Programs, systems, information processing devices, servers, and methods

JP7902224B2Active Publication Date: 2026-08-07THE POKEMON CO
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
THE POKEMON CO
Filing Date
2024-07-17
Publication Date
2026-08-07

AI Technical Summary

Benefits of technology

【0007】 本発明に係るプログラム、システム、情報処理装置、サーバ、及び方法によれば、ユーザのゲームプレイと関連させたゲームのスキップを実行可能なプログラム、システム、情報処理装置、サーバ、及び方法を提供できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, a system, an information processing device, a server, and a method capable of executing skipping of a game in association with game play of a user.SOLUTION: Calculating a score of the puzzle game based on at least one puzzle element deleted by an operation instruction of the user, determining a high score of the user based on a result of comparison between a play history of the user in the puzzle game and the score, updating accumulated points associated with the user by accumulating the score, receiving a skip instruction of the puzzle game from the user, and skipping the puzzle game based on the skip instruction without the user playing the puzzle game, there is provided a program for causing a computer to execute a step of updating accumulated points by accumulating a score based on a highest score when a skip instruction is accepted, and a step of giving a reward corresponding to the accumulated points to a user.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a program, a system, an information processing apparatus, a server, and a method. In particular, the present invention relates to a program, a system, an information processing apparatus, a server, and a method that can skip a puzzle game in a puzzle game.

Background Art

[0002] Conventionally, there is known a game program that clears without executing a game part, that is, achieves a predetermined achievement condition of the game part by omitting all actions of a character performed in the game part (see, for example, paragraph

[0056] of Patent Document 1). According to the game program described in Patent Document 1, a user can obtain a reward obtained by clearing a predetermined game part without executing the game part.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the conventional game program described in Patent Document 1, since the reward provided to the user in the game part is fixed, when a predetermined game part is skipped, the reward is uniformly given to all users. Therefore, since the reward is given regardless of the content of the user's game play, the game becomes a chore and the enjoyment of the game may decrease.

[0005] Therefore, an object of the present invention is to provide a program, a system, an information processing apparatus, a server, and a method capable of executing a game skip related to a user's game play. [Means for solving the problem]

[0006] To achieve the above objective, the present invention provides a program for execution on a computer equipped with a processor and memory, the program causing the processor to perform the following steps: calculate a score for a puzzle game based on at least one puzzle element erased by a user's operation instruction; determine the user's high score based on a comparison of the user's puzzle game play history and score; update cumulative points associated with the user by accumulating scores; receive a skip instruction for the puzzle game from the user; skip the puzzle game without the user playing based on the skip instruction, update cumulative points by accumulating scores based on the high score at the time the skip instruction was received; and grant the user a reward according to the cumulative points. [Effects of the Invention]

[0007] The program, system, information processing device, server, and method according to the present invention can provide a program, system, information processing device, server, and method that can perform game skipping in relation to the user's gameplay. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of the system according to this embodiment. [Figure 2] This is a schematic diagram illustrating the output of a puzzle game executed by the system according to this embodiment. [Figure 3] This is a functional configuration diagram of the system according to this embodiment. [Figure 4] This is a data configuration diagram of each storage unit included in the storage unit according to this embodiment. [Figure 5] This is a flowchart of the processing in the system according to this embodiment. [Figure 6]This is a diagram illustrating an example of the preparation screen for starting a puzzle game according to this embodiment. [Figure 7] This is a diagram illustrating an example of the skip settings for the puzzle game according to this embodiment. [Figure 8] This is a diagram illustrating another example of the skip settings for the puzzle game according to this embodiment. [Figure 9] This is a diagram illustrating another example of the preparation screen for starting the puzzle game according to this embodiment. [Modes for carrying out the invention]

[0009] [Embodiment] <Overview of System 1> System 1 according to this embodiment is a game system that can be run on an information terminal such as a smartphone, and is a system that can run a puzzle game. The puzzle game has, for example, one or more stages of one or more types, each consisting of one or more puzzle elements and / or predetermined objects. In System 1, for each execution of the puzzle game, the score for that one puzzle game (the current score) is calculated based on the user's play on at least one or more stages of the puzzle game. System 1 then updates the cumulative points by adding the current score to the cumulative points accumulated from the scores of one or more puzzle games executed up to the execution of the current puzzle game. System 1 also records the highest score recorded by the user who played the puzzle game as the high score. If the puzzle game is executed multiple times, the highest score among the scores of each puzzle game played by the user becomes the high score. If the execution of the puzzle game is the first execution, the current score becomes the cumulative points and high score (i.e., the cumulative points and high score before the execution of the puzzle game are both "zero"). System 1 then grants the user a reward according to the cumulative points.

[0010] Here, rewards are associated with a predetermined number of points (required points) that the user must earn. If the cumulative points fall short of the required points, the user increases their cumulative points by repeatedly playing the puzzle game. In other words, the cumulative points must be updated and increased by accumulating the scores obtained from each puzzle game through repeated play. Therefore, in System 1, the user can earn the desired reward by adjusting their cumulative points through repeated play of the puzzle game.

[0011] System 1 can receive instructions from the user to skip (i.e., omit) one or more puzzle games (skip instructions). When System 1 receives a skip instruction, it skips the number of puzzle games the user has played without being played, and updates the cumulative points using the high score at the time the skip instruction was received. In other words, System 1 updates the cumulative points using a value obtained by multiplying the high score at the time the skip instruction was received by the number of times the skip instruction was received. For example, System 1 updates the cumulative points by adding to the cumulative points at the time the skip instruction was received a value obtained by multiplying the high score at that time by the number of times the skip instruction was received.

[0012] In System 1, when a user issues a skip command, the system considers the user to have cleared the puzzle game based on their high score at the time of the skip command. System 1 then updates the cumulative points by accumulating the score based on the user's high score at the time of the skip command, thus enabling the user to skip puzzle games in relation to their gameplay.

[0013] Note that the puzzle game executed in System 1 is composed of a plurality of stages, and the user can repeat playing this puzzle game. Here, System 1 can execute a plurality of types of puzzle games. And in a certain type of puzzle game, the content of one or more stages included in the certain type of puzzle game (for example, the size and shape of the game area, the arrangement of puzzle elements and the types of puzzle elements within the game area, the arrangement of other objects, the types and numbers of objects, etc.) may be the same or different each time the puzzle game is executed. Also, it may be possible to execute one or more stages randomly determined at the time of executing the puzzle game from a plurality of types of stages (however, the stages included in the certain type of puzzle game) determined in advance when executing the puzzle game. That is, the content of the stages included in the puzzle game played for the nth time and the content of the stages included in the puzzle game played for the (n + 1)th time may be the same or different (however, n is an integer of 1 or more).

[0014] <Overview of the Configuration of System 1> FIG. 1 shows an overview of the system according to this embodiment.

[0015] As shown in FIG. 1, System 1 according to this embodiment includes an information terminal (information terminals 3, 3a... 3n, etc.) on which a puzzle game is executed by a user, and a server 7 that executes various processes. Each information terminal and the server 7 are connected so as to be capable of two-way communication via a communication network 5. And in System 1, the server 7 receives a predetermined instruction from the user and advances the puzzle game. Note that System 1 may be a server-client type game system.

[0016] Note that FIG. 1 shows an example in which a plurality of information terminals used by different users are each connected to the server 7 via the communication network 5. In the following description, for the sake of simplicity, an example in which one information terminal 3 (the user's information terminal 3) is connected to the server 7 via the communication network 5 will be mainly described.

[0017] <Overview of an example of a puzzle game in System 1> Figure 2 shows an overview of the output content of the puzzle game executed by the system according to the present embodiment. Specifically, Fig. 2(a) shows an overview of the output screen of the user's information terminal 3, and shows an overview of how the game play time elapses as it progresses from left to right. Also, Fig. 2(b) shows an overview of an example in which the cumulative points are updated based on the user's skip instruction.

[0018] In System 1, various puzzle games can be executed. As an example, a game is given in which a score of a puzzle game is calculated by erasing a predetermined puzzle element and / or object arranged within a predetermined game area output on the output screen of the information terminal 3 and movable according to the user's operation.

[0019] First, in the puzzle game related to System 1, puzzle elements can be moved to any position in the game area in response to user operations, and when a puzzle element comes into contact with another puzzle element of the same type, a combined puzzle element is automatically formed by combining the two puzzle elements. For example, in the output screen 202a of Figure 2(a) (at the start of the puzzle game), multiple puzzle elements 320, multiple puzzle elements 322, and multiple puzzle elements 324 of different types are arranged on the output screen 202a. When the user starts the game and selects one puzzle element (for example, one puzzle element 322 from the multiple puzzle elements 322) and moves it within the game area, a combined puzzle element 330 is formed as shown in the output screen 202b. That is, when the selected puzzle element 322 (selected puzzle element) comes into contact with another puzzle element 322 of the same type as the selected puzzle element but not selected by the user, the puzzle element 322 that came into contact with the selected puzzle element is combined with the selected puzzle element via the combining area 335, thereby forming a combined puzzle element 330. Then, after a puzzle element 322 is joined to a selected puzzle element, if another puzzle element 322 comes into contact with the selected puzzle element, that other puzzle element 322 will be joined to the combined puzzle element 330 (Note that in Figure 2(a), the entire combined puzzle element 330 is highlighted). When the user deselects the puzzle element 322 that has been selected and moved, or when a predetermined amount of time has elapsed since the user selected a puzzle element, the combined puzzle element 330 is erased as shown in the output screen 202c, and the user earns a predetermined score based on the one or more puzzle elements 322 that made up the combined puzzle element 330.

[0020] Furthermore, in puzzle games, objects that do not accept user input, and / or objects that do not combine with other objects even if the user manipulates them (hereinafter sometimes referred to as "gimmicks") may also be placed on the stage. And, a gimmick that can be eliminated by a given type of puzzle element may be associated with that puzzle element. For example, when a user manipulates a given type of puzzle element (selection puzzle element), and another puzzle element of the same type as the selection puzzle element comes into contact with the selection puzzle element, a combined puzzle element is formed. When the combined puzzle element is eliminated while a gimmick associated with the selection puzzle element is in contact with or close to the combined puzzle element, the gimmick can also be eliminated or subjected to a predetermined transformation (it may be possible for the gimmick to be eliminated after undergoing a predetermined number of transformations). System 1 also allows the user to acquire a predetermined score based on the elimination of the gimmick when the gimmick is eliminated.

[0021] Furthermore, if puzzle element 322 or the combined puzzle element 330 comes into contact with a puzzle element and / or object of a different type, the different type of puzzle element and / or object will perform a predetermined action. This predetermined action may be, for example, being repelled by puzzle element 322 or the combined puzzle element 330, and the repelled different type of puzzle element and / or object will move within the game area in the direction it was repelled.

[0022] Here, if the user has played one or more puzzle games before the output screen 202a is displayed, System 1 stores the user's highest record (i.e., the highest score in each puzzle game), which is determined based on a comparison between the user's play history and the score in each puzzle game, and the cumulative points, which are the cumulative scores the user has earned in each puzzle game. The play history is information that includes the scores the user has earned in puzzle games played in the past. For example, as shown in Figure 2(a), suppose the user's high score at the start of one stage of the puzzle game on which the output screen 202a is displayed is "100", the score for that puzzle game is "0" because it is before the game has started, and the cumulative points, which are the cumulative score the user has earned in puzzle games up to the time before the current puzzle game, are "1,000". Then, as described above, in one stage, the user selects and moves puzzle elements to form a combined puzzle element 330, and then deletes this combined puzzle element 330 (i.e., when output screen 202c is displayed), and the user's score at this point is "200", and the puzzle game is considered to have ended (i.e., the puzzle game consists of one stage, and the end of one stage's gameplay marks the end of one playthrough of the puzzle game). In this case, System 1 calculates the score for one stage of the puzzle game based on the score the user has earned. In the example in Figure 2(a), the puzzle game consists of one stage, so when System 1 calculates the score for that stage, that score becomes the score in the puzzle game (in the example in Figure 2(a), the score is "200").

[0023] System 1 then compares the user's high score at the start of the game with their score at the end of the game. If the score at the end of the game exceeds the high score at the start of the game, it updates the score at the end of the game as the new high score. System 1 also updates the cumulative points associated with the user by accumulating the scores. In other words, System 1 adds the score from the current puzzle game to the cumulative points and updates the cumulative points as well. In the example in Figure 2(a), at the end of the puzzle game (when output screen 202c is displayed), the puzzle game score was "200," so the high score is updated to "200," and the cumulative points are updated from "1,000" to "1,200." In this way, System 1 calculates cumulative points by accumulating the score the user earns each time they play the puzzle game. System 1 then grants the user a reward according to the cumulative points.

[0024] System 1 accepts skip instructions from the user, either free of charge or for a fee, to skip the puzzle game. System 1 also accepts the user's selection of the number of times to skip the puzzle game. When System 1 accepts a skip instruction, it updates the cumulative points by accumulating the score based on the user's high score at the time the skip instruction was received. Specifically, System 1 updates the cumulative points by adding a value obtained by multiplying the number of skip instructions received by the high score at the time the skip instruction was received. For example, as shown in Figure 2(b), suppose the user's high score at the time System 1 accepts one skip instruction is "200" and the cumulative points are "1,200". In this case, System 1 updates the cumulative points by adding the high score to the cumulative points to calculate the new cumulative points (1,400 in the example in Figure 2(b)). This allows the user to update their cumulative points in System 1 without playing the puzzle game, based on their high score.

[0025] In this way, System 1 considers the user to have cleared the puzzle game in response to the user's skip instruction, and updates the cumulative points based on the high score at the time of the skip instruction. Here, the value of the high score differs from user to user. For example, when comparing the high score of a beginner to that of an advanced player, beginners often have lower high scores. In many cases, if a beginner uses the skip instruction to increase their cumulative points, they will need to use the skip instruction more often than an advanced player in order to achieve the same increase in cumulative points as an advanced player. Therefore, from the perspective of progressing through the game, it may be preferable for beginners to aim to actually play the puzzle game repeatedly to increase their high score rather than using the skip instruction (however, even beginners may, of course, repeatedly use the skip instruction to obtain rewards before playing the puzzle game). In other words, System 1 can guide beginners and others to actually play the puzzle game rather than skip it.

[0026] On the other hand, advanced players often have already played the game many times more than beginners, and as a result, they often have already achieved high scores (and as a result, it is often difficult to further improve their high scores even if they play the game repeatedly). Therefore, from the perspective of preventing boredom with the game, it may be preferable for advanced players to increase their cumulative points easily by skipping puzzle games instead of repeatedly playing them. Accordingly, according to System 1, advanced puzzle game players can increase their cumulative points by shortening the time required for gameplay and obtaining desired rewards by skipping puzzle games.

[0027] In other words, according to System 1, even if a user with a low high score is instructed to skip, the increase in their cumulative points will remain at that low high score, so they will be more inclined to aim for a high score by playing the game rather than skipping. On the other hand, according to System 1, a user with a high high score (such as a user who has already played many puzzle games and has become proficient in gameplay) can immediately clear the puzzle game by instructing them to skip, and update their cumulative points with their own high score without having to repeat the puzzle game, thus preventing them from getting bored with the puzzle game and shortening the time spent playing the game. Therefore, in System 1, users can skip puzzle games according to their strengths and weaknesses in gameplay, their skill level, or their strategy for progressing through the game, thus fairly shortening the time spent playing the game.

[0028] The information terminal is a device that can be operated by the user. The information terminal may be, for example, a portable information terminal such as a mobile phone, smartphone, or tablet that is compatible with a mobile communication system. In addition, the information terminal may be, for example, a stationary Personal Computer (PC), laptop PC, notebook PC, portable game console, and / or a home game console or game console, or an information terminal / head-mounted display / AR glasses with Augmented Reality (AR) functionality. Furthermore, the communication network 5 is a mobile phone network and / or a communication network such as the Internet. The communication network 5 may also include communication networks such as wired LAN and wireless LAN. The details of System 1 according to this embodiment will be described below, but it should be noted that the names and numerical values ​​in the above and below descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and these proper names and numerical values ​​are not necessarily related to actual proper names and numerical values.

[0029] <Details of System 1> Figure 3 shows an example of the functional configuration of the system according to this embodiment. Figure 4 shows an example of the data configuration of each storage unit included in the storage unit of the system according to this embodiment.

[0030] [Overview of System 1 Configuration] System 1 according to this embodiment is a system that can receive instructions from a user to play a puzzle game and execute the puzzle game in a predetermined game area, and can also skip the puzzle game if the system receives an instruction from the user to skip the puzzle game. System 1 comprises an output unit 100 that outputs a game area containing puzzle elements and an image for receiving a skip instruction, an output control unit 102 that controls the output of the output unit 100, an input unit 104 that receives predetermined input from the user, an instruction receiving unit 110 that receives predetermined instructions from the user via the input unit 104, a score calculation unit 112 that calculates the score of the puzzle game, a point update unit 114 that updates the cumulative points of the puzzle game, a score update unit 116 that determines or updates the user's high score in the puzzle game, a skip control unit 118 that controls the skipping of the puzzle game, a reward unit 120 that gives rewards to the user, a ranking control unit 122 that compiles rankings of high scores in the puzzle game, a game control unit 124 that controls various functions and operations of System 1, and a storage unit 126 that stores various information used in System 1. Furthermore, the storage unit 126 includes a user information storage unit 128 for storing information about the user and a game information storage unit 130 for storing information about the puzzle game.

[0031] System 1 may have the above-mentioned multiple components physically in the same device or location, or some of the above-mentioned multiple components may be installed in physically separate locations (which may be within Japan or outside Japan). In this case, each component may be connected by a communication network such as the Internet. For example, System 1 may have some of the functions of its components handled by an external server. System 1 may also be configured as one or more servers. In this case, System 1 is configured by combining an information terminal, and the components of one server and the components of other servers. In this embodiment, a set of predetermined components can be understood as a single "information processing device," and System 1 may be formed as a set of multiple information processing devices. The method of distributing the multiple functions required to realize System 1 according to this embodiment to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for System 1. Furthermore, the various types of information stored in the storage unit 126 may be updated by user instructions and information received via the input unit 104, or may be updated as needed by obtaining predetermined information from a predetermined server located outside System 1. Furthermore, information terminal 3 may have some or all of the configuration and functions of server 7, and server 7 may have some of the configuration and functions of information terminal 3.

[0032] [Details of System 1 configuration] In the following explanation, the puzzle game provided by System 1 will be described primarily using the example of a user playing the game on an information terminal 3 (e.g., a smartphone, tablet, etc.). The information terminal 3 is configured to have at least an output unit 100 as a display unit and an input unit 104.

[0033] (Output unit 100, output control unit 102) The output unit 100 is controlled by the output control unit 102 and outputs a predetermined stage of the puzzle game, the game area of ​​the game executed in the stage, one or more puzzle elements or one or more objects of one or more types placed in the game area, the user's score / high score / cumulative points in the puzzle game, a screen that accepts a skip instruction for the puzzle game, and / or other various information related to the puzzle game. The output unit 100 outputs various processing results and information stored in the storage unit 126 in a way that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 126 as data in a predetermined format, still images, moving images, and / or text and sound. The output unit 100 may also output information received from an external server. The output unit 100 may be a display unit of the information terminal 3. Furthermore, the output unit 100 may be composed of elements such as a display unit, an audio output unit that outputs sound, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.

[0034] (Input unit 104, input surface 106, input control unit 108) The input unit 104 receives input such as predetermined instructions or operations from the user. The input unit 104 supplies the instructions to predetermined components of the system 1. Each component that receives the instructions performs a predetermined function. For example, the input unit 104 may be a touch panel, tablet, mouse, motion sensor, etc. In this embodiment, an example is described in which the input unit 104 is a touch panel provided by the information terminal 3. The touch panel may be capable of multi-touch detection. Specifically, the touch panel as the input unit 104 has an input surface 106 into which user operations are input and an input control unit 108 that acquires information about the operations input to the input surface 106. The touch panel is placed on top of the display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.

[0035] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects a predetermined instruction at a specified location based on a user operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of ​​the input surface 106. The input surface 106 supplies the detected information, that is, information indicating the predetermined instruction at the detected location, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies this information to a predetermined component of the system 1. In this embodiment, unless otherwise specified, explanations that a predetermined instruction is given by a predetermined operation / action of the user, such as "responding to a user's instruction," "based on a user's instruction," or "receiving a user's instruction," refer to the acquisition of the instruction via the input unit 104.

[0036] (Instruction reception unit 110) The instruction receiving unit 110 receives predetermined instructions regarding game processing from the user via the input unit 104. The instruction receiving unit 110 supplies the received predetermined instructions to predetermined components of system 1. Each component that receives the predetermined instructions performs a predetermined function. For example, predetermined instructions that the instruction receiving unit 110 receives from the user include an instruction to start the puzzle game (play instruction), a skip instruction to skip the puzzle game, and an instruction to specify the number of skip instructions. The instruction receiving unit 110 supplies information regarding the received instructions to the skip control unit 118 and the game control unit 124. The input unit 104 may also have the functions of the instruction receiving unit 110.

[0037] (Game control unit 124) The game control unit 124 controls various processes in the puzzle game executed by System 1 based on information related to the puzzle game and instructions received from the user. These processes may include, for example, the following: • Login / logout processing for System 1. • The process of selecting the stage in which the puzzle game will be played. • Processing the selection of puzzle elements placed on the stages of a puzzle game. • Processing related to puzzle elements and / or objects (including gimmicks, etc.) in puzzle games. • Processing such as selecting characters that appear in or have appeared in puzzle games, and selecting in-game objects such as items that can be used in the game. • Processing related to user gameplay. • Processing for controlling the movement of characters and objects that appear in the game but are not controlled by the user (non-user characters (NPCs)). • Processing in-game mini-games, missions, and quests. • Processing of the prescribed lottery. • Processing sales and billing for specified items, objects, and / or skip tickets. • Data communication processing between information terminal 3 and server 7. • Other various game processing.

[0038] The following are examples of processes related to puzzle elements (which may include specific objects or gimmicks): • Processing to control the movement of puzzle elements, etc. • A process to determine whether a puzzle element is in contact with other puzzle elements. • A process that combines puzzle elements to generate combined puzzle elements. • A process that controls the movement, removal, or transformation of other puzzle elements that come into contact with a puzzle element or combined puzzle element. • A process that controls the removal of puzzle elements and combined puzzle elements from the game area. • A process that causes a predetermined effect on an object. When puzzle elements and combined puzzle elements are removed, the game area is replenished with a number of puzzle elements corresponding to the puzzle elements that make up the removed puzzle elements and combined puzzle elements. • A process that generates a predetermined skill element.

[0039] Furthermore, the game control unit 124 processes user information, controls the movement of in-game characters, and performs various game processes in response to user input received via the input unit 104. For example, the game control unit 124 performs game processes such as storing user information in the storage unit 126, acquiring items and characters for a fee or free of charge, acquiring and using in-game virtual currency, consuming items owned by the user, and issuing output instructions to the output unit 100 for predetermined information to the output control unit 102. The game control unit 124 also communicates with the information terminal 3 and the server 7, and controls and advances the user's gameplay based on various information received from the information terminal 3. The game control unit 124 can also control the operation of each component of the system 1. For example, the game control unit 124 controls the output of predetermined information to the information terminal 3, predetermined lottery processes, and / or granting predetermined characters and items to the user based on various user instructions received as the gameplay progresses. The game control unit 124 can also control the processing of other components of the system 1.

[0040] (Storage unit 126) The storage unit 126 stores various types of information supplied from other components of System 1, as well as various types of information related to System 1. Each storage section of the storage unit 126 supplies predetermined information to a predetermined component in response to a request from another component of System 1. In the various IDs described below, if one ID is associated with another ID, and yet another ID is associated with yet another ID, the predetermined information can be made available by tracing the IDs.

[0041] (Storage unit 126: User information storage unit 128) The user information storage unit 128 stores user information, play information related to the user's gameplay, score and point information related to the score, high score, and cumulative points earned by the user through gameplay, possession information related to various objects (e.g., characters) and items owned by the user, encyclopedia information which collects information about objects owned by the user and / or objects that appeared in the game, and skip history information related to the history of puzzle games that the user has skipped, etc., associated with a user ID that identifies the user.

[0042] User information includes, for example, the user's name, username (a name set by the user), login ID, password, gender and date of birth, and / or information about the in-game virtual currency the user possesses (information about the amount of virtual currency held and consumed; for example, information about the amount of virtual currency given to the user free of charge and information about the amount of virtual currency given to the user for a fee).

[0043] Play information refers to information about a user's gameplay in a puzzle game. Examples of such information include various information about the game being played, various information about games played, information about completed events, missions, quests, and tasks, and play time. For example, various information about games played may be information associated with a game ID that identifies the puzzle game played by the user, such as the date and time and number of times the user played the puzzle game, information about the character and party set by the user during gameplay, and / or the user's rank in the puzzle game.

[0044] Score and point information includes the score (score calculated by the score calculation unit 112 and the high score updated by the score update unit 116) and cumulative points (cumulative points updated by the point update unit 114) earned by the user playing puzzle games, as well as information about the play history. Play history refers to information including the scores earned by the user in puzzle games played in the past. Play history may be information that associates the score with the game ID of the puzzle game played by the user and the date and time the score for that puzzle game was earned. For example, a puzzle game playable in System 1 consists of one or more stages. That is, when a puzzle game is executed, the user can play one or more stages included in that puzzle game. The user earns points for a stage by playing that stage. The total value of the points earned by the user by playing one or more stages included in a puzzle game becomes the score for that puzzle game. If the user executes the puzzle game multiple times, the highest score among the scores of each puzzle game becomes the high score. However, if the user executes the puzzle game only once, the score from that execution becomes the high score. Furthermore, if a user plays the puzzle game multiple times, the total score from each puzzle game will be the cumulative points. However, if a user plays the puzzle game only once, the score from that play will be the cumulative points. In addition, high scores may be associated with the game ID of the puzzle game in which the high score was achieved, information about one or more characters and / or a party consisting of one or more characters set by the user in the puzzle game in which the high score was achieved, and / or the date and time the high score was achieved.

[0045] The accumulated points may be points that can be exchanged for rewards (for example, characters, items, or other objects) within the game, and the game may grant the user rewards such as objects corresponding to at least a portion of the accumulated points, according to the user's instructions. The accumulated points used to grant the rewards such as objects to the user become unusable after the rewards have been granted. For example, when a reward is granted to a user, a flag is set indicating that the accumulated points corresponding to the predetermined number of points associated with that reward (the number of points that can be granted to the user as a reward) have already been used, and these points become unusable after the reward has been granted.

[0046] Possession information refers to information about characters, items, and other objects that a user acquires during gameplay. Examples of possession information include information about characters (for example, character ID to identify the character, character type and name, character experience points, character level, base points that the user can earn when puzzle elements corresponding to that character are eliminated in the puzzle game, and puzzle elements that can be eliminated by puzzle elements corresponding to that character in the game, such as gimmicks (favorite gimmicks)) and / or information about objects (for example, object type and name, number of objects owned, etc.). Objects include items consumed in the game and items given to characters in the game. Items include, for example, items that increase a character's experience points when used in the game, and / or items that produce advantageous effects for the user when used in the game.

[0047] In the puzzle game executed in System 1, puzzle elements corresponding to the characters owned by the user can be used as puzzle elements. Therefore, if the user owns multiple characters, System 1 can place at least some of the multiple types of puzzle elements corresponding to each of the multiple characters in one or more stages included in a puzzle game. For example, if a combined puzzle element consisting of multiple single puzzle elements corresponding to a single character is removed during the execution of the puzzle game, the points earned by the user (points earned) may be determined based on the level of that single character. That is, in System 1, a predetermined base score may be set corresponding to the character and the level of that character such that the higher the level of the character owned by the user, the higher the points earned. The points earned may be determined based on the number of puzzle elements included in the removed combined puzzle element and the base score associated with the character corresponding to that puzzle element.

[0048] Furthermore, in System 1, before executing a puzzle game, the user can select one or more characters corresponding to all of the one or more stages included in the puzzle game, or to the puzzle elements placed in each of the one or more stages, or to set up a party consisting of one or more character combinations. Each character is associated with a predetermined base score and gimmicks that can be eliminated by that character, and the user can start playing the game by selecting characters that correspond to the gimmicks that appear in the stages of the puzzle game, with the aim of achieving a high score in the puzzle game.

[0049] The encyclopedia information is information that allows users to output information about characters and objects they possess, as well as characters and objects that have appeared in the game, to the information terminal 3 in an encyclopedia format. For example, the encyclopedia information allows information about characters and objects (for example, character name / object name, character / object image, gimmicks that can be removed by the character, base points when the puzzle element corresponding to the character is removed, various descriptions of the character / object, etc.) to be output to the information terminal 3.

[0050] Skip history information is information that shows the history of when a puzzle game has been skipped by a user. Skip history information is information associated with the game ID that identifies the puzzle game, and shows the date and time, the number of times (including the number of skip instructions received free of charge and the number of skip instructions received for a fee) that the user has requested to skip the puzzle game.

[0051] (Storage unit 126: Game information storage unit 130) The game information storage unit 130 stores, in association with a game ID that identifies a puzzle game, element information relating to various elements used in the puzzle game, object information relating to various objects used in the puzzle game, skip information relating to skipping the puzzle game, reward information relating to rewards given to the user in exchange for accumulated points, and / or ranking information relating to a ranking based on the high score of the puzzle game played by one or more users.

[0052] Element information includes information about various elements used in puzzle games, such as puzzle elements, skill elements, and gimmicks. Puzzle elements are elements that the user can manipulate within the game domain. Puzzle element information is stored in association with a puzzle element ID that identifies the puzzle element, and includes, for example, the character ID of the character corresponding to the puzzle element, the name of the puzzle element (for example, the character name of the character corresponding to the puzzle element), the base points of the puzzle element, the time available for selection by the user, an image of the puzzle element, the skill element ID described below, and / or the gimmick ID described below.

[0053] A skill element is an element that has a skill to generate a predetermined effect in a predetermined area of ​​the game area in response to user instructions, and is generated in the game area by eliminating a predetermined number of predetermined puzzle elements to which the skill is associated. Furthermore, a skill element generates a predetermined effect in the game area when predetermined conditions are met (for example, when a selection instruction is received from the user). The effect of a skill element can be generated in a predetermined area, such as an area including a predetermined distance from the skill element, or an area including a predetermined distance in a predetermined direction from the skill element. The effect may be, for example, an effect that eliminates, deforms, damages, or moves puzzle elements and / or objects contained within the area in which the effect occurs. Skill element information is information stored in association with a skill element ID that identifies the skill element, and includes, for example, the name of the skill element, the effect of the skill element, the direction and range in which the effect is applied, the conditions for generating the skill element, and / or an image of the skill element.

[0054] A gimmick is an element placed within the game area that does not accept user input or does not combine with other objects even if the user interacts with it. Furthermore, a gimmick is an element that, when it is in contact with or within a predetermined distance of a specific puzzle element or a combined puzzle element consisting of specific puzzle elements, disappears or transforms itself when that specific puzzle element or combined puzzle element is removed. It is also possible to set up a gimmick that becomes movable within the game area when it comes into contact with a specific puzzle element, in conjunction with the movement of that specific puzzle element. Additionally, it is possible to set up a second gimmick that is paired with the first gimmick, such that when the first and second gimmicks come into contact, both the first and second gimmicks disappear. A gimmick is removed from the game area after undergoing a predetermined number of transformations. Furthermore, gimmick information is stored in association with a gimmick ID that identifies the gimmick, and includes information such as the name of the gimmick, the puzzle element ID of the puzzle element that can erase or transform the gimmick, the number of times puzzle elements or combined puzzle elements must be erased to transform and erase the gimmick, and the points generated when the gimmick is erased.

[0055] Object information refers to various types of information about objects used in System 1 (e.g., characters and / or items). Object information includes the following types of information that are associated with an object ID that identifies the object: for example, the object's name, its rarity, its characteristics (e.g., object attributes, parameters related to the character's growth and evolution if the object is a character (e.g., experience points), the character's level and the experience points required to level up if the object is a character, the gimmick ID of any gimmicks that the character can erase or transform if the object is a character, and / or other various parameters), its image (including still and moving images), and its description (including descriptions of its attributes, abilities, etc.).

[0056] Furthermore, the types and / or number of puzzle elements that can be removed or transformed by a character may vary depending on the character's level. For example, the types and / or number of puzzle elements that can be removed or transformed may increase each time the character's level increases, or each time the level reaches a predetermined level or higher. Alternatively, the types and / or number of puzzle elements that a character can remove or transform may increase when a predetermined item is used on that character.

[0057] Skip information refers to information about the skip function available to the user in a puzzle game. Skip information is associated with the game ID and may include, for example, the number of times a player can skip for free, the number of times a player can skip for a fee, the period during which a player can skip, the maximum number of times a player can skip, the number of times a player can skip within a given period / time, and the price of the skip function when a player requests to skip for a fee.

[0058] Reward information is information associated with a reward ID that identifies the reward, and is information about rewards that can be offered to the user. Examples of rewards include characters that can be used in the game, items that can be consumed in the game, in-game virtual currency that can be exchanged for characters or items (e.g., diamonds or gems), items that change character parameters (e.g., items that increase character experience points), and vouchers that can be exchanged for real-world goods. Reward information includes information about these rewards (e.g., the name of the character or item that is the reward, an image of the character or item, etc.), and information about the cumulative points required to grant the reward to the user.

[0059] The ranking information is the result of aggregating the high scores of each user when one or more users play a puzzle game at least once. A puzzle game can be played by multiple users on information terminals connected to the server 7 via the communication network 5. System 1 collects the high scores of the puzzle game obtained by each user on each information terminal and stores them in the game information storage unit 130. The game information storage unit 130 stores information as ranking information, which shows the result of aggregating the high score rankings associated with user IDs.

[0060] (Score calculation unit 112) The score calculation unit 112 calculates the score of a puzzle game based on at least one puzzle element that has been eliminated by user operation instructions for puzzle elements received via the input unit 104. In other words, the score calculation unit 112 calculates the score of a puzzle game based on the points earned when at least one puzzle element has been eliminated based on user operation instructions in the puzzle game. Specifically, if a puzzle game includes one or more stages, the game control unit 124 allows the user to play the next stage after each stage is completed, until a predetermined termination condition that defines the timing of the end of the puzzle game is met. The score calculation unit 112 then calculates a score for each of the one or more stages played by the user until the predetermined termination condition of the puzzle game is met. Subsequently, the score calculation unit 112 calculates the score of the puzzle game by summing the scores calculated for each of the one or more stages. The score calculation unit 112 supplies the calculated score to the point update unit 114, score update unit 116, game control unit 124, and user information storage unit 128.

[0061] Specifically, a puzzle game is a puzzle game that has one or more stages, each consisting of one or more puzzle elements and / or gimmicks, and can be played multiple times. In other words, one puzzle game consists of n stages (where n is an integer of 1 or more). When one puzzle game is played, it becomes possible to play sequentially from the first stage to the nth stage. However, the game ends when a predetermined termination condition (for example, when a set time limit has elapsed) is met in a puzzle game, and the game can be made to end even if the user is playing a stage. The content of the stages (for example, the type / number of puzzle elements and gimmicks to be placed, the shape of the game area where the puzzle elements are placed, etc.) can be determined randomly each time the puzzle game is played, or randomly selected from a predetermined set of types. Furthermore, the termination condition can be changed when a predetermined extension condition is met. In other words, if a time limit indicating the amount of time the game can be played is set as the termination condition, the game control unit 124 can extend the time limit by a predetermined amount of time, provided that predetermined extension conditions (for example, a condition in which predetermined extension parameters are accumulated by eliminating one or more puzzle elements, combined puzzle elements, and / or gimmicks, and the time limit is extended by a predetermined amount of time when the accumulated extension parameters reach a predetermined threshold) are met based on the user's operation of puzzle elements.

[0062] The score calculation unit 112 calculates a score (score based on the removal of puzzle elements, etc.) based on the base points associated with the removed puzzle elements and / or points for the removed gimmicks when at least one puzzle element and / or gimmick is removed in a stage of a puzzle game based on the user's operation instructions. The score calculation unit 112 continues to calculate the score based on the removal of puzzle elements and / or gimmicks and adds up the calculated scores sequentially until a predetermined stage completion condition for that stage is met (for example, a condition where a predetermined number of gimmicks and / or puzzle elements are removed, a condition where a predetermined amount of time has elapsed, etc.). When the stage completion condition for that stage is met, the stage ends, and the score calculation unit 112 calculates the total value of the points added up to the end of the stage as the score for that stage. The game control unit 124 outputs the score calculated by the score calculation unit 112 and the score to the output unit 100.

[0063] The score calculation unit 112 may, when a user plays a stage and the predetermined game bonus conditions are met, calculate the score by multiplying the score based on the elimination of puzzle elements and / or gimmicks by a predetermined coefficient, and / or by adding predetermined bonus points to the score based on the elimination of puzzle elements and / or gimmicks. Examples of predetermined game bonus conditions include a condition in which the number of eliminated puzzle elements exceeds a predetermined number, a condition in which a predetermined skill element is used a predetermined number of times, and a condition in which the value of a predetermined gauge that increases based on the elimination of puzzle elements and / or the use of a predetermined skill element reaches a predetermined threshold. Furthermore, when a user plays a stage and the predetermined stage bonus conditions are met, the score calculation unit 112 may, when a user plays a stage and the predetermined stage bonus conditions are met, calculate the stage score by multiplying the score calculated at the end of the stage by a predetermined coefficient, and / or by adding predetermined bonus points to the score at the end of the stage.

[0064] (Point update section 114) The point update unit 114 updates the cumulative points associated with the user by accumulating scores. In other words, the point update unit 114 updates the cumulative points associated with the user in the puzzle game based on the score calculated by the score calculation unit 112. The point update unit 114 supplies the updated cumulative points to the reward unit 120, the game control unit 124, and the user information storage unit 128.

[0065] Specifically, the game control unit 124 makes it possible to play a single puzzle game repeatedly. In other words, the game control unit 124 can make it possible to execute a single puzzle game n times. The score calculation unit 112 then calculates the score for each of the n times the single puzzle game is executed. The point update unit 114 sequentially acquires the scores calculated by the score calculation unit 112 and calculates and updates the cumulative points for the single puzzle game based on the acquired scores. For example, the point update unit 114 calculates the cumulative points by sequentially adding the acquired scores and updates the calculated cumulative points as the new cumulative points. That is, when the point update unit 114 acquires the score of the single puzzle game executed for the first time, it sets that score as the cumulative points. Then, when the point update unit 114 acquires the score of the single puzzle game executed for the second time, it updates the cumulative points by adding the acquired score to this cumulative points (the initial cumulative points) as the new cumulative points. The point update unit 114 updates the cumulative points each time it obtains a score for a puzzle game by adding the obtained score to the cumulative points before obtaining that score. The game control unit 124 outputs the updated cumulative points to the output unit 100.

[0066] Furthermore, the point update unit 114 may update the cumulative points each time it obtains a score for a puzzle game by adding a value obtained by multiplying the obtained score by a predetermined coefficient to the cumulative points before the score was obtained. Alternatively, when the point update unit 114 obtains a score for a puzzle game, it may add the obtained score to the cumulative points before the score was obtained (or add a value obtained by multiplying the score by a predetermined coefficient), and further add a predetermined value (for example, a predetermined bonus value given to all users during a predetermined event period, a value determined by the consumption of predetermined items by users, and / or a value determined by the content of the user's gameplay in the puzzle game) to update the cumulative points using the resulting total value. In addition, the point update unit 114 may convert the obtained score into predetermined additional points and update the cumulative points based on the predetermined additional points after conversion and the obtained score. Specifically, the point update unit 114 may determine additional points based on the obtained score and update the cumulative points by adding the additional points to the score. For example, if the acquired score is "500,000 points", the point update unit 114 determines the points calculated by multiplying the score by a predetermined coefficient as additional points (for example, if the coefficient is set to 0.0001, "50 points" will be added as additional points), and updates the score with the value obtained by adding the additional points as the new cumulative points.

[0067] (Score update section 116) The score update unit 116 determines or updates the user's high score based on a comparison between the user's puzzle game play history and their score. Specifically, the score update unit 116 determines or updates the user's high score in the puzzle game based on a comparison between the play history stored in the user information storage unit 128 and the score calculated by the score calculation unit 112. The score update unit 116 stores the determined or updated high score in the user information storage unit 128, associating it with the determination date and time or the update date and time. The score update unit 116 also supplies information regarding the determined or updated high score to the reward unit 120, the ranking control unit 122, and the game control unit 124. Hereinafter, the determination or updating of the high score by the score update unit 116 will simply be referred to as the high score update.

[0068] Specifically, the score update unit 116 obtains the score calculated by the score calculation unit 112 each time a puzzle game is played, and compares the acquired score (the current score) with the user's play history stored in the user information storage unit 128, that is, the highest score recorded in the past (scores up to the previous time the user played the puzzle game in question), i.e., the past high score. If the current score is higher than the past high score, the score update unit 116 sets the current score as the new high score and updates the high score. On the other hand, if the past high score is higher than the current score, or if the past high score and the current score are the same, the score update unit 116 maintains the past high score as the high score. The game control unit 124 outputs the updated high score or the maintained past high score from the score update unit 116 to the output unit 100.

[0069] (Skip control unit 118) The skip control unit 118 receives a skip instruction for the puzzle game from the user, which is received by the instruction receiving unit 110. Based on the skip instruction, the skip control unit 118 executes a process (skip process) that allows the user to skip (i.e., omit) the puzzle game corresponding to the skip instruction without playing it. The skip control unit 118 can also receive the number of times to skip along with the skip instruction. The skip control unit 118 supplies information to the point update unit 114 and the game control unit 124 regarding the fact that the skip instruction has been received and the skip process has been executed, as well as the number of skip instructions received.

[0070] Specifically, the game control unit 124 makes the puzzle game playable one or more times according to the user's instructions. That is, the game control unit 124 makes the xth puzzle game playable according to the user's instructions, and after the xth puzzle game is completed (where x is an integer of 1 or more), it makes the (x+1)th puzzle game playable according to the user's instructions. Then, if the skip control unit 118 receives a skip instruction from the user via the input unit 104 before any yth puzzle game is played (where y is an integer of 2 or more), it skips the yth puzzle game by considering that the yth puzzle game has been cleared without the user playing it. Here, if the skip control unit 118 receives a skip instruction along with the number of skip instructions, it considers that number of puzzle games to have been cleared without the user playing them. For example, if the skip control unit 118 receives a skip instruction for z times (where z is an integer greater than or equal to 1) from the user via the input unit 104 before the execution of the yth puzzle game, it considers that the user has cleared the puzzle games from the yth to the y+(z-1)th without playing them, and skips the puzzle games from the yth to the y+(z-1)th. Then, after the skip processing by the skip control unit 118, the game control unit 124 makes the puzzle games playable again in response to user instructions.

[0071] Furthermore, for example, a puzzle game may be a game played in System 1 during a predetermined event period. The length of the event period can be set as appropriate. During at least a portion of the event period, an upper limit (maximum number of skip commands) may be set on the number of skip commands that the skip control unit 118 can accept from the user. The maximum number of skip commands that can be given may also be changed depending on at least one of the days or time periods during the event period. Moreover, the maximum number of skip commands from the start of the event period until a predetermined period has elapsed may be different from the maximum number of skip commands from after the predetermined period has elapsed until the end of the event period. Specifically, a first upper limit can be set as the number of skip commands that can be given from the start of the event period until a predetermined period has elapsed, and a second upper limit can be set as the number of skip commands that can be given from after the predetermined period has elapsed until the end of the event period, with the second upper limit being set to be more (or less) than the first upper limit. Furthermore, it is possible to set a first upper limit on the number of attempts while eliminating the second upper limit (that is, the second upper limit is removed, and after the predetermined period has elapsed until the end of the event period, the user can request to skip any number of attempts they wish).

[0072] For example, if the event period has a predetermined length (e.g., one or two weeks), the maximum number of attempts for each day and / or time slot can be set based on the attributes of the days included in that predetermined period (e.g., day of the week, whether it is a holiday, whether it is the first or second half of the week, etc.) and the time of day. For example, if the event period spans two weeks, the maximum number of attempts for each day in the first week can be set to be less than the maximum number of attempts for each day in the second week. By setting different maximum attempts for the first and second halves of the event period, and setting the maximum attempt in the first half to be less than the maximum attempt in the second half, it is possible to prevent the event from ending prematurely for a user based on the user repeatedly skipping the puzzle game in the first half of the event period. Furthermore, it is also possible to set multiple sub-periods consisting of two or more days (each sub-period combined to make up the length of the event period) and set different maximum attempts for each sub-period, or to set a maximum number of attempts for the entire event period. In addition, different maximum attempts may be set for each time slot on each day during the event period (e.g., 6am to 12pm, 12pm to 6pm, after 6pm).

[0073] Here, the skip control unit 118 accepts skip instructions free of charge or for a fee. For example, the skip control unit 118 can accept skip instructions based on the user's instruction to use a predetermined ticket (hereinafter sometimes referred to as a "skip ticket") granted to the user. The skip ticket may include both free and paid skip tickets. The skip ticket may also be associated with one or more skip instructions that can be accepted. For example, various types of skip tickets can be set, such as a skip ticket that allows one skip instruction, or a skip ticket that allows m skip instructions (where m is an integer of 2 or more). The game control unit 124 then grants the user a paid skip ticket in exchange for a predetermined consideration (for example, in-game virtual currency or real currency). If an upper limit is set on the number of skip instructions that the skip control unit 118 can accept from the user during the event period, the number of skip instructions that can be given using a skip ticket will also be limited to that upper limit. Furthermore, skip tickets granted to a user free of charge and / or for a fee during a single event period may only be usable during that single event period. In other words, skip tickets granted to a user during one event period can be made unusable during other event periods. If a user has skip tickets granted during one event period, and the user continues playing the game without using the skip tickets, and the event period ends, those skip tickets for that event period will become unusable. In that case, the game control unit 124 may grant the user a substitute for the skip tickets (for example, in-game virtual currency or a predetermined item).

[0074] Furthermore, when the game control unit 124 grants a skip ticket to the user in exchange for a predetermined price, it may vary the predetermined price according to the user's high score updated by the score update unit 116 in the puzzle game. For example, the predetermined price can be lower (or higher) when the user's high score exceeds a predetermined threshold compared to when the high score is below the threshold. By setting the predetermined price lower when the user's high score exceeds a predetermined threshold compared to when it is below the threshold, users will be encouraged to aim for a higher score in gameplay in order to obtain a skip ticket. On the other hand, by setting the predetermined price higher when the user's high score exceeds a predetermined threshold compared to when it is below the threshold, it becomes easier for users unfamiliar with the game to obtain a skip ticket.

[0075] Furthermore, the predetermined price may vary depending on the day or time during the event period. That is, if the event period has a predetermined length, the predetermined price can be set for each day and / or time period within that predetermined period, depending on the attributes of the days and the time of day included in that period. For example, the price of a skip ticket for each day included in the first half of the event period can be set higher than the price of a skip ticket for each day included in the second half. This can deter users from excessively purchasing and using skip tickets in the first half of the event period.

[0076] Here, the point update unit 114 updates the cumulative points based on the updated high score in response to the skip processing in the skip control unit 118. Specifically, the point update unit 114 obtains the user's high score in the puzzle game from the user information storage unit 128 at the time the skip control unit 118 receives a skip instruction for the puzzle game from the user via the input unit 104, and updates the cumulative points by accumulating the score based on the obtained high score. Specifically, the point update unit 114 adds the high score stored in the user information storage unit 128 at the time the skip instruction is given to the cumulative points stored in the user information storage unit 128, and updates the cumulative points calculated by the addition as the new cumulative points. Furthermore, if the point update unit 114 receives multiple skip instructions, it adds a value calculated by multiplying the high score stored in the user information storage unit 128 by the number of times the skip instruction was received to the cumulative points stored in the user information storage unit 128, and updates the cumulative points obtained by the addition as the new cumulative points.

[0077] (Reward Section 120) The reward unit 120 grants the user a reward corresponding to the cumulative points after the point update unit 114 has updated them. The reward unit 120 grants the user one or more predetermined rewards, for which an order of granting (granting order) has been set, according to the cumulative points. Specifically, each of the one or more rewards is associated with points that can be granted to the user (granted points). In other words, the nth reward is associated with the nth granted points (where n is an integer of 1 or more, and the relationship nth granted points ≤ n+1 granted points may exist). The reward unit 120 then compares the granted points of the one or more rewards with the cumulative points and grants the user a reward corresponding to the granted points equivalent to the cumulative points. For example, if the sum of points awarded from the nth to the n+xth is less than or equal to the cumulative points, rewards from the nth to the n+xth will be awarded to the user (where x is an integer greater than or equal to 1). The n+x+1th reward will be awarded to the user when the cumulative points are updated and the updated cumulative points reach the n+x+1th awarded point.

[0078] Furthermore, the reward unit 120, in response to an instruction from the user via the input unit 104 to select a reward, compares the value of points associated with the selected reward (the value of cumulative points required for redemption; hereinafter sometimes referred to as "redemption points") with the cumulative points stored in the user information storage unit 128. If the cumulative points are equal to or greater than the redemption points, the reward can be granted to the user. When the reward unit 120 grants a reward to a user, it stores the remaining points obtained by subtracting the redemption points of that reward from the cumulative points. Then, when the reward unit 120 grants a reward to a user in exchange for cumulative points, any rewards granted to the user after that grant will be exchanged for the remaining points. Moreover, once the reward unit 120 has granted a reward to a user in exchange for cumulative points, the point update unit 114 updates the cumulative points associated with the user by accumulating the score the user earns from playing a puzzle game after that grant (i.e., the target of score accumulation becomes the remaining points). The reward unit 120 may also grant a predetermined reward to the user based on the high score updated by the score update unit 116.

[0079] (Ranking control unit 122) In System 1, the puzzle game can be run on each of the multiple users' information terminals. The score update unit 116 updates each user's high score in association with each of the multiple users, and each user's high score is stored in each user's user information storage unit 128. In other words, the puzzle game in System 1 can be run individually by multiple users, and each user's high score is stored separately for each of the multiple users.

[0080] The ranking control unit 122 then performs a ranking based on the high scores of each of the multiple users, ranking the high scores of at least some of the multiple users in the puzzle game. For example, the ranking control unit 122 performs the ranking based on the high scores of each user updated by the score update unit 116 in the puzzle game during a predetermined event period. The ranking control unit 122 supplies the results of the ranking to the output unit 100, the reward unit 120, and the game control unit 124.

[0081] For example, the game control unit 124 outputs the results of the ranking conducted by the ranking control unit 122 to the output unit 100 of the information terminal 3. The game control unit 124 outputs the ranking results to the output unit 100 in descending order of high scores, associating the user's high score with the user's name. The game control unit 124 may enable the output unit 100 to output the ranking results conducted by the ranking control unit 122 for each predetermined ranking group. The game control unit 124 may also enable the output unit 100 to output the rankings of a predetermined number of users above a given ranking point, and the rankings of a predetermined number of users below that point, using the user's ranking point as a base point. Here, the reward unit 120 can grant predetermined rewards to users based on the ranking results. The predetermined rewards may be, for example, a title determined based on the ranking, a badge / mark that can be displayed in the game along with the user's name, and / or predetermined items or in-game virtual currency.

[0082] [Processing flow of System 1 1] (Assumptions for puzzle games in System 1) The puzzle game executed in System 1 has one or more stages, each consisting of one or more puzzle pieces (puzzle elements). The puzzle game can be played multiple times. That is, one type of puzzle game consists of one or more stages. In one playthrough of the puzzle game, the user obtains a score for that playthrough of that type of puzzle game by completing one or more stages included in that type of puzzle game. System 1 makes it possible for the user to play that type of puzzle game repeatedly, at least within a predetermined period of time. Furthermore, even if the user plays a type of puzzle game repeatedly, the arrangement of puzzle elements in each of the one or more stages included in the puzzle game (for example, the shape and size of the game area where the puzzle elements are placed, the number of types of puzzle elements, the number of puzzle elements of one type, and / or the types / number of gimmicks and other objects placed in the game area) may be the same or different each time, or may be determined randomly each time.

[0083] System 1 calculates the user's cumulative points in a particular type of puzzle game by accumulating the score from each playthrough of that puzzle game. There are no particular limitations on the content of the puzzle game; for example, the following types of puzzle games can be used.

[0084] a) A puzzle game in which, when the stage completion conditions of the nth stage (where n is an integer greater than or equal to 1) are met by the user's play, the (n+1)th stage begins, and when the stage completion conditions of the (n+1)th stage are met by the user's play, the (n+2)th stage begins, and this process is repeated until a predetermined time (for example, 1 minute) has elapsed since the start of play. In this puzzle game, the sum of the scores from each stage becomes the puzzle game score, and this score is added to the cumulative points (if this is the first time the user has played the puzzle game, this score is added to the initial value of the cumulative points), and the cumulative points are updated.

[0085] b) A puzzle game in which, at the start of the puzzle game, a predetermined number of stages to be played by the user are randomly selected from a predetermined number of stages (for example, 6 stages) (for example, 3 stages are randomly selected), and the user plays one or more of the randomly selected stages in sequence. However, there may be an upper limit (maximum number of operations) on the number of times the user can manipulate the puzzle elements in the puzzle game. Also, each randomly selected stage may have a stage completion condition. The user plays one or more randomly selected stages in sequence, and the puzzle game ends when the stage completion condition of the stage being played is met, or when the number of times the user has manipulated the puzzle elements reaches the maximum number of operations. In this puzzle game as in a) above, the sum of the scores from each of the predetermined number of stages becomes the score of the puzzle game, and this score is added to the cumulative points, and the cumulative points are updated.

[0086] Furthermore, in the puzzle games described in a) and / or b) above, multiple reward sets may be provided. That is, one reward set may consist of multiple types of rewards, and the rewards included in one reward set may be set to be different from the rewards included in other reward sets, at least in part. The rewards awarded to the user according to the updated cumulative points may be one or more rewards included in one reward set selected by the user from among the multiple reward sets.

[0087] In addition, in any of the puzzle games described in a) and b) above, as well as in other puzzle games, before the start of the puzzle game, the user can set the characters they possess or form a party including one or more characters they possess. That is, the puzzle elements arranged in the game area of the puzzle game stage may be puzzle elements corresponding to the characters selected from the characters the user possesses. The puzzle element corresponding to a character is a puzzle element with a design imitating the character and presenting a predetermined shape such as a substantially circular shape or a substantially rectangular shape. Also, the puzzle element corresponding to a character may be a puzzle element in which the score given to the user when the puzzle element and / or the combined puzzle element composed of the puzzle element is erased is determined based on a predetermined parameter (e.g., level, etc.) of the character. In this case, a base score for determining the score may be associated with each level of one character (i.e., it may be set such that the base score is a points at level 1 and b points at level 2. Note that a and b are positive numbers and satisfy the relationship a < b). The system 1 may increase the score given to the user as the value of the predetermined parameter of the character is higher. That is, the system 1 may determine the score to be given to the user when the puzzle element and / or the combined puzzle element composed of the puzzle element is erased based on the predetermined parameter of the character corresponding to the puzzle element.

[0088] Note that the game control unit 124 can also make the stage that the user will play from now on visible to the user via the output unit 100 before the start of the game play. Thereby, for example, when the stage that the user is good at is included, the user can easily aim for the high score in the puzzle game. So, the user can efficiently progress the game by aiming for a high score without giving a skip instruction and then giving a skip instruction after getting a high score. Alternatively, the user can compare and consider their skills and the difficulty level of the stage, etc., and since it is difficult to aim for a high score, they can also give a skip instruction without playing the game play and progress the game.

[0089] In System 1, a predetermined item that changes a character's predetermined parameter may be made available to the user upon user instruction. When the user uses the predetermined item on a character owned by the user and selected by the user, System 1 changes (for example, increases) the predetermined parameter of that character. For example, the predetermined parameter is the character's experience points, and the experience points increase when the predetermined item is used on the character upon user instruction. Each time the character's experience points exceed a predetermined threshold, the character's level increases. Therefore, the user can efficiently increase points, scores, and overall score in the puzzle game by increasing the character's predetermined parameter.

[0090] (Processing flow in System 1) Figure 5 shows an example of the processing flow in the system according to this embodiment. Figure 6 shows an overview of an example of the preparation screen for starting the puzzle game according to this embodiment, and Figure 7 shows an overview of an example of the skip settings for the puzzle game according to this embodiment.

[0091] First, the instruction receiving unit 110 receives a play instruction from the user via the input unit 104 to start playing a predetermined puzzle game (step 10; hereafter, steps will be denoted as "S"). The game control unit 124 prepares the puzzle game for the user to play in response to the play instruction. Specifically, the game control unit 124 determines whether the play instruction for the puzzle game is the first play instruction from the user (S12). For example, the game control unit 124 refers to the play information stored in the user information storage unit 128, which is associated with the puzzle ID of the puzzle game for which the play instruction was made, and determines whether the play instruction for the puzzle game is the first play instruction. If the game control unit 124 determines that the play instruction is the first play instruction (Yes in S12), it prohibits the acceptance of a skip instruction from the user (S14). Then, the game control unit 124 proceeds with the preparation for starting the puzzle game (S18). Furthermore, if the game control unit 124 does not have play information associated with the puzzle ID of the puzzle game for which the play instruction was given stored in the user information storage unit 128, it determines that the play instruction is the first play instruction. The game control unit 124 then stores the user's play information for the puzzle game in the user information storage unit 128, associated with the puzzle ID of the puzzle game for which the play instruction was given.

[0092] On the other hand, if the game control unit 124 determines that the play instruction is not the first play instruction (No in S12), that is, if it determines that the play instruction is the second or subsequent play instruction, it determines whether or not it can accept a skip instruction from the user (S16). For example, the game control unit 124 refers to the play information stored in the user information storage unit 128, which is associated with the puzzle ID of the puzzle game to which the play instruction was made, and determines whether or not the play instruction for the puzzle game is the second or subsequent play instruction. Also, for example, if there is an upper limit on the number of times a skip instruction can be accepted for the puzzle game to which the play instruction was made, the game control unit 124 refers to the skip history information stored in the user information storage unit 128 and determines that a skip instruction can be accepted if the number of past skip instructions made by the user for the puzzle game (for example, if the puzzle game is being played during a predetermined event period and a play instruction is received during that event period, the number of skip instructions made for the puzzle game during that event period) has not reached the upper limit (Yes in S16), and determines that a skip instruction cannot be accepted if the number has reached the upper limit (No in S16). The game control unit 124 does not need to set an upper limit on the number of skip instructions it can accept during a predetermined period within a predetermined event period. In this case, the game control unit 124 may accept skip instructions at any time during the predetermined period. The processing from "No. of S16" onwards is the same as the processing from S14 onwards. When the game control unit 124 determines that it can accept a skip instruction, it makes it possible to accept a skip instruction from the user via the instruction receiving unit 110 and proceeds with preparations to start the puzzle game (S20).

[0093] (Preparing to start the puzzle game) When the game control unit 124 proceeds with preparations for starting the puzzle game (S18 or S20), the game control unit 124 outputs a predetermined preparation screen to the output unit 100. For example, as shown in Figure 6, the game control unit 124 outputs an output screen 200 to the output unit 100 of the user's information terminal 3, which prepares for starting the puzzle game. Figure 6 shows an example of a character formation screen that prepares for running the puzzle game by setting up a party composed of a predetermined number of characters (four in the example in Figure 6) selected from one or more characters owned by the user in the puzzle game.

[0094] As an example, in the game area of ​​one or more stages that make up a puzzle game, puzzle elements corresponding to characters owned by the user and / or characters that make up a party assembled by the user are arranged, and puzzle elements that do not correspond to characters but are transformed or removed when the puzzle elements corresponding to characters and / or combined puzzle elements consisting of such puzzle elements are removed (hereinafter referred to as "gimmicks"). Gimmicks are removed or transformed when a specific puzzle element and / or a specific combined puzzle element is removed while in contact with that specific puzzle element and / or specific combined puzzle element, or when that specific puzzle element and / or specific combined puzzle element is removed while the gimmick is within a predetermined distance from that specific puzzle element and / or specific combined puzzle element. Gimmicks may be removed after undergoing multiple transformations. Furthermore, one or more characters and each of the puzzle elements corresponding to those one or more characters may be associated with one or more gimmicks that can be removed or transformed (hereinafter sometimes referred to as "specialty gimmicks").

[0095] The game control unit 124 displays on the output screen 200 a title 300 indicating the content of the output screen (in the example in Figure 6, it displays "Character Formation") and an icon 210 that transitions to another screen (for example, a screen for selecting one puzzle game from multiple puzzle games). The game control unit 124 also displays in a predetermined area of ​​the output screen 200 a puzzle element display area 350 that displays the types of gimmicks that appear in one or more stages included in the puzzle game, a high score display area 400 that displays the user's high score in the puzzle game, a party formation 500 that shows the party contents when a high score is achieved, a character setting area (for example, character setting area 510, character setting area 512, character setting area 514, and character setting area 516) for setting the characters that make up the party to be used in the puzzle game, a skip icon 600 that accepts skip instructions from the user, and a start icon 700 that accepts instructions from the user to start the puzzle game.

[0096] By referring to the puzzle element display area 350, the user can understand the types of gimmicks that appear on the stage. By selecting a character from their owned characters that can eliminate or transform the gimmick and setting it in the character setting area, they can aim for a high score in the puzzle game. For example, the game control unit 124 receives a selection instruction from the user for the character setting area and outputs one or more characters owned by the user on the output screen 200. The game control unit 124 then receives a character specification instruction from the user and displays the character specified by the user in the character setting area and adds that character to the party. The game control unit 124 performs the same process for each of the multiple character setting areas. Figure 6 shows an example where character A is set in character setting area 510, character B is set in character setting area 512, character C is set in character setting area 514, and character D is set in character setting area 516.

[0097] Furthermore, the game control unit 124 displays the high score stored in the user information storage unit 128 in association with the game ID of the puzzle game that has been instructed to be played in the high score display area 400, and displays the party information associated with the high score (for example, information about one or more characters that make up the party) as party formation 500 on the output screen 200.

[0098] On the other hand, if the user has played the game two or more times and the game control unit 124 proceeds with preparing to start the puzzle game (S20), the skip control unit 118 determines whether or not it has received a skip instruction from the user (S22). Also, as described in S18, the game control unit 124 can also make it possible to set a character in the character setting area in response to a user instruction referring to the puzzle element display area 350, at least until the skip control unit 118 receives a skip instruction from the user.

[0099] In this way, in System 1, the user can understand the content of the stage before playing the game and set the character to be used in the game. Therefore, by referring to the status of the character they possess (for example, the level, the points (base points) when the puzzle elements corresponding to that character, which are determined based on the level, are eliminated, the type of gimmick that the character excels at, the number of gimmicks that can be eliminated or transformed at once, etc.), the user can proceed with the game while considering whether it is possible to aim for a high score by actually playing the game at this point, or whether it is difficult to aim for a high score and whether it would be better to skip based on the current high score.

[0100] For example, the skip control unit 118 determines that there is a skip instruction if the instruction receiving unit 110 receives a skip instruction from the user for the skip icon 600 (Yes in S22). When the instruction receiving unit 110 receives a skip instruction (Yes in S22), the skip control unit 118 considers that the puzzle game has been cleared without the user playing the puzzle game, based on the score associated with the user at the time the skip instruction was received. The point update unit 114 then updates the cumulative points of the puzzle game by accumulating the score based on the user's high score (S26). In other words, the point update unit 114 uses the user's high score instead of the score calculated through gameplay, and updates the cumulative points by adding the high score to the cumulative points calculated based on gameplay played up to that point. On the other hand, the skip control unit 118 determines that there is no skip instruction if the instruction receiving unit 110 does not receive a skip instruction from the user for the skip icon 600 (No in S22). The game control unit 124 allows the start of the puzzle game until it receives a skip instruction from the skip control unit 118 (S24).

[0101] Furthermore, if the user's play instruction is the first play instruction, and the acceptance of skip instructions from the user is prohibited, or if it is determined that a skip instruction cannot be accepted, during the preparation for starting the game (i.e., S18), the game control unit 124 prohibits the acceptance of skip instructions when proceeding with the preparation for starting the puzzle game in S18. In this case, the game control unit 124 makes it impossible to accept skip instructions from the user for the skip icon 600 shown in Figure 6 (for example, by preventing the output of the skip icon 600 to the output screen 200, graying out the skip icon 600, or displaying a message on the skip icon 600 indicating that a skip instruction cannot be given using text or a predetermined shape, thereby making the user aware that a skip instruction cannot be given and preventing the acceptance of a skip instruction). In the same manner as above, it makes it possible to accept the setting of a party composed of a predetermined number of characters selected from one or more characters owned by the user. Then, the game control unit 124 makes it possible to accept the start of the puzzle game (S24).

[0102] (Details of skip processing settings) After processing "Yes" in S22, the game control unit 124 causes the output unit 100 to output an output screen 200 for setting the specific details of the skip. For example, after the skip control unit 118 receives an instruction for the skip icon 600 shown in Figure 6, the game control unit 124 causes the output unit 100 to output an output screen 200 for setting the skip process as shown in Figure 7.

[0103] As shown in Figure 7, the game control unit 124 causes the output screen 200 to display the following in a predetermined area: a title 304 indicating the content of the output screen (in the example in Figure 7, "High Score Skip" is displayed); a high score display area 402 displaying the user's high score at the time the skip instruction is received; an acquired points display area 450 displaying the points the user will acquire when the skip process is executed; an acquired stars display area 455 displaying the number of stars the user will acquire when the skip process is executed; an acquired collectible items display area 460 displaying the types and number of items the user can acquire according to the accumulated points calculated by accumulating the points the user has acquired; a character image 550 indicating a character of interest in the puzzle game or the stages that make up the puzzle game; a rank display area 560 displaying the user's rank which increases based on the accumulated points; a skip count selection icon (for example, skip count selection icon 610, skip count selection icon 612, skip count selection icon 614) for selecting the number of times to give the skip instruction; an explanation area 850 displaying a predetermined message; and a purchase icon 900 that accepts the user's purchase of the paid / free skip process. The game control unit 124 controls the content displayed in each area and controls the images / icons displayed in predetermined areas, as follows:

[0104] The high score displayed in the high score display area 402 is the high score based on the play history stored in the user information storage unit 128, provided that the user has played the puzzle game for which the play instruction was received in S10 at least once in the past (in the example in Figure 7, the high score is shown to be "6,454,261"). If the user has never played the puzzle game before, the high score will be "zero".

[0105] The points displayed in the points earned display area 450 are calculated based on the number of times the user gives a skip command and the high score displayed in the high score display area 402. These are the points (earned points) that will be added to the cumulative points if the number of skip operations specified by the user are actually executed. For example, the earned points are calculated by multiplying the number of skip operations specified by the user by the high score. For example, Figure 7 shows an example where the user gives a skip command of "5 times". In this case, the value calculated by multiplying the high score displayed in the high score display area 402 by the number of skip commands given, "5", is the value of the earned points that can be obtained and is displayed in the points earned display area 450 (in the example in Figure 7, "32,271,305" is displayed as the earned points).

[0106] Furthermore, the cumulative points increase by repeatedly playing the puzzle game (that is, a score is calculated each time the puzzle game is played, and each score is added cumulatively to calculate the cumulative points, so the cumulative points increase as the number of times the puzzle game is played increases). In System 1, the user's rank in the puzzle game may be increased each time the cumulative points reach a predetermined threshold. There may be multiple ranks, for example, rank 1 to rank x (where x is an integer of 2 or more). The y-th cumulative points required to rank up from rank y to rank y+1 (where y is an integer of 1 or more) and the y+1-th cumulative points required to rank up from rank y+1 to rank y+2 may be the same or different. If they are different, the relationship y-th cumulative points < y+1-th cumulative points may be satisfied. Also, there may be an upper limit to the ranks (for example, rank 50 may be the maximum rank).

[0107] Then, when the skip control unit 118 receives a skip instruction and the point update unit 114 updates the cumulative points of the puzzle game based on the user's high score, if the user's rank (current rank) reaches the upper limit of the rank, the points required to reach the upper limit of the rank will be set to the upper limit of the points earned, and points exceeding this upper limit will not be earned with the skip instruction or after the skip instruction. In this case, the game control unit 124 displays the upper limit of points earned in the points earned display area 450 in a predetermined format (for example, the color and font of the points earned will be different from the color and font of points that have not reached the upper limit), and displays on the output unit 100 that the cumulative points cannot be increased by the skip instruction or further skip instructions.

[0108] The number of stars displayed in the acquired stars display area 455 is a mark (referred to as "stars" in this embodiment) used to award predetermined rewards to the user in the puzzle game, and represents the number of stars the user can acquire by executing the skip process. For example, when the user plays one puzzle game, the reward unit 120 awards a predetermined number of stars to the user according to the score of the puzzle game. As an example, the reward unit 120 awards 1 star if the score is less than or equal to a first score, 2 stars if the score exceeds the first score but is less than or equal to a second score, and 3 stars if the score exceeds the second score, and so on, awarding the user a number of stars according to the score the user achieved in the puzzle game. The reward unit 120 can award predetermined items to the user according to the number of stars. The game control unit 124 then displays the number of stars that are scheduled to be awarded to the user in the acquired stars display area 455 when the skip instruction specified by the user is actually executed. The game control unit 124 may set the maximum number of stars a user can acquire in a single puzzle game to the number of stars that the user is expected to receive as a result of executing a skip process. For example, suppose the maximum number of stars a user can acquire in a single puzzle game is "3". Then, as shown in Figure 7, if the user gives the skip command "5 times", the acquired stars display area 455 will display the number of stars the user is expected to acquire as the maximum number of stars a user can acquire in a single puzzle game multiplied by the number of skip commands given by the user (in the example in Figure 7, it is shown that 15 stars are expected to be acquired).

[0109] The acquired item display area 460 displays the types and number of items that can be awarded to the user by executing the skip process. A predetermined number of items of one type are associated with a predetermined number of points, and the reward unit 120 awards the predetermined number of items of that type to the user according to the result of comparing the predetermined number of points with the acquired points. In other words, the game control unit 124 displays the types and number of items that the user can acquire in the acquired item display area 460, corresponding to the acquired points that are scheduled to be added to the cumulative points when the skip process is actually executed, or the new cumulative points after those acquired points have been added to the cumulative points.

[0110] The game control unit 124 may set an upper limit on the number of types of rewards and the number of rewards that can be given to the user. In this case, once the number of types of rewards and the number of each reward set to be given to the user are determined, the total value of a predetermined number of points when all types of rewards are given to the user is also determined. The game control unit 124 then compares this total value with the user's cumulative points, and if the cumulative points reach this total value, the user will no longer be able to obtain rewards even if points are generated by executing the skip process. Therefore, the game control unit 124 may output to the output unit 100 that rewards cannot be obtained by executing the skip process (i.e., that there is no need to execute the skip process).

[0111] Furthermore, the game control unit 124 may set multiple rewards that can be awarded to the user and pre-set the order in which the rewards are awarded to the user. In this case, the rewards can be awarded to the user in the order of the nth reward, the (n+1)th reward, and so on, and a predetermined number of points is set for each of the multiple rewards to be obtained, such that the nth reward requires a predetermined number of points, and the (n+1)th reward requires a predetermined number of points (the relationship that the nth predetermined points ≤ the (n+1) predetermined points is satisfied). The game control unit 124 then compares the sum of the predetermined number of points for all rewards with the user's cumulative points, and if the cumulative points reach the sum, the skip process is executed and even if points are to be earned, the user can no longer obtain the reward. Therefore, the game control unit 124 may output to the output unit 100 that the reward cannot be obtained by executing the skip process.

[0112] Furthermore, if a user's rank reaches its maximum and / or the user has acquired all rewards and the user has unused skip tickets, the game control unit 124 may grant the user a substitute for the unused skip tickets. The substitute may be, for example, in-game virtual currency or a predetermined item.

[0113] The character image 550 is an image of a character that is the focus of attention in the puzzle game or the stage that makes up the puzzle game. The rank display area 560 displays the user's rank in the puzzle game the user is playing and the rank that would occur if the skip process were actually performed. For example, a predetermined character may be associated with the puzzle game or stage, and this character may be the character that is the focus of attention. From the viewpoint of making it easy to understand that the user's rank is the rank in a particular type of puzzle game, a character associated with that particular type of puzzle game is displayed as the character image 550 near the rank display area 560. The rank display area 560 also displays the user's rank at the time the user gives a skip instruction (current rank) and the user's rank when the skip process is performed in response to the skip instruction (updated rank) (Figure 7 shows that the current rank is "6" and that the rank will increase to "14" as a result of the skip process). An arrow or other graphic may be displayed between the current rank and the updated rank. This allows the user to perceive how much their rank will improve as a result of the skip process before performing the skip process.

[0114] The skip count selection icon is an icon that allows the user to select the number of times to perform the skip process. Each skip count selection icon may have settings for the number of times the skip process will be performed, the maximum number of times that the icon can be selected (selectable number of times), and whether the skip process is free or paid. The game control unit 124 then displays the number of executions, the number of selectable times, and / or whether it is paid or free within or near the skip count selection icon. For example, skip count selection icon 610 is set to perform the skip process once, have a maximum selectable number of times of once, and be free of charge. On the other hand, skip count selection icon 612 is set to perform the skip process five times and have a maximum selectable number of times of three. Also, skip count selection icon 614 is set to perform the skip process ten times and have a maximum selectable number of times of two. The skip count selection icons 612 and 614 are set to charge a fee for skipping, and the game control unit 124 displays the cost on the purchase icon 900 based on the skip count selection icon selected by the user. The game control unit 124 also receives the user's selection instruction for a skip count selection icon from the instruction receiving unit 110, and when it receives the user's purchase instruction via the purchase icon 900, it reduces the number of selectable skips set for that skip count selection icon by the number of selection instructions received, and displays the reduced number of selectable skips near the skip count selection icon. For example, if the number of selectable skips set for a predetermined skip count selection icon becomes "zero", the game control unit 124 hides the number of selectable skips and grays out the skip count selection icon so that it cannot be selected.

[0115] Furthermore, if the puzzle game is run during a predetermined event period, the game control unit 124 may remove the setting for the number of selectable actions during a predetermined period from a predetermined time prior to the end of the event period until the end of the event period (this predetermined period can be set as appropriate). In this case, the user can select the desired number of skips selection icons any number of times without any restrictions (however, skip count selection icons for which the skip process is provided free of charge may be excluded). In this case, the game control unit 124 will hide the display of the number of selectable actions.

[0116] For example, Figure 7 shows an example where the user selects the skip count selection icon 612 (an icon that executes the skip process 5 times). In this case, the game control unit 124 displays predetermined information in the points earned display area 450, the stars earned display area 455, the collected items earned display area 460, and the rank display area 560 based on the user's high score, and also displays the cost information (in the example of Figure 7, "¥100") superimposed on the purchase icon 900. The game control unit 124 also displays a predetermined explanation as text in the explanation area 850 (in Figure 7, it displays "Do you want to skip with your current high score and earn a reward?"). When the instruction receiving unit 110 receives a purchase instruction from the user to the purchase icon 900, the skip control unit 118 executes the skip process for the number of times associated with the skip count selection icon selected by the user, and the point update unit 114 updates the cumulative points of the puzzle game using the score based on the user's high score (S26). For example, in the example in Figure 7, the point update unit 114 updates the cumulative points by adding the points earned ("32,271,305"), which are calculated by multiplying the number of skip operations (5) set in the skip count selection icon selected by the user by the high score ("6,454,261") at the time the skip instruction was received from the user, to the cumulative points at the time the skip instruction was received. The game control unit 124 then performs the settlement process for the costs based on the execution of the skip operation. Note that when the game control unit 124 accepts skip instructions from users free of charge and / or for a fee in a puzzle game during an event period, it makes it possible to accept skip instructions only on the skip operation setting screen as shown in Figure 7. This allows the game control unit 124 to execute skip operations based on skip instructions received during that event period only during that event period.

[0117] Furthermore, if the skip control unit 118 is unable to execute the skip process due to an abnormality or malfunction in System 1 after the instruction receiving unit 110 has received a purchase instruction from the user to the purchase icon 900, the game control unit 124 stores information regarding the occurrence of the abnormality or malfunction, associating it with the date and time it occurred. Then, when the puzzle game related to System 1 is executed again by the information terminal 3, the game control unit 124 causes the output unit 100 to output that the skip process has not been executed. The game control unit 124 then causes the output unit 100 to output that the skip control unit 118 should forcibly execute the skip process, and causes the skip control unit 118 to execute the skip process that had not been executed.

[0118] If the user's rank reaches its maximum due to the skip process, the game control unit 124 will display a pop-up message containing predetermined information (for example, a warning that because the user's rank has reached its maximum due to the skip process, the points required to reach the rank limit will be capped, and any points exceeding this limit will not be awarded) at the time the user issues a purchase instruction to the purchase icon 900.

[0119] The skip count selection icon 610, which is provided free of charge, may be made available for a predetermined number of user selections (e.g., 1 time) during a predetermined period (e.g., 1 day). The game control unit 124 may display a label near the skip count selection icon 610 indicating that the skip process can be performed a predetermined number of times for free. Then, for example, after the skip control unit 118 has executed the skip process in response to the predetermined number of user selections of the skip count selection icon 610 during the predetermined period, the game control unit 124 may hide the label and gray out the skip count selection icon 610 so that it cannot be selected.

[0120] (Details of gameplay processing) After the game control unit 124 makes it possible to accept the start of the puzzle game (S24), the game control unit 124 receives an instruction from the user for the start icon 700 (game start instruction) via the instruction receiving unit 110 and starts the puzzle game. First, in one stage of the puzzle game, the game control unit 124 erases at least one puzzle element, a combined puzzle element composed of multiple puzzle elements, and / or a predetermined gimmick (hereinafter, these may be collectively referred to simply as "puzzle elements") based on the user's operation instructions for puzzle elements received via the input unit 104. Then, the score calculation unit 112 calculates a total score by adding up points based on the type / number of puzzle elements erased each time a puzzle element is erased (S28). Then, when the stage end conditions for that stage are met, the game control unit 124 ends the game play for that stage, and the score calculation unit 112 calculates the total score for that stage based on the puzzle elements erased up to the end of the game play for that stage (S30).

[0121] The game control unit 124 allows the user to sequentially play one or more stages included in the puzzle game until a predetermined termination condition set in the puzzle game is met. The game control unit 124 terminates the puzzle game when the predetermined termination condition is met (S32). The game control unit 124 grants a predetermined amount of experience points to each of the one or more characters (characters in the party) used in the puzzle game. However, if the game control unit 124 executes a skip process in response to a skip instruction from the user, it does not grant experience points to the one or more characters associated with the high score used by the point update unit 114 to update the cumulative points. In other words, the game control unit 124 grants experience points to the characters in the party based on the execution of the puzzle game during normal gameplay (i.e., gameplay when the skip process is not executed), but does not grant experience points to the characters when the skip process is executed. As a result, for example, a beginner in the game who is using a character that has not been given more than a predetermined amount of experience points (i.e., a character that is still growing) can give the character experience points by repeating gameplay (i.e., grow the character), and can expect an increase in the score during gameplay in accordance with the growth of the character. The score calculation unit 112 then calculates the score of the puzzle game based on the scores calculated for each of the one or more stages played by the user (S34). In other words, when a puzzle game is completed (however, if there is a time limit on the playable time of the puzzle game, or if there is an upper limit on the number of user operation instructions, not all stages included in a puzzle game may be played), the score calculation unit 112 calculates the score of the puzzle game based on the scores of each of the one or more stages for which scores were calculated in the puzzle game.The score calculation unit 112 can calculate the score by simply adding up the scores of one or more stages, or by multiplying the scores of one or more stages by a predetermined coefficient or by adding / subtracting a predetermined value, or by multiplying the total score of one or more stages by a predetermined coefficient or by adding / subtracting a predetermined value.

[0122] After the score calculation unit 112 calculates the score for the puzzle game, the point update unit 114 updates the user's cumulative points based on the calculated score (S36). Here, if it is the user's first play of a puzzle game, the point update unit 114 updates the cumulative points based on the calculated score. In other words, the initial value of the cumulative points for a puzzle game is "zero," and the point update unit 114 adds the score calculated by the score calculation unit 112 to the initial value of the cumulative points to make it the cumulative points. On the other hand, if it is the user's second or subsequent play of a puzzle game, the point update unit 114 updates the cumulative points based on the score calculated by the score calculation unit 112 and the cumulative points for that puzzle game stored in the user information storage unit 128. For example, the point update unit 114 updates the cumulative points by adding the score calculated by the score calculation unit 112 to the cumulative points of the puzzle game from previous game plays to make a new cumulative point.

[0123] Furthermore, after the score calculation unit 112 calculates the score for the puzzle game, the score update unit 116 updates the user's high score based on the score calculated by the score calculation unit 112 and the high score associated with the user (that is, the high score based on the comparison result between the play history stored in the user information storage unit 128 and the calculated score) (S38). In other words, if it is the user's first time playing a puzzle game, the score update unit 116 associates the score calculated by the score calculation unit 112 with the user as their high score and stores the high score associated with the user in the user information storage unit 128. Furthermore, if the user is playing a puzzle game for the second time or later, the score update unit 116 compares the score calculated by the score calculation unit 112 with the high score associated with the user, and updates the high score by associating the larger value with the user as the new high score (Note that the score update unit 116 can also maintain the high score. That is, if the score calculated by the score calculation unit 112 is the same as or smaller than the high score associated with the user, the score update unit 116 maintains the high score). Note that the process in S38 may be executed before the process in S36, or in parallel with the process in S36.

[0124] The reward unit 120 then grants the user a reward corresponding to the accumulated points (S40). The reward unit 120 may grant the user a predetermined reward each time the accumulated points reach a predetermined threshold. The reward unit 120 may also grant the user a predetermined reward in exchange for part or all of the accumulated points, according to the user's instructions. The reward may be a predetermined item that can be exchanged for a predetermined character or a predetermined object by being consumed. The reward may also be a predetermined character, a predetermined item, and / or in-game virtual currency. After the reward is granted to the user, the process from S10 onwards is repeated.

[0125] Furthermore, in addition to step S40, the reward unit 120 may also grant the user a predetermined reward based on the end of the game. For example, the reward unit 120 may grant the user a reward determined by a random draw each time the game ends (for example, each time step S32 is executed). In this case, when a skip process is executed in response to a skip instruction from the user, a draw is performed for each skip process. That is, when the instruction receiving unit 110 receives a skip instruction from the user, the skip control unit 118 executes a skip process that deems the game cleared based on the score associated with the user at the time the skip instruction was received without the user playing the game. The reward unit 120 then deems the game cleared, performs a reward draw, and grants the winning reward to the user. The reward unit 120 performs a reward draw each time a skip process is executed in the skip control unit 118. In other words, the reward unit 120 performs a draw for the number of skip processes (the number of skip instructions given by the user). For example, if the skip control unit 118 receives x skip instructions from the user (where x is an integer greater than or equal to 1), the reward unit 120 performs x draws. Specifically, the reward unit 120 performs a draw based on the "1st" skip process and grants the user the winning reward (for example, one 1st item), performs a draw based on the "2nd" skip process and grants the user the winning reward (for example, two 2nd items), and performs a draw based on the "3rd" skip process and grants the user the winning reward (for example, two 1st items and two 2nd items). The reward unit 120 similarly performs a draw based on the skip processes up to x times and grants the user the winning rewards. The reward for each draw is determined randomly and may be the same or different (that is, the reward won in the draw performed for each skip is not necessarily the same for each skip process). In this draw, the type and number of rewards may be determined by the draw. Furthermore, the reward unit 120 may determine the probability of winning a reward by lottery based on the user's high score and / or play history in the game.For example, rewards may be associated with rarity levels. The reward unit 120 may increase the probability of winning a higher rarity reward depending on the user's high score. In other words, suppose that the relationship nth rarity < nth rarity is set when the nth reward is associated with the nth rarity and the (n+1)th reward is associated with the (n+1)th rarity. In this case, the reward unit 120 may increase the probability of winning the (n+1)th reward the higher the user's high score.

[0126] Furthermore, the game control unit 124 can also output information about the rewards won by the lottery in the reward unit 120 (for example, the type, name, and number of rewards) to the output unit 100. In this case, the game control unit 124 can output the rewards won in x lotteries in the reward unit 120 separately for each skip process (that is, it outputs the rewards won for each of the 1st, 2nd, ... xth lotteries), or it can display the rewards won in all lotteries together (that is, it classifies the rewards won in each of the 1st to xth lotteries by reward type and outputs the total number of rewards for each type).

[0127] The reward may be an item that increases the parameters (e.g., experience points) of a predetermined character. In this case, the game control unit 124 receives a character selection instruction and an item granting instruction from the user via the input unit 104, and increases the character's parameters based on the item. The game control unit 124 then increases the character's level each time the parameters exceed a predetermined threshold, and also increases the points (base points) earned when puzzle elements corresponding to the character are eliminated in the game. Furthermore, if the character's level increases to a predetermined level or higher, the game control unit 124 may increase the types and / or number of "specialty gimmicks" that the puzzle elements corresponding to the character can eliminate or transform. This allows the user to increase their cumulative points by repeatedly playing the puzzle game and use those points to acquire items that increase the parameters of the characters they own. When an item is given to a character and the character's level increases due to the increase in its parameters, an effect advantageous to the user (i.e., an effect that makes it easier to increase the score) occurs in the puzzle game.

[0128] In other words, in System 1, by using predetermined rewards awarded to the user according to their accumulated points on a character they own, the character's experience points and level increase. As the level increases, the points awarded when puzzle elements corresponding to the character are eliminated in the puzzle game, and / or the types and / or number of "specialty gimmicks" that the puzzle elements can eliminate or transform, also increase. This makes it easier for the user to progress through the puzzle game by playing with a leveled-up character compared to using a character before the level increase, and as a result, higher scores can be expected in the puzzle game. This, in turn, makes it easier for the user to acquire higher accumulated points, and thus easier to obtain rewards that further improve the character's abilities.

[0129] Furthermore, when a user issues a skip command, the cumulative points are updated by accumulating the score based on the high score at the time of the skip command. Therefore, the skip command becomes a factor in acquiring rewards that improve the character's abilities. In other words, in System 1, improving the abilities of the character corresponding to the puzzle elements placed on the puzzle game stage changes the score the user earns on the stage, the score the user earns in the puzzle game, and the cumulative points. Moreover, the rewards given to the user according to the cumulative points affect the improvement of the character's abilities. Therefore, in System 1, when a user acquires predetermined rewards to increase the character's parameters and level up the character, the user can more easily obtain higher high scores in the puzzle game. Based on the increased cumulative points, the user can acquire items that further increase the character's parameters, thereby increasing the character's parameters and aiming for even higher high scores. Furthermore, in the skip process, the cumulative points are updated by accumulating the score based on the high score, so the user can be encouraged to repeatedly play the game aiming to skip the puzzle game based on higher high scores.

[0130] [Example of the skip processing settings screen] Figure 8 outlines another example of the skip settings for the puzzle game according to this embodiment.

[0131] The output screen 200 for setting the skip process in Figure 8 has substantially the same configuration and functions as the output screen 200 described in Figure 7, except that the method of obtaining the number of skip instructions differs. Therefore, a detailed explanation will be omitted except for the differences.

[0132] In Figure 8, instead of a skip count selection icon, a skip count selection area 620 is provided on the output screen 200. The skip count selection area 620 displays the maximum number of times the user can skip and the number of skips specified by the user. In Figure 8, each count is displayed in the format "specified skip count / maximum count" (in Figure 8, the number of skips specified by the user is "5" and the maximum number of skips is "36" is displayed as "5 / 36"). The skip count selection area 620 also includes, as an example, an increase icon (e.g., a "+" mark icon) and a decrease icon (e.g., a "-" mark icon) to increase the number of skips specified by the user. The instruction receiving unit 110 receives the user's instruction for the increase or decrease icon, and the game control unit 124 obtains the number of skips specified by the user.

[0133] [A variation of the game start preparation screen] Figure 9 shows an overview of another example of the preparation screen for starting the puzzle game according to this embodiment.

[0134] The start preparation screen in Figure 9 has substantially the same configuration and functions as the start preparation screen described in Figure 6, except for the fact that a character is set for each stage included in the puzzle game. Therefore, a detailed explanation will be omitted except for the differences.

[0135] In the modified version of the start preparation screen, the game control unit 124 displays the title 302 (which in the example in Figure 9 is displayed as "Start Preparation") and an icon 210 for transitioning to another screen on the output screen 200. Furthermore, the game control unit 124 displays the following in a predetermined area of ​​the output screen 200: a stage description area (for example, stage description area 360, stage description area 362, and stage description area 364) that displays the characteristics of each of the multiple stages included in the puzzle game; a puzzle element display area (for example, puzzle element display area 352, puzzle element display area 354, and puzzle element display area 356) that displays one or more gimmicks that appear in each stage within each stage description area; a character setting area (for example, character setting area 518, character setting area 520, and character setting area 522) that sets the character corresponding to the puzzle element mainly used in the stage; a recommended character display area (for example, recommended character display area 800, recommended character display area 802, and recommended character display area 804) that displays a character that is likely to produce game effects advantageous to the user in each stage; a skip icon 600; and a start icon 700.

[0136] As shown in Figure 9, the preparation screen displays the characteristics of each stage in the puzzle game before the user plays the game. Therefore, the user can set characters in the character setting area that correspond to the gimmicks that appear in each stage in order to obtain a high score in each stage. In addition, the game control unit 124 suggests characters that produce game effects advantageous to the user in each stage (for example, effects that allow for obtaining a high score) in the recommended character display area, so the user can also refer to the characters displayed in the recommended character display area and devise a strategy for the puzzle game.

[0137] [program] Each component of System 1 according to this embodiment, as shown in Figures 1 to 9, can be realized by having a processing unit (processor), such as a Central Processing Unit (CPU), execute a program (i.e., a program capable of running a puzzle game), that is, by software processing. Alternatively, it can be realized by pre-writing the program to hardware, such as an integrated circuit (IC), which is an electronic component. The processor is hardware for executing the instruction set described in the program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Furthermore, software and hardware can be used in combination.

[0138] In other words, the program according to this embodiment is a program that causes a computer equipped with a processor and memory to execute a predetermined puzzle game. The program according to this embodiment can be pre-installed in, for example, an IC or ROM. The program can also be provided as a computer program by recording it on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium in an installable or executable file format. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or DVD. Furthermore, the program can be pre-stored on a computer connected to a communication network such as the Internet, and made available for download via the communication network.

[0139] The program according to this embodiment interacts with the CPU and other components to cause the program to function as the output unit 100, output control unit 102, input unit 104, instruction reception unit 110, score calculation unit 112, point update unit 114, score update unit 116, skip control unit 118, reward unit 120, ranking control unit 122, game control unit 124, and storage unit 126, as described in Figures 1 to 9.

[0140] [Effects of the embodiment] System 1 according to this embodiment not only allows users to increase their cumulative points by repeatedly playing the puzzle game, but also updates the cumulative points by accumulating the score based on the high score at the time of the skip instruction, and grants the user a predetermined reward based on the updated cumulative points. In other words, System 1 allows for the skipping of the puzzle game in conjunction with the user's gameplay. Furthermore, since System 1 allows users to update their cumulative points without actually playing the puzzle game by giving a skip instruction, it not only shortens the time spent actually playing the puzzle game, but also allows users with limited play time to play during spare moments in their daily lives. Moreover, in System 1, for example, even if a user has not yet obtained the desired reward and there is little time remaining in a predetermined event period, the cumulative points can be updated by giving a skip instruction, making it easier to obtain the reward within the remaining period.

[0141] Furthermore, in System 1, if the puzzle game is skipped, the cumulative points can be updated based on the user's previous high score in the puzzle game. However, for the user, even if they play the puzzle game repeatedly, it is not always easy to re-achieve their previous high score or to surpass it. Therefore, regardless of the user's skill level, if the user has previously achieved a high score, the cumulative points can be updated based on that high score without the user having to play the puzzle game by skipping it at their request. This makes it easier for the user to understand the importance and significance of achieving high scores.

[0142] Furthermore, in System 1, the user can issue multiple skip commands. The cumulative points are updated according to the multiple skip operations, and the user is given a reward corresponding to the updated cumulative points. If the reward is an item that increases a character's predetermined parameter, the user can use the items given to the user based on the multiple skip operations on a character they own, thereby significantly increasing that character's predetermined parameter (that is, the amount of items given to the user based on multiple skip operations is greater than the amount of items given to the user based on one skip operation, so by using all the items given to the user based on multiple skip operations on a character, the character's parameter can be significantly increased). The user can then play the puzzle game themselves using the character with the significantly increased parameters, and experience firsthand that it is easier to achieve a higher score in the puzzle game compared to playing the puzzle game with the character before the parameter increase, and that the increase in the character's parameters is noticeable.

[0143] Furthermore, in System 1, the rewards given to the user based on cumulative points can increase predetermined parameters of characters corresponding to puzzle elements, and increasing these predetermined parameters makes it easier to increase the score in the puzzle game. Therefore, in System 1, by repeatedly playing the puzzle game, the user can increase cumulative points and receive rewards that increase character parameters (e.g., experience points) according to those cumulative points, and by using the acquired rewards on the characters they own, they can increase the parameters of those characters. Consequently, in System 1, if there is room for increase in the parameters of the characters owned by the user, it is easier to increase the character parameters by repeatedly playing the puzzle game, making it easier to achieve higher scores in the puzzle game and to obtain rewards. On the other hand, if there is no room for increase in the parameters of the characters owned by the user (for example, if a character has a level cap and the character's level has reached the cap), the character's parameters will not change even if the puzzle game is repeatedly played using that character, so it is easier to choose to update cumulative points by skipping or to use other characters in the puzzle game rather than playing the puzzle game. Therefore, in System 1, since multiple characters can be assigned to the user, it is possible to suppress the user from skipping any stage in the puzzle game.

[0144] Although embodiments of the present invention have been described above, the embodiments described above do not limit the invention as defined in the claims. Furthermore, it should be noted that not all combinations of features described in the embodiments are necessarily essential for solving the problem of the invention. Moreover, the technical elements of the embodiments described above may be applied individually or may be divided into multiple parts, such as program components and hardware components, and applied accordingly.

[0145] Furthermore, the functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this specification, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0146] Furthermore, the program according to this embodiment may also be referred to in the following supplementary information, which should not be confused with the claims.

[0147] (Additional note 1) A program to be executed on a computer having a processor and memory, The program is provided to the processor: A step of updating cumulative points based on the score of a puzzle game calculated based on at least one puzzle element that has been removed by user instructions, The steps include receiving a skip instruction from the user for the puzzle game, The steps include: skipping the puzzle game without the user playing based on the skip instruction, updating the cumulative points with the updated high score based on the comparison result between the user's high score in the puzzle game and the score; A step of granting the user a reward corresponding to the cumulative points after the update. A program that executes the command.

[0148] Furthermore, the program according to this embodiment is not limited to puzzle games, but can be applied to various other games (e.g., shooting games, action games, racing games, role-playing games, adventure games, simulation games, music games, table games, etc.) as long as they calculate a predetermined score associated with the user. In this case, the program can also be referred to in the following supplementary information, which should not be confused with the claims. (Additional note 2) A program to be executed on a computer having a processor and memory, The program is provided to the processor: A step of calculating the game score based on the user's instructions, A step of determining the user's high score based on a comparison of the user's game play history and the score, The steps include updating the cumulative points associated with the user by accumulating the aforementioned scores, The steps include receiving a skip instruction for the game from the user, The steps include: skipping the game without the user playing based on the skip instruction, and updating the cumulative points by accumulating the score based on the high score at the time the skip instruction was received; A program that executes the command. (Additional note 3) The program described in Appendix 2 further performs the step of granting the user a reward corresponding to the cumulative points mentioned above. [Explanation of Symbols]

[0149] 1 System 3, 3a, 3n information terminal 5. Communication Network 7 Servers 100 Output section 102 Output Control Unit 104 Input section 106 Input surface 108 Input Control Unit 110 Instruction Reception Department 112 Score Calculation Unit 114 points update section 116 Score Update Section 118 Skip Control Unit 120 Compensation Department 122 Ranking Control Unit 124 Game Control Unit 126 Storage Unit 128 User Information Storage Unit 130 Game Information Storage Unit Output screens for 200, 202a, 202b, and 202c. 210 icons Titles 300, 302, 304 320, 322, 324 Puzzle elements 330 combination puzzle elements 335 Combined area 350, 352, 354, 356 Puzzle element display area Stage description areas 360, 362, 364 400, 402 High score display area 450 Points earned display area 455 Stars earned display area 460 Acquired and Collected Items Display Area 500 Party Formation 510, 512, 514, 516, 518, 520, 522 Character setting area 550 character images 560 rank display area 600 Skip Icons 610, 612, 614 Skip count selection icon 620 Skip Count Selection Area 700 Start Icon Recommended character display area: 800, 802, 804 850 Explanatory Area 900 Purchase Icon

Claims

1. A program to be executed on a computer having a processor and memory, The program is provided to the processor: A step of calculating the score of a puzzle game based on at least one puzzle element that has been removed by user instructions, A step of determining the user's high score based on a comparison of the user's past scores included in the user's play history in the puzzle game with the current score, The steps include updating the cumulative points associated with the user by accumulating the aforementioned scores, The steps include receiving a skip instruction from the user for the puzzle game, The steps include: skipping the puzzle game without the user playing it based on the skip instruction, and updating the cumulative points by accumulating the score based on the high score at the time the skip instruction was received; The steps include: granting the user a reward corresponding to the accumulated points; A program that executes the command.

2. The program according to claim 1, wherein the step of calculating the score is to calculate the score based on the points obtained when at least one puzzle element is eliminated based on the user's operation instructions in the puzzle game.

3. The aforementioned puzzle game is a game that is played during a predetermined event period. The program according to claim 1, wherein in the step of receiving the skip instruction, an upper limit is set on the number of times the skip instruction can be received from the user during the event period.

4. The program according to claim 3, wherein the aforementioned upper limit is changed depending on the day or time during the event period.

5. The program according to claim 3, wherein the maximum number of times from the start of the event period until a predetermined period has elapsed is different from the maximum number of times from after the predetermined period has elapsed until the end of the event period.

6. The program according to claim 3, wherein a first upper limit is set from the start of the event period until a predetermined period has elapsed, and a second upper limit is set from after the predetermined period has elapsed until the end of the event period, wherein the second upper limit is greater than the first upper limit.

7. The puzzle game can be run by multiple users, and the high score is stored for each of the multiple users. The step of implementing a ranking that ranks the high scores of at least some of the users in the puzzle game based on the high and low scores of each of the multiple users. The program according to claim 1, which further executes the following.

8. The program according to claim 1, wherein the step of receiving the skip instruction is to receive the skip instruction based on an instruction by the user to use a predetermined ticket granted to the user.

9. The program according to claim 8, wherein the predetermined ticket is granted to the user in exchange for a predetermined price.

10. The program according to claim 9, wherein the predetermined consideration varies according to the user's high score.

11. The aforementioned puzzle game is a game that is played during a predetermined event period. The program according to claim 9, wherein the predetermined consideration varies depending on the day or time during the event period.

12. A system comprising means for performing all steps performed in the invention according to any one of claims 1 to 11.

13. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 11.

14. A server comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 11.

15. A method to be performed on a computer having a processor and memory, A method by which the processor performs all the steps performed in the invention according to any one of claims 1 to 11.

Citation Information

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