Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2023008109
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-23
- Publication Date
- 2026-09-17
- Estimated Expiration
- 2041-11-11
AI Technical Summary
【0012】 本発明によれば、プレイヤのプレイ意欲を向上させることができる。
Smart Images

Figure 0007923191000001 
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Figure 0007923191000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background Art]
[0002] Conventionally, as disclosed in Patent Document 1, games equipped with a jukebox function that allows a player to select and play back content such as music and movies are known. [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese National Publication of International Patent Application No. 2012-513283 [Summary of the Invention] [Problems to be Solved by the Invention]
[0004] There are games provided with a jukebox function that enables playback of content output in various scenes during the game. In such games, the jukebox function is positioned as an additional service, and there is room for improvement from the perspective of increasing the player's willingness to play the game.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of increasing a player's willingness to play. [Means for Solving the Problems]
[0006] In order to solve the above problem, the information processing program causes a computer to: a process of displaying, based on an operation by a player, a first game screen or a setting screen on which information for determining, by lottery, a music piece to be played while the first game screen is displayed can be set; Based on the information set on the settings screen, a process is performed to randomly select one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the song determined by lottery is performed, Based on the aforementioned song determined by lottery, a process is performed to determine the character who requested the song, The process of displaying the determined character at least while the music is playing, and when the music to be played has been determined, and while the settings screen or the first game screen is being displayed, A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, Have the computer perform this task.
[0007] To solve the above problems, the information processing program is: A process that displays a settings screen in which information can be set to determine the first game screen or the music played while the first game screen is displayed, based on the player's operation. Based on the information set on the settings screen, a process is performed to determine one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the selected music is performed. A process to determine a character who is an evaluator of the aforementioned music being played, A process to display the character who is the evaluator of the aforementioned song in an identifiable manner, If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each of the characters who are evaluators. Have the computer perform this task.
[0008] To solve the above problems, the information processing method is: A method of information processing performed by a computer, A process that displays a settings screen where information can be set to randomly determine the first game screen or the song played while the first game screen is displayed, based on the player's operation, Based on the information set on the settings screen, a process is performed to randomly select one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the song determined by lottery is performed, Based on the aforementioned song determined by lottery, a process is performed to determine the character who requested the song, The process of displaying the determined character at least while the music is playing, and when the music to be played has been determined, and while the settings screen or the first game screen is being displayed, A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, Includes.
[0009] To solve the above problems, the information processing method is: A method of information processing performed by a computer, A process that displays a settings screen in which information can be set to determine the first game screen or the music played while the first game screen is displayed, based on the player's operation. Based on the information set on the settings screen, a process is performed to determine one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the selected music is performed. A process to determine a character who is an evaluator of the aforementioned music being played, A process to display the character who is the evaluator of the aforementioned song in an identifiable manner, If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each of the characters who are evaluators. Includes.
[0010] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, A process that displays a settings screen where information can be set to randomly determine the first game screen or the song played while the first game screen is displayed, based on the player's operation, a process of determining, by lottery, one piece of music to be played during display of the first game screen from among a plurality of types of music, based on the information set on the setting screen; a process of playing the music determined by the lottery during display of the first game screen; a process of determining a character who is the requester of the music, based on the music determined by the lottery; a process of displaying the determined character during display of the setting screen or the first game screen, in at least one of a state where the music is being played and a state where the music to be played has been determined; A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, are executed.
[0011] To solve the above problem, an information processing system comprises: one or more computers, wherein the computer executes: a process of displaying a first game screen or a setting screen on which information for determining music to be played during display of the first game screen can be set based on an operation by a player; a process of determining one piece of music to be played during display of the first game screen from among a plurality of types of music, based on the information set on the setting screen; a process of playing the determined music during display of the first game screen; a process of determining a character who is an evaluator that evaluates the music to be played; a process of identifiably displaying the character who is the evaluator for the music; If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each of the characters who are evaluators. are executed. Effects of the Invention
[0012] According to the present invention, it is possible to enhance a player's willingness to play. Brief Description of the Drawings
[0013] [Figure 1] Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3] Figure 3A illustrates an example of the home screen. Figure 3B illustrates an example of the options settings screen. Figure 3C illustrates an example of the profile settings screen. Figure 3D illustrates an example of the music playback conditions settings screen. [Figure 4] Figure 4A illustrates an example of the left screen of the home screen. Figure 4B illustrates an example of the right screen of the home screen. Figure 4C illustrates an example of the home settings screen. [Figure 5] Figure 5A illustrates an example of a song selection screen. Figure 5B illustrates an example of a selected song information screen. Figure 5C illustrates an example of a rating history information screen. Figure 5D illustrates an example of a playback history information screen. [Figure 6] Figure 6A illustrates an example of the home screen when the random song selection function is activated. Figure 6B illustrates an example of the right-hand screen of the home when the random song selection function is activated. Figure 6C illustrates an example of the requester details screen. Figure 6D illustrates an example of the selected song information screen when the random song selection function is activated. [Figure 7] Figure 7A illustrates an example of the evaluation history information screen when the other player request function is activated. Figure 7B illustrates an example of the evaluation history information screen when a player evaluates a song. [Figure 8] Figure 8 illustrates the memory configuration and computer functions of the player terminal. [Figure 9] Figure 9 illustrates the memory configuration and computer functionality of the server. [Figure 10] Figure 10 is a sequence diagram illustrating the basic processing of the player terminal and server. [Figure 11] Figure 11 is a flowchart illustrating the music playback process at login on the player terminal. [Figure 12] Figure 12 is a flowchart illustrating the top screen transition process on the player terminal. [Figure 13] Figure 13 is a flowchart illustrating the evaluation information update process on the player terminal. [Figure 14] Figure 14 is a flowchart illustrating the song selection process on the server. [Figure 15] Figure 15 is a diagram illustrating song classification and song release information. [Figure 16] Figure 16 is a flowchart illustrating the character request song determination process on the server. [Figure 17] Figure 17 is a flowchart illustrating the presentation processing on the player terminal. [Figure 18] Figure 18 is a flowchart illustrating the process for determining friend animations on the player terminal. [Figure 19] Figure 19 is a diagram illustrating musical style tags. [Figure 20] Figure 20A illustrates the relationship between song style tags and mini-character movement patterns. Figure 20B illustrates the relationship between song style tags and mini-jukebox images. [Figure 21] Figure 21 is a flowchart illustrating the character request animation determination process on the player terminal. [Figure 22] Figure 22 illustrates the relationship between song ID, character ID, and comment ID. [Figure 23] Figure 23 is a diagram illustrating a typical song with comments. [Figure 24] Figure 24 is a diagram illustrating character-specific musical style tag information. [Figure 25] Figure 25 is a diagram illustrating general comment information. [Figure 26] Figure 26 is a flowchart illustrating the evaluation information determination process in the player terminal. [Figure 27] Figure 27 is a diagram illustrating character correlation information. [Figure 28] Figure 28 is a sequence diagram illustrating the processing performed by the player terminal and the server when the player selects a song to play. [Figure 29] Figure 29 is the first flowchart illustrating the jukebox processing on the player terminal. [Figure 30] Figure 30 is a second flowchart illustrating the jukebox processing on the player terminal. [Modes for carrying out the invention]
[0014] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0015] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0016] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0017] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone with a game application downloaded is used as the player terminal 1 will be described.
[0018] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0019] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0020] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0021] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0022] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0023] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0024] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0025] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0026] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0027] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0029] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess characters obtained through a lottery known as gacha, or characters distributed by the operator. Players can also possess support cards obtained through a lottery known as gacha, or support cards distributed by the operator.
[0030] While a detailed explanation will be omitted, the game according to this embodiment provides a character-raising game. In the character-raising game, the player can raise the character they possess. Furthermore, the character-raising game in this embodiment has the gameplay of raising the character while having them participate in races modeled after horse racing.
[0031] FIG. 3A is a diagram illustrating an example of the home screen 100. When the game application is launched on the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that can be operated (tapped) by the player.
[0032] Here, the menu bar 102 is provided with a home screen selection operation unit 102a, an enhancement screen selection operation unit 102b, a story screen selection operation unit 102c, a team stadium screen selection operation unit 102d, and a gacha screen selection operation unit 102e. In the menu bar 102, the operation unit corresponding to the currently displayed screen is highlighted so that the screen being displayed on the display 26 can be identified.
[0033] When the home screen selection operation unit 102a is tapped, the home screen 100 shown in FIG. 3A is displayed on the display 26.
[0034] When the enhancement screen selection operation unit 102b is tapped, an enhancement screen (not shown) is displayed. On the enhancement screen, the player can enhance characters and support cards owned by the player. The player can increase the level set for characters and support cards by enhancing the characters and support cards. Various parameters are set for characters and support cards, and the parameters increase as the level rises. Increasing the parameters of characters and support cards allows the player to培养 characters with stronger stats in the training game.
[0035] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, a story image is provided for each character appearing in the game. The player can select and view characters and story images on the story screen.
[0036] When the Team Arena screen selection control unit 102d is tapped, a Team Arena screen (not shown) is displayed. On the Team Arena screen, players can form a team using characters they have trained. The Team Arena screen also allows players to play a team competition game where their team competes against teams of other players selected by the computer. The team competition game features a ranking system where players compete against each other.
[0037] When the gacha screen selection operation unit 102e is tapped, a gacha screen (not shown) is displayed. On the gacha screen, the player can spend in-game currency to perform a gacha draw, in which they can randomly obtain characters and support cards.
[0038] Furthermore, on the home screen 100, a training game control unit 104 is provided above the menu bar 102. When the training game control unit 104 is tapped, a training game screen (not shown) is displayed. The training game is broadly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects one character from their owned characters and sets it as the character to be trained. Also in the preparation phase, the player sets the support cards to be used when training the character to be trained.
[0039] Once the character to be trained and support cards have been set, the game transitions from the preparation phase to the training phase, and the game for training the character begins. Players can then possess the character they have trained in the training game as their trained character. As described above, players can assemble their trained characters into a team and use them in team-based competitive games.
[0040] Thus, the main objectives of the game in this embodiment are to train characters through a training game and to improve the ranking in a team competition game using the trained characters.
[0041] Furthermore, this embodiment includes functions for sharing information among multiple players and for sharing training characters or support cards. Players can set training characters and support cards that other players can use in the training game. Specifically, as shown in Figure 3A, a settings operation unit 106 is provided in the upper right corner of the home screen 100. When the settings operation unit 106 is tapped, the options settings screen 110 is displayed.
[0042] Figure 3B illustrates an example of the option settings screen 110. The option settings screen 110 is a screen where various types of information can be viewed and configured. The option settings screen 110 is provided with multiple operation buttons, and when an operation button is tapped, the corresponding information can be viewed and configured.
[0043] The options settings screen 110 includes a profile settings control panel 110a, a music playback condition settings control panel 110b, and a close control panel 110c. When the close control panel 110c is tapped, the options settings screen 110 is closed and the home screen 100 is displayed. When the profile settings control panel 110a is tapped, the profile settings screen 120 is displayed.
[0044] Figure 3C illustrates an example of the profile settings screen 120. On the profile settings screen 120, players can view and set their profile information. Profile information includes profile character, player name, player ID, affiliated club, representative character, and rental card.
[0045] The profile character functions as a character that is displayed when a player's information is viewed by other players. For example, the profile character is displayed when using the Circle function, which is a place for sharing information with other players. The profile settings screen 120 displays the currently set profile character image 122. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. On the profile character change screen, the player can change their profile character.
[0046] Furthermore, the profile settings screen 120 displays the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs. The profile settings screen 120 also includes a representative character setting operation section 126a and a rental card setting operation section 126b.
[0047] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set one of the characters they have trained as their representative character. The representative character setting operation unit 126a displays an icon image indicating the currently set representative character. As mentioned above, the representative character becomes available for use in the training game played by other players.
[0048] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set one of the support cards they own as a rental card. The rental card setting operation unit 126b displays an icon image indicating the currently set rental card. As mentioned above, support cards set as rental cards can be used in the training game played by other players.
[0049] Although a detailed explanation will be omitted, when profile information is changed on the profile settings screen 120, the change information is sent to the server 1000. The server 1000 stores the profile information for each player.
[0050] Furthermore, when the music playback condition setting operation unit 110b is tapped on the option setting screen 110, the music playback condition setting screen 130 is displayed.
[0051] Figure 3D illustrates an example of the music playback condition setting screen 130. As will be explained in more detail later, this embodiment includes a jukebox function. Various character images are displayed during gameplay. For example, in the training game screen and the team arena screen, characters appear in various ways, similar to the story screen. Furthermore, on the screens that make up the training game screen and the team arena screen, the player can make various selections, and the screens transition sequentially based on the player's input. In addition, music (content) is played under various circumstances during gameplay. The music played during gameplay includes music corresponding to the game type, such as training games and team arena games, and music corresponding to the characters displayed on the game screen. By using the jukebox function, the player can listen to music selected from several pre-prepared songs. The player can also play the game with the selected music playing as background music (BGM).
[0052] However, the game screens on which background music (BGM) can be played via the jukebox function are limited. For example, the story screen, training game screen, and team arena screen each have their own dedicated BGM. Therefore, the song selected by the player will only be played as BGM while screens other than the story screen, training game screen, and team arena screen are displayed. In the following, the screen on which the player's selected song is played as BGM may be referred to as the top screen.
[0053] The music playback condition setting screen 130 includes a version setting operation unit 132, a random song selection setting operation unit 134, an other player request setting operation unit 136, and a setting completion operation unit 138. The version setting operation unit 132 includes a short version selection operation unit 132a and a long version selection operation unit 132b. Each song playable by the jukebox function has a short version with a shorter playback time and a long version with a longer playback time. The player can select the version of the song to be played by inputting an operation to the version setting operation unit 132.
[0054] Specifically, when the short version selection control 132a is tapped, the short version is selected, and when the long version selection control 132b is tapped, the long version is selected. When the short version is selected, the short version of the song is played, and when the long version is selected, the long version of the song is played.
[0055] The random song selection setting operation unit 134 includes an off operation unit 134a and an on operation unit 134b. The player can switch the random song selection function on and off by inputting an operation to the random song selection setting operation unit 134. The random song selection function is a function that randomly selects a song when the player transitions to the top screen during gameplay, and outputs the selected song as background music.
[0056] The "on" state of the random song selection function means that the random song selection function is enabled. The player can set the random song selection function to "on" by tapping the "on" control 134b. On the other hand, the "off" state of the random song selection function means that the random song selection function is disabled. The player can set the random song selection function to "off" by tapping the "off" control 134a.
[0057] The other player request setting operation unit 136 includes an off operation unit 136a and an on operation unit 136b. The player can switch the other player request function on and off by inputting an operation to the other player request setting operation unit 136. Here, the other player request function is a function that outputs songs selected and played using the jukebox function on another player's player terminal 1 as background music on the player's own player terminal 1. This output of background music by the other player request function gives the impression that the player is sharing a jukebox with other players.
[0058] The "Other Player Request" function is enabled when it is set to "On". Players can set the Other Player Request function to "On" by tapping the "On" control 136b. Conversely, the "Other Player Request" function is disabled when it is set to "Off". Players can set the Other Player Request function to "Off" by tapping the "Off" control 136a.
[0059] The player can only enable the "Request Other Players" function if the "Random Selection" function is enabled. Therefore, when the "Random Selection" function is enabled, the player can enable or disable the "Request Other Players" function. Conversely, when the player taps the "Off" button 134a and the "Random Selection" function is disabled, the "Request Other Players" function is also disabled at the same time.
[0060] Therefore, the player can choose to set one of three states: both the random song selection function and the other player request function are turned on; both the random song selection function and the other player request function are turned off; or the random song selection function is turned on and the other player request function is turned off.
[0061] The setting completion operation unit 138 is activated when settings are changed by input to the version setting operation unit 132, the random song selection setting operation unit 134, and the other player request setting operation unit 136. When the activated setting completion operation unit 138 is tapped, the changed states are stored and the setting change is completed. Once the setting change is complete, the music playback condition setting screen 130 is closed and the option setting screen 110 is displayed. Also, once the setting change is complete, setting change information indicating the changed states is sent to the server 1000. The server 1000 stores each state set by the player.
[0062] Next, the home screen 100 will be described. The home screen 100 includes the home center screen 100a, the home left screen 100b, and the home right screen 100c. When transitioning to the home screen 100, the home center screen 100a shown in Figure 3A is displayed on the display 26. The home center screen 100a displays the home screen setting character 140 set by the player.
[0063] As will be explained in more detail later, the player can set up to four home screen characters 140. One of the four home screen characters 140 is displayed on the central home screen 100a. When the home screen character 140 displayed on the central home screen 100a is tapped, a predetermined message voice is output.
[0064] Additionally, a sub-character 142, determined by lottery, is displayed on the home screen 100a. A speech bubble image 142a is displayed next to sub-character 142. When sub-character 142 or speech bubble image 142a is tapped, sub-character 142 is enlarged, and a predetermined message image is displayed.
[0065] Here, a background image (not shown) is displayed on the home screen 100. Since characters are trained in the training game, a background image that gives the impression that the character is present inside a school building, for example, in accordance with the worldview of the game is displayed. Therefore, when the player taps the home screen setting character 140 or the sub-character 142, the impression as if the player is having a conversation with the character inside the school building is provided.
[0066] Note that when an operation unit in the menu bar 102 or the training game operation unit 104 is tapped, a game screen corresponding to each operation unit is displayed as described above. The top screen that is displayed first when each operation unit is tapped is provided with one or more operation units, and tapping these operation units causes a transition to the game screen corresponding to the operation unit. Along with the transition from the top screen to each game screen, output of BGM provided for each game screen is started. Further, on the top screen, one of the four home screen setting characters 140 is displayed as a background image.
[0067] Further, notification icons 144L and 144R are displayed on the central home screen 100a. The notification icons 144L and 144R notify whether or not new information can be checked on the left home screen 100b and the right home screen 100c, respectively. When a rightward swipe operation is input on the central home screen 100a, the left home screen 100b is displayed, and when a leftward swipe operation is input, the right home screen 100c is displayed.
[0068] FIG. 4A is a diagram illustrating an example of the left home screen 100b, and FIG. 4B is a diagram illustrating an example of the right home screen 100c. As shown in FIG. 4A, two home screen setting characters 140, a sub-character 142, and a notification icon 144R are displayed on the left home screen 100b. When a leftward swipe operation is input on the left home screen 100b, the central home screen 100a is displayed.
[0069] Furthermore, as shown in Figure 4B, the right home screen 100c displays one home screen setting character 140 and a notification icon 144L. When a rightward swipe operation is performed on the right home screen 100c, the center home screen 100a is displayed.
[0070] Here, the home screen setting character 140 displayed on the home screen 100 functions as an operation unit for switching screens. Specifically, the home screen setting character 140 displayed on the central home screen 100a is assigned the same function as the home screen selection operation unit 102a. In addition, the two home screen setting characters 140 displayed on the left home screen 100b are assigned the same functions as the enhancement screen selection operation unit 102b and the story screen selection operation unit 102c, respectively. Furthermore, the home screen setting character 140 displayed on the right home screen 100c is assigned the same function as the team arena screen selection operation unit 102d.
[0071] Therefore, on the left home screen 100b, for example, if the home screen setting character 140 displayed in the upper left is tapped, the screen transitions from the home screen 100 to the story screen. Similarly, on the left home screen 100b, if the home screen setting character 140 displayed in the lower left is tapped, the screen transitions from the home screen 100 to the enhancement screen. Also, on the right home screen 100c, if the home screen setting character 140 is tapped, the screen transitions from the home screen 100 to the team arena screen. Note that the screen transitions when the home screen setting character 140 is tapped are the same as those for the menu bar 102 and the training game operation unit 104. In other words, when the home screen setting character 140 is tapped, the top screen corresponding to the home screen setting character 140 is displayed, and then, based on the player's input, the screen transitions from the top screen to various game screens, and the BGM output begins.
[0072] The settings icon 146 is displayed on the home screen 100. When the settings icon 146 is tapped, the home settings screen 150 is displayed.
[0073] Figure 4C illustrates an example of the home settings screen 150. On the home settings screen 150, the player can set the home screen setting character 140 that will be displayed on the home screen 100. In other words, the player can set the home screen setting character 140 to which the function of the control panel will be assigned.
[0074] As shown in Figure 4C, the home settings screen 150 clearly displays the character image and corresponding control section for each of the four currently set home screen characters 140. When a character image displayed on the home settings screen 150 is tapped, a character selection screen (not shown) is displayed. The player can select a home screen character 140 on the character selection screen. The player can also set the outfit for the home screen character 140 on the home settings screen 150.
[0075] Furthermore, as shown in Figure 4B, the home right screen 100c displays a jukebox image 152 and a request character image 154. The jukebox image 152 functions as an operation unit that accepts commands to activate the jukebox function. The request character image 154 is displayed near the jukebox image 152 while a song is being played using the jukebox function, and when the song to be played has been selected.
[0076] As will be explained in more detail later, when a song is played using the jukebox function, the person who requested the song is always determined. The requester is a character. Hereafter, the character that acts as the requester will be referred to as the request character. Near the jukebox image 152, the request character image 154 corresponding to the request character is displayed. This gives the impression that the request character is operating the jukebox. The jukebox function will be explained in detail below.
[0077] Figure 5A is a diagram illustrating an example of the song selection screen 160. The song selection screen 160 is a screen where the player can select the song to be played during gameplay. Multiple album art images 162 are displayed on the song selection screen 160. There is a separate album art image 162 for each song that can be played using the jukebox function.
[0078] When any of the album art images 162 are tapped, the tapped album art image 162 is highlighted. At this time, the song corresponding to the tapped album art image 162 is set as the selected song.
[0079] A song information display area 164 is provided at the top of the song selection screen 160. The song information display area 164 displays song information associated with the currently selected song. The song information includes, for example, the song title, jacket image 162, lyrics, composer name, and other information about the song. The selected song may be played for listening when the jacket image 162 or the song information display area 164 is tapped.
[0080] Additionally, the song selection screen 160 is provided with version switching toggles 166a and 166b. By tapping the version switching toggles 166a and 166b, the player can switch the version of the song being played, similar to the version setting operation unit 132.
[0081] Furthermore, a cancel operation section 168 and a request operation section 170 are provided at the bottom of the song selection screen 160. When the cancel operation section 168 is tapped, the song selection screen 160 is hidden, and the previously displayed screen (the selected song information screen 180, described later) is displayed. Note that if the cancel operation section 168 is tapped after a change operation has been entered by tapping the jacket image 162 or the version switching toggles 166a and 166b, the changed information will be discarded without being saved.
[0082] When the request operation unit 170 is tapped, the request playback state is switched. The request playback state identifies whether or not a song is being played by the jukebox function. Here, the request playback state is provided as a "playing" state, which indicates that a song is playing, and a "stopped" state, which indicates that playback is stopped, i.e., that a song is not playing.
[0083] When the request operation unit 170 is tapped while playback is in progress, the request playback state is changed from playback to stopped. In this case, playback of the selected song is stopped, and the selected song information is erased. When the request operation unit 170 is tapped while playback is stopped, the selected song information is stored, the request playback state is changed from stopped to playback, and playback of the selected song is started. At this time, the screen transitions from the song selection screen 160 to the selected song information screen 180. Note that when the cancel operation unit 168 is tapped and the screen transitions from the song selection screen 160 to the selected song information screen 180, the request playback state may be changed to playback.
[0084] Although a detailed explanation will be omitted, in this embodiment, a default background music (BGM) is provided in addition to the songs that can be played in the jukebox function. When request playback is stopped, the default BGM is output. However, the player can set the BGM volume on the option settings screen 110. When the BGM volume is set to mute, the output of the default BGM is stopped.
[0085] Figure 5B is a diagram illustrating an example of the selected song information screen 180. When the request operation unit 170 is tapped on the song selection screen 160 and playback of the selected song begins, the selected song information screen 180 shown in Figure 5B is displayed. Also, when the jukebox image 152 is tapped on the home screen 100, the selected song information screen 180 shown in Figure 5B is displayed. The selected song information screen 180 includes an album art image 162, a request operation unit 170, a requester name display field 182, an evaluation information display field 184, an other player request setting toggle 186, a play / stop button 188, and a return operation unit 190.
[0086] The selected song information screen 180 displays the jacket image 162 corresponding to the currently playing song. However, if the jukebox image 152 is tapped on the home screen 100 while the default BGM is playing, the selected song information screen 180 will display a default image without the jacket image 162 or other elements. Additionally, the jacket image 162 will have the effect image 162b and mini jukebox image 162c superimposed on it. The effect image 162b includes a mini character icon corresponding to the requester and a comment display area.
[0087] The mini-character icons move in time with the music's rhythm. When the player selects a song, the profile character set by the player becomes the requester. Therefore, in this case, the mini-character icon corresponding to the profile character is displayed. Alternatively, when the player selects a song, the representative character set by the player may also become the requester.
[0088] Furthermore, as described above, when a song is selected using the random song selection function (excluding when the other player request function is activated), a requested character is determined. While a song selected using the random song selection function (excluding when the other player request function is activated) is playing, a mini-character icon corresponding to the requested character is displayed as the animation image 162b.
[0089] Furthermore, if the other player request function is activated and a song is selected, the representative character set by the other player will be determined as the requester, i.e., the requested character. In this case, a mini-character icon corresponding to the other player's representative character will be displayed as the visual image 162b. Note that the profile character set by the other player may also be determined as the requested character.
[0090] The comment display area shows comments corresponding to the currently playing song. The mini jukebox image 162c has multiple display colors, and the color corresponding to the currently playing song is displayed.
[0091] Furthermore, when the request operation unit 170 is tapped on the selected song information screen 180, the song selection screen 160 shown in Figure 5A is displayed. At this time, playback of the selected song is stopped, and the selected song information is deleted.
[0092] The requester's name is displayed in the Requester Name Display Field 182. When a player selects a song, the player name set by the player is displayed in the Requester Name Display Field 182. Additionally, when a song is being played using the Random Song Selection function (except when the Other Player Request function is activated), the character name of the requesting character is displayed. Furthermore, when the Other Player Request function is activated and a song is determined, the player name set by the other player is displayed.
[0093] The evaluation information display area 184 is provided with an evaluation operation unit 184a and a history display button 184b. The player can evaluate the currently playing song by tapping the evaluation operation unit 184a. The evaluation information display area 184 displays the number of evaluations next to the evaluation operation unit 184a, indicating the number of times the currently playing song has been evaluated.
[0094] As shown in Figure 5B, when playback of a song begins, the rating count for that song is displayed as 0. In this state, if the player taps the rating operation unit 184a, the rating count is updated to 1. The player can only rate the selected song once between the time the song is set and when it is changed. Therefore, once the rating operation unit 184a is tapped by the player, it will no longer accept any further operations.
[0095] When the history display button 184b is tapped, the history information screen 200 for the selected song is displayed.
[0096] Figure 5C is a diagram illustrating an example of the evaluation history information screen 200a, and Figure 5D is a diagram illustrating an example of the playback history information screen 200b. The history information screen 200 includes the evaluation history information screen 200a and the playback history information screen 200b. When the history display button 184b is tapped, the evaluation history information screen 200a shown in Figure 5C is displayed. At the top of the history information screen 200, there are evaluation history tabs 202a and playback history tabs 202b.
[0097] As will be explained in more detail later, the evaluation history information screen 200a displays a list of evaluators who evaluated the song, as shown in Figure 5C. The playback history information screen 200b displays the history of songs played by the jukebox function on player terminal 1, as shown in Figure 5D. When the playback history tab 202b is tapped while the evaluation history information screen 200a is displayed, the playback history information screen 200b is displayed. Similarly, when the evaluation history tab 202a is tapped while the playback history information screen 200b is displayed, the evaluation history information screen 200a is displayed.
[0098] Furthermore, the player can switch the random song selection function on and off by tapping the other player request setting toggle 186 on the selected song information screen 180 shown in Figure 5B, similar to the random song selection setting operation unit 134 described above.
[0099] The play / stop button 188 functions as an operation unit to switch between playing and stopping the selected song. When the play / stop button 188 is tapped while the selected song is playing, the requested playback state switches to the stopped state, and the song stops playing. In this case, the song is paused, and the selected song information is retained. Also, when the play / stop button 188 is tapped while the selected song is stopped, the requested playback state switches to the playing state, and the song starts playing again.
[0100] When the return control 190 is tapped on the selected song information screen 180, the selected song information screen 180 is hidden and the home screen 100 is displayed. If the return control 190 is tapped while a song is playing, the song will continue playing even after the home screen 100 is displayed. This allows the player to play the game while the song they requested is playing as background music.
[0101] As explained above, the jukebox function allows the player to select and listen to their favorite songs. Furthermore, as described above, this embodiment includes a random song selection function in which a song is randomly selected when the player transitions to the top screen during gameplay, and the selected song is output as background music. The random song selection function will be described in more detail below.
[0102] In this embodiment, conditions for activating the random song selection function are provided, and when these conditions are met, a randomly selected song is played as background music. The conditions for activating the random song selection function include transitioning from the story screen, training game screen, or team arena screen to the top screen, the random song selection function being turned on, the activation time for the random song selection function having passed, and the requested playback status being in the "playing" state.
[0103] When the activation conditions are met during the transition to the top screen, the server 1000 determines the song to be played on player terminal 1. When player terminal 1 transitions to the top screen, it receives information about the song to be played from server 1000 and plays the song based on the received information.
[0104] Figure 6A illustrates an example of the home screen 100 when the random song selection function is activated. For example, suppose that when the user transitions to the home center screen 100a, a song selected by the random song selection function is played. In this case, the home center screen 100a displays an image prompting the player to confirm the jukebox image 152 displayed on the home right screen 100c, or more precisely, the jukebox image 152 displayed on the home right screen 100c.
[0105] Specifically, on the home screen 100a, the notification icon 144R is highlighted, and a jukebox icon 210 is displayed near the notification icon 144R. The jukebox icon 210 is an image resembling a jukebox. The highlighting of the notification icon 144R and the display of the jukebox icon 210 prompt the user to input an action to display the home screen 100c on the right.
[0106] Figure 6B illustrates an example of the home screen 100c when the random song selection function is activated. When a leftward swipe operation is performed in the state shown in Figure 6A, the home screen 100c is displayed as shown in Figure 6B. At this time, the jukebox image 152 displays an image similar to the album art image 162 corresponding to the song currently being played. This allows the player to identify the song currently being played by the jukebox image 152.
[0107] Furthermore, as mentioned above, once a song is selected by the random song selection function, the person who requested that song (the request character) is determined. On the right side of the home screen 100c, the request character image 154 corresponding to the determined request character is displayed. In addition, an icon with an exclamation mark is displayed near the request character image 154.
[0108] Figure 6C illustrates an example of the requester details screen 220. When the request character image 154 is tapped on the home right screen 100c, the requester details screen 220 shown in Figure 6C is displayed. The requester details screen 220 displays the request character image 154, the requester's name, and a comment. The comment displayed on the requester details screen 220 may be linked to the currently playing song or to the request character image 154. Furthermore, the comment displayed on the requester details screen 220 may be the same as or different from the comment displayed in the comment display field of the performance image 162b.
[0109] Figure 6D illustrates an example of the selected song information screen 180 when the random song selection function is activated. When the jukebox image 152 is tapped on the home right screen 100c shown in Figure 6B, the selected song information screen 180 shown in Figure 6D is displayed. The basic structure of the selected song information screen 180 is the same whether the player has selected the song themselves or the random song selection function has been activated.
[0110] However, if the other player request function is activated, an information notification icon 184c will be displayed in the evaluation information display area 184 of the selected song information screen 180. When the information notification icon 184c is tapped, the other player information screen (not shown) will be displayed. The other player information screen will display information about the other player who requested the song currently being played. This information about the other player includes, for example, the other player's player name, representative character, profile character, and the message the other player has set.
[0111] Figure 7A illustrates an example of the evaluation history information screen 200a when the other player request function is activated. Figure 7B illustrates an example of the evaluation history information screen 200a when a player has evaluated a song. When the other player request function is activated, a rating of 1 or more is set when the selected song information screen 180 is first displayed.
[0112] For example, when another player selects and plays a song, an evaluator (evaluation character) is determined on player terminal 1. Also, when a player selects and plays a song on player terminal 1, the song selected by the player and evaluation information indicating the evaluator are saved on server 1000.
[0113] Furthermore, players can register other players as friends, and the other player request function will select one friend from among the registered friends. The song last selected by the selected friend will then be played on player device 1.
[0114] At this time, evaluation information associated with the last song selected by the friend is retrieved, and based on the retrieved evaluation information, the evaluation history information screen 200a is displayed as shown in Figure 7A. Furthermore, if the player taps the evaluation operation unit 184a in this state, the evaluator is added to the evaluation history information screen 200a as shown in Figure 7B. In this case, the evaluator's information is sent to the server 1000, and the evaluation information associated with the last song selected by the friend is updated.
[0115] Subsequently, suppose the same friend is selected as the requester on another player's player terminal 1. In this case, the evaluation history information screen 200a shown in Figure 7B will be displayed from the beginning on this other player's player terminal 1.
[0116] Furthermore, for example, suppose that on a friend's player terminal 1, the player transitions to the training game screen while the friend is playing a song selected by the friend, i.e., in the requested playback state. After the training game ends and the home screen 100 is displayed, the same song as before the training game started will be played. At this time, suppose that during the friend's training game, the friend was determined to be the requester on another player's player terminal 1, and that other players have evaluated the song. In this case, on the friend's player terminal 1, the evaluation history information screen 200a in Figure 7A was displayed before the training game started, but after the training game ends, the evaluation history information screen 200a in Figure 7B will be displayed.
[0117] In this embodiment, various effects are performed when music is played using the jukebox function. Some of these effects are shared among multiple players, giving the impression that multiple players are using a single jukebox. In other words, it gives the impression that multiple players are playing the game simultaneously, which can enhance the players' motivation to play.
[0118] Next, we will describe the functional configuration of the player terminal 1 and server 1000 for realizing the jukebox function described above, and the processes performed by the player terminal 1 and server 1000, respectively. In the following, we will only describe the parts of the functional configuration and processes of the game device G of this embodiment that are related to the jukebox function.
[0119] (Functional configuration of player terminal 1) Figure 8 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0120] The terminal-side game control program includes a send / receive program 300, a player information acquisition program 302, a music playback program upon login 304, a top screen transition processing program 306, an evaluation information update processing program 308, and a performance execution program 310. Note that the programs listed in Figure 8 are just examples, and the terminal-side game control program includes many other programs.
[0121] The data storage area 12b includes memory units for storing data, such as a selected song information memory unit 400, an evaluation information memory unit 402, an activation time information memory unit 404, a friend information memory unit 406, a settings information memory unit 408, a requested playback status memory unit 410, and an unlocked song information memory unit 412. Note that this lists only some representative memory units that store information related to the jukebox function; the data storage area 12b contains many other memory units.
[0122] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then operates each program stored in the program storage area 12a, thereby enabling the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a transmit / receive unit 300a, a player information acquisition unit 302a, a music playback unit upon login 304a, a top screen transition processing unit 306a, an evaluation information update processing unit 308a, and a performance execution unit 310a.
[0123] Specifically, the CPU 10 runs the transmit / receive program 300, causing the computer to function as a transmit / receive unit 300a. Similarly, the CPU 10 runs the player information acquisition program 302, the music playback program 304 upon login, the top screen transition processing program 306, the evaluation information update processing program 308, and the performance execution program 310, causing them to function as the player information acquisition unit 302a, the music playback unit 304a upon login, the top screen transition processing unit 306a, the evaluation information update processing unit 308a, and the performance execution unit 310a, respectively.
[0124] The transmitting / receiving unit 300a communicates with the player terminal 1 and the server 1000, and transmits various information from the player terminal 1 to the server 1000. The transmitting / receiving unit 300a also downloads various information from the server 1000.
[0125] The player information acquisition unit 302a stores the information downloaded from the server 1000 in the data storage area 12b.
[0126] The login-time music playback unit 304a executes processing related to BGM playback when the login process is completed on the player terminal 1.
[0127] The top screen transition processing unit 306a executes processing related to BGM playback when the user transitions to the top screen.
[0128] The evaluation information update processing unit 308a updates the evaluation information.
[0129] The performance execution unit 310a performs playback of the music and processing related to the performance during playback.
[0130] (Functional configuration of Server 1000) Figure 9 illustrates the configuration of the memory 1012 in the server 1000 and its function as a computer. The memory 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0131] The server-side game control program includes a server-side login processing program 1300, a player information update program 1302, and a song selection program 1304. Note that the programs listed in Figure 9 are just examples; the server-side game control program includes many other programs.
[0132] The data storage area 1012b is equipped with a player information storage unit 1400 and a selected song information storage unit 1402 as data storage units. Note that this lists only some representative storage units where information related to the jukebox function is stored; the data storage area 1012b is equipped with many other storage units. Furthermore, all information stored in the data storage area 12b of the player terminal 1 is also stored in the data storage area 1012b of the server 1000. Various types of information stored in the data storage area 12b of the player terminal 1 are stored in the player information storage unit 1400 of the server 1000.
[0133] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. Then, by running each program stored in the program storage area 1012a, the CPU 1010 makes the server 1000 function as the server-side game control unit 1000A. The server-side game control unit 1000A includes the server-side login processing unit 1300a, the player information update unit 1302a, and the song selection unit 1304a.
[0134] Specifically, the CPU 1010 runs the server-side login processing program 1300, causing the computer to function as a server-side login processing unit 1300a. Similarly, the CPU 1010 runs the player information update program 1302 and the song selection program 1304, causing them to function as a player information update unit 1302a and a song selection unit 1304a, respectively.
[0135] When the server-side login processing unit 1300a receives login information from the player terminal 1, it causes the player information storage unit 1400 to download various information stored in the player terminal 1.
[0136] The player information update unit 1302a updates the player information in the player information storage unit 1400 based on the information received from the player terminal 1.
[0137] The song selection unit 1304a selects a song to be played on the player terminal 1 when the random song selection function is activated.
[0138] The processes performed by each functional unit in the player terminal 1 and server 1000 described above are explained below using flowcharts.
[0139] (Communication processing between player terminal 1 and server 1000) Figure 10 is a sequence diagram illustrating the basic processing of player terminal 1 and server 1000. In the following explanation, processing on player terminal 1 is denoted as Pn (where n is any integer), processing on server 1000 is denoted as Sn (where n is any integer), and processing on the friend's player terminal 1 is denoted as Fn (where n is any integer).
[0140] When a player performs a login operation, such as launching a game application, on player terminal 1, the login information transmission process (P1) is performed. In the login information transmission process, the transmitting / receiving unit 300a sends the login information to the server 1000.
[0141] When server 1000 receives login information, the server-side login processing unit 1300a executes the server-side login process (S1). The server-side login process involves processing to allow player terminal 1 to receive player information stored on server 1000.
[0142] When player terminal 1 receives player information from server 1000, player information acquisition unit 302a stores the received player information in data storage area 12b. Additionally, login music playback unit 304a executes login music playback processing (P2).
[0143] Figure 11 is a flowchart illustrating the music playback process at login on player terminal 1. The music playback unit 304a at login retrieves the selected music information stored in the selected music information storage unit 400 in the data storage area 12b (P2-1). The selected music information is information that identifies the music to be played by the jukebox function, and is, for example, a music ID assigned to each music.
[0144] If the selected song information is stored (YES in P2-2), the login music playback unit 304a will play the selected song (P2-3). As a result, if the game is interrupted while a song other than the default BGM is playing, or when any song other than the default BGM is set as the selected song, the song that was set as the selected song before the interruption will be played when the game is resumed.
[0145] Furthermore, if the currently selected song information is not stored (NO in P2-2), the login music playback unit 304a will play the default background music (P2-4).
[0146] Returning to Figure 10, when the player performs various setting change operations on the option settings screen 110, etc., the information after the setting change is stored in the setting information storage unit 408. The transmitting / receiving unit 300a then transmits the setting change information to the server 1000 (P3). When the server 1000 receives the setting change information, the player information update unit 1302a updates the player information in the player information storage unit 1400 (S2).
[0147] The player information stored in server 1000 includes all information updated on player terminal 1, such as information about the characters the player owns, information about characters being trained, information that can be set on option settings screen 110, and information about the jukebox function.
[0148] Furthermore, when the player performs an operation to transition to the top screen, the top screen transition processing unit 306a executes the top screen transition process (P4).
[0149] Figure 12 is a flowchart illustrating the top screen transition process on player terminal 1. If the screen before the transition is the training game screen, team arena screen, or story screen (YES in P4-1), the request playback state is off (NO in P4-2), and the selected song information is not stored (YES in P4-3), the top screen transition processing unit 306a plays the default BGM (P4-4). Note that P4-1 determines whether the screen before the top screen transition is the training game screen, team arena screen, or story screen, but the screen before the top screen transition is not limited to these and may be any other game screen.
[0150] Furthermore, if the request playback state is ON (YES in P4-2), the currently selected song information is always stored. In this case, if the random song selection function is ON (YES in P4-5) and more than 3 minutes have passed since the last song change (NO in P4-6), the top screen transition processing unit 306a retrieves the random song selection function activation time information stored in the activation time information storage unit 404 (P4-7). The random song selection function activation time information indicates the time at which the random song selection function is permitted to be activated (hereinafter referred to as the activation time).
[0151] As will be explained in more detail later, when the random song selection function is activated, the song to be played is determined on server 1000. At this time, server 1000 determines the activation time, which is the next time the random song selection function can be activated. Then, when the user transitions to the top screen, if the activation time for the random song selection function has passed (YES in P4-8), the top screen transition processing unit 306a sends random song selection request information to server 1000 (P4-9).
[0152] In other words, during the top screen transition process, if all the conditions for activating the random song selection function are met, random song selection request information is sent to server 1000. As will be explained in more detail later, upon receiving the random song selection request information, server 1000 selects song number 1.
[0153] On the other hand, if even one of the activation conditions for the random song selection function is not met (P4-5NO, P4-6NO, P4-8NO), the top screen transition processing unit 306a plays the currently selected song (P4-10). In other words, when transitioning from the training game screen, team arena screen, or story screen to the top screen, if all the activation conditions for the random song selection function are not met, the currently selected song that was playing before transitioning to the training game screen, team arena screen, or story screen will be played. In this case, the evaluation information update processing unit 308a executes the evaluation information update process (P10).
[0154] Figure 13 is a flowchart illustrating the evaluation information update process in player terminal 1. The evaluation information update processing unit 308a determines whether there are any undisplayed evaluators who are not shown on the evaluation history information screen 200a (P10-1). As will be explained in more detail later, when a song is played in player terminal 1, evaluators (evaluation characters) are determined in advance, and information identifying the evaluators is stored in the evaluation information storage unit 402. In the evaluation information storage unit 402, the status of undisplayed or displayed is stored for each evaluator, and at the time the evaluators are determined, the status of all evaluators is undisplayed.
[0155] Then, after a song has been selected, when the song is played for the first time, the predetermined evaluators and number of ratings are not displayed in the rating information display area 184 and the history information screen 200. Subsequently, when the user transitions to the top screen and plays the selected song, if there are evaluators whose status is not displayed (YES in P10-1), the rating information update processing unit 308a updates the evaluators in the history information screen 200 and the number of ratings in the rating information display area 184 (P10-2). The rating information update processing unit 308a also updates the status of the evaluators added to the history information screen 200 to displayed (P10-3).
[0156] At this point, the home screen 100 is displayed on the display 26, and the evaluation information update process is executed, but the selected song information screen 180 and the history information screen 200 are not displayed. The selected song information screen 180 and the history information screen 200 are displayed on the home screen 100 when the player performs a predetermined operation input.
[0157] Returning to Figure 10, in the top screen transition process (P4) of player terminal 1, when random song selection request information is sent to server 1000, the song selection process (S3) is executed in server 1000.
[0158] Figure 14 is a flowchart illustrating the song selection process in server 1000. Upon receiving random song selection request information, the song selection unit 1304a determines whether the other player request function is enabled. If the other player request function is enabled (YES in S3-1), the song selection unit 1304a further determines whether there is song selection information from a friend (S3-2).
[0159] On server 1000, when a player selects and plays a song, the selected song information, which links the played song to the player, is stored in the selected song information storage unit 1402. However, the selected song information storage unit 1402 stores only one piece of the most recent selected song information for each player. For example, suppose a player whose selected song information is stored in the selected song information storage unit 1402 plays a song using the jukebox function. In this case, the selected song information stored in the selected song information storage unit 1402 is updated to reflect the newly played song. Players who have never selected and played a song do not have any selected song information stored.
[0160] Furthermore, the player information storage unit 1400 stores information about players that each player has registered as friends. Here, it is determined whether the selected song information for a registered friend is stored in the selected song information storage unit 1402. If the friend's selected song information is stored (YES in S3-2), the song selection unit 1304a determines whether there are any unlocked selected songs (S3-3).
[0161] Figure 15 is a diagram illustrating song classification and song unlock information. Songs playable by the jukebox function are classified into regular songs and special songs. The comments displayed in the visual image 162b differ between regular songs and special songs. Furthermore, while regular songs can be selected and played by the player without any particular restrictions, special songs cannot be selected by the player until they are selected by the random song selection function.
[0162] Furthermore, for regular songs, the album art 162 is displayed on the song selection screen 160 from the first time the jukebox function is used. In other words, regular songs are songs that the player can recognize as playable from the moment the jukebox function is used for the first time. On the other hand, for special songs, the album art 162 is not displayed on the song selection screen 160 until the random selection function is activated and the song is selected. In other words, special songs can be said to be so-called hidden songs whose existence the player cannot recognize until the random selection function is activated and the song is selected.
[0163] When a special song is selected using the random song selection function, its jacket image 162 is displayed on the song selection screen 160. Therefore, until a special song is selected, it is set to an unlocked state (unreleased song) and cannot be selected by the player. Once selected, its status is updated to unlocked state (unreleased song), and thereafter, the player can freely select it like any other song.
[0164] Thus, exclusive songs are initially set as hidden and unreleased songs, while regular songs are set as unlocked songs. Here, as an example, 10 songs with song IDs 0001 to 0010 are set as regular songs, and 10 songs with song IDs 0011 to 0020 are set as exclusive songs.
[0165] Returning to Figure 14, in S3-3, if it is determined that there is an unlocked song among the friend's selected songs, the song selection unit 1304a determines the request type by lottery (S3-4). In this embodiment, there are two request types: other player request and character request. As described above, the other player request activates the other player request function and determines the song selected by another player, i.e., a friend. Therefore, if the request type is determined to be other player request, the requester will be one of the friends. In contrast, the character request determines the song randomly by lottery. In this case, one of the characters will be determined to be the requester.
[0166] In the lottery to determine the request type in S3-4, for example, there is a 30% chance that a request from another player will be selected and a 70% chance that a character request will be selected. If a request from another player is selected in this lottery (YES in S3-5), the song selection unit 1304a will randomly select one song from the friend's selection (S3-6). Specifically, the song selection unit 1304a extracts songs that have been unlocked for the player from the friend's selection, and randomly selects one song from the extracted unlocked songs.
[0167] In other words, when the "Other Player Request" function is activated, only songs that have already been unlocked by that player will be selected as the chosen song. However, even when the "Other Player Request" function is activated, ununlocked songs may still be selected.
[0168] On the other hand, if the other player request function is turned off (S3-1), if there is no information on the friend's selected songs (S3-2), if there are no songs among the friend's selected songs that have been unlocked for the player in question (S3-3), or if the request type is determined to be a character request (S3-5), the song selection unit 1304a executes the character request song determination process (S10).
[0169] Figure 16 is a flowchart illustrating the character request song determination process on server 1000. The song selection unit 1304a determines whether there is a hidden song (S10-1). If there is no hidden song (NO in S10-1), the song selection unit 1304a randomly selects one song from the unlocked songs (S10-2). On the other hand, if there is a hidden song (YES in S10-1), the song selection unit 1304a conducts a lottery to unlock the hidden song (S10-3). For example, the probability of winning this hidden song unlock lottery is set to 5%. If the hidden song unlock lottery is unsuccessful (NO in S10-4), the song selection unit 1304a determines one unlocked song in S10-2.
[0170] If the hidden song unlock lottery is won (YES in S10-4), the song selection unit 1304a selects one of the hidden songs (S10-5) and updates the unlocked song information (S10-6). Specifically, the song selection unit 1304a updates the status of the selected hidden song from unlocked to unlocked.
[0171] Returning to Figure 14, once a song is selected in S3-6 or S10, the song selection unit 1304a sets the song selection information (S3-7) and sends it to the player terminal 1. The song selection information set here includes the selected song ID and the request type. Also, if a friend's selected song is determined in S3-6, the friend's profile information and the evaluation information associated with the song ID are included in the song selection information.
[0172] Furthermore, the song selection unit 1304a determines the activation time for the next random song selection function (S3-8). That is, the song selection unit 1304a obtains the current time and determines the time when the random song selection function will be available for activation next. The method for determining the activation time is not particularly limited. For example, the activation time may be determined a predetermined time (e.g., 15 minutes) after the current time. Alternatively, for example, periods may be divided into 15-minute intervals, and the activation time may be randomly determined by lottery from the period following the period containing the current time (15 minutes). Once the activation time is determined, the song selection unit 1304a sets activation time information indicating the determined activation time (S3-9) and has the player terminal 1 receive it. When the player terminal 1 receives the activation time information, the activation time is stored in the activation time information storage unit 404.
[0173] Returning to Figure 10, upon receiving the song selection information and activation time information, the player terminal 1 executes the performance processing (P5).
[0174] Figure 17 is a flowchart illustrating the performance processing in player terminal 1. The performance execution unit 310a updates the selected song in the selected song information storage unit 400 based on the received song selection information (P5-1). Then, if the request type is another player request (YES in P5-2), the performance execution unit 310a executes the friend performance determination process (P11).
[0175] Figure 18 is a flowchart illustrating the friend performance determination process in player terminal 1. The performance execution unit 310a obtains the profile information of the friend determined to be the requester based on the received song selection information (P11-1). The friend's profile information is stored in the friend information storage unit 406 when the song selection information is received.
[0176] Furthermore, the production execution unit 310a determines the jukebox image 152 and the jacket image 162 to be displayed on the selected song information screen 180 based on the selected song information updated in P5-1 (P11-2). The production execution unit 310a also determines the song style tag associated with the song by lottery (P11-3).
[0177] Figure 19 is a diagram illustrating genre tags. Every song (song ID) playable by the jukebox function is associated with a genre tag (genre tag ID). A genre tag is information indicating the genre of each song, and here, five types of genre tags are provided: rock (genre tag ID=0001), pop (genre tag ID=0002), radio (genre tag ID=0003), electro (genre tag ID=0004), and hard (genre tag ID=0005). The player terminal 1 and server 1000 store genre tag information, with a genre tag ID associated with each song ID. According to the genre tag information, at least one genre tag ID is associated with every song ID, including both regular and dedicated songs.
[0178] Returning to Figure 18, the production execution unit 310a determines one musical style tag at P11-3. Specifically, based on the musical style tag information, the production execution unit 310a extracts one or more musical style tags associated with the selected song updated at P5-1 and generates a lottery table. Then, using the generated lottery table, it determines one musical style tag by lottery. Therefore, if there is only one musical style tag associated with the selected song, this musical style tag will always be determined.
[0179] Next, the animation execution unit 310a determines the mini-character to be displayed in the requested character image 154 and the animation image 162b, etc. (P11-4). Here, the animation execution unit 310a determines the mini-character to be the representative character of the friend chosen by the requester (which may also be the profile character).
[0180] Furthermore, the production execution unit 310a determines the movement pattern of the mini-character determined in P11-4 (P11-5), and also determines the color of the mini-jukebox image 162c (P11-6).
[0181] Figure 20A illustrates the relationship between song style tags and mini-character movement patterns. Figure 20B illustrates the relationship between song style tags and mini-jukebox image 162c. As shown in Figure 20A, the player terminal 1 and server 1000 store mini-character movement pattern information, in which a mini-character movement pattern is associated with each song style tag ID. According to the mini-character movement pattern information, one movement pattern is associated with each song style tag ID.
[0182] Furthermore, on the selected song information screen 180, a mini-character displayed as a performance image 162b performs an animation that moves in time with the rhythm. The animation execution unit 310a refers to the mini-character movement pattern information and determines the mini-character movement pattern based on the previously determined song style tag. The mini-character movement pattern defines the mini-character's movements, and in this case, five types of movement patterns, from pattern 1 to pattern 5, are provided. By providing a mini-character movement pattern for each song style tag, the mini-character can be made to move in accordance with the song being played.
[0183] Furthermore, as shown in Figure 20B, the player terminal 1 and server 1000 store display color pattern information, in which the color of the mini jukebox image 162c is associated with each song genre tag ID. According to the display color pattern information, one display color is associated with each song genre tag ID.
[0184] The performance execution unit 310a refers to the display color pattern information and determines the color of the mini jukebox image 162c based on the previously determined song genre tag. Five types of display colors are provided, from pattern 1 to pattern 5. By providing a display color for the mini jukebox image 162c for each song genre tag, it is possible to display a mini jukebox image 162c with a color that matches the currently playing song.
[0185] Returning to Figure 18, the performance execution unit 310a determines evaluation information, which is information about the evaluator and the number of evaluations (P11-7). As will be explained in more detail later, when a player selects and plays a song of their choice, the evaluation information is determined. The evaluation information determined at this time is stored in the server 1000, linked to the selected song. Subsequently, when the player is determined to be the requester on the player terminal 1 of the player's friend, the friend's player terminal 1 receives the song selection information, including the last song selected by the player and the evaluation information, from the server 1000. In P11-7, the evaluation information included in the received song selection information is determined to be the evaluation information to be displayed. Therefore, when the other player request function is activated, the evaluation information displayed on player terminal 1 will be the same as the evaluation information displayed on the requester's (friend's) player terminal 1.
[0186] Returning to Figure 17, if the request type is not another player request (NO in P5-2), that is, if it is a character request, the performance execution unit 310a executes the character request performance determination process (P12). In the character request performance determination process, the requester (request character), the comment displayed in the comment display field of the performance image 162b, the mini character's movement pattern, and the color of the mini jukebox image 162c are determined.
[0187] Figure 21 is a flowchart illustrating the character request animation determination process in player terminal 1. The animation execution unit 310a determines, based on the received song selection information, whether the song determined by server 1000 is a hidden song, that is, whether an unreleased song has been selected (P12-1). The unlocked song information storage unit 412 of player terminal 1 stores a status indicating whether the song is unlocked or unreleased for each song, similar to server 1000.
[0188] Furthermore, if the selected song is not a hidden song (NO in P12-1), the performance execution unit 310a determines whether the selected song is a dedicated song (P12-2). If the selected song is a hidden song (YES in P12-1) or a dedicated song (YES in P12-2), the performance execution unit 310a executes the first performance pattern determination process (P12-3). In this first performance pattern determination process, the requester (request character) and the comment to be displayed in the comment display field are determined.
[0189] Figure 22 illustrates the relationship between song ID, character ID, and comment ID. Player terminal 1 and server 1000 store first-stage performance information, which associates character ID and comment ID with each song ID of a dedicated song. According to the first-stage performance information, each song ID of all dedicated songs has at least one combination of character ID and comment ID associated with it. Character ID is identification information assigned to each character, and comment ID is identification information assigned to each comment displayed in the comment display area.
[0190] In the first performance pattern determination process (P12-3), one combination of information is determined based on the first performance information. The character corresponding to the character ID included in the determined combination of information becomes the requester (request character). In addition, the comment corresponding to the comment ID included in the determined combination of information is displayed in the comment display field or on the requester details screen 220.
[0191] For example, song ID=0011 has four combinations of information associated with it. When multiple combinations of information are associated with one song ID, the character IDs included in each combination of information are common, but the comment IDs are different from each other. In other words, there is only one type of character ID associated with one dedicated song. Therefore, the requested character when a dedicated song is selected by the random song selection function is fixed.
[0192] On the other hand, some songs have multiple different comment IDs associated with a single song ID. Therefore, for example, if the random song selection function selects a song with song ID=0011, the mini-character with character ID=0001 will always be displayed on the selected song information screen 180, but one of the four types of comments will be displayed in the comment display field.
[0193] Returning to Figure 21, if the selected song is neither a hidden song nor a special song (NO in P12-2), that is, if a regular song is selected, the performance execution unit 310a determines the request method by lottery (P12-4). The request method is the method for determining the requester (request character) and the comment, and here, there are two types: requests with comments and tag requests.
[0194] Figure 23 is a diagram illustrating regular songs with comments. Regular songs include those with comments, which are associated with a character that can be the requester (request character) and a comment that is displayed in the comment display field. In this case, as shown in Figure 23, regular songs with song IDs 0001 to 0005 are designated as regular songs with comments.
[0195] Player terminal 1 and server 1000 store secondary performance information, which associates a character ID and a comment ID with each song ID of a regular song. According to the secondary performance information, regular songs with comments have at least one combination pattern associated with the character ID of a character who could be the requester and the comment ID of the comment displayed in the comment display field. On the other hand, regular songs with song IDs 0006 to 0010 have neither a character ID nor a comment ID associated with them. Hereafter, regular songs that have neither a character ID nor a comment ID associated with them will be referred to as regular songs without comments.
[0196] Regular songs with comments may have multiple character ID and comment ID combinations associated with them. As mentioned above, only one character ID can be associated with a dedicated song (item 1). In contrast, some regular songs with comments may have multiple character IDs associated with a song ID (item 1). The comments associated with regular songs with comments are specific to the song or the requested character.
[0197] Returning to Figure 21, if the request method is determined to be a request with comments (YES in P12-5) and the determined song is a regular song with comments (YES in P12-6), the performance execution unit 310a executes the second performance pattern determination process (P12-7). In this second performance pattern determination process (P12-7), one combination of information is determined based on the second performance information. The character corresponding to the character ID included in the determined combination information becomes the requester (request character). Also, the comment corresponding to the comment ID included in the determined combination information is displayed in the comment display field.
[0198] On the other hand, if the request method is determined to be a tag request (NO on P12-5), or if the selected song is a regular song without comments (NO on P12-6), the performance execution unit 310a determines the song style tag by lottery (P12-8).
[0199] As described above, the player terminal 1 and the server 1000 store music tag information, in which music tag IDs are associated with each music ID (see Figure 19). In P12-8, the performance execution unit 310a determines one music tag, similar to P11-3. Specifically, based on the music tag information, the performance execution unit 310a extracts one or more music tags associated with the selected music updated in P5-1 and generates a lottery table. Then, using the generated lottery table, it determines one music tag by lottery.
[0200] Next, the production execution unit 310a determines the requested character based on the musical style tag determined in P12-8 (P12-9).
[0201] Figure 24 is a diagram illustrating character-specific musical style tag information. Player terminal 1 and server 1000 store character-specific musical style tag information, in which a musical style tag ID is associated with each character ID. According to the character-specific musical style tag information, one or more musical style tag IDs are associated with each character ID.
[0202] Returning to Figure 21, on page 12-9, the production execution unit 310a extracts all character IDs associated with the musical style tag determined on page 12-8, based on the character-specific musical style tag information. Then, the production execution unit 310a determines one character ID from among the extracted character IDs. The character corresponding to the determined character ID becomes the requester (request character).
[0203] Furthermore, the production execution unit 310a determines a pre-prepared general-purpose comment to be displayed in the comment display field (P12-10).
[0204] Figure 25 illustrates the general-purpose comment information. Player terminal 1 and server 1000 store general-purpose comment information, with a general-purpose comment ID associated with each character ID. Each character is always associated with one general-purpose comment that is displayed in the comment display area. Each general-purpose comment has a general-purpose comment ID, and in the general-purpose comment information, one general-purpose comment ID is associated with each character ID.
[0205] Returning to Figure 21, at P12-10, the production execution unit 310a determines a general-purpose comment based on the general-purpose comment information. Specifically, the production execution unit 310a determines a general-purpose comment associated with the request character determined at P12-9, based on the general-purpose comment information.
[0206] As described above, once the requested character and the comment to be displayed in the comment display field are determined in P12-3, P12-7, P12-9, and P12-10, the performance execution unit 310a determines the mini character's movement pattern (P12-11), and further determines the color of the mini jukebox image 162c (P12-12). Note that the processing in P12-11 and P12-12 is the same as in P11-5 and P11-6 in the friend performance determination process.
[0207] Returning to Figure 17, in the character request performance determination process (P12), once the requested character, comment, mini-character movement pattern, and the color of the mini-jukebox image 162c are determined, the performance execution unit 310a executes the evaluation information determination process (P20). In this evaluation information determination process, evaluation information such as the number of evaluations and the evaluators (evaluation characters) is determined.
[0208] Figure 26 is a flowchart illustrating the evaluation information determination process in player terminal 1. Figure 27 is a diagram illustrating character correlation information. Character correlation information is stored in player terminal 1 and server 1000. The performance execution unit 310a extracts intimate characters based on the character correlation information (P20-1).
[0209] Specifically, according to the character correlation information, as shown in Figure 27, multiple characters are associated with one character as intimate characters. In P20-1, the performance execution unit 310a extracts the intimate characters associated with the previously determined request character based on the character correlation information. Also, as shown in Figure 26, the performance execution unit 310a generates a lottery table using the extracted intimate characters, and uses the generated lottery table to determine one of the extracted intimate characters as the evaluation character (P20-2). Here, the determined evaluation character is stored in the evaluation information storage unit 402.
[0210] Furthermore, the performance execution unit 310a extracts the musical style tags associated with the selected song based on the musical style tag information (P20-3). The performance execution unit 310a also extracts all characters associated with the musical style tags extracted in P20-3 based on the character-specific musical style tag information (P20-4). Then, from all the extracted characters, excluding the requested character, the performance execution unit 310a determines 4 to 8 characters to be evaluated (P20-5). At this point, the determined evaluated characters are stored in the evaluation information storage unit 402.
[0211] Furthermore, the specific process for determining the evaluation characters in P20-5 is not particularly limited. For example, the number of evaluation characters may be determined first, and then the evaluation characters may be determined. Alternatively, a lottery may be held to determine whether or not to include each extracted character as an evaluation character until the number of evaluation characters reaches the maximum number.
[0212] Then, in P20-2 and P20-5, the performance execution unit 310a sets the status of the evaluation character stored in the evaluation information storage unit 402 to not be displayed (P20-6). Note that the evaluation information is not displayed when the evaluation character is determined, that is, when the random song selection function is activated and song playback begins. After song playback begins, when the player transitions from the top screen to the training game screen or the like, and then transitions back to the top screen, the evaluation count and evaluator (evaluation character) are updated and displayed.
[0213] Specifically, after music playback begins, the system transitions from the top screen to the training game screen, etc., and then transitions back to the top screen. In this transition, the top screen transition process (P4) shown in Figure 12 is executed. During this top screen transition process, the evaluation information update process (P10) shown in Figure 13 is executed. At this time, since there are evaluators (evaluation characters) whose status is not displayed in the evaluation information storage unit 402, the evaluators (evaluation characters) and the number of evaluations are updated in P10-2.
[0214] Returning to Figure 17, once the requester (mini character), comments, and evaluation information are determined on P11, P12, and P20, the performance execution unit 310a starts playing the selected song (P5-3). The performance execution unit 310a also starts various performances (P5-4). For example, the notification icon 144R on the home screen 100 is highlighted, and the jukebox icon 210, jukebox image 152, and requested character image 154 are displayed.
[0215] As described above, when the random song selection function is activated, the song to be played is determined on server 1000, and various effects are executed on player terminal 1 while the song is playing.
[0216] Next, we will explain what happens when the player selects a song of their choice using the jukebox function.
[0217] Figure 28 is a sequence diagram illustrating the processing of the player terminal 1 and server 1000 when the player selects a song to play. When an operation input related to the jukebox function is received on the player terminal 1, the performance execution unit 310a executes the jukebox processing (P100).
[0218] Figure 29 is a first flowchart illustrating the jukebox processing in player terminal 1. Figure 30 is a second flowchart illustrating the jukebox processing in player terminal 1. When a screen switching operation is input as an operation related to the jukebox function (YES on P100-1), the performance execution unit 310a switches the screen according to the input operation (P100-2).
[0219] Furthermore, when a playback stop operation is input (YES in P100-3), the performance execution unit 310a updates the request playback state stored in the request playback state storage unit 410 (P100-4). Note that the playback stop operation is an operation input to the request operation unit 170 or the playback stop button 188. The performance execution unit 310a updates the request playback state from the playing state to the stopped state, and from the stopped state to the playing state.
[0220] In P100-4, if the requested playback status is updated to the stopped state (YES in P100-5), the performance execution unit 310a stops playing the music (P100-6). In P100-6, if the request operation unit 170 is operated to stop music playback, the selected music information is deleted from the selected music information storage unit 400. In this case, the performance execution unit 310a starts playing the default BGM. However, the selected music information may be retained even if the request operation unit 170 is operated while music is playing.
[0221] On the other hand, in P100-4, if the requested playback status is updated to the playing status (NO in P100-5), it is determined whether the song selected by the player has been changed from the currently selected song (P100-7). If the song has not been changed (NO in P100-7), the performance execution unit 310a starts playing the currently selected song (P100-11).
[0222] Furthermore, if the selected song is changed (YES in P100-7), that is, if the request operation unit 170 is operated with a song different from the currently selected song newly selected on the song selection screen 160, the performance execution unit 310a updates the selected song information in the selected song information storage unit 400 (P100-8). Also, the transmission / reception unit 300a sends request song information indicating the selected song selected by the player to the server 1000 (P100-9).
[0223] Furthermore, the performance execution unit 310a performs the evaluation information determination process (P20) shown in Figure 26 based on the selected song. Then, the transmission / reception unit 300a transmits the evaluation information determined in the evaluation information determination process to the server 1000 (P100-10) and starts playback of the changed song (P100-11).
[0224] In this way, when a player selects and plays a song using the jukebox function, the song selected by the player and the evaluation information determined on player terminal 1 are sent to server 1000. Server 1000 stores the requested song information and evaluation information, linked to the player ID.
[0225] Furthermore, if the random song selection function is activated and a song determined by server 1000 is played, the determined song and its evaluation information will not be saved on server 1000. In other words, server 1000 will only save the song selected by the player themselves, and the evaluation information determined at the time of that song selection.
[0226] Furthermore, as shown in Figure 30, when the information notification icon 184c is operated (YES on P100-21), the performance execution unit 310a displays the other player information screen (P100-22). As described above, the other player information screen displays information about the other player who requested the currently playing song.
[0227] Furthermore, when the evaluation operation unit 184a is operated (YES on P100-23), the performance execution unit 310a stores information identifying the evaluator in the evaluation information storage unit 402 (P100-24). Here, the player's profile character is added as the evaluator and its status is stored as already displayed.
[0228] Then, the performance execution unit 310a updates the history information screen 200 based on the evaluation information storage unit 402 updated in P100-24 (P100-25). Furthermore, the performance execution unit 310a updates the number of evaluations displayed in the evaluation information display field 184 (P100-26). In addition, the transmission / reception unit 300a transmits the evaluation information updated in P100-24 to the server 1000. As a result, the server 1000 saves the fact that the player has evaluated the song they selected.
[0229] Furthermore, when the history display button 184b is pressed (YES on P100-28), the performance execution unit 310a displays the history information screen 200 related to the selected song (P100-29).
[0230] Returning to Figure 28, when the jukebox processing (P100) on the player terminal 1 sends the requested song information and evaluation information to the server 1000, the server 1000 updates the selected song information and evaluation information linked to the player ID, which are stored in the selected song information storage unit 1402 (S100). In addition, the server 1000 also updates the selected song information and evaluation information in the player information storage unit 1400, which is provided for each player.
[0231] Subsequently, in S100, the player terminal 1 of the player's friend (hereinafter referred to as the friend terminal) whose selected song information has been updated, executes the top screen transition process (F100), and sends random song selection request information to the server 1000. The server 1000 executes the song selection process (S101), and determines the song to be played on the friend terminal. Upon receiving the song selection information and evaluation information on the friend terminal, the performance process (F101) is executed, and the song determined by the server 1000 is played.
[0232] At this time, during the processing of the friend's terminal, let's assume that the song selected by the player on P100 as shown in Figure 28 is played. In this case, the evaluation history information screen 200a displayed on the friend's terminal will show the same evaluation information as the evaluation history information screen 200a on the player terminal 1.
[0233] Subsequently, the jukebox process (P101) is performed again on player terminal 1, and the player evaluates the song they selected. In this case, the evaluation information is sent from player terminal 1 to server 1000, and the evaluation information is updated on server 1000 (S102).
[0234] Subsequently, when communication processing (F102) takes place between the friend's terminal and the server 1000, the evaluation information updated in S102 is set in the server 1000 (S103). After the friend's terminal receives this evaluation information, the top screen transition process (F103) is executed, and the updated evaluation information is displayed. In other words, F103 makes it possible to display information related to the player evaluation performed in P101.
[0235] Furthermore, when a friend rates the currently playing song on their device, this rate information is stored in server 1000. Subsequently, when communication takes place between player device 1 and server 1000, player device 1 receives the updated rate information. Then, when player device 1 performs a top screen transition process, the added rate information is displayed. This gives the player the impression that their song selection has been rated by other players, thereby increasing the player's motivation to play the game.
[0236] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0237] In the above embodiment, we described the case where the game genre is a simulation game, but the game genre and gameplay are not particularly limited.
[0238] Furthermore, the above embodiment described a case where music is played as content by the jukebox function. However, the content is not limited to music. For example, multiple movies or still images may be provided as content, and these contents may be selected by the player themselves or by the random song selection function described above.
[0239] Furthermore, in the above embodiment, a random song selection function and a request function for other players are provided. In other words, in the above embodiment, the process of determining the content includes a process of determining one piece of content by lottery, regardless of the player's input. However, the random song selection function and the request function for other players are not mandatory.
[0240] Furthermore, in the above embodiment, the process of having the player select one piece of content from among several types of content and the process of playing the content selected by the player are executed. However, the function of allowing the player to select and play their favorite song is not mandatory, and songs may be selected only by the random selection function and the other player request function.
[0241] In any case, all that is required is a process to select one piece of content from among several types of content, and a process to play the selected content; the method of selecting the content is not particularly limited.
[0242] Furthermore, in the above embodiment, the player terminal 1 acquires information about songs selected by other players as other player information for playing songs using the other player request function. More specifically, a process is performed to make the selection information indicating the content selected by the player available to other players, and the other player information includes the selection information of other players, and the content selected by other players is determined based on the selection information.
[0243] However, the information about other players required to play music using the other player request function is not limited to this. For example, information such as whether another player has displayed a specific story image or cleared a specific game may be obtained as other player information, and any content may be played based on this obtained other player information.
[0244] In any case, the process for implementing the other player request function only needs to include the process of acquiring other player information, which is information about other players' gameplay; the process of determining one piece of content from among several types of content based on the acquired other player information; and the process of playing the determined content. The content of the other player information and the correlation between the other player information and the determined content are not particularly limited.
[0245] Furthermore, in the above embodiment, it is possible to switch between an permitted state (other player request function turned on) that allows playback of content determined based on other player information, and a disallowed state (other player request function turned off) that disallows playback of content determined based on other player information. Content determined based on other player information is played only when the permitted state is set. However, switching between the permitted and disallowed states is not mandatory, and the other player request function may always be permitted.
[0246] Furthermore, in the above embodiment, only players registered as friends can become requesters using the other player request function. However, players who can become requesters are not limited to friends. For example, all players may be allowed to become requesters, or the system may be set so that only players who meet certain conditions can become requesters.
[0247] Furthermore, in the above embodiment, during music playback and when the music to be played has been determined, a mini-character, comment, mini-jukebox image 162c, request character image 154, and jukebox image 152 are displayed as objects associated with the music to be played. Also, in the above embodiment, the objects are characters, and the display manner (operation) of the characters differs depending on the display pattern. However, the objects associated with the music to be played are not particularly limited. In any case, it is sufficient that a process for determining the display pattern of the objects associated with the content to be played, and a process for displaying the objects with the determined display pattern at least during content playback and when the content to be played has been determined, are executed.
[0248] Furthermore, the display of miniature characters, etc., in the above embodiment may be shown only while the content is playing, or it may be shown only when the content to be played has been determined and the playback of the content has been stopped.
[0249] Furthermore, in the above embodiment, a player can evaluate the content to be reproduced. Also, processes including a process of enabling evaluation information indicating a player's evaluation of content to be transmitted to other players, a process of acquiring evaluation information from other players, and a process of displaying the acquired evaluation information are executed. However, the above evaluation function is not essential.
[0250] Furthermore, in the above embodiment, when a song is selected by the other player request function, information of the other player who is the requester can be displayed, but the information of the other player displayed at this time is not particularly limited. In any case, it is only required that some information related to the other player is displayed. Furthermore, display of information related to other players is not essential, and the display timing of information related to other players is also not particularly limited. In any case, a process that enables other player information to be displayed may be executed in at least one of a case where content is being reproduced and a case where content to be reproduced has been determined.
[0251] Furthermore, in the above embodiment, when the random song selection function and the other player request function are activated, song selection is performed by the server 1000, and effects displayed on the player terminal 1 such as minicharacters are determined by the player terminal 1. However, all of the song selection and effect determination may be performed by the server 1000. Alternatively, all of the song selection and effect determination may be performed by the player terminal 1. Furthermore, song selection may be performed by the player terminal 1, and effect determination may be performed by the server 1000. In any case, the processes performed by the player terminal 1 and the server 1000 in the above embodiment are merely examples, and how to divide the roles of each process is not particularly limited.
[0252] Note that the information processing program for executing the processes in the above embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Further, the above embodiment and various modified examples may be implemented as an information processing method for realizing each function and the steps shown in the flowcharts. [Explanation of Symbols]
[0253] 1 Player terminal 1000 Server S Information processing system
Claims
1. A process that displays a settings screen where information can be set to randomly determine the first game screen or the song played while the first game screen is displayed, based on the player's operation, Based on the information set on the settings screen, a process is performed to randomly select one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the song determined by lottery is performed, Based on the aforementioned song determined by lottery, a process is performed to determine the character who requested the song, The process of displaying the determined character at least while the music is playing, and when the music to be played has been determined, and while the settings screen or the first game screen is being displayed, A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, An information processing program that causes a computer to perform a task.
2. A process that displays a settings screen in which information can be set to determine the first game screen or the music played while the first game screen is displayed, based on the player's operation. Based on the information set on the settings screen, a process is performed to determine one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the selected music is performed. A process to determine a character who is an evaluator of the aforementioned music being played, A process to display the character who is the evaluator of the aforementioned song in an identifiable manner, If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each character who is an evaluator. An information processing program that causes a computer to perform a task.
3. A method of information processing performed by a computer, A process that displays a settings screen where information can be set to randomly determine the first game screen or the song played while the first game screen is displayed, based on the player's operation, Based on the information set on the settings screen, a process is performed to randomly select one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the song determined by lottery is performed, Based on the aforementioned song determined by lottery, a process is performed to determine the character who requested the song, The process of displaying the determined character at least while the music is playing, and when the music to be played has been determined, and while the settings screen or the first game screen is being displayed, A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, Information processing methods including
4. A method of information processing performed by a computer, A process that displays a settings screen in which information can be set to determine the first game screen or the music played while the first game screen is displayed, based on the player's operation. Based on the information set on the settings screen, a process is performed to determine one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the selected music is performed. A process to determine a character who is an evaluator of the aforementioned music being played, A process to display the character who is the evaluator of the aforementioned song in an identifiable manner, If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each character who is an evaluator. Information processing methods including
5. Equipped with one or more computers, The aforementioned computer, A process that displays a settings screen where information can be set to randomly determine the first game screen or the song played while the first game screen is displayed, based on the player's operation, Based on the information set on the settings screen, a process is performed to randomly select one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the song determined by lottery is performed, Based on the aforementioned song determined by lottery, a process is performed to determine the character who requested the song, The process of displaying the determined character at least while the music is playing, and when the music to be played has been determined, and while the settings screen or the first game screen is being displayed, A process that displays predetermined information, including information about the character, based on an operation input for the displayed character, An information processing system that performs the following tasks.
6. Equipped with one or more computers, The aforementioned computer, A process that displays a settings screen in which information can be set to determine the first game screen or the music played while the first game screen is displayed, based on the player's operation. Based on the information set on the settings screen, a process is performed to determine one song from among several types of songs to be played while the first game screen is displayed. During the display of the first game screen, the process of playing the selected music is performed. A process to determine a character who is an evaluator of the aforementioned music being played, A process to display the character who is the evaluator of the aforementioned song in an identifiable manner, If there are multiple evaluators for the aforementioned song, the process involves associating and displaying the evaluation for each character who is an evaluator. An information processing system that performs the following tasks.
Citation Information
Patent Citations
Improved video game jukebox type system and method
JP2012513283A
JPP7217328B