Programs, methods, game control devices, and game systems for games.

The program enhances player motivation in multi-stage games by enabling stage re-clearing and media adjustments, addressing the decline in interest due to unfavorable content.

JP7862263B2Active Publication Date: 2026-05-19CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2022-08-23
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Games composed of multiple stages risk reducing player motivation if the gameplay content after a certain stage is not preferable, leading to a decline in interest.

Method used

A program that allows players to select and change the game medium used in each stage, enabling the re-clearing of previously completed stages and adjusting the state of game media, with features like history screens and ranking determination.

Benefits of technology

Enhances player motivation by allowing replayability and strategic engagement, increasing interest through dynamic gameplay adjustments.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of increasing a player's willingness of playing a game.SOLUTION: A program is used for a game composed of multiple stages, and allows a computer to execute the steps of receiving selection of a game medium used in one stage, executing a predetermined game, and changing one stage from a non-cleared state to a cleared stage when a predetermined game is cleared and changing a game medium used in one stage from a non-used state to a used state. A game medium that can be used by a player is a non-used game medium. The program allows the computer to execute the steps of receiving selection of one stage from among cleared stages on the basis of a player's input, and changing a stage in which selection is received from a cleared state to a non-cleared state and changing a game medium used in the stage from a used state to a non-used state.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a program, a method, a game control device, and a game system for games.

Background Art

[0002] In recent years, the spread of terminal devices equipped with communication functions typified by smartphones has been rapidly progressing, and many games executed on such devices have been released. As such games, there is a game composed of a plurality of stages, and each time a player clears one stage, game processing for the next stage is executed. For example, Patent Document 1 discloses a game composed of a plurality of stages.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game composed of a plurality of stages as described above, in order to enhance the interest of the game, for example, there is a game in which a predetermined rule is set that requires a strategy through a plurality of stages, such as a character used in one stage cannot be used in other stages. In such a game, if the game play content up to a certain stage is preferable but the game play content after that stage is not preferable, there is a risk of reducing the player's game play motivation.

[0005] The present invention has been made to solve such problems, and an object thereof is to provide a program or the like capable of enhancing the player's game play motivation.

Means for Solving the Problems

[0006] [1] The program of one embodiment of the present invention is A program for a game consisting of multiple stages, which a computer can use. Before starting a predetermined game in a stage, a game medium selection acceptance step is performed to accept the player's selection of a game medium to be used in the predetermined game in that stage, based on the player's input, from among the game media available to the player. A predetermined game execution step in which a predetermined game of the first stage is executed, If a predetermined game in the aforementioned first stage is cleared, the first state change step involves changing the state of the first stage from an uncleared state to a cleared state, and changing the game medium used in the predetermined game of the first stage from an unused state to a used state. Make it run, In the aforementioned game media selection acceptance step, the game media available to the player is an unused game media. The aforementioned program is installed on the computer. A stage selection acceptance step accepts the player's input and allows them to select one of the stages that have already been cleared, A second state change step is performed when the system accepts the selection of one of the stages that have already been cleared, which changes the selected stage from a cleared state to an uncleared state, and changes the game medium used in the game of that stage from a used state to an unused state. This is a program that executes [something].

[0007] [2] In one embodiment of the present invention, The second state change step is the program of [1], which changes the stage for which the selection was accepted and subsequent stages from a cleared state to an uncleared state, and changes the game media used in the predetermined game of these stages from a used state to an unused state.

[0008] [3] In one embodiment of the present invention, The program further causes the computer to perform a history screen display step, which displays a history screen showing the cleared stages and the game media used in the predetermined game for those stages, based on the player's input. The stage selection acceptance step is a program of [1] or [2] that accepts the selection of one stage from among the stage and stages preceding the stage, in response to the selection of an object associated with a stage by the player's input to the history screen.

[0009] [4] In one embodiment of the present invention, The history screen display step is the program of [3] which, when the predetermined game of the first stage is not cleared during the game execution step, displays a history screen based on the player's input.

[0010] [5] In one embodiment of the present invention, The program is one of the programs [1] to [4] which causes the computer to further execute a ranking determination step that determines the ranking based on the number of stages cleared by the player.

[0011] [6] In one embodiment of the present invention, The predetermined game execution step includes calculating a score based on player input, The program is one of the programs [1] to [5] which causes the computer to further execute a ranking determination step that determines a ranking based on at least one of the number of stages cleared by the player and the score calculated in the predetermined game execution step.

[0012] [7] In one embodiment of the present invention, The aforementioned game media selection acceptance step is one of the programs [1] to [6], which includes displaying information indicating the relationship between a used game media and the stage on which the game media was used.

[0013] [8] The method of one embodiment of the present invention is A computer-based method for a game consisting of multiple stages, Before starting a predetermined game in a stage, a game medium selection acceptance step is performed to accept the player's selection of a game medium to be used in the predetermined game in that stage, based on the player's input, from among the game media available to the player. A predetermined game execution step in which a predetermined game of the first stage is executed, If a predetermined game in the aforementioned first stage is cleared, the first state change step involves changing the state of the first stage from an uncleared state to a cleared state, and changing the game medium used in the predetermined game of the first stage from an unused state to a used state. Includes, In the aforementioned game media selection acceptance step, the game media available to the player is an unused game media. A stage selection acceptance step accepts the player's input and allows them to select one of the stages that have already been cleared, A second state change step is performed when the system accepts the selection of one of the stages that have already been cleared, which changes the selected stage from a cleared state to an uncleared state, and changes the game medium used in the game of that stage from a used state to an unused state. This method includes [something].

[0014] [9] A game control device according to one embodiment of the present invention is A game control device for a game consisting of multiple stages, Before starting the predetermined game of the first stage, based on the player's input, the player selects a game medium to be used in the predetermined game of the first stage from among the game media available to the player. The predetermined game of the first stage is executed, When a predetermined game of the one stage is cleared, the one stage is changed from an uncleared state to a cleared state, and the game medium used in the predetermined game of the one stage is changed from an unused state to a used state. configured as In the game medium selection reception step, the game media available for the player are game media in an unused state. The game control device receives selection of one of the stages in the cleared state based on the player's input. When selection of one of the stages in the cleared state is received, the selected stage is changed from a cleared state to an uncleared state, and the game medium used in the predetermined game of the stage is changed from a used state to an unused state. configured as such, a game control device.

[0015] 〔10〕A game system according to an embodiment of the present invention is a game system for a game composed of a plurality of stages, including a player terminal and a server, before starting a predetermined game of the one stage, based on the player's input, receives selection of a game medium to be used in the predetermined game of the one stage from among the game media available for the player. executes a predetermined game of the one stage. When a predetermined game of the one stage is cleared, the one stage is changed from an uncleared state to a cleared state, and the game medium used in the predetermined game of the one stage is changed from an unused state to a used state. configured as In the game medium selection reception step, the game media available for the player are game media in an unused state. The game system receives selection of one of the stages in the cleared state based on the player's input. When a selection of one of the completed stages is received, the selected stage is changed from completed to incomplete, and the game medium used in the game for that stage is changed from used to unused. This is the game system that is structured in this way. [Effects of the Invention]

[0016] According to the present invention, it is possible to increase the player's motivation to play the game. [Brief explanation of the drawing]

[0017] [Figure 1] This is an overall configuration diagram of a game system according to one embodiment of the present invention. [Figure 2] A block diagram showing the hardware configuration of a player terminal according to one embodiment of the present invention. [Figure 3] A block diagram showing the hardware configuration of a server in one embodiment of the present invention. [Figure 4] This is a functional block diagram of a game system in one embodiment of the present invention. [Figure 5] This is an example of the stage start screen for a stage, which is displayed on the player terminal's display device by the game control unit. [Figure 6] This is an example of a party selection screen for a stage, displayed by the game control unit on the player terminal's display device. [Figure 7] Figure 6 shows an example of the party selection screen with the alarm window displayed. [Figure 8] This is an example of a battle history screen for a stage, displayed by the game control unit on the player's terminal display device. [Figure 9] Figure 8 shows an example of the battle history screen with a confirmation window displayed. [Figure 10] This diagram shows a flowchart of the processing of a game system according to one embodiment of the present invention. [Modes for carrying out the invention]

[0018] Hereinafter, with reference to the drawings, a game system 1 of an embodiment of the present invention will be described. In this specification, "app" can mean an application installed on a smartphone or tablet device, or it can mean applications in general. In this specification, for the sake of clarity, unnecessarily detailed explanations may be omitted. For example, when storing information related to a character, such as a character ID, it may simply be described as "storing the character."

[0019] Figure 1 is an overall configuration diagram of a game system 1 according to one embodiment of the present invention. As shown in Figure 1, the game system 1 comprises a plurality of player terminals 10 and a server 20, and the player terminals 10 and the server 20 are connected to a network 2 such as the Internet and can communicate with each other. The game system 1 of this embodiment will be described assuming a known client-server type game system, but is not limited thereto.

[0020] Figure 2 is a block diagram showing the hardware configuration of a player terminal 10 according to one embodiment of the present invention. The player terminal 10 comprises a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected by a bus 16. Interfaces are assumed to be interposed between the bus 16 and each component as needed. In one example, the player terminal 10 is a smartphone. The player terminal 10 can be an electronic device such as a tablet computer, a personal computer, or a game console.

[0021] The processor 11 controls the overall operation of the player terminal 10. For example, the processor 11 is a CPU. Note that an electronic circuit such as an MPU may be used as the processor 11. The processor 11 performs various processes by reading and executing programs and data stored in the storage device 14. In one example, the processor 11 is composed of multiple processors.

[0022] The input device 13 is a user interface that receives input from the user to the player terminal 10. The display device 12 is a display that shows application screens and the like to the user of the player terminal 10 according to the control of the processor 11. The input device 13 can be a touch panel, in which case the input device 13 is integrated with the display device 12 (display). The input device 13 can also be a pointing device such as a mouse, or any sensor device.

[0023] The storage device 14 includes main memory and auxiliary storage. The main memory is, for example, volatile memory capable of high-speed reading and writing of information, and is used as a storage area and work area when the processor 11 processes information. The auxiliary storage stores various programs and data used by the processor 11 when executing each program. The auxiliary storage is non-volatile storage or non-volatile memory, such as flash memory like eMMC, UFS, or SSD, and may be removable. In one example, the storage device 14 is a storage device provided in a typical smartphone, including volatile memory and non-volatile memory. In this embodiment, the storage device 14 stores a terminal application AP1 (for example, a game application AP1). The terminal application AP1 includes a program for executing the terminal application AP1 and various data referenced when the program is executed.

[0024] The communication device 15 is a module, device, or apparatus capable of exchanging data with a user terminal or other computer such as a server via a network. The communication device 15 may be a device or module for wireless communication, or a device or module for wired communication.

[0025] Server 20 is a server comprising one or more server devices. Server 20 may be implemented by a virtual machine or a cloud system, or by a single device. Server 20 includes a known game server that accepts access from player terminals 10 and provides game services via network 2, or has the functionality of a known game server. In this embodiment, for the sake of explanation, Server 20 will be described as being implemented by a single device.

[0026] Figure 3 is a block diagram showing the hardware configuration of a server 20 according to one embodiment of the present invention. The server 20 comprises a processor 21, an input device 22, a display device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Interfaces are assumed to be interposed between the bus 26 and each component as needed. The server 20 may include configurations similar to those of a general server or PC.

[0027] The processor 21 controls the operation of the entire server 20. For example, the processor 21 is a CPU. The processor 21 performs various processes by reading and executing programs and data stored in the storage device 24. The processor 21 may be composed of multiple processors.

[0028] The input device 22 is a user interface that receives input from the user to the server 20, such as a keyboard or mouse. The display device 23 is a display that shows application screens and the like to the user of the server 20 according to the control of the processor 21.

[0029] The storage device 24 includes main memory and auxiliary storage. The main memory is, for example, volatile memory capable of high-speed reading and writing of information, and is used as a storage area and work area when the processor 21 processes information. The auxiliary storage stores various programs and data used by the processor 21 when executing each program. The auxiliary storage is non-volatile storage or non-volatile memory, such as flash memory like eMMC, UFS, or SSD, and may be removable. In this embodiment, the storage device 24 stores the server application AP2. The server application AP2 includes a program for executing the server application AP2 and various data referenced when the program is executed.

[0030] The communication device 25 is a module, device, or apparatus capable of exchanging data with a user terminal or other computer such as a server via a network. The communication device 25 may be a device or module for wireless communication, or a device or module for wired communication.

[0031] Figure 4 is a functional block diagram of a game system 1 according to one embodiment of the present invention. The game system 1 includes a game control unit 30. The game control unit 30 includes a battle game execution unit 31, a first state change unit 32, and a second state change unit 33. The functions of the game system 1 can be realized by the player terminal 10 and server 20 executing the same processing as the client and server in a known client-server type game system. For example, these functions can be realized by the processor 11 of the player terminal 10 executing a program, the processor 21 of the server 20 executing a program, or by the processor 11 executing a program and the processor 21 executing a program, and further by sending and receiving data between the player terminal 10 and the server 20 as needed. In this way, since various functions are realized by program loading, one functional unit (e.g., a software module) may have part or all of the functions of another functional unit, and the game control unit 30 may have other functional units not mentioned above. However, these functions may also be realized by hardware by configuring electronic circuits, etc., to realize part or all of each function.

[0032] In one example, the player terminal 10 is a smartphone with the game application AP1 installed. When the game application AP1 is launched on the player terminal 10, the player terminal 10 communicates with the server 20, which is running the server application AP2. The server 20 sends and receives data necessary to provide the game service to the player terminal 10. In one example, while the game application AP1 is running on the player terminal 10, the server 20 communicates with the player terminal 10 periodically or intermittently, executes the game in response to game input from the player terminal 10, and sends the execution results to the player terminal 10.

[0033] In this embodiment, the server 20 stores player IDs and game information in the storage device 24 in association with each other. For example, game information includes the player's game progress or score. In one example, the server 20 receives the player ID and password from the player terminal 10 to authenticate the player, and then provides game services to the player terminal 10 using the data stored in association with the authenticated player's player ID. Once the game control unit 30 authenticates a player ID, it stores the data in association with that player ID until the game is terminated or a logout operation is accepted. Therefore, in the following description, storing data in association with a player ID may simply be referred to as "storing."

[0034] The player terminal 10 may be configured to receive data that can be downloaded in advance by the player before playing the game from the game control unit 30 and store it as data related to the game application AP1. In this case, the player terminal 10 has the functions of the game control unit 30, excluding functions that need to be implemented on the server 20, such as updating player-related data (game). Alternatively, the player terminal 10 may be configured as a thin client terminal for input / output. In this case, the server 20 has the functions of the game control unit 30, excluding the input / output functions in the player terminal 10.

[0035] The game control unit 30 in an embodiment of the present invention provides a game (game service) that includes a game G consisting of multiple stages. In one example, the game G consisting of multiple stages is associated with a name such as an event name. The game control unit 30 can also provide multiple types of game G, in which case each of the game G is associated with each of the event names.

[0036] The game G provided by the game control unit 30 of this embodiment is a game as follows: Players can own characters linked to their player ID, and can acquire characters, for example, through free or paid gacha draws. Game G is a game consisting of multiple stages, and the content and order in which each stage is performed are predetermined or set according to specific rules. Each stage is also called a quest, and players play a battle game in each stage. When playing a battle game, the player selects one or more characters from their owned characters to form a party, and then battles enemy characters with that selected party. Players can select the next stage after clearing the current one. Players cannot select characters used in one stage's battle game as part of their party in another stage's battle game. Therefore, the number of characters available to the player decreases as the stages progress. Game G ends if the battle game is not cleared or if no characters are available. The player can restart (restart Game G) from the stage they failed to clear or from a stage they left off in the middle of. Game G includes a number of stages that a player cannot clear, and is called an endless battle. For example, Game G includes the maximum number of stages a player can own in the game, or more stages. Game G ranks players by the number of stages they have cleared, allowing players to compete with other players based on the number of stages they have completed.

[0037] The game control unit 30 can provide a game G in which the player clears multiple stages, each with predetermined content and order, one by one, or it can provide a game in which the player clears stages, each determined by a predetermined search process from among multiple stages with predetermined content. Even when the stages are determined by a predetermined search process, game G provides a game in which the player plays the stages in the order of Stage 1, Stage 2, Stage 3, etc.

[0038] In this embodiment, the battle game in each stage of game G is a game played by the player using a character selected by the player, and can be an action game, RPG, action RPG, or the like. For example, the battle game in each stage can be a game that includes elements of a pinball game and an RPG, as disclosed in Japanese Patent Application Publication No. 2020-014531.

[0039] The game control unit 30 stores the characters owned by the player in association with the player ID. The game control unit 30 also stores the characters used in the stages the player is challenging (playing) and the stages the player has cleared, as well as the stages in which those characters were used, in the storage device 24 in association with the player ID.

[0040] The game control unit 30 stores each stage associated with either an "uncompleted" or "completed" state for each player ID. At the start of game G, all stages are stored as being associated with the "uncompleted" state. Stages that have been cleared by the player become "completed" (associated with the "completed" state).

[0041] The game control unit 30 stores each character associated with either an unused state or a used state for each player ID, and at the start of game G, all characters are stored associated with the unused state. Characters used in a battle game on any stage of game G are in the used state (associated with the used state). In one example, all characters are in one of the following states: unused, used in stage 1, used in stage 2, ..., or used in stage K. In this case, a character in the used state means a character in one of the states of being used in stage 1, used in stage 2, ..., or used in stage K, and the game control unit 30 stores each character in the storage device 24 associated with either an unused state, a state of being used in stage 1, a state of being used in stage 2, ..., or used in stage K.

[0042] Similar to typical battle games, each battle game in each stage has predetermined clear conditions. The game control unit 30 stores each battle game in each stage in association with the predetermined clear conditions and determines whether the player has cleared the battle game based on those clear conditions. In one example, the clear condition for a battle game in a certain stage is that the hit points of the enemy characters appearing in that stage become zero before the hit points of all characters in the party become zero. For example, in this case, the game control unit 30 determines that the player has cleared the battle game when the hit points of the enemy characters become zero before the hit points of all characters in the party become zero, and determines that the player has not cleared the battle game and terminates the game when the hit points of all characters in the party become zero before the hit points of the enemy characters become zero.

[0043] In this embodiment, before starting a battle game for a stage, the game control unit 30 accepts the player's selection of a character to be used in that stage's battle game from among the characters available to the player, based on the player's input. The game control unit 30 may also be equipped with a game medium receiving unit that accepts this character selection function.

[0044] In this embodiment, the battle game execution unit 31 executes a battle game played by the player using the selected character. The first state change unit 32 changes the state of a stage from an uncleared state to a cleared state when a battle game stage is cleared, and changes the state of the character used in that stage from an unused state to a used state.

[0045] In this embodiment, the game control unit 30 accepts, based on the player's input, a selection of one of the cleared stages as the stage at which the player resumes the game G. The game control unit 30 may include a stage selection acceptance unit as a function for accepting this stage selection. The second state change unit 33 changes the selected stage and the stages after that stage from the cleared state to the uncleared state, and changes the game media used in the battle games of these stages from the used state to the unused state. Here, the selected stage and the stages after that stage can mean all of the stages including the condition of clearing the selected stage for the playing conditions. In one example, when the game control unit 30 provides a game G in which the player clears a plurality of stages whose contents and order are determined in advance one by one in order, and accepts stage L (L < K) as the stage for resuming the game G from a player who has cleared up to stage K, the second state change unit 33 changes stages L to stage K from the cleared state to the uncleared state. In one example, when the game control unit 30 provides a game G in which the player clears one by one the stages determined by a predetermined search process from among a plurality of stages whose contents are determined in advance, and accepts stage L (L < K) as the stage for resuming the game G from a player who has cleared up to stage K, the second state change unit 33 identifies stages L to stage K other than stage L by a predetermined search process, and changes the stages L to stage K from the cleared state to the uncleared state.

[0046] FIG. 5 is an example of a stage start screen 41 of one stage (stage S) that the game control unit 30 displays on the display device 12 of the player terminal 10. The stage start screen 41 includes a battle game button 51, a battle history button 52, a ranking button 53, an item exchange button 54, a how to play button 55, a mission button 56, an event name object 57, and a progress display object 58.

[0047] The Battle Game button 51 is a button that moves to the Party Selection screen 42, where the player selects the party necessary to start the Battle Game of Stage S. The Battle History button 52 is a button that moves to the Battle History screen 43, which shows the battle history of stages prior to Stage S. The Ranking button 53 is a button that moves to the Ranking screen. The Item Exchange button 54 is a button that moves to the Item Exchange screen. The How to Play button 55 is a button that displays a help window (popup window) about how to play. The Mission button 56 is a button that moves to the Mission screen. The Event Name object 57 is a virtual object or text that indicates the event name associated with Game G, which consists of multiple stages including Stage S. The Progress Display object 58 is a virtual object or text that indicates the player's progress; for example, Figure 5 shows that Stage S is Stage 5. In the explanations of the screens in Figures 5 to 9, Stage S is assumed to be Stage 5, but unless otherwise specified, the same explanation applies to other stages. In this embodiment, player input to the buttons may be performed by touching the area on the touch panel where the buttons are displayed, or by moving the mouse cursor over the area on the display where the buttons are displayed and clicking.

[0048] Figure 6 shows an example of a party selection screen 42 for a stage (stage S) displayed on the display device 12 of the player terminal 10 by the game control unit 30. In response to the player's input to the battle game button 51, the game control unit 30 displays a party selection screen 42 to allow the player to select a party (one or more characters) from among the characters owned by the player to battle in stage S. The party selection screen 42 includes a party selection area 61 and a battle start button 62. The party selection area 61 is an area for selecting the party to be used in the battle game of stage S. A party consists of one or more characters, and in the example shown in Figure 6, the party consists of one character, two characters, or three characters. Based on the player's input via the party selection area 61, the game control unit 30 accepts the selection of the party (characters) to be used in the battle game of stage S. In one example, the game control unit 30 sets (displays) character placement areas for placing three characters within the party selection area 61. When a selection for one area is received, a window (not shown) for placing a character in that area is displayed, and the character is placed through the player's operation on this window. Note that the party selection screen 42 shown in Figure 6 is configured to accept 1 to 3 characters as a party, but the game control unit 30 can be configured to accept selections of 4 or more characters as a party by, for example, setting 4 or more character placement areas within the party selection area 61.

[0049] On the party selection screen 42, the game control unit 30 accepts the selection of a character to be used in the battle game of Stage S from among the unused characters owned by the player, so that a character that has already been used in a battle game cannot be selected. When the game control unit 30 receives input from the player to the battle start button 62 while one or more unused characters owned by the player are selected, the battle game execution unit 31 executes the battle game. The state in which a character is selected is, for example, the state in which a character is placed in the character placement area within the party selection area 61. In this embodiment, when the game control unit 30 receives input from the player to the battle start button 62 while one or more unused characters are selected, it accepts the selected characters as the party to battle in Stage S. In one example, when the game control unit 30 accepts the character selection, it associates the Stage S with the selected character and stores it, and the battle game execution unit 31 executes the battle game.

[0050] The game control unit 30 displays the battle start button 62 in a grayed-out state if the characters selected in the party selection area 61 include characters that have already been used. When the game control unit 30 receives input from the player to the battle start button 62, which is displayed in a grayed-out state, it displays an alarm window 63. Note that the display of the battle start button 62 in a grayed-out state is just one example of how the selected characters include characters that have already been used, and other forms of display are also possible.

[0051] Figure 7 is an example of the party selection screen 42 of Figure 6 with the alarm window 63 displayed. The alarm window 63 indicates that the character selected in the party selection area 61 was used in a stage prior to stage S. For example, Figure 7 shows that the character selected in the party selection area 61 includes characters used in stage 1, stage 2, and stage 3.

[0052] Figure 8 shows an example of a battle history screen 43 for a stage (stage S) displayed on the display device 12 by the game control unit 30. The game control unit 30 displays the battle history screen 43 in response to the player's input to the battle history button 52. The battle history screen 43 is a screen that shows the characters used in battle games in stages prior to stage S, and the stages in which those characters were used, in association with each other.

[0053] The battle history screen 43 includes a reset button 64 associated with each stage prior to stage S. In the battle history screen 43 of Figure 8, reset buttons 64a to 64d are arranged in separate areas for each stage. The reset buttons 64 are buttons (objects) that allow the player to select one of the cleared stages as the stage (reset stage) from which to resume game G. The game control unit 30 accepts the selection of one stage (reset stage) by receiving input from the player to each of the reset buttons 64a to 64d for each stage. To enable the player to resume game G from the selected reset stage, the second state change unit 33 changes the selected stage and subsequent stages from a cleared state to an uncleared state, and changes the characters used in the battle games of these stages from a used state to an unused state. The game control unit 30 may accept (confirm) the selection of the reset stage in response to input from the player to any of the reset buttons 64a to 64d shown in Figure 8, or it may display a confirmation window 65.

[0054] Figure 9 is an example of the battle history screen 43 of Figure 8, with the confirmation window 65 displayed. The confirmation window 65 is a window for confirming whether or not it is OK to reset the clear status up to the stage associated with the reset button 64 shown in Figure 8. For example, when the game control unit 30 receives input from the player to the reset button 64b to reset stage 3, it displays the confirmation window 65 to confirm whether or not it is OK to reset the clear status up to stage 3. For example, when the game control unit 30 receives input from the player to the "OK" button in the confirmation window 65 and confirms the selection of the reset stage, the second state change unit 33 changes stages 3 and 4 from a cleared state to an uncleared state, and changes the characters used in the battle games of stages 3 and 4 from a used state to an uncleared state. In this case, the player can retry game G from stage 3.

[0055] The game control unit 30 displays a ranking screen (not shown) showing ranking information in response to input from the player to the ranking button 53.

[0056] In one example, the game control unit 30 determines each player's ranking based on the number of stages each player has cleared and generates ranking information. In this example, the number of stages each player has cleared is each player's highest number of stages cleared to date, and the game control unit 30 stores clear stage information related to each player's highest number of stages cleared to date, associated with each player's player ID. In this case, when a player is clearing a new personal best in the game they are playing, the game control unit 30 updates the clear stage information each time a stage is cleared. In this case, the game control unit 30 also retains the clear stage information even when a reset stage is selected. In this case, the game control unit 30 collects clear stage information for all player IDs at predetermined timings or intervals (for example, at 2am every day), determines each player's ranking from the collected clear stage information, and generates ranking information. Therefore, in this case, the game control unit 30 updates the clear stage information in real time according to the player's play results, while also updating the ranking information at predetermined timings or intervals. Players can view the rankings of all players playing Game G, including themselves, via the ranking screen. The number of stages cleared by each player can also be set to the highest number of stages cleared by each player within a specified period.

[0057] In one example, the battle game execution unit 31 calculates a score based on the player's input, for example, according to the result of the game resulting from the player's input, and the game control unit 30 stores each player's score in association with each player's player ID. The game control unit 30 can determine each player's ranking based on the score calculated from each player's battle game play, or it can determine each player's ranking based on the score calculated from each player's battle game play and each player's highest number of cleared stages to date, and generate ranking information.

[0058] In one example, the item exchange screen is a screen where players can acquire items usable in battle games, etc., using in-game currency or predetermined points earned within the game. In another example, the mission screen is a screen that displays missions set by the game, and the game control unit 30 provides rewards such as items or characters corresponding to the mission to players who complete the mission.

[0059] Figure 10 is a flowchart illustrating the processing of the game control unit 30 in one embodiment of the present invention.

[0060] In step 101, when the game control unit 30 starts game G in response to player input, it displays a stage selection screen. Based on the player input, the game control unit 30 accepts the selection of one stage. In this embodiment, when the game control unit 30 starts game G, it displays a button for selecting stage 1, and when the player clears a stage X, it displays a button for selecting the next stage after stage X.

[0061] In step 102, the game control unit 30 displays a stage start screen 41 on the display device 12 to start the stage (stage S) selected in step 101.

[0062] In step 103, the game control unit 30 determines, in response to the player's input, whether or not it has accepted the selection of a reset stage, and also whether or not it has accepted input to the battle game button 51 to move to the party selection screen 42. In response to the player's input to the battle history button 52, the game control unit 30 displays the battle history screen 43 to accept the selection of one of the cleared stages (reset stage). For example, the selection of a reset stage is accepted by accepting the selection via input to one of the reset buttons 64 associated with each of the cleared stages. If the game control unit 30 accepts the selection of one reset stage, this flowchart proceeds to step 110. If the player's input to the battle game button 51, this flowchart proceeds to step 104. Note that in step 103, the game control unit 30 may be configured to determine whether or not it has accepted the selection of a reset stage only in predetermined cases, such as when the battle history screen 43 is displayed. In this case, if the battle history screen 43 is not displayed, the game control unit 30 will only determine whether or not it has accepted input to the battle game button 51. For example, if the player is playing the first stage (if Stage S is Stage 1), there are no stages that have been cleared, so the game control unit 30 will not accept a stage reset, and this flowchart will proceed to step 104 in response to the player's input.

[0063] In step 104, before starting the battle game of Stage S, the game control unit 30 displays a party selection screen 42 on the display device 12, allowing the player to select a party from among the characters owned by the player to battle in Stage S. Based on the player's input via the party selection screen 42, the game control unit 30 accepts the selection of the party (characters) to be used in the battle game of Stage S. Here, the game control unit 30 accepts the selection of characters to be used in the battle game of Stage S from among the unused characters owned by the player, so that characters that have already been used in a battle game cannot be selected. In this flowchart, if the player input is received via the battle start button 62 on the party selection screen 42, the process proceeds to step 105.

[0064] In step 105, the battle game execution unit 31 executes the battle game for stage S. The battle game is a game played by the player using the character selected in step 104. For example, the game control unit 30 associates the character selected in step 104 with stage S, and the battle game execution unit 31 brings the character associated with stage S into play and executes the battle game for stage S. In step 106, the game control unit 30 determines whether the battle game played by the player has been cleared. In one example, steps 105 and 106 are executed simultaneously or in parallel. In this flowchart, if the game control unit 30 determines that the battle game has been cleared, the process proceeds to step 107, and if the game control unit 30 determines that the battle game has not been cleared (the game ended without being cleared), the process proceeds to step 108.

[0065] In step 107, the first state change unit 32 changes the stage S of the battle game that the player has cleared from an uncleared state to a cleared state, and changes the characters used in the battle game of stage S from an unused state to a used state.

[0066] In step 108, unless the player performs a game termination operation, this flowchart returns to step 101. In one example, if the game control unit 30 does not accept a game termination operation after this flowchart has executed step 107, in step 101, the game control unit 30 displays a stage selection screen including a button for selecting the next stage. In another example, if this flowchart determines in step 106 that the clear conditions have not been met and the game control unit 30 does not accept a game termination operation, in step 101, the game control unit 30 displays a stage selection screen including a button for selecting the stage that could not be cleared. In this case, the player can select a reset stage via the battle history screen 43 displayed by the game control unit 30 in the processing of step 103 of this flowchart.

[0067] In step 109, the second state change unit 33 changes the reset stage selected in step 103 and subsequent stages from a cleared state to an uncleared state, and changes the characters used in these stages from a used state to an uncleared state.

[0068] In this embodiment, the game control unit 30 executes steps 101 to 108 in stage S, and when it returns to step 101, it displays a button in step 101 for selecting the next stage in stage S.

[0069] Next, the main effects of the game system 1 according to an embodiment of the present invention will be described. In the embodiment of the present invention, the game control unit 30 provides a game G consisting of multiple stages, and before starting a battle game in one stage, accepts the selection of one or more characters from the characters available to the player based on the player's input. Here, the characters available to the player (which can also be said to be characters whose selection the game control unit 30 can accept) are characters owned by the player and are unused characters that have not been used in battle games in other stages. The battle game execution unit 31 executes the battle game played by the player using the selected characters. The first state change unit 32 changes the state of one stage from an unclear state to a cleared state when the battle game of one stage is cleared, and changes the characters used in that stage from an unused state to a state used in that stage (used state). The game control unit 30 can accept the selection of one of the cleared stages as a reset stage. If a reset stage is selected, the second state change unit 33 changes the selected stage and subsequent stages from a cleared state to an uncleared state, and changes the game media used in the battle games of these stages from a used state to an unused state.

[0070] As described above, the game G provided by the game control unit 30 of this embodiment consists of multiple stages, and allows the player to select a character from their owned characters to use in the battle game of each stage, and a character used in the battle game of one stage cannot be used in the battle game of another stage. Conventionally, when a player wanted to try again in such a game, they could only play from the first stage or from the stage they had not cleared. Therefore, if a player wanted to use a character in the battle game of the stage they were currently playing (challenging), but that character had already been used in another stage, they had to play from the first stage.

[0071] With the configuration of this embodiment, the player can reset the state of subsequent stages and character states while retaining the state of having cleared up to an intermediate stage, allowing them to select the character to use for each stage again from the intermediate stage. This makes it easier for the player to try again or to experiment more easily, thereby improving the convenience of playing the game and increasing the player's motivation to play.

[0072] Furthermore, in this embodiment of the present invention, the game control unit 30 can determine a ranking and determine ranking information based on at least one of the number of stages cleared by the player and the score calculated in the battle game, in a game that has become easier to play through trial and error as described above. With this configuration, this embodiment can motivate the player to play in order to achieve a better ranking, thereby increasing the player's desire to play the game.

[0073] The effects described above are the same in other embodiments and modifications unless otherwise specified.

[0074] In embodiments of the present invention, the game control unit 30 can implement a function to allow the player to acquire characters. In one example, the game control unit 30 can allow the player to acquire characters or items through a gacha system. In this case, the player can draw from the gacha by consuming predetermined points or in-game currency. In another example, the game control unit 30 can display a screen to accept the player's purchase of in-game currency in response to the player's input, and accept the purchase of in-game currency from the player using a known billing system or the like. In the game G provided by the game control unit 30 of this embodiment, the more characters the player owns, the more advantageous the game becomes. By providing various methods for acquiring characters, it is possible to provide an engaging experience tailored to the player, thereby increasing the player's motivation to play the game.

[0075] In this embodiment, the changes in the first state changing unit 32 and the second state changing unit 33 may be performed by updating the state of the stage or character (updating the associated data), or by reading pre-prepared data of the state of the stage or character.

[0076] The character in this embodiment is just one example of a game medium, and can be a card, an item, or other game medium. The battle game in this embodiment is not limited to a game in which the player fights an enemy character, but is just one example of a game with clear conditions (a predetermined game), and the predetermined game can be a racing game, a rhythm game, or a puzzle game. The battle game execution unit 31 in this embodiment is just one example of a predetermined game execution unit. For example, the battle history screen is just one example of a history screen that shows the relationship between a character used in a predetermined game in a stage prior to stage S and the stage in which that character was used.

[0077] In one or more embodiments of the present invention, game G may be a game called a rush battle, which includes a predetermined number of stages that the player can clear. For example, in this case, the game control unit 30 can provide a game (rush battle) which includes a predetermined number of stages that the player can clear, instead of, or in addition to, a game (endless battle) which includes a number of stages that the player cannot clear. The game progression of a rush battle is the same as that of an endless battle, except that the player can clear all stages.

[0078] In one or more embodiments of the present invention, game G can be a game in which the player can select one stage from among multiple stages at the start of the game or depending on the stage that has been cleared. For example, in this case, the game control unit 30 can, in step 101, display a stage selection screen that shows only one stage, or a stage selection screen that shows multiple stages, depending on the game situation.

[0079] In one or more embodiments of the present invention, the game control unit 30 can be configured to display a battle history screen 43 or a screen having the same function as the battle history screen 43 on the display device 12 in response to player input when the game ends without the battle game being cleared. This allows the player to immediately consider retrying from an intermediate stage if they fail to clear a battle game on a certain stage, thereby improving the convenience of playing the game.

[0080] In one or more embodiments of the present invention, the second state changing unit 33 may be configured to change only the selected stage from a cleared state to an uncleared state, and to change only the characters used in the battle game of that stage from a used state to an unused state.

[0081] In this embodiment, Figures 5 to 9 have been described as examples of screens that the game control unit 30 displays on the display device 12. However, the screens that the game control unit 30 displays are not limited to these screens, and may be other screens that can implement similar functions. For example, the buttons displayed on each screen can be replaced with arbitrary GUIs (virtual objects) such as icons.

[0082] In one or more embodiments of the present invention, the game control unit 30 can display the information shown in the alarm window 63 within the party selection screen 42. In this case, the game control unit 30 does not accept player input to the battle start button 62, which is displayed in a grayed-out state, nor does it display a new alarm window 63.

[0083] In one or more embodiments of the present invention, game G does not have to have (or be associated with) an event name, in which case the stage start screen 41 does not have to include an event name object 57. In one or more embodiments of the present invention, the stage start screen 41 does not have to include at least one of the item exchange button 54, the how to play button 55, and the mission button 56.

[0084] In one or more embodiments of the present invention, the game control unit 30 can be configured to accept the selection of items in addition to characters by, for example, setting an area for placing items in the party selection area 61.

[0085] In one or more embodiments of the present invention, the processing of the game control unit 30 may not include step 101, and the game control unit 30 may be configured to automatically start the first or next stage. In one or more embodiments of the present invention, the processing of the game control unit 30 may not include step 108, and instead of step 108, step 101 may be executed.

[0086] In other embodiments of the present invention, the player terminal 10 can be a game control device. In other embodiments of the present invention, it can also be a program that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart, or a computer-readable storage medium that stores the program. In yet another embodiment, it can also be a method that implements the functions of the embodiments of the present invention described above and the information processing shown in the flowchart.

[0087] In the processes or operations described above, the processes or operations can be freely modified, as long as no inconsistencies arise in the processes or operations, such as using data that should not yet be available at a given step. Furthermore, the embodiments described above are illustrative examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be implemented in various forms without departing from its essence. [Explanation of symbols]

[0088] 1. Information Processing System 2 Network 10 Player devices 11 processors 12 Input devices 13 Display device 14 Storage device 15. Communication equipment 16 bus 20 servers 21 processors 22 Input devices 23 Display device 24 Storage device 25 Communication equipment 26 bus 30 Game Control Unit 31 Battle Game Execution Department 32 First State Change Unit 33 Second State Change Section 41 Stage Start Screen 42 Party Selection Screen 43 Battle History Screen 51 Battle Game Button 52 Battle History Button 53 Ranking Buttons 54 Item Exchange Button 55 How to Play button 56 Mission Button 57 Event Name Object 58 Progress display object 61 Party Selection Area 62 Battle Start Button 63 Alarm Window 64 Reset button 65 Confirmation window

Claims

1. A program for a game consisting of multiple stages, which a computer can use. Before starting a predetermined game in a stage, a game medium selection acceptance step is performed to accept the player's selection of a game medium to be used in the predetermined game in that stage, based on the player's input, from among the game media available to the player. A predetermined game execution step in which a predetermined game of the first stage is executed, If a predetermined game in the aforementioned first stage is cleared, the first state change step involves changing the state of the first stage from an uncleared state to a cleared state, and changing the game medium used in the predetermined game of the first stage from an unused state to a used state. A stage selection acceptance step accepts the player's input and allows them to select one of the stages that have already been cleared, A second state change step is performed when the system accepts the selection of one of the stages that has already been cleared, thereby changing the selected stage from a cleared state to an uncleared state. Make it run, The game media available to the player must be unused. The program then causes the computer to perform a ranking determination step, which determines the ranking based on the highest number of stages cleared by the player. program.

2. The program according to claim 1, wherein the program causes the computer to perform a history screen display step, which displays a history screen showing the cleared stages and the game media used in a predetermined game of that stage in association with each other, based on the player's input.

3. The program according to claim 1 or 2, wherein the ranking determination step includes determining each player's ranking based on the number of stages cleared by each player and generating ranking information.

4. A computer-based method for a game consisting of multiple stages, Before starting a predetermined game in a stage, a game medium selection acceptance step is performed to accept the player's selection of a game medium to be used in the predetermined game in that stage, based on the player's input, from among the game media available to the player. A predetermined game execution step in which a predetermined game of the first stage is executed, If a predetermined game in the aforementioned first stage is cleared, the first state change step involves changing the state of the first stage from an uncleared state to a cleared state, and changing the game medium used in the predetermined game of the first stage from an unused state to a used state. A stage selection acceptance step accepts the player's input and allows them to select one of the stages that have already been cleared, A second state change step is performed when the system accepts the selection of one of the stages that has already been cleared, thereby changing the selected stage from a cleared state to an uncleared state. Includes, The game media available to the player must be unused. The method further includes a ranking determination step in which a ranking is determined based on the highest number of stages cleared by the player.

5. The method according to claim 4, further comprising a history screen display step of displaying a history screen that shows a relationship between the cleared stage and the game medium used in a predetermined game of that stage, based on player input.

6. A game control device for a game consisting of multiple stages, Before starting a predetermined game in a stage, based on the player's input, the system accepts the player's selection of the game medium to be used in that predetermined game in that stage from among the game media available to the player. The predetermined game of the first stage is executed, If the predetermined game of the aforementioned stage is cleared, the state of that stage is changed from an uncleared state to a cleared state, and the game medium used in the predetermined game of that stage is changed from an unused state to a used state. Based on the player's input, the system accepts the selection of one of the stages that have already been cleared. When a player selects one of the stages that have already been cleared, the selected stage is changed from a cleared state to an uncleared state. It is configured in such a way, The game media available to the player must be unused. The aforementioned game control device is A game control system configured to determine rankings based on the highest number of stages cleared by the player.

7. The game control device according to claim 6, wherein the game control device is configured to display a history screen showing the cleared stages and the game media used in a predetermined game on those stages in association with each other, based on input from the player.

8. A game system for a game consisting of multiple stages, comprising a player terminal and a server, Before starting a predetermined game in a stage, based on the player's input, the system accepts the player's selection of the game medium to be used in that predetermined game in that stage from among the game media available to the player. The predetermined game of the first stage is executed, If the predetermined game of the aforementioned stage is cleared, the state of that stage is changed from an uncleared state to a cleared state, and the game medium used in the predetermined game of that stage is changed from an unused state to a used state. Based on the player's input, the system accepts the selection of one of the stages that have already been cleared. When a player selects one of the stages that have already been cleared, the selected stage is changed from a cleared state to an uncleared state. It is configured in such a way, The game media available to the player must be unused. The aforementioned game system is The game system is structured to determine rankings based on the highest number of stages cleared by the player.

9. The game system according to claim 8, wherein the game system is configured to display a history screen showing the cleared stages and the game media used in a predetermined game of that stage in association with each other, based on the player's input.