomes possible to change the activation condition for the game medium MB's skill.

[0196] (Experimental variation 6) In the game media acquisition process, the parameter determination process does not necessarily have to be executed after the game media determination process. That is, in the game media acquisition process, the acquisition unit 253 may acquire the game media MB according to the result of the game media determination process and include the information about the acquired game media MB in the information about the user game media stored in the terminal storage device 22.

[0197] In this case, even if the game medium determination process determines that the game medium MA is a specific game medium, the game medium MB associated with the game medium MA does not necessarily have to be immediately associated with the user and stored. For example, if the acquisition unit 253 determines that the game medium MA associated with the user is a specific game medium, it executes an acquisition determination process. In the acquisition determination process, it is determined whether or not the acquisition conditions for the game medium MB associated with the game medium MA, which has been determined to be a specific game medium, have been met. If the acquisition determination process determines that the acquisition conditions for the game medium MB associated with the game medium MA, which is a specific game medium, have been met, the acquisition unit 253 executes a terminal registration process to store new user game medium information, including information about the game medium MB for which the acquisition conditions have been met, in the terminal storage device 22, associated with the user ID. The acquisition conditions for the game medium MB are, for example, as follows.

[0198] If the acquired game media MA is a game media MA placed at a predetermined location within the game space and acquired in response to a predetermined action by the user, the acquisition conditions for game media MB are the conditions set for each placement location of the game media MA. For example, if the acquired game media MA is placed within a specific area, the game media MB may be acquired by the user along with the acquisition of the game media MA. That is, the acquisition condition for game media MB is that a game media MA placed within a specific area has been acquired. Furthermore, if the acquired game media MA is placed outside a specific area, the game media MB may be acquired by the user in accordance with the fulfillment of predetermined game progression conditions. For example, predetermined game progression conditions include the passage of a predetermined date and time since the acquisition of the game media MA, the play time of the game using the game media MA exceeding a predetermined time, or the completion of a predetermined event using the game media MA. That is, the acquisition condition for game media MB is that additional conditions have been fulfilled when a game media MA placed outside a specific area is acquired.

[0199] Furthermore, if the acquired game media MA is acquired when certain conditions related to the progress of the game are met, the acquisition conditions for game media MB are those corresponding to the predetermined conditions related to the progress of the game. For example, if the acquired game media MA is acquired when the conditions for defeating a specific enemy game media are met, or when the conditions for clearing a specific event are met, game media MB may be acquired by the user along with the acquisition of game media MA. Also, if the acquired game media MA is acquired when the conditions for defeating an enemy game media other than a specific enemy game media are met, game media MB may be acquired by the user when a predetermined date and time has elapsed since the acquisition of game media MA, when the play time of the game using game media MA exceeds a predetermined time, or when a predetermined event using game media is cleared.

[0200] Furthermore, if the acquired game media MA is a game media MA acquired when the conditions for acquiring a specific game media are met, the conditions for acquiring the game media MB are those corresponding to the acquired specific game media. For example, if the acquired game media MA is a game media MA acquired when the condition of acquiring a first specific game media is met, the game media MB may be acquired by the user at the same time as the acquisition of the game media MA. Also, if the acquired game media MA is a game media MA acquired when the condition of acquiring a second specific game media is met, the game media MB may be acquired by the user when a predetermined date and time has elapsed since the acquisition of the game media MA, when the play time of the game using the game media MA exceeds a predetermined time, or when a predetermined event using the game media is cleared.

[0201] Furthermore, if the acquired game medium MA is acquired in accordance with the results of a game that develops the game medium, the acquisition conditions for the game medium MB are conditions related to that game. For example, if the acquired game medium MA is a game medium MA newly generated by the synthesis of a first material item or other game medium, the game medium MB may be acquired by the user along with the acquisition of the game medium MA. Also, if the acquired game medium MA is a game medium MA newly generated by the synthesis of a second material item or other game medium, the game medium MB may be acquired by the user when a third material item or other game medium is synthesized with the game medium MA to generate another game medium MA, when a predetermined date and time has passed since the acquisition of the game medium MA, when the play time of the game using the game medium MA exceeds a predetermined time, or when a predetermined event using the game medium is cleared.

[0202] Furthermore, if the acquired Game Media MA is acquired based on the results of a training game for the Game Media MA, the acquisition conditions for Game Media MB are those related to that game. For example, if the acquired Game Media MA evolves (changes) into a different Game Media MA through further training, Game Media MB may be acquired by the user.

[0203] Furthermore, if the acquired game media MA is a game media MA corresponding to the result of a game (such as a selection game) in which at least a part of the game processing is performed by a server device, the game media MB may be acquired by the user at the same time as the acquisition of the game media MA. In this case, if the acquired game media MA is a game media MA corresponding to the result of a game (such as a game that grows the game media) in which the game processing is performed by a terminal device, the game media MB may be acquired by the user when a predetermined date and time has elapsed since the acquisition of the game media MA, when the play time of the game using the game media MA exceeds a predetermined time, or when a predetermined event using the game media has been cleared.

[0204] Furthermore, if the acquired game media MA is a game media MA corresponding to the result of a game in which game processing is performed by a terminal device (such as a game in which the game media grows), the game media MB may be acquired by the user at the same time as the acquisition of the game media MA. In this case, if the acquired game media MA is a game media MA corresponding to the result of a game in which at least a part of the game processing is performed by a server device (such as a selection game), the game media MB may be acquired by the user when a predetermined date and time has elapsed since the acquisition of the game media MA, when the play time of the game using the game media MA exceeds a predetermined time, or when a predetermined event using the game media has been cleared.

[0205] In this way, the game system 1, terminal device 2, and server device 3 can acquire game media MA and game media MB in various acquisition methods and timings, depending on the user's instructions or the progress of the game. Therefore, the game system 1, terminal device 2, and server device 3 enable diversification of the association of game media with the user while preventing an increase in processing load or communication load.

[0206] (Example 7) In the game media acquisition process, a first game media table T1 may be used that includes both game media MAs that require parameter determination processing and game media MAs that do not require parameter determination processing. Hereinafter, game media MAs that require parameter determination processing will be referred to as game media MA1, and game media MAs that do not require parameter determination processing will be referred to as game media MA2. Furthermore, game media MB associated with game media MA1 will be referred to as game media MB1, and game media MB associated with game media MA2 will be referred to as game media MB2.

[0207] In this case, association table T3 is used to manage the association between game media MB1 and game media MA1. Furthermore, server storage device 32 and terminal storage device 22 may store association table T5 (not shown) for managing the association between game media MB2 and game media MA2.

[0208] For example, the acquisition unit 253 executes a first game medium determination process to determine whether the acquired information about game medium MA is information about a first specific game medium. The first specific game medium is game medium MA1 to which game medium MB1 is associated in the association table T3. Next, if the acquired information about game medium MA is information about the first specific game medium, the acquisition unit 253 executes a parameter determination process to determine whether the parameter values ​​included in the acquired information about game medium MA are predetermined values. If the parameter values ​​included in the acquired information about game medium MA are predetermined values, the acquisition unit 253 refers to the second game medium table T2 and the association table T3 to acquire information about game medium MB associated with the information about game medium MA.

[0209] If the acquired information regarding game media MA is not related to the first specific game media, the acquisition unit 253 executes a second game media determination process to determine whether the acquired information regarding game media MA is related to the second specific game media. The second specific game media is game media MA2, which is associated with game media MB2 in the association table T5. Next, if the acquired information regarding game media MA is related to the second specific game media, the acquisition unit 253 refers to the second game media table T2 and the association table T3 to acquire information regarding game media MB associated with the information regarding game media MA.

[0210] The acquisition unit 253 includes the acquired information about the game medium MB in the user game medium information stored in the terminal storage device 22. Next, the acquisition unit 253 performs a terminal registration process to store the new user game medium information, including the acquired information about the game medium MB, in the terminal storage device 22 in association with the user ID.

[0211] The first game medium determination process and the parameter determination process may be executed after the second game medium determination process. Alternatively, the second game medium determination process may be executed after the first game medium determination process, and then the parameter determination process may be executed according to the result of the first game medium determination process.

[0212] In this way, the user can obtain game media MA and game media MB in various ways and at various timings, depending on the user's instructions or the progress of the game, without the game system 1, terminal device 2, and server device 3 repeatedly executing the process of obtaining the game media. Therefore, the game system 1, terminal device 2, and server device 3 can diversify the association of game media with the user while preventing an increase in processing load or communication load.

[0213] (Variation 8) At least some of the functions of the progress processing unit 252 and acquisition unit 253 of the terminal device 2 may be implemented by the server processing unit 33 of the server device 3. For example, the server processing unit 33 may function as a display processing unit 335 by executing various instructions included in the control program stored in the server storage device 32 of the server device 3. [Explanation of symbols]

[0214] 1. Game System 2 Terminal devices 21 Terminal Communication Interface 22 Terminal Storage Devices 23 Display device 24 Input devices 25 Terminal Processing Units 251 Display Processing Unit 252 Progress Processing Unit 253 Acquisition Department 254 Terminal Transmitter 255 Terminal receiving unit 3 Server equipment 31 Server Communication Interface 32 Server Storage Devices 33 Server Processing Units 331 Server receiving unit 332 Memory Processing Unit 333 Game Progress Section 334 Server Transmission Unit 4 base station 5. Mobile communication network 6 Gateways 7. Internet

Claims

1. A control program for a terminal device equipped with a memory unit that runs a game, The aforementioned terminal device, In response to a first instruction from the user or the progress of the game, information relating to the first game medium is stored in the storage unit in association with the user. Make it run, In storing information related to the first game medium, the terminal device, The system determines whether the following conditions are met: first, that the first game medium is a first specific game medium and the parameter value of the first game medium is a predetermined value; and second, that the first game medium is a second specific game medium different from the first specific game medium. If either of the first and second conditions is met, the information relating to the second game medium associated with the first game medium is stored in the storage unit together with the information relating to the first game medium, in association with the user. A control program characterized by causing the execution of a specific action.

2. The aforementioned terminal device, If, among the first conditions, the first game medium is a first specific game medium, and the parameter value of the first game medium is not a predetermined value, then, in accordance with the progress of the game, the parameter value of the first game medium is changed to the predetermined value, and the information relating to the second game medium associated with the first game medium is stored in the storage unit together with the information relating to the first game medium and associated with the user. A control program according to claim 1, which causes the following to be executed.

3. The control program according to claim 1 or 2, wherein the first instruction is an instruction to acquire the first game medium, and the progress of the game includes a process to change the parameter values ​​of the first game medium.

4. The storage unit stores each of a predetermined number of pieces of information relating to the first game medium as information relating to the first game medium being used. The terminal device proceeds with the game in which a predetermined number of the first game media used, operated by the user, appear. A control program according to claim 1 or 2, which causes the program to execute.

5. The storage unit stores information relating to the second game medium associated with the first game medium as information relating to the second game medium in use, The aforementioned terminal device, When the third condition relating to the second game medium is met, a game effect is generated that is advantageous to the progress of the game. The control program according to claim 4, which causes the following to be executed.

6. The control program according to claim 5, wherein the third condition is that the first game medium associated with the second game medium is included in a predetermined number of the first game mediums.

7. The aforementioned terminal device, In response to a second instruction from the user or the progress of the game, information regarding a third game medium not associated with the first game medium is stored in the storage unit in association with the user. A control program according to claim 4, which causes the following to be executed.

8. The aforementioned terminal device, To store information about a third game medium that is not associated with the first game medium in the storage unit, associated with a fourth game medium that is different from any of the first game mediums. The control program according to claim 7, which causes the execution of the control program.

9. The control program according to claim 5, wherein the game effect generated by the second game medium is different from the game effect when the fourth condition relating to the second game medium is met and when the fourth condition is not met.

10. The aforementioned game includes a competitive game in which an enemy game medium appears. The aforementioned terminal device, The first game medium performs a first action related to a battle with the enemy game medium in response to a third instruction from the user, and the second game medium performs a second action related to a battle with the enemy game medium in response to a fourth instruction from the user, thereby advancing the battle game. Make it run, The control program according to claim 5, wherein, during the progress of the competitive game, the second game medium performs the second action by a fourth instruction at a frequency less frequent than the third instruction.

11. The aforementioned terminal device, If the second action is performed, the game effect related to the first action is generated. The control program according to claim 10, which causes the following to be executed.

12. The aforementioned game includes a competitive game in which an enemy game medium appears. The aforementioned terminal device, The first game medium used performs a first action relating to a battle with the enemy game medium in response to a third instruction from the user, and the third game medium, which is not associated with the first game medium, is used as the third game medium used, thereby performing a second action relating to a battle with the enemy game medium in response to a fourth instruction from the user, thereby advancing the battle game. Make it run, The control program according to claim 7, wherein during the progress of the competitive game, the second game medium performs the second action by the fourth instruction at a less frequent frequency than the third instruction.

13. The aforementioned terminal device, If the second action is performed, the game effect related to the first action is generated. A control program according to claim 12, which causes the following to be executed.

14. A method for controlling a terminal device equipped with a memory unit that advances a game, The aforementioned terminal device In response to a first instruction from the user or the progress of the game, information relating to the first game medium is stored in the storage unit in association with the user. Includes, In storing information related to the first game medium, the terminal device, The system determines whether the following conditions are met: first, that the first game medium is a first specific game medium and the parameter value of the first game medium is a predetermined value; and second, that the first game medium is a second specific game medium different from the first specific game medium. If either of the first and second conditions is met, the information relating to the second game medium associated with the first game medium is stored in the storage unit together with the information relating to the first game medium, in association with the user. A control method characterized by including

15. A terminal device for playing games, Memory unit and, A processing unit that stores information relating to the first game medium in the storage unit in association with the user, in response to a first instruction from the user or the progress of the game, Equipped with, In storing information about the first game medium, the processing unit, The system determines whether the following conditions are met: first, that the first game medium is a first specific game medium and the parameter value of the first game medium is a predetermined value; and second, that the first game medium is a second specific game medium different from the first specific game medium. If either of the first or second conditions is met, the information relating to the second game medium associated with the first game medium is stored in the storage unit together with the information relating to the first game medium, in association with the user. A terminal device characterized by the following features.

Citation Information

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