Program, information processing device, and control method

The game system addresses the inconvenience of insufficient points by offering 'Normal' and 'Practice Modes' with adjusted settings, ensuring users can play game parts without server communication, thus enhancing convenience and usability.

JP7839517B2Active Publication Date: 2026-04-02GLEE HOLDINGS CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-02
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Conventional games may not be highly convenient for users, particularly when users lack sufficient points to play certain game parts, limiting their ability to freely engage with the game.

Method used

A game system that allows users to play game parts in either a 'Normal Mode' or a 'Practice Mode', where game settings such as stamina consumption, time limits, and reward structures are adjusted to enhance usability, with Practice Mode offering relaxed conditions like zero stamina consumption and no rewards, enabling gameplay without server communication.

Benefits of technology

The system improves game convenience by allowing users to play game parts regardless of point availability, reducing the need for real-time server communication and enhancing user experience through flexible gameplay options.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, an information processor, and a control method for improving convenience of a game.SOLUTION: A program allows a user's information processor to execute a step of storing information regarding a game part that a user is allowed to play, a determination step that determines a mode of a game part as a first mode or a second mode on the basis of a user's operation, and disables continuation or enables continuation in the first mode but enables continuation in the second mode for continuation of play when a game part ends, and an execution stop of executing a game part in a mode determined by the determination step, and continues a game part according to a user's operation when the mode of the game part is the first mode and can continue, and continues the game part automatically when the mode of the game part is the second mode when the game part ends in the execution step.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present invention relates to a program, an information processing apparatus, and a control method.

Background Art

[0002] Conventionally, games executed by an information processing apparatus are known. For example, Patent Document 1 discloses a configuration in which a user consumes points owned in a game to execute game parts such as quests or mini-games.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventional games may not always be highly convenient for users. For example, depending on the settings of game parts, there are cases where a user cannot freely play a game part when the user's points are insufficient. Therefore, there has been room for improvement in the convenience of games.

[0005] In view of such circumstances, an object of the present invention is to provide a program, an information processing apparatus, and a control method for improving the convenience of games.

Means for Solving the Problems

[0006] In order to solve the above problems, the program according to the present invention communicates with a server device that stores predetermined information about the user in the user's information processing apparatus, stores information about a game part to be played by the user, and a storage step, Based on the user's operation, A decision step to determine the mode of the aforementioned game part to be either the first mode or the second mode, The mode determined in the aforementioned decision step in The execution step of executing the aforementioned game part, and the execution step of executing, The execution step So, Based on a predetermined game parameter value different from the predetermined information, the game part is executed in the first mode. Based on the predetermined game parameter values, the game part with the same clear conditions as the game part performed in the first mode is executed in the second mode. .

[0007] Furthermore, the information processing apparatus according to the present invention is It comprises a memory unit that stores information about the game part that the user is to play, and a control unit, The control unit, A communication process that communicates with a server device that stores predetermined information about the user, A memory process that stores information regarding the game part to be played by the user in the memory unit, Based on the user's operation, A decision process to determine the mode of the aforementioned game part to be either the first mode or the second mode, The mode determined in the aforementioned decision process in The execution process that executes the aforementioned game part, The aforementioned execution process So, Based on a predetermined game parameter value different from the predetermined information, the game part is executed in the first mode. Based on the predetermined game parameter values, the game part with the same clear conditions as the game part performed in the first mode is executed in the second mode. .

[0008] Furthermore, the control method according to the present invention is A method for controlling a game executed by a user's information processing device, A communication step involves communicating with a server device that stores predetermined information about the user, A memory step for storing information about the game part to be played by the user, Based on the user's operation, A decision step to determine the mode of the aforementioned game part to be either the first mode or the second mode, The mode determined in the aforementioned decision step inExecute the execution step of executing the game part, The execution step So, Based on a predetermined game parameter value different from the predetermined information, the game part is executed in the first mode. Based on the predetermined game parameter values, the game part with the same clear conditions as the game part performed in the first mode is executed in the second mode. .

Advantages of the Invention

[0009] According to the program, information processing apparatus, and control method of the present invention, the convenience of the game is improved.

Brief Description of the Drawings

[0010] [Figure 1] It is a block diagram of a game system according to the first embodiment of the present invention. [Figure 2] It is a diagram showing information about the user. [Figure 3] It is a diagram showing information about the first game medium. [Figure 4] It is a diagram showing information about the game part. [Figure 5] It is a diagram showing a game part selection screen. [Figure 6] It is a diagram showing a helper selection screen. [Figure 7] It is a diagram showing a preparation screen in the normal mode. [Figure 8] It is a diagram showing a preparation screen in the practice mode. [Figure 9] It is a flowchart showing the processing of the terminal device until the preparation screen is displayed. [Figure 10] It is a flowchart showing the processing of the terminal device after the preparation screen is displayed. [Figure 11] It is a diagram showing information about the user according to the second embodiment of the present invention. [Figure 12] It is a diagram showing a preparation screen in the practice mode according to the second embodiment. [Figure 13] It is a diagram showing a preparation screen in the normal mode according to the second embodiment. [Figure 14] It is a diagram showing a battle opponent selection screen. [Figure 15] This figure shows one aspect of the game part selection screen according to the second embodiment. [Figure 16] This flowchart shows the processing of the terminal device after displaying the preparation screen according to the second embodiment. [Modes for carrying out the invention]

[0011] Embodiments of the present invention will be described below.

[0012] (First Embodiment) First, a game system comprising a server device and a terminal device according to the first embodiment of the present invention will be described. As shown in Figure 1, the game system 10 according to this embodiment comprises a server device 11 and one or more terminal devices 12. For simplicity, only two terminal devices 12 are shown in Figure 1, but any number of terminal devices 12 may be provided.

[0013] The server device 11 is an information processing device, such as a server managed by a game operator, that provides games (game data) to terminal devices 12 owned by individual users. The terminal device 12 is an information processing device, such as a mobile phone, smartphone, PC, or game console, that executes the games provided by the server device 11. In this way, the server device 11 and the terminal device 12 cooperate to control the games provided to the users of the terminal device 12.

[0014] Here, we will describe the overview of the game according to this embodiment. The game according to this embodiment is a game in which a user can play the game part using, for example, a game medium.

[0015] Game media refers to electronic data used in a game, and includes any medium such as cards, items, tickets, characters, avatars, and virtual currency. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user within the game, but the manner in which game media are used is not limited to those explicitly stated herein.

[0016] Unless otherwise specified, "game media owned by the user" refers to game media associated with the user's user ID. "Assigning game media to a user" means associating the game media with the user ID. "Discarding game media owned by a user" means removing the association between the user ID and the game media. "Consuming game media owned by a user" means that removing the association between the user ID and the game media may result in some effect or impact within the game. "Selling game media owned by a user" means removing the association between the user ID and the game media, and associating the user ID with other game media (e.g., virtual currency or items). "Transferring game media owned by user A to user B" means removing the association between user A's user ID and the game media, and associating the game media with user B's user ID.

[0017] Furthermore, the game part is content that users can play within the game, and includes, for example, quests, missions, mini-games, item acquisition events, dungeon exploration events, and battle events against opponents (for example, other users, enemy characters, and enemy buildings). For example, if it is determined that the user has successfully achieved predetermined conditions (for example, game challenges) set for each game part, the user may be given predetermined rewards, such as items and game media such as virtual currency, and points such as experience points. Game challenges can be any challenges that are appropriate to the content of the game part, such as a challenge to win a battle against an enemy character, or a challenge to reach the goal of a dungeon. In the following explanation, achieving a specific challenge (clear challenge) among the game challenges set for the game part is also referred to as clearing the game part. In other words, if it is determined that the clear challenge in the game part has been successfully achieved, it is determined that the game part has been cleared, and the game part ends.

[0018] The game part according to this embodiment is a single-player game part that a user plays alone. Specifically, as described later, a user playing the game part uses one or more first game media (e.g., characters) owned by the user and second game media (e.g., characters) owned by other users to play against enemy characters such as NPCs (Non-Player Characters).

[0019] Furthermore, the game part according to this embodiment is, for example, a side-scrolling action game. The user controls a moving character, such as a motorcycle, to avoid obstacles and acquire predetermined items. Depending on the number of predetermined items acquired, the first game medium and the second game medium attack the enemy character. When the attack reduces the enemy character's HP (Hit Point) to zero, the user wins the battle against the enemy character and the game part is determined to be cleared. On the other hand, if the combined HP of the first game medium and the second game medium is reduced to zero by an attack from the enemy character, the game part cannot be continued (for example, a game over state). The game part is not limited to the action game described above, and any genre of game may be played, such as a puzzle game, a quiz game, a fighting game, or a simulation game in which a virtual space such as a city or garden is constructed.

[0020] Furthermore, in the game according to this embodiment, multiple modes are provided for a single game part, for example, two modes, "Normal Mode" and "Practice Mode," which will be described later. The user can decide whether to play the game part in "Normal Mode" or "Practice Mode." Depending on the selected mode, the game part settings, such as the conditions required to run the game part, are switched. This configuration allows the user to play a single game part with multiple different settings, thereby improving the usability of the game.

[0021] Next, we will explain each component of the game system 10.

[0022] (Server configuration) First, let me describe the server device 11. The server device 11 comprises a server communication unit 13, a server storage unit 14, and a server control unit 15.

[0023] The server communication unit 13 is an interface that communicates with external devices wirelessly or via wired connections to send and receive information. In this embodiment, the server communication unit 13 can send and receive information with the terminal device 12 via a network 16, such as the Internet.

[0024] The server storage unit 14 includes, for example, a primary storage device and a secondary storage device, and stores various information and programs necessary for providing and controlling the game. For example, the server storage unit 14 stores information about the user and information about the game part.

[0025] (Information about the user) User information includes arbitrary information unique to that user. In this embodiment, user information includes, for example, login information, user experience points, user rank, stamina, and information about the game medium, associated with the user ID, as shown in Figure 2.

[0026] A user ID is information that uniquely identifies a user.

[0027] Login information indicates the date and time when the user last logged into Game System 10 (hereinafter also referred to as the last login date and time).

[0028] User experience points are a parameter that can increase as you play the game. For example, user experience points increase as you complete a part of the game.

[0029] User rank is a parameter that increases according to the user's experience level. For example, when the user's experience level reaches a predetermined upper limit, the user's experience level decreases to zero, and the user rank is incremented. Therefore, user rank can indicate, for example, the user's proficiency with the game.

[0030] Stamina is a parameter consumed when executing game parts. As described later, each game part has a "stamina consumption" parameter set, and the game part is executed on the condition that stamina is consumed (decreased) by the amount of stamina to be consumed. If stamina is less than the stamina consumption amount, the execution of the game part will be impossible. Stamina also increases up to a predetermined maximum value, for example, through the passage of time or the use of a predetermined game medium. The maximum value of stamina is determined, for example, according to the user rank, and the higher the user rank, the higher the maximum value of stamina.

[0031] Information regarding game media includes any information about game media owned by the user within the game. For example, information regarding game media includes the number of virtual currencies owned by the user within the game. Information regarding game media also includes information about a first game medium (e.g., a character) that may be used to play the game part.

[0032] In this embodiment, information relating to the first game medium includes, for example, as shown in Figure 3, status, cost, experience points, level, HP, attack power, recovery power, and skills, all associated with the first game medium ID.

[0033] The first game media ID is information that uniquely identifies the first game media.

[0034] The status is information that identifies the first game media included in the group of game media (hereinafter also referred to as the deck) among the first game media owned by the user. The first game media included in the group of game media is used to execute the game part.

[0035] In this embodiment, the state can be "Leader," "Support," or "null." "Leader" refers to a first game medium included in the game medium group in which the Leader Skill described later is enabled. "Support" refers to a first game medium included in the game medium group in which the Leader Skill described later is disabled. "null" refers to a first game medium not included in the game medium group. Here, the game medium group allows one first game medium that is the "Leader" and up to a predetermined number (for example, four) of first game mediums that are "Support."

[0036] Cost is a parameter used to determine whether or not a first game medium can be added to a group of game mediums. Specifically, the addition of first game mediums is permitted until the total cost of the first game mediums included in the group of game mediums reaches a predetermined upper limit. The cost value may be determined according to information about the first game medium (e.g., level), or it may be a constant. The predetermined upper limit may be determined according to information about the user (e.g., user rank), or it may be a constant.

[0037] Alternatively, the cost may be a parameter used to execute a predetermined command on the first game medium. The predetermined command may include any command on the first game medium, such as a command to place (make appear) the first game medium on the game field, a command to have the first game medium attack an opponent, or a command to activate a command skill described later on the first game medium. If there are multiple commands corresponding to one first game medium, a cost may be set for each command. A command on the first game medium can be executed if the cost value is less than or equal to a predetermined upper limit. The predetermined upper limit is, for example, a predetermined point associated with the user. Points decrease by the amount of the cost when a command is executed. Points may increase (recover) for example, through the passage of time, the use of a predetermined game medium (for example, an item), or the activation of a predetermined command skill.

[0038] Experience points are a parameter that can increase as you play the game. For example, experience points increase as you complete parts of the game.

[0039] Level is a parameter that increases with experience points. For example, when experience points reach a predetermined upper limit, the experience points decrease to zero, and the level is incremented.

[0040] HP (Hit Point) is a parameter used to execute the game part. For example, if the total HP of the first game medium included in the game medium group decreases to zero during the execution of the game part, it becomes impossible to continue playing the game part. The total HP decreases by, for example, the amount of damage received from enemy characters.

[0041] Attack power is a parameter used in the execution of the game part. For example, the higher the attack power, the greater the amount of damage the first game medium inflicts on the enemy character during the execution of the game part.

[0042] Recovery power is a parameter used in the execution of the game part. For example, the greater the total recovery power of the first game medium included in the game medium group, the greater the amount of recovery (increase) when a predetermined event that recovers (increases) total HP occurs during the execution of the game part (for example, obtaining a recovery item).

[0043] Skills are functions (abilities) of game media that produce predetermined effects during the execution of gameplay. For example, skills may include leader skills that are activated automatically and command skills that are activated in response to user actions. Leader skills produce effects that increase or decrease parameters of the game media group (e.g., total attack power). Command skills, on the other hand, produce effects that, for example, inflict damage on enemy characters. The effects produced by skills are not limited to those described above and may include a variety of other effects.

[0044] (Information regarding the game portion) It includes arbitrary information specific to the game part in question. In this embodiment, the information about the game part includes, for example, a mode and game part settings, associated with a game part ID, as shown in Figure 4.

[0045] The game part ID is information that uniquely identifies a game part.

[0046] The mode is information indicating the mode of the game part. In this embodiment, there are two modes: "Normal Mode (First Mode)" and "Practice Mode (Second Mode)". For each game part, at least one mode from the Normal Mode and Practice Mode is provided. In this embodiment, each game part is provided with at least the Normal Mode. For example, in Figure 4, the game part "gp001" is provided with both the Normal Mode and the Practice Mode. On the other hand, the game part "gp002" is provided with only the Normal Mode. Also, for example, there may be a game part that is provided with only the Practice Mode.

[0047] Game part settings are provided for each mode and include information indicating various settings related to the game part. When the game part is executed, the game part settings corresponding to the mode determined as described later are used. In this embodiment, the game part settings include stamina consumption, time limit, reward information, and information regarding the continuation of play.

[0048] Stamina consumption is a parameter that indicates the amount of stamina required to execute the game part. As mentioned above, the game part is executed on the condition that the user's stamina is consumed (subtracted) by the amount of stamina consumption. Here, the value of stamina consumption may differ depending on the game part mode. Preferably, the stamina consumption corresponding to practice mode is smaller than the stamina consumption corresponding to normal mode, for example, set to zero. With this configuration, the requirements for executing the game part in practice mode are relaxed compared to normal mode, thus improving the usability of the game.

[0049] In this embodiment, in the game part settings corresponding to normal mode, the stamina consumption is set to a value greater than zero. On the other hand, in the game part settings corresponding to practice mode, the stamina consumption is set to zero. For example, in Figure 4, the stamina consumption for the normal mode of game part "gp001" is 25 points, and the stamina consumption for the practice mode is 0 points.

[0050] The time limit is used during gameplay to compare with the elapsed time from the start of the game part. For example, if the elapsed time reaches the time limit before the game part is cleared, the game part cannot be continued (for example, a game over state). In such a case, if the continue function described later is executed, the elapsed time is reset, for example, and the game part can be continued. Here, the time limit may differ depending on the game part mode. Preferably, the time limit for practice mode is longer than the time limit for normal mode, for example, set to unlimited. With this configuration, the probability of the game part in practice mode becoming unplayable is reduced compared to normal mode, thus improving the usability of the game.

[0051] In this embodiment, the time limit for the game part setting corresponding to normal mode is set to unlimited or a predetermined value. On the other hand, the time limit for the game part setting corresponding to practice mode is set to unlimited. For example, in Figure 4, the time limit for the normal mode of game part "gp001" is 10 minutes, and the time limit for the practice mode is unlimited.

[0052] Reward information includes optional information regarding rewards that may be given to the user when predetermined conditions are met in the game part. The predetermined conditions include, for example, the condition of completing a game task set in the game part, but may also be any conditions related to the game part. In this embodiment, reward information includes, for example, the type and quantity of the reward, and information indicating the probability that the reward will be given when the predetermined conditions are met. The type of reward may include, for example, game media such as characters or virtual currency, and points that increase parameters such as user experience points or experience points of the first game media. The reward is given by changing (updating) the corresponding information or parameter among the information about the user.

[0053] Here, the reward information may differ depending on the game part mode. Preferably, the quantity or probability of the reward corresponding to the practice mode is smaller than the quantity or probability of the reward corresponding to the normal mode, for example, set to zero. With this configuration, for example, if the requirements for running the game part in practice mode are relaxed compared to the normal mode as described above, the quantity or probability of the reward in practice mode will decrease, so the game balance will be appropriately adjusted. Also, if the quantity or probability of the reward corresponding to practice mode is set to zero, there is no need to update information about the user when running the game part in practice mode. For this reason, for example, the game part in practice mode can be run on the terminal device 12 alone without communication between the server device 11 and the terminal device 12, and the frequency and amount of communication can be suppressed.

[0054] In this embodiment, in the game part settings corresponding to normal mode, the reward information is defined so that some kind of reward may be awarded. On the other hand, in the game part settings corresponding to practice mode, the reward information is defined so that no reward is awarded. For example, in Figure 4, the reward information corresponding to normal mode of game part "gp001" is "5 virtual currency units, 10%", indicating that 5 virtual currency units will be awarded with a 10% probability. On the other hand, the reward information corresponding to practice mode is "null", indicating that no reward is awarded.

[0055] Information regarding the continuation of gameplay includes any information used for processes that allow gameplay to continue (e.g., processes to continue) when the game part becomes unplayable (e.g., a game over state) during gameplay. For example, if a game over occurs during gameplay when a condition such as the total HP of the game media group is met and a continue is executed, the total HP will increase to, for example, its maximum value, and gameplay of the game part will become playable. On the other hand, if a game over occurs during gameplay and a continue is not executed, the game over is confirmed and the game part ends.

[0056] In this embodiment, information regarding the continuation of play includes information indicating whether a continue is possible in the event of a game over, and information indicating the user's resources consumed to continue (e.g., game media or virtual currency associated with the user), but the information included in the information regarding the continuation of play is not limited to these. For example, the information regarding the continuation of play may further include information indicating the limited number of times a continue can be performed.

[0057] Here, information regarding the continuation of gameplay may differ depending on the game mode. Preferably, the information regarding the continuation of gameplay corresponding to the practice mode is set to allow for many more continues with fewer resources (e.g., no resources) compared to the normal mode. This configuration improves the usability of the game because continuing is easier in practice mode compared to the normal mode.

[0058] In this embodiment, in the game part settings corresponding to the normal mode, information regarding the continuation of play is defined as either being unable to continue or being able to continue by consuming some resources. On the other hand, in the game part settings corresponding to the practice mode, information regarding the continuation of play is defined as being able to continue without consuming any resources. For example, in Figure 4, the information regarding the continuation of play corresponding to the normal mode of game part "gp001" indicates that it is possible to continue by consuming 5 virtual currency units. Also, the information regarding the continuation of play corresponding to the practice mode of game part "gp001" indicates that it is possible to continue without consuming any resources. Furthermore, the information regarding the continuation of play corresponding to the normal mode of game part "gp002" indicates that it is impossible to continue.

[0059] Information regarding the game part is not limited to what is described above. For example, information regarding the game part may further include any information necessary for the execution of the game part, such as image data to be displayed on the terminal device 12 during the execution of the game part, and information regarding enemy characters.

[0060] The server control unit 15 (see Figure 1) includes a dedicated or general-purpose processor. The server control unit 15 controls the operation of the entire server device 11. For example, the server control unit 15 sends and receives information via the server communication unit 13. The server control unit 15 also stores the above-mentioned information regarding the game part, information regarding a specific game medium, and setting information for the game part in the server storage unit 14.

[0061] The server control unit 15 also performs various processes related to the game part. These will be explained in detail below.

[0062] The server control unit 15 transmits information about at least some of the users among the multiple users (see Figures 2 and 3) to the terminal device 12. Here, the server control unit 15 may also transmit information to the terminal device 12 about other users other than the user of the terminal device 12 who satisfy the condition (selectable condition) that the elapsed time from the last login date and time indicated in the login information to the current time is less than a predetermined value. The information about other users transmitted to the terminal device 12 is used, for example, for displaying the helper selection screen and executing the game part on the terminal device 12. The processing on the terminal device 12 will be described later. In this embodiment, the transmission of user information is performed, for example, when the user of the terminal device 12 logs into the game system 10, but it may be performed at any time.

[0063] The server control unit 15 also transmits information about one or more game parts (see Figure 4) to the terminal device 12. The information about the game parts transmitted to the terminal device 12 is used, for example, in the execution process of the game part in the terminal device 12. This process in the terminal device 12 will be described later. In this embodiment, the transmission of information about the game parts is performed, for example, when the user plays the game part for the first time, but it may be performed at any time. Here, the information about the game parts transmitted to the terminal device 12 is stored in the terminal device 12 as will be described later. For this reason, when the user plays the game part again, the server control unit 15 may omit the transmission of information about the game part.

[0064] (Terminal device configuration) Next, the terminal device 12 will be described. As shown in Figure 1, the terminal device 12 comprises a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21.

[0065] The terminal communication unit 17 is an interface that communicates with external devices wirelessly or via wired connections to send and receive information. In this embodiment, the terminal communication unit 17 sends and receives information with the server device 11 via the network 16.

[0066] The terminal storage unit 18 includes, for example, a primary storage device and a secondary storage device, and stores various information and programs necessary for processing the game provided by the server device 11. For example, the terminal storage unit 18 stores a dedicated application for running the game (hereinafter also referred to as the game application). The game application is obtained, for example, from a predetermined application distribution server via the network 16. The operation of the terminal device 12 related to the game is realized when the game application is running (started).

[0067] The terminal storage unit 18 also stores user information and game information received from the server device 11.

[0068] The terminal memory unit 18 also stores the mode that has been determined from among the multiple modes provided in the game part, as will be described later. Specifically, the terminal memory unit 18 stores either the normal mode or the practice mode as the determined mode. As will be described later, the game part is executed using the game part settings corresponding to the determined mode as a priority. In this embodiment, the mode stored in the terminal memory unit 18 is used in common for all game parts, but a mode may be stored for each game part.

[0069] The display unit 19 is a display device such as a liquid crystal display or an organic EL display, and is capable of displaying a variety of screens.

[0070] The input unit 20 is an input interface, for example, a touch panel integrated with the display unit 19, which can receive user operations for the terminal device 12.

[0071] The terminal control unit 21 includes a dedicated or general-purpose processor. The terminal control unit 21 controls the operation of the entire terminal device 12. For example, the terminal control unit 21 transmits and receives information via the terminal communication unit 17. The terminal control unit 21 also executes (starts) game applications in response to user operations.

[0072] The terminal control unit 21 also performs various processes related to the game part. These will be explained in detail below.

[0073] The terminal control unit 21 acquires information about one or more users from the server device 11 and stores it in the terminal storage unit 18. Specifically, the terminal control unit 21 stores information about one or more users, including the user of terminal device 12, from among multiple users. The terminal control unit 21 also acquires information about one or more game parts from the server device 11 and stores it in the terminal storage unit 18.

[0074] The terminal control unit 21 also automatically or in response to user input determines a group of game media, including one or more first game media. Specifically, the terminal control unit 21 automatically or in response to user input sets the status of one or more first game media selected from among the first game media owned by the user to "Leader" or "Support," and updates the user information stored in the terminal storage unit 18. The terminal control unit 21 then transmits the updated user information to the server device 11. In this way, the updated user information is stored in both the server device 11 and the terminal device 12.

[0075] The terminal control unit 21 also displays a game part selection screen on the display unit 19, for example, in response to a predetermined user operation. The game part selection screen is a screen that displays a graphic user interface capable of detecting user operations to select one of one or more game parts. Hereinafter, the graphic user interface will also be simply referred to as the interface. The game part selection screen is displayed using information about one or more game parts stored in the terminal storage unit 18. The terminal control unit 21 then selects one of the one or more game parts in response to user operations on the game part selection screen.

[0076] For example, in the game part selection screen shown in Figure 5, two interfaces 22 (22a, 22b) are displayed that can detect user operations to select game parts "gp001" and "gp002," respectively. Preferably, information about each game part, such as stamina consumption, is displayed on the game part selection screen. When the terminal control unit 21 detects a user operation on interface 22a corresponding to game part "gp0001," for example, it selects game part "gp0001."

[0077] Next, the terminal control unit 21 displays the helper selection screen on the display unit 19. The helper selection screen is a screen that displays an interface capable of detecting user operation to select one of one or more second game media that meet the selectability conditions. Here, the second game media is a first game media owned by a user other than the user of the terminal device 12 whose status is set to "Leader," but it may be any first game media owned by another user. Furthermore, the second game media that meets the selectability conditions are the second game media of another user that meet the selectability condition that the elapsed time from the last login date and time to the current time is less than a predetermined value, as described above. The helper selection screen is displayed using information about other users stored in the terminal storage unit 18. Then, the terminal control unit 21 selects one of one or more second game media in response to user operation on the helper selection screen. The selected second game media is used to execute the game part together with the first game media included in the game media group.

[0078] For example, in the helper selection screen shown in Figure 6, two interfaces 23 (23a, 23b) are displayed that can detect user operations to select the second game medium for user "user002" and the second game medium for user "user004," respectively. Preferably, the helper selection screen displays an image of each second game medium and the remaining time until the selection conditions are no longer met. When the terminal control unit 21 detects a user operation on the interface 23a corresponding to the second game medium of user "user002," it selects the second game medium for user "user0002."

[0079] Next, the terminal control unit 21 displays a preparation screen on the display unit 19. The preparation screen is a screen that displays an interface (first interface) capable of detecting user operations (first user operations) to determine the mode of the game part. The terminal control unit 21 determines the mode of the game part to normal mode or practice mode in response to the first user operation on the first interface. Specifically, each time the terminal control unit 21 detects a first user operation, it switches the mode of the game part between normal mode and practice mode.

[0080] Furthermore, the terminal control unit 21 changes at least a portion of the preparation screen depending on the game mode. This configuration makes it easier for the user to recognize the game mode, thereby improving the usability of the game. A detailed explanation follows below.

[0081] In addition to the first interface described above, the preparation screen according to this embodiment further displays an interface (second interface) capable of detecting user operations (second user operations) to execute (start) the game part in the determined mode, and information regarding the game part mode. The terminal control unit 21 changes the display mode of at least one of the first interface and the second interface, such as shape, color, image, or text, depending on the game part mode. The terminal control unit 21 also changes the information regarding the game part mode displayed on the preparation screen (for example, a description of the mode).

[0082] For example, Figure 7 shows an example of a preparation screen when the game part mode is normal mode. In the preparation screen shown in Figure 7, the first interface 24 displays the text "Normal Mode" to indicate the game part mode. The second interface 25 displays the text "Start Game Part". The shape of the second interface 25 is roughly rectangular. In area 26, the text "Run the game part with this team" is displayed as information related to normal mode.

[0083] If the game part is in normal mode, the terminal control unit 21 detects a first user operation on the first interface 24 and changes the game part mode from normal mode to practice mode. On the other hand, when the terminal control unit 21 detects a second user operation on the second interface 25, it executes the game part in normal mode. Specifically, the terminal control unit 21 reads the game part setting corresponding to the normal mode of the game part from the information about the game part stored in the terminal memory unit 18 and executes the game part based on that game part setting.

[0084] In this embodiment, in the game part settings corresponding to the normal mode, as described above, the stamina consumption is set to a value greater than zero, and the reward information is set so that some kind of reward may be given. Therefore, it is necessary to update the user information. For this reason, when the game part is executed in normal mode, the terminal control unit 21 updates the user information, for example, the stamina and the game medium information. The terminal control unit 21 also transmits the updated user information to the server device 11. In other words, when the game part mode is normal mode, the terminal control unit 21 updates the user information stored in the terminal storage unit 18 and also communicates with the server device 11 to update the user information stored in the server device 11. The terminal control unit 21 may also communicate with the server device 11 to update the user information, for example, at the start and end of the game part. In such cases, at the start of the game part, for example, the stamina is reduced by the amount of stamina consumption. Also, at the end of the game part, for example, a reward is given to the user.

[0085] On the other hand, Figure 8 shows an example of a preparation screen when the game part mode is practice mode. In the preparation screen shown in Figure 8, the text displayed on the first interface 24 has changed to the text "Practice Mode," indicating the game part mode. The text displayed on the second interface 25 has also changed to the text "Start Practice." The shape of the second interface 25 has also changed to an ellipse. The text displayed on area 26 has also changed to the text "In practice mode, rewards and stamina consumption are zero," which provides information about practice mode.

[0086] If the game part is in practice mode, the terminal control unit 21 detects a first user operation on the first interface 24 and changes the game part's mode from practice mode to normal mode. On the other hand, when the terminal control unit 21 detects a second user operation on the second interface 25, it executes the game part in practice mode. Specifically, the terminal control unit 21 reads the game part settings corresponding to the practice mode of the game part from the information about the game part stored in the terminal memory unit 18 and executes the game part based on those game part settings.

[0087] In this embodiment, in the game part settings corresponding to practice mode, as described above, stamina consumption is set to zero, and reward information is set so that no rewards are given. Therefore, unlike when the game part is run in normal mode, there is no need to update information about the user. Consequently, when the game part mode is practice mode, the terminal control unit 21 does not update the user information stored in the terminal storage unit 18, nor does it communicate with the server device 11 to update the user information. For this reason, the user information stored in the server device 11 is also not updated.

[0088] Furthermore, when the game part is in normal mode, if the game part becomes unplayable during its execution, the terminal control unit 21 will either automatically terminate the game part or continue playing the game part in response to a predetermined user operation. Specifically, if the game part is set to be unplayable, the terminal control unit 21 will automatically terminate the game part, and if the game part is set to be playable, it will perform a continue in response to a predetermined user operation and continue playing the game part.

[0089] In this embodiment, in the game part settings corresponding to the normal mode, information regarding the continuation of play is defined as either making it impossible to continue, or allowing it to continue by consuming some resources, as described above. Therefore, when continuing by consuming resources in normal mode, the user information needs to be updated. For this reason, when continuing in normal mode, the terminal control unit 21 updates the user information to cause the said resources to be consumed. The terminal control unit 21 also transmits the updated user information to the server device 11. In other words, when the game part mode is normal mode, the terminal control unit 21 updates the user information stored in the terminal memory unit 18 when continuing is performed, and also communicates with the server device 11 to update the user information stored in the server device 11.

[0090] On the other hand, when the game part is in practice mode, the terminal control unit 21 automatically executes a continue command if the game part becomes unplayable during execution, allowing the game part to continue. With this configuration, users playing the game part in practice mode do not need to perform any user operation to execute a continue command, thus improving the usability of the game.

[0091] In this embodiment, the game part settings corresponding to the practice mode are configured such that, as described above, the player can continue playing without consuming any resources. Therefore, unlike when continuing in normal mode, there is no need to update the user information. Consequently, when continuing in practice mode, the terminal control unit 21 does not update the user information stored in the terminal storage unit 18, nor does it communicate with the server device 11. For this reason, the user information stored in the server device 11 is also not updated.

[0092] Next, referring to the flowchart in Figure 9, we will explain the processing related to the game part executed by the terminal device 12, specifically the process from displaying the game part selection screen to displaying the preparation screen. Here, we assume that the terminal device 12 stores information about the user and information about the game part.

[0093] Step S100: First, the terminal control unit 21 displays the game part selection screen on the display unit 19, for example, in response to a predetermined user operation.

[0094] Step S101: The terminal control unit 21 then selects one game part from among one or more game parts in response to user operation on the game part selection screen. Hereinafter, the selected game part will simply be referred to as a game part.

[0095] Step S102: Next, the terminal control unit 21 displays the helper selection screen on the display unit 19.

[0096] Step S103: The terminal control unit 21 then selects one of the one or more second game media in response to the user's operation on the helper selection screen.

[0097] Step S104: The terminal control unit 21 then displays the preparation screen on the display unit 19.

[0098] Next, referring to the flowchart in Figure 10, we will explain the process related to the game part executed by the terminal device 12, specifically the process from when the preparation screen is displayed until the game part is executed. This process is executed after step S104 described above.

[0099] Step S200: First, the terminal control unit 21 determines whether or not it has detected a first user operation on the first interface on the preparation screen. If it is determined that a first user operation has been detected (Step S200-Yes), the process proceeds to Step S201. On the other hand, if it is determined that a first user operation has not been detected (Step S200-No), the process proceeds to Step S203.

[0100] Step S201: If it is determined in step S200 that a first user operation has been detected (step S200-Yes), the terminal control unit 21 determines the game part mode to either normal mode or practice mode. Specifically, the terminal control unit 21 switches the game part mode between normal mode and practice mode.

[0101] Step S202: The terminal control unit 21 then changes at least a portion of the preparation screen according to the mode determined in step S201.

[0102] Step S203: After step S202, or if it is determined in step S200 that no first user operation has been detected (step S200-No), the terminal control unit 21 determines whether or not a second user operation on the second interface on the preparation screen has been detected. If it is determined that a second user operation has been detected (step S203-Yes), the process proceeds to step S204. On the other hand, if it is determined that no second user operation has been detected (step S203-No), the process returns to step S200.

[0103] Step S204: If it is determined in step S203 that a second user operation has been detected (step S203-Yes), the terminal control unit 21 performs the execution process of the game part. Specifically, the terminal control unit 21 reads the game part settings corresponding to the mode determined in step S201 from the information about the game part stored in the terminal storage unit 18, and executes the game part based on those game part settings.

[0104] In the execution process of the game part in step S204, if the game part mode is normal mode, the terminal control unit 21 updates the user information stored in the terminal storage unit 18 as described above, and also communicates with the server device 11 to update the user information stored in the server device 11. On the other hand, if the game part mode is practice mode, the terminal control unit 21 does not update the user information stored in the terminal storage unit 18, nor does it communicate with the server device 11. Therefore, the user information stored in the server device 11 is also not updated.

[0105] As described above, when the terminal device 12 according to this embodiment detects a first user operation on the first interface on the preparation screen, it determines the game part mode to either normal mode or practice mode and executes the game part in the determined mode. With this configuration, when playing the game part, the user can play the game part in their desired mode from two different modes. Therefore, compared to a configuration in which the user cannot freely switch modes, for example, the convenience of the game is improved. In addition, the terminal device 12 changes a part of the preparation screen according to the game part mode. With this configuration, the user can easily recognize the game part mode on the preparation screen, further improving the convenience of the game.

[0106] Preferably, the terminal device 12 changes the display mode of the second interface, which can detect a second user operation to execute the game part in a determined mode, according to the mode of the game part. With this configuration, the display mode of the second interface, which is highly likely to attract the attention of a user attempting to start the game part, changes, thereby improving the certainty that the user recognizes the mode of the game part.

[0107] Furthermore, during the execution of the game part, if the game part mode is normal mode, the user information stored in the server device 11 is updated. On the other hand, if the game part mode is practice mode, the user information stored in the server device 11 is not updated. With this configuration, even if the game part is executed in practice mode, for example, stamina and user experience points do not change. Therefore, users can practice the game part at their leisure, further improving the convenience of the game.

[0108] Furthermore, during the execution of the game part, terminal device 12 communicates with server device 11 when the game part mode is normal mode. On the other hand, terminal device 12 does not communicate with server device 11 when the game part mode is practice mode. In this way, terminal device 12 can execute the game part in practice mode on its own, and the frequency and amount of communication can be suppressed.

[0109] Furthermore, if the game part becomes unplayable during execution, the terminal device 12 will either automatically terminate the game part if the game part is in normal mode, or continue the game part according to user input. On the other hand, if the game part is in practice mode, the terminal device 12 will automatically continue the game part. This configuration makes it easier to continue in practice mode compared to normal mode, thus improving the usability of the game.

[0110] (Second Embodiment) Next, a game system 10 according to a second embodiment of the present invention will be described. In the following description, components identical to those in the first embodiment will be denoted by the same reference numerals, and their descriptions will be omitted. The game system 10 includes a server device 11 and a plurality of terminal devices 12. In general terms, the second embodiment differs from the first embodiment in that the game part is used for player-versus-player matches. This will be explained in detail below.

[0111] In the game according to this embodiment, the first user (the first player) first selects a second user from among multiple users, and this second user is determined to be the opponent (the second player). The first player then plays the game part (the first game part). In the first game part, the first player plays against an enemy character. Based on the result of the battle against the enemy character (e.g., win or lose) and the time taken to defeat the enemy character, result information for the first game part, such as a score, is determined. For example, a higher score is obtained by defeating the enemy character. Similarly, for example, a higher score is obtained the shorter the time taken to defeat the enemy character.

[0112] Once the first player completes the first game part, the second player plays the game part corresponding to the first game part (the second game part). The second game part may be, for example, the same as or corresponding to the first game part, but is not limited to these; for example, it may be a completely different game part from the first game part. Similar to the first game part, the second player will play against an enemy character in the second game part. Also, similar to the first game part, the result information for the second game part, such as the score, is determined based on the result of the battle against the enemy character and the time taken to defeat the enemy character.

[0113] Then, once the second player has finished playing the second game part, the result of the asynchronous match is determined based on the result information of the first player's first game part and the result information of the second player's second game part. Specifically, the user with the higher score is determined as the winner, and the user with the lower score is determined as the loser. The matches between users in this embodiment are not limited to the asynchronous matches described above; for example, they may be synchronous matches in which both users play the same game part simultaneously.

[0114] Next, we will explain the differences between each component of the game system 10 according to this embodiment and the first embodiment.

[0115] (Configuration of server device 11) First, let's describe the server device 11. The server device 11 comprises a server communication unit 13, a server storage unit 14, and a server control unit 15. The server communication unit 13, the server storage unit 14, and the server control unit 15 are the same as those in the first embodiment (see Figure 1).

[0116] In this embodiment, the user information stored in the server storage unit 14 includes, for example, login information, user experience points, user rank, stamina, information about the game medium, and a lock flag, all associated with a user ID, as shown in Figure 11. The login information, user experience points, user rank, stamina, and information about the game medium are the same as in the first embodiment.

[0117] The lock flag indicates whether the corresponding user's state is locked or unlocked. As described later, once the first and second players in a match are determined, the state of the first and second players changes from locked to locked. Also, once the asynchronous match ends, the lock state of the first and second players is released, and they return to an unlocked state. As described later, a locked user cannot select a candidate user to start an asynchronous match, nor can they be selected as a candidate user by another user. In other words, in this embodiment, control is made so that no more than one asynchronous match is pending for a single user at the same time. In Figure 11, a user with a lock flag of "1" is in a locked state, and a user with a lock flag of "0" is in an unlocked state.

[0118] In this way, a lock flag is used to prevent more than one asynchronous match from being pending simultaneously for a single user. This suppresses, for example, the possibility of a large number of asynchronous matches being pending for a specific user, thereby reducing delays or disruptions to game progress. Furthermore, the success rate of asynchronous matches is improved compared to a configuration where a large number of asynchronous matches are pending for a specific user. Additionally, since the number of asynchronous matches that the server device 11 needs to process is reduced across the entire game system 10, the processing load on the server device 11 is reduced.

[0119] In this embodiment, when the server control unit 15 receives a request from the first user's terminal device 12 to acquire information indicating candidate users, as will be described later, it extracts one or more users other than the first user who are in an unlocked state from among the multiple users as candidate users. The server control unit 15 then transmits the information indicating the extracted one or more candidate users to the first user's terminal device 12.

[0120] Next, when the server control unit 15 receives information from the first user's terminal device 12 indicating one second user selected from among one or more candidate users, it locks both the first user and the second user. The server control unit 15 also sends a notification to the second user's terminal device 12 indicating that the first user's terminal device 12 has been determined to be the second user, i.e., the opponent.

[0121] Next, when the server control unit 15 detects the end of the asynchronous match between the first and second players, it determines the result (winner / loser) of the asynchronous match.

[0122] For example, when the server control unit 15 receives result information (e.g., score) from the first player's terminal device 12 and also receives result information (e.g., score) from the second player's terminal device 12, it detects the end of the asynchronous match. In this case, the server control unit 15 determines the user with the higher score shown in the result information as the winning user and the user with the lower score as the losing user.

[0123] For example, if the server control unit 15 does not receive game part result information from at least one of the terminal devices 12 of the first player and the second player within a predetermined time after locking the first and second players, it detects the end of the asynchronous match. In this case, the server control unit 15 determines the user associated with the terminal device 12 that sent the result information as the winning user, and the user associated with the terminal device 12 that did not send the result information as the losing user. Alternatively, if the server control unit 15 does not receive the game part results from both the first player's terminal device 12 and the second player's terminal device 12, it determines that the match is a draw.

[0124] (Configuration of terminal device 12) Next, the terminal device 12 will be described. The terminal device 12 comprises a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21. The terminal communication unit 17, terminal storage unit 18, display unit 19, input unit 20, and terminal control unit 21 are the same as those in the first embodiment (see Figure 1).

[0125] The terminal control unit 21 performs different processing depending on whether the user is the second user or not. This will be explained in detail below.

[0126] (Handling when you are not the second user to go) First, we will explain the process when the user of terminal device 12 is not the second player (i.e., when the user has not been determined as an opponent on another user's terminal device 12). The terminal control unit 21 displays the game part selection screen, the helper selection screen, and the preparation screen on the display unit 19, as in the first embodiment. The game part selection screen and the helper selection screen are the same as in the first embodiment.

[0127] Furthermore, the terminal control unit 21 changes at least a portion of the preparation screen depending on the game mode.

[0128] For example, if the game part mode is practice mode, the preparation screen displays the first interface, the second interface, and information about the game part mode. For example, Figure 12 shows an example of the preparation screen when the game part mode is practice mode. In the preparation screen shown in Figure 12, the first interface 24 displays the text "Practice Mode" to indicate the game part mode. The second interface 25 displays the text "Start Practice". The shape of the second interface 25 is elliptical. In area 26, the text "No matches are played in practice mode" is displayed as information about practice mode.

[0129] On the other hand, when the game part mode is normal mode, the preparation screen displays the first interface, the third interface, and information about the game part mode. The third interface is an interface that can detect user operations (third user operations) to obtain information indicating one or more candidate users for the opponent. The third interface is also displayed in place of the second interface mentioned above. For example, Figure 13 shows an example of the preparation screen when the game part mode is normal mode. In the preparation screen shown in Figure 13, the text displayed on the first interface 24 has changed to the text "Normal Mode," indicating the game part mode. Also, the third interface 27, which is displayed in place of the second interface 25 (see Figure 12), displays the text "Get Opponent Candidates." The shape of the third interface 27 is roughly rectangular. In addition, area 26 displays the text "Run the game part with this team" as information about normal mode.

[0130] When the terminal control unit 21 detects a third user operation on the third interface, it sends a request to the server device 11 to obtain information indicating a candidate user. Subsequently, the terminal control unit 21 obtains information indicating one or more candidate users from the server device 11.

[0131] Next, the terminal control unit 21 displays the opponent selection screen on the display unit 19 using information indicating one or more candidate users. The opponent selection screen is a screen that displays an interface capable of detecting user operations to select one of the one or more candidate users and determine them as the opponent (second player). When the terminal control unit 21 detects a user operation on this interface, it determines one of the one or more candidate users as the opponent (second player). The terminal control unit 21 then transmits information indicating the determined opponent (second player) to the server device 11. A second interface is also displayed on the opponent selection screen. The second interface is the same as in the first embodiment.

[0132] For example, in the opponent selection screen shown in Figure 14, two interfaces 28 (28a, 28b) that allow selection of candidate users "user002" and "user003" respectively, and a second interface 25 are displayed. When the terminal control unit 21 detects a user operation on interface 28a corresponding to candidate user "user002", it determines candidate user "user002" as the opponent (second player). The terminal control unit 21 also sends information indicating the second player to the server device 11. Subsequently, when the terminal control unit 21 detects a second user operation on the second interface 25, it executes the game part in the determined game part mode, in this case the normal mode.

[0133] Then, when the game part ends, the terminal control unit 21 generates result information (for example, score) for the game part and sends it to the server device 11.

[0134] Furthermore, the terminal control unit 21 controls the system so that the game part is temporarily unplayable from the time the opponent (second player) is determined until the asynchronous match ends (i.e., until the lock state of both the first and second players is released). Specifically, when the terminal control unit 21 displays the game part selection screen, it displays the interface 22a on the game part selection screen in a different manner than usual (for example, darker than usual), as shown in Figure 15. The terminal control unit 21 also prohibits the detection of user operations via the interface 22a. The control to make the game part unplayable is not limited to the above-described process, and any arbitrary process can be used.

[0135] (Handling when the user goes second) Next, we will explain the process when the user of terminal device 12 is the second user. When terminal control unit 21 receives a notification from server device 11 indicating that the user of its device has been determined to be the opponent (second user) on another user's (first user's) terminal device 12, it determines that other user to be the opponent (first user).

[0136] Furthermore, the terminal control unit 21 displays the game part selection screen, the helper selection screen, and the preparation screen on the display unit 19, similar to the processing for the first player described above. The game part selection screen and the helper selection screen are the same as in the first embodiment.

[0137] Here, the terminal control unit 21 controls the system so that the game part in practice mode is temporarily unavailable from the time the opponent (first player) is determined until the asynchronous match ends (i.e., until the lock state of both the first and second players is released). For example, when the terminal control unit 21 displays the preparation screen, even if practice mode is stored in the terminal memory unit 18 as the game part mode, it displays the preparation screen corresponding to normal mode. The terminal control unit 21 also displays the first interface on the preparation screen in a different manner than usual (for example, darker than usual). The terminal control unit 21 also prohibits the detection of first user operations by the first interface. With this configuration, after the asynchronous match starts, it is prevented that only the second player will be able to practice the game part in practice mode. Therefore, fairness between the first and second players is improved.

[0138] Next, referring to the flowchart in Figure 16, we will explain the process related to the game part executed by the terminal device 12 of a user who is not the second player, specifically the process from when the preparation screen is displayed until the game part is executed. This process is executed after the same process as steps S100-S104 in the first embodiment, for example.

[0139] Step S300: First, the terminal control unit 21 determines whether or not it has detected a first user operation on the first interface on the preparation screen. If it is determined that a first user operation has been detected (Step S300-Yes), the process proceeds to Step S301. On the other hand, if it is determined that a first user operation has not been detected (Step S300-No), the process proceeds to Step S303.

[0140] Step S301: If it is determined in step S300 that a first user operation has been detected (step S300-Yes), the terminal control unit 21 determines the game part mode to normal mode or practice mode. Specifically, the terminal control unit 21 switches the game part mode between normal mode and practice mode.

[0141] Step S302: The terminal control unit 21 then changes at least a portion of the preparation screen according to the mode determined in step S301.

[0142] Step S303: After step S302, or if it is determined in step S300 that no first user operation has been detected (step S300-No), the terminal control unit 21 determines whether or not a second user operation on the second interface on the preparation screen has been detected. If it is determined that a second user operation has been detected (step S303-Yes), the process proceeds to step S308. On the other hand, if it is determined that no second user operation has been detected (step S303-No), the process proceeds to step S304.

[0143] Step S304: If it is determined in step S303 that no second user operation was detected (step S303-No), the terminal control unit 21 determines whether or not a third user operation on the third interface on the preparation screen was detected. If it is determined that a third user operation was detected (step S304-Yes), the process proceeds to step S305. On the other hand, if it is determined that no third user operation was detected (step S304-No), the process returns to step S300.

[0144] Step S305: If it is determined in step S304 that a third user has been detected (step S304-Yes), the terminal control unit 21 sends a request to the server device 11 to obtain information indicating candidate users, and obtains information indicating one or more candidate users from the server device 11.

[0145] Step S306: Next, the terminal control unit 21 uses the information indicating one or more candidate users obtained in step S305 to display the opponent selection screen on the display unit 19.

[0146] Step S307: The terminal control unit 21 then determines one of the candidate users to be the opponent (second player) in response to the user's operation on the opponent selection screen. The terminal control unit 21 also transmits information indicating the determined opponent (second player) to the server device 11.

[0147] Step S308: After step S307, or if it is determined in step S303 that a second user operation has been detected (step S303-Yes), the terminal control unit 21 performs the execution process of the game part. Specifically, the terminal control unit 21 reads the game part setting corresponding to the mode determined in step S301 from the game part information stored in the terminal storage unit 18, and executes the game part based on that game part setting.

[0148] In the execution process of the game part in step S308, if the game part mode is normal mode, the terminal control unit 21 updates the user information stored in the terminal storage unit 18, as in the first embodiment, and also communicates with the server device 11 to update the user information stored in the server device 11. The terminal control unit 21 also determines the result information of the game part (e.g., score) and transmits it to the server device 11. The transmitted result information is used by the server device 11 to determine the result of the asynchronous battle.

[0149] On the other hand, when the game part is in practice mode, the terminal control unit 21, similar to the first embodiment, does not update the user information stored in the terminal storage unit 18 and does not communicate with the server device 11. Furthermore, asynchronous matches with opponents are not performed.

[0150] While the present invention has been described based on various drawings and embodiments, it should be noted that those skilled in the art will find it easy to make various modifications and alterations based on this disclosure. Therefore, it should be noted that these modifications and alterations fall within the scope of the present invention. For example, the functions included in each means, each step, etc., can be rearranged in a logically consistent manner, and multiple means or steps can be combined into one or divided into separate ones.

[0151] For example, in the embodiment described above, the terminal control unit 21 may store in the terminal storage unit 18 first information indicating one or more first game media included in the group of game media used when the game part was executed in practice mode. Then, for example, when the game part is executed in normal mode, the terminal control unit 21 updates the user information stored in the terminal storage unit 18 so that the first game media included in the group of game media become the one or more first game media indicated in the first information, in response to a user operation to select the first information. With this configuration, the user can, for example, retrieve the group of game media used when playing the game part in practice mode in the past, further improving the convenience of the game.

[0152] Preferably, the terminal control unit 21 stores first information in the terminal storage unit 18 when the execution result of the game part in practice mode satisfies predetermined conditions. For example, the terminal control unit 21 determines the result information (e.g., score) of the game part in practice mode, and stores first information in the terminal storage unit 18 when the condition is met that the score exceeds a predetermined value (e.g., the maximum score in the past for the game part in practice mode). With this configuration, first information is stored only when, for example, the execution result of the game part in practice mode is good, so the usability of the game is further improved.

[0153] Furthermore, the game part may have predetermined limiting conditions regarding the group of game media that can be used to play the game part. These limiting conditions may include, for example, a condition that the sum or average value of the cost or level of all first game media included in the group of game media is less than a predetermined threshold, but may also include any condition that can be determined based on information about the first game media. When the terminal control unit 21 starts the game part, for example in normal mode, it determines whether the limiting conditions for the game part are met based on information about the first game media included in the group of game media. The terminal control unit 21 then executes the game part if it determines that the limiting conditions are met, and stops executing the game part if it determines that the limiting conditions are not met.

[0154] In this configuration, the terminal control unit 21 may store multiple pieces of first information in the terminal storage unit 18, for example, when the game part in practice mode is executed multiple times. Then, when the game part is executed in normal mode, for example, the terminal control unit 21 displays each of the multiple pieces of first information on the display unit 19 in a selectable manner.

[0155] Here, the terminal control unit 21 may display only the first information that satisfies the restriction conditions of the game part from among the multiple first information items on the display unit 19. Alternatively, the terminal control unit 21 may control the display unit 19 so that the first information that does not satisfy the restriction conditions of the game part cannot be selected from among the multiple first information items displayed on the display unit 19. Specifically, the terminal control unit 21 displays the first information that does not satisfy the restriction conditions in a different display manner than usual (for example, grayed out) and stops accepting user operations to select the first information that does not satisfy the restriction conditions. With this configuration, the user can easily read, for example, a group of game media that satisfies the restriction conditions of the game part from a group of game media that were used when playing the game part in practice mode in the past, further improving the convenience of the game.

[0156] Furthermore, in the embodiment described above, the terminal control unit 21 may store second information in the terminal storage unit 18 indicating the second game medium used when the game part was executed in practice mode. The terminal control unit 21 then notifies the user if the second game medium indicated in the second information satisfies the selection conditions. With this configuration, the user can recognize, for example, when the second game medium used when playing the game part in practice mode in the past now satisfies the selection conditions, through notification, thereby further improving the convenience of the game.

[0157] Preferably, if the terminal control unit 21 has second information stored, it will prioritize displaying the second game medium indicated in the second information on the helper selection screen. With this configuration, the user can easily find the second game medium previously used in practice mode on the helper selection screen, further improving the convenience of the game.

[0158] Preferably, the terminal control unit 21 stores second information in the terminal storage unit 18 when the execution result of the game part in practice mode satisfies predetermined conditions. For example, the terminal control unit 21 determines the result information (e.g., score) of the game part in practice mode, and stores second information in the terminal storage unit 18 when the condition is met that the score exceeds a predetermined value (e.g., the maximum score in the past for the game part in practice mode). With this configuration, second information is stored only when, for example, the execution result of the game part in practice mode is good, so the usability of the game is further improved.

[0159] Furthermore, in the embodiment described above, when the terminal control unit 21 of the terminal device 12 executes the game part using the second game medium, if the mode of the game part is normal mode, it adds and updates the user information stored in the terminal storage unit 18 with information indicating the user ID of another user who owns the second game medium and the date and time the game part was executed. The terminal control unit 21 then transmits the updated user information to the server device 11. In this way, the user information stored in the server storage unit 14 of the server device 11 is updated.

[0160] The server control unit 15 then transmits information about at least some of the users to the terminal device 12. When transmitting information about other users other than the users of the terminal device 12, it transmits information about other users who satisfy the selectable conditions that the elapsed time from the last login date and time indicated in the login information to the current time is less than a predetermined value, and the execution date and time of the game part is earlier than the last login date and time. As described above, the transmitted information about other users is used, for example, in the display processing of the helper selection screen and the execution processing of the game part on the terminal device 12.

[0161] Thus, when the terminal control unit 21 of the terminal device 12 executes the game part in normal mode using the second game medium, it communicates with the server device 11 to update the user information. Then, until another user who owns the second game medium logs in again, the terminal device 12 will be unable to select the second game medium when starting the game part again. On the other hand, even when the terminal control unit 21 executes the game part in practice mode using the second game medium, it does not update the user information stored in the terminal memory unit 18, nor does it communicate with the server device 11 to update the user information. Therefore, the user information stored in the server device 11 is also not updated.

[0162] Furthermore, in the embodiment described above, a portion of the various game screens may be displayed on the terminal device 12 as a web display based on data generated by the server device 11, while a portion of the game screen (for example, the header and footer areas where menu buttons are located) may be displayed as a native display by a native application installed on the terminal device 12. Thus, the game according to the embodiment described above can also be a hybrid game in which the server device 11 and the terminal device 12 each handle a portion of the processing.

[0163] Furthermore, a computer or mobile phone or other information processing device can be suitably used to function as the server device 11 or terminal device 12 according to the above-described embodiment. Such an information processing device can be realized by storing a program describing the processing content that realizes each function of the server device 11 or terminal device 12 according to the embodiment in the storage unit of the information processing device, and having the CPU of the information processing device read and execute the program.

[0164] The invention described in the original claims of the present application is listed below. [1] On the user's information processing device, The steps include storing information about the game part that the user is to play, A step of displaying a screen that includes a first interface capable of detecting first user operations, When the aforementioned first user operation is detected, a decision step is taken to determine the mode of the game part to be either the first mode or the second mode, A change step that changes a part of the screen according to the mode of the game part, A program that causes an execution step to execute the game part in the mode determined in the decision step. [2] [1] The program described above, The information processing device is capable of communicating with a server device that stores information about the user. The aforementioned game part is a game part used for a match between the user and an opponent, In the aforementioned change step, If the mode of the game part is the second mode, a second interface capable of detecting a second user operation to execute the execution step is displayed on the screen. A program that, when the mode of the game part is the first mode, displays on the screen a third interface capable of detecting a third user operation to obtain information indicating one or more candidates for an opponent from the server device. [3] [2] The program described above, The aforementioned information processing device, When the third user operation is detected, the server device is used to obtain the information indicating one or more candidates, A program that performs the step of selecting one candidate from the aforementioned one or more candidates as the opponent, and further executes the following. [4] The program described in [2] or [3], The aforementioned information processing device, A program that, upon receiving notification from a server device that another user's information processing device has been selected as an opponent, causes the other user to further execute the step of selecting that other user as an opponent. [5] A program as described in either item [2] or [4], The aforementioned match is an asynchronous match between the user and the opponent. A program that, in the execution step, controls the game part in the second mode to be unexecutable from the time the opponent for the asynchronous match is determined until the asynchronous match ends. [6] [1] The program described above, The aforementioned screen includes a second interface capable of detecting a second user operation to cause the execution step to be performed, A program that, in the change step, changes the display mode of the second interface according to the mode of the game part. [7] A program as described in any one of paragraphs [1] through [6], The information processing device is capable of communicating with a server device that stores information about the user. In the execution step described above, If the mode of the game part is the first mode, the information about the user stored in the server device is updated. A program in which, when the mode of the game part is the second mode, the information about the user stored in the server device is not updated. [8] A program as described in any one of paragraphs [1] through [7], The information processing device is capable of communicating with a server device that stores information about the user. In the execution step described above, If the mode of the game part is the first mode, the server device communicates with the game part. A program that does not communicate with the server device when the mode of the game part is the second mode. [9] A program as described in any one of items [1] through [8], In the execution step described above, if the game part becomes unable to continue during its execution, If the mode of the game part is the first mode, the game part will be automatically terminated, or the game part will be continued in response to user input. A program that automatically continues the game part if the mode of the game part is the second mode.

[10] A program as described in any one of items [1] through [9], The aforementioned game part is executed using a group of game media including one or more first game media. The aforementioned information processing device, A step of determining a group of game media including one or more first game media, A first storage step that stores first information indicating one or more first game media included in the group of game media used when the game part was executed in the second mode, A program that further performs the step of updating a first game medium included in a group of game media to one or more first game media indicated in the first information.

[11]

[10] The program described above, A program that, in the first storage step, stores the first information if the execution result of the game part in the second mode satisfies predetermined conditions.

[12] A program as described in any one of paragraphs [1] through

[11] , The aforementioned game part is executed using a group of game media including one or more first game media, and a second game media. The aforementioned information processing device, A display step in which one or more second game media that meet the selection criteria are displayed as selectable, The step of selecting a second game medium from among the one or more second game mediums to be used for executing the game part, A second storage step that stores second information indicating the second game medium used when the game part was executed in the second mode, A program that further performs the steps of notifying the user if the second game medium shown in the second information satisfies the selectability conditions.

[13]

[12] The program described above, A program that, in the display step, if the second information is stored, prioritizes displaying the second game medium indicated in the second information.

[14] The program described in

[12] or

[13] , A program that, in the second storage step, stores the second information if the execution result of the game part in the second mode satisfies predetermined conditions.

[15] It comprises a storage unit for storing information about the game part that the user will play, a display unit, and a control unit. The control unit, The display unit is made to display a screen that includes a first interface capable of detecting first user operations. When the first user operation is detected, a decision process is executed to determine the mode of the game part to either the first mode or the second mode. Depending on the mode of the game part, a portion of the screen is changed. An information processing device executes the game part in the mode determined by the aforementioned decision process.

[16] A method for controlling a game executed by a user's information processing device, The steps include storing information about the game part that the user is to play, A step of displaying a screen that includes a first interface capable of detecting first user operations, When the aforementioned first user operation is detected, a decision step is taken to determine the mode of the game part to be either the first mode or the second mode, A step of changing a part of the screen according to the mode of the game part, A control method comprising: an execution step of executing the game part in the mode determined in the determination step. [Explanation of symbols]

[0165] 10 Game Systems 11 Server equipment 12 Terminal devices 13 Server Communication Unit 14 Server Storage 15 Server Control Unit 16 Networks 17 Terminal Communication Unit 18 Terminal Storage Unit 19 Display section 20 Input section 21 Terminal Control Unit 22, 22a, 22b Interface 23, 23a, 23b Interface 24. First Interface 25 Second Interface 26 areas 27 Third Interface 28, 28a, 28b Interface

Claims

1. On the user's information processing device, A communication step involves communicating with a server device that stores predetermined information about the user, A memory step for storing information about the game part that the user is to play, A decision step in which the mode of the game part is determined to be either a first mode or a second mode based on the user's operation, The execution step involves executing the game part in the mode determined in the decision step, In the execution step described above, If the first mode is determined in the determination step and the requirements corresponding to the first mode are met, the game part is executed in the first mode based on the values ​​of predetermined game parameters. If the second mode is determined in the determination step and the requirements corresponding to the second mode are met, then, based on the predetermined game parameter values, the game part having the same clear conditions as the game part performed in the first mode is executed in the second mode, The requirements for the first mode are stricter than the requirements for the second mode. In the storage step, a plurality of game media groups, when the game part in the second mode has been executed multiple times, are stored in a readable format in the first mode, with each group of game media corresponding to the game part being stored in a readable format. The execution step includes a program that, when executing the game part in the first mode, displays a selection of the multiple game media stored in the storage step.

2. In the execution step described above, The program according to claim 1, wherein if the predetermined information relating to the user falls below a predetermined amount of reduction of the information determined according to the mode, the program is controlled to prevent the execution of the game part.

3. The program according to claim 1 or 2, wherein the number of user operations required from the state in which the mode is determined in the determination step to the execution step differs depending on the mode of the game part.

4. The program according to any one of claims 1 to 3, wherein the game part is used for a match between the user and an opponent.

5. The aforementioned information processing device, The program according to claim 4, which, upon receiving notification from the server device that another user is an opponent, further performs the step of determining the other user as an opponent.

6. The aforementioned match is an asynchronous match between the user and the opponent. The program according to claim 4 or 5, wherein in the execution step, control is performed so that the game part in the second mode cannot be executed from the time the opponent for the asynchronous match is determined until the asynchronous match ends.

7. The aforementioned information processing device, The program according to any one of claims 1 to 6, further comprising the step of automatically terminating the game part if the game part becomes unable to continue during execution in the first mode.

8. The aforementioned information processing device, The program according to any one of claims 1 to 6, further comprising the step of resolving the state and continuing the game part in response to user input if the game part becomes unable to continue during execution in the first mode.

9. A user information processing device, It comprises a memory unit that stores information about the game part that the user is to play, and a control unit, The control unit, A communication process that communicates with a server device that stores predetermined information about the user, A memory process that stores information regarding the game part to be played by the user in the memory unit, A decision process that determines the mode of the game part to be either the first mode or the second mode based on the user's operation, The execution process executes the game part in the mode determined in the aforementioned determination process, In the aforementioned execution process, If the first mode is determined in the determination process and the requirements corresponding to the first mode are met, the game part is executed in the first mode based on the values ​​of predetermined game parameters. If the determination process determines the second mode and satisfies the requirements corresponding to the second mode, then, based on the predetermined game parameter values, the game part having the same clear conditions as the game part performed in the first mode is executed in the second mode. The requirements for the first mode are stricter than the requirements for the second mode. In the storage process, a plurality of game media groups, when the game part in the second mode is executed multiple times, are stored in a readable format in the first mode, with each group of game media corresponding to the game part being stored in a readable format. The execution process includes an information processing device that, when executing the game part in the first mode, displays a selection of the multiple game media groups stored in the storage process.

10. A method for controlling a game executed by a user's information processing device, A communication step involves communicating with a server device that stores predetermined information about the user, A memory step for storing information about the game part that the user is to play, A decision step in which the mode of the game part is determined to be either a first mode or a second mode based on the user's operation, The execution step involves executing the game part in the mode determined in the decision step, In the execution step described above, If the first mode is determined in the determination step and the requirements corresponding to the first mode are met, the game part is executed in the first mode based on the values ​​of predetermined game parameters. If the second mode is determined in the determination step and the requirements corresponding to the second mode are met, then, based on the predetermined game parameter values, the game part having the same clear conditions as the game part performed in the first mode is executed in the second mode, The requirements for the first mode are stricter than the requirements for the second mode. In the storage step, a plurality of game media groups, when the game part in the second mode has been executed multiple times, are stored in a readable format in the first mode, with each group of game media corresponding to the game part being stored in a readable format. The execution step is a control method that, when executing the game part in the first mode, displays a group of game media stored in the storage step in a selectable format.

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