Information processing programs, information processing methods, and information processing systems
The information processing system addresses the lack of motivation in games with jukebox functions by dynamically playing content and displaying interactive objects, enhancing player engagement through features like random song selection and other player requests.
Patent Information
- Application Number
- KR1020247014181
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-11-11
- Filing Date
- 2022-11-10
- Publication Date
- 2026-11-05
- Estimated Expiration
- 2042-11-10
Smart Images

Figure 112024046212915-PCT00005_ABST
Abstract
Description
Technology Field
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. Background Technology
[0002] Conventionally, as shown in Patent Document 1, a game is known that has a jukebox function in which a player selects and plays content such as music or movies. Prior art literature
[0003] Patent Document 1: Japanese Patent Publication No. 2012-513283 The problem to be solved
[0004] There are games equipped with a jukebox function that enables the playback of content output during various scenes in the game. In such games, the jukebox function is positioned as an additional service, and there is room for improvement in terms of enhancing the player's motivation to play the game.
[0005] The present invention aims to provide an information processing program, an information processing method, and an information processing system that can improve a player's motivation to play. means of solving the problem
[0006] To solve the above problem, the information processing program performs on a computer processing for determining one content among a plurality of types of content, processing for playing the determined content, processing for determining a display pattern of an object corresponding to the content being played, and processing for displaying the object with the determined display pattern at least during the playback of the content and in any one of the state in which the content being played is determined.
[0007] The process for determining the above content may include a process for determining one of the above content by drawing, regardless of the player's operation input.
[0008] The above object is a character, and the display of the character may vary according to the determined display pattern.
[0009] Regarding the above-mentioned content being played, the computer may further perform processing that enables the player to evaluate it.
[0010] To solve the above problem, an information processing method performed by a computer includes a process for determining one content among a plurality of types of content, a process for playing the determined content, a process for determining a display pattern of an object corresponding to the content being played, and a process for displaying the object with the determined display pattern at least during the playback of the content and in any one of the state in which the content being played is determined.
[0011] To solve the above problem, the information processing system comprises one or more computers, and the computer performs the following: a process of determining one content among a plurality of types of content; a process of playing the determined content; a process of determining a display pattern of an object corresponding to the content being played; and a process of displaying the object with the determined display pattern at least during the playback of the content and in any one of the state in which the content being played is determined. Effects of the invention
[0012] According to the present invention, the player's motivation to play can be improved. Brief explanation of the drawing
[0013] Figure 1 is an explanatory diagram showing the schematic configuration of an information processing system. Figure 2(a) is a diagram illustrating the configuration of the hardware of a player terminal. Figure 2(b) is a diagram illustrating the configuration of the server hardware. Figure 3(a) is a diagram illustrating an example of a home screen. Figure 3(b) is a diagram illustrating an example of an option setting screen. Figure 3(c) is a diagram illustrating an example of a profile setting screen. Figure 3(d) is a diagram illustrating an example of a screen for setting music playback conditions. Figure 4(a) is a diagram illustrating an example of the left screen of the home. Figure 4(b) is a diagram illustrating an example of a home right screen. FIG. 4(c) is a diagram illustrating an example of a home settings screen. Figure 5(a) is a diagram illustrating an example of a music selection screen. Figure 5(b) is a diagram illustrating an example of a music information screen during selection. FIG. 5(c) is a diagram illustrating an example of an evaluation history information screen. FIG. 5(d) is a diagram illustrating an example of a playback history information screen. Figure 6(a) is a diagram illustrating an example of a home screen when the random song selection function is activated. FIG. 6(b) is a diagram illustrating an example of the right screen of the home screen when the random song selection function is activated. FIG. 6(c) is a diagram illustrating an example of a requester detail screen. FIG. 6(d) is a diagram illustrating an example of a song information screen during selection when the random song selection function is activated. FIG. 7(a) is a diagram illustrating an example of an evaluation history information screen when the other player request function is activated. FIG. 7(b) is a diagram illustrating an example of an evaluation history information screen when a player evaluates a song. FIG. 8 is a diagram illustrating the configuration of memory and functions as a computer in a player terminal. Figure 9 is a diagram illustrating the configuration of memory in a server and the function as a computer. Figure 10 is a sequence diagram illustrating the basic processing of the player terminal and the server. FIG. 11 is a flowchart explaining the processing of song playback upon login in a player terminal. FIG. 12 is a flowchart explaining top screen transition processing in a player terminal. FIG. 13 is a flowchart illustrating the processing of updating evaluation information in a player terminal. Figure 14 is a flowchart explaining the song selection processing in a server. Figure 15 is a diagram illustrating musical composition classification and musical composition release information. Figure 16 is a flowchart explaining the processing of determining a character request song in a server. FIG. 17 is a flowchart explaining the direction processing in a player terminal. FIG. 18 is a flowchart explaining the friend direction decision processing in a player terminal. Figure 19 is a diagram illustrating a melody tag. FIG. 20(a) is a diagram illustrating the relationship between the melody tag and the motion pattern of the mini character. FIG. 20(b) is a diagram illustrating the relationship between a melody tag and a mini jukebox image. FIG. 21 is a flowchart explaining the character request direction decision processing in a player terminal. Figure 22 is a diagram illustrating the relationship between song ID, character ID, and comment ID. Figure 23 is a diagram illustrating a standard musical piece with attached comments. Figure 24 is a diagram explaining the melody tag information for each character. Figure 25 is a diagram illustrating general-purpose comment information. FIG. 26 is a flowchart illustrating the evaluation information determination process in a player terminal. Figure 27 is a diagram illustrating character correlation information. FIG. 28 is a sequence diagram illustrating the processing of the player terminal and server when the player selects a song to play. FIG. 29 is a first flowchart illustrating jukebox processing in a player terminal. FIG. 30 is a second flowchart illustrating jukebox processing in a player terminal. Specific details for implementing the invention
[0014] One aspect of an embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other details shown in this embodiment are merely examples to facilitate understanding and do not limit the present invention unless specifically rejected. Furthermore, in this document and the drawings, elements having substantially the same function or configuration are given the same reference numerals to avoid redundant descriptions, and elements not directly related to the present invention are omitted from illustration.
[0015] (Overall configuration of the information processing system(S))
[0016] FIG. 1 is an explanatory diagram showing the schematic configuration of an information processing system (S). The information processing system (S) is a so-called client-server system comprising a client, that is, a player terminal (1) that functions as a game terminal, a server (1000), and a communication network (N) having a communication base station (Na).
[0017] In the information processing system (S) of the present embodiment, the player terminal (1) and the server (1000) function as a game device (G). The player terminal (1) and the server (1000) each share the role of controlling the progress of the game, and the game can proceed through cooperation between the player terminal (1) and the server (1000).
[0018] The player terminal (1) can establish communication with the server (1000) through a communication network (N). The player terminal (1) broadly includes electronic devices capable of communicating with the server (1000) wirelessly or via a wired connection. Examples of the player terminal (1) include smartphones, mobile phones, tablet devices, personal computers, game devices, etc. In this embodiment, the case where a smartphone with a game application downloaded is used as the player terminal (1) will be described.
[0019] The server (1000) is connected to a plurality of player terminals (1) for communication. The server (1000) accumulates various information for each player playing the game. Additionally, the server (1000) performs processing, such as updating the accumulated information or downloading images or various information to the player terminals (1), primarily based on operations input from the player terminals (1).
[0020] A communication base station (Na) is connected to a communication network (N) and transmits and receives information wirelessly with a player terminal (1). The communication network (N) is composed of a mobile phone network, an internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication connection between the player terminal (1) and the server (1000).
[0021] (Configuration of hardware of player terminal (1) and server (1000))
[0022] FIG. 2(a) is a diagram illustrating the configuration of the hardware of a player terminal (1). FIG. 2(b) is also a diagram illustrating the configuration of the hardware of a server (1000). As shown in FIG. 2(a), the player terminal (1) is configured to include a CPU (Central Processing Unit) (10), memory (12), a bus (14), an input / output interface (16), a storage unit (18), a communication unit (20), an input unit (22), and an output unit (24).
[0023] Additionally, as shown in FIG. 2(b), the server (1000) is configured to include a CPU (1010), memory (1012), bus (1014), input / output interface (1016), memory unit (1018), communication unit (1020), input unit (1022), and output unit (1024).
[0024] In addition, the configuration and function 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 identical to 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, below, the configuration of the hardware of the player terminal (1) will be described, and the description of the server (1000) will be omitted.
[0025] The CPU (10) controls the progress of the game by operating a program stored in memory (12). Memory (12) is composed of ROM (Read Only Memory) or RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. Memory (12) is connected to the CPU (10) through a bus (14).
[0026] An input / output interface (16) is connected to the bus (14). A memory unit (18), a communication unit (20), an input unit (22), and an output unit (24) are connected to the input / output interface (16).
[0027] 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).
[0028] The communication unit (20) is wirelessly connected to a communication base station (Na) and transmits and receives information, such as various data and programs, between itself and a server (1000) through a communication network (N). In the player terminal (1), programs, etc. received from the server (1000) are stored in a memory (12) or a storage unit (18).
[0029] The input unit (22) is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a D-pad, an analog controller, etc., into which the player's operation is input (received operation). Additionally, the input unit (22) may be a dedicated controller installed on the player terminal (1) or connected (externally) to the player terminal (1). Furthermore, the input unit (22) may be composed of an accelerometer that detects the tilt or movement of the player terminal (1), or a microphone that detects the player's voice. That is, the input unit (22) broadly includes a device capable of identifiable input of the player's intention.
[0030] The output unit (24) is configured to include a display device and a speaker. Additionally, the output unit (24) may be a device connected (external) to the player terminal (1). In this embodiment, the player terminal (1) is equipped with a display (26) as the output unit (24) and a touch panel installed overlapping the display (26) as the input unit (22).
[0031] (Game Content)
[0032] Next, a game provided by the information processing system (S) and game device (G) of the present embodiment will be described. The player may possess a character obtained through a lottery called so-called gacha, or a character distributed by the operator. Additionally, the player may possess a support card obtained through a lottery called so-called gacha, or a support card distributed by the operator.
[0033] Although a detailed explanation will be omitted, a training game is provided in the game according to the present embodiment. In the training game, the player can train a character owned by the player. Furthermore, the training game in the present embodiment has a gameplay feature in which the character is trained by entering it into a race modeled after horse racing.
[0034] FIG. 3(a) is a drawing illustrating an example of a home screen (100). When a game application is launched on a 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). A plurality of controls that the player can operate (tap) are installed on the menu bar (102).
[0035] Here, a home screen selection control (102a), an enhancement screen selection control (102b), a story screen selection control (102c), a team arena screen selection control (102d), and a gacha screen selection control (102e) are installed on the menu bar (102). Additionally, on the menu bar (102), a control corresponding to the screen currently being displayed is highlighted so that the screen currently being displayed on the display (26) can be identified.
[0036] When the home screen selection control unit (102a) is tapped, the home screen (100) shown in FIG. 3(a) is displayed on the display (26).
[0037] When the enhancement screen selection control (102b) is tapped, an enhancement screen not shown is displayed. On the enhancement screen, the player can enhance the character or support card they possess. By enhancing the character or support card, the player can increase the level set on the character or support card. Various parameters are set on the character and support card, and these parameters increase as the level rises. As the parameters of the character and support card increase, the player becomes able to develop a character with a stronger stat in the training game.
[0038] When the story screen selection control (102c) is tapped, an unillustrated story screen is displayed. Here, a story image is installed for each character appearing in the game. The player can select and view a character and a story image on the story screen.
[0039] When the team arena screen selection control (102d) is tapped, an unillustrated team arena screen is displayed. On the team arena screen, the player can form a team using characters they have trained. Additionally, on the team arena screen, the player can play a team match game in which the team formed by the player faces off against another player's team selected by the computer. The team match game has the gameplay of competing for rankings against other players.
[0040] When the gacha screen selection control unit (102e) is tapped, an unillustrated gacha screen is displayed. On the gacha screen, the player can perform a so-called gacha draw in which they can obtain a character or support card by spending in-game currency.
[0041] Additionally, on the home screen (100), a training game control unit (104) is installed 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 stage and a training stage. First, in the preparation stage, the player selects one character from among the characters they possess and sets it as the character to be trained. Additionally, in the preparation stage, the player sets a support card to be used when training the character to be trained.
[0042] Once the settings for the character to be trained and the support card are complete, the process transitions from the preparation phase to the training phase, and a game to train the character to be trained begins. The player can possess the character trained in the training game as a training character. As described above, the player can organize the possessed training characters into a team and use them in team match games.
[0043] Thus, the main purpose of the game of the present embodiment is to raise a character through a training game, and to raise the ranking of a team game using the character.
[0044] In addition, the present embodiment is equipped with a function for sharing information among multiple players, or a function for sharing training characters or support cards. A player can set training characters and support cards that other players can use in the training game. Specifically, as shown in FIG. 3(a), a setting operation unit (106) is installed in the upper right corner of the home screen (100). When the setting operation unit (106) is tapped, an option setting screen (110) is displayed.
[0045] FIG. 3(b) is a diagram illustrating an example of an option setting screen (110). The option setting screen (110) is a screen that allows checking and setting various information. A plurality of control buttons are installed on the option setting screen (110), and when a control button is tapped, it becomes possible to check and set information corresponding to the control button.
[0046] The control section of the option setting screen (110) includes a profile setting control section (110a), a song playback condition setting control section (110b), and a close control section (110c). When the close control section (110c) is tapped, the option setting screen (110) is closed and the home screen (100) is displayed. When the profile setting control section (110a) is tapped, the profile setting screen (120) is displayed.
[0047] FIG. 3(c) is a diagram illustrating an example of a profile setting screen (120). In the profile setting screen (120), the player can check and set their profile information. The profile information includes a profile character, player name, player ID, affiliated circle, representative character, and rental card.
[0048] The profile character functions as a character displayed when the player's information is viewed by another player. For example, the profile character is displayed when using the Circle function, which is a venue for sharing information with other players. On the profile setting screen (120), the profile character image (122) currently being set is displayed. A change button (124) is installed near the profile character image (122). When the change button (124) is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character on the profile character change screen.
[0049] Additionally, the profile setting 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. Additionally, the profile setting screen (120) is equipped with a representative character setting control section (126a) and a rental card setting control section (126b).
[0050] When the representative character setting control panel (126a) is tapped, an unillustrated representative character setting screen is displayed. On the representative character setting screen, the player can set one of the characters they have trained as the representative character. The representative character setting control panel (126a) displays an icon image representing the representative character currently being set. Additionally, as described above, the representative character becomes available for use in a training game played by other players.
[0051] When the rental card setting control unit (126b) is tapped, an unillustrated rental card setting screen is displayed. On the rental card setting screen, the player can set one of the support cards they possess as a rental card. An icon image representing the rental card currently being set is displayed on the rental card setting control unit (126b). Additionally, as described above, the support card set as a rental card becomes available for use in a training game played by other players.
[0052] Additionally, although a detailed explanation will be omitted, when a change in the profile information setting is made in the profile setting screen (120), the setting change information is transmitted to the server (1000). In the server (1000), profile information is stored for each player.
[0053] Additionally, when the song playback condition setting control (110b) is tapped on the option setting screen (110), the song playback condition setting screen (130) is displayed.
[0054] FIG. 3(d) is a diagram illustrating an example of a music playback condition setting screen (130). Although it will be described in detail later, this embodiment is equipped with a jukebox function. During the game, various character images are displayed. For example, in the training game screen or team arena screen, characters appear in various screens, just like in the story screen. In addition, in the screens constituting the training game screen or team arena screen, the player can make various selections, and the screens transition sequentially based on the player's operation input. Also, during the game, music (content) is played under various conditions. The music played during the game may correspond to game types such as training games or team match games, or correspond to characters displayed on the game screen. By using the jukebox function, the player can listen to a music selected by the player from among a plurality of pre-prepared music. Additionally, the player can play the game while the selected music is playing as BGM (Background Music).
[0055] However, the game screens where BGM can be played via the jukebox function are limited. For example, dedicated BGM is played during the display of the story screen, training game screen, and team arena screen. Therefore, the song selected by the player is played as BGM only when a screen other than the story screen, training game screen, or team arena screen is being displayed. In the following, the screen where the song selected by the player is played as BGM may be referred to as the top screen.
[0056] The music playback condition setting screen (130) is equipped with a version setting control unit (132), a random song selection setting control unit (134), a player request setting control unit (136), and a setting completion control unit (138). The version setting control unit (132) includes a short version selection control unit (132a) and a long version selection control unit (132b). Each music song playable via the jukebox function is provided with a short version with a short playback time and a long version with a long playback time. The player can select the version of the music song to be played by inputting a control to the version setting control unit (132).
[0057] 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.
[0058] The random song selection setting control unit (134) includes an off control unit (134a) and an on control unit (134b). The player can switch the on and off states of the random song selection function by inputting a control to the random song selection setting control unit (134). Here, the random song selection function is a function in which a song is randomly determined when the game transitions to the top screen, and the determined song is output as BGM.
[0059] The ON state of the random selection function is a state in which the random selection function is enabled. The player can set the random selection function to the ON state by tapping the ON control (134b). Meanwhile, the OFF state of the random selection function is a state in which the random selection function is disabled. The player can set the random selection function to the OFF state by tapping the OFF control (134a).
[0060] The other player request setting control unit (136) includes an off control unit (136a) and an on control unit (136b). The player can switch the on and off states of the other player request function by inputting a control to the other player request setting control unit (136). Here, the other player request function is a function in which a song selected and played from the jukebox function on another player's player terminal (1) is output as BGM on one's own player terminal (1). By outputting BGM through this other player request function, an impression is created as if the jukebox is being shared with another player.
[0061] The ON state of the other player request function is the state in which the other player request function is enabled. The player can set the other player request function to the ON state by tapping the ON control unit (136b). Meanwhile, the OFF state of the other player request function is the state in which the other player request function is disabled. The player can set the other player request function to the OFF state by tapping the OFF control unit (136a).
[0062] Additionally, the player can set the other player request function to the ON state only when the random song selection function is set to the ON state. Therefore, when the random song selection function is set to the ON state, the player can set the other player request function to the ON state or the OFF state. Accordingly, when the player taps the OFF control unit (134a) and the random song selection function is set to the OFF state, the other player request function is also simultaneously set to the OFF state.
[0063] Accordingly, the player can select and set one of three states: both the random selection function and the other player request function are on, both the random selection function and the other player request function are off, and the random selection function is on and the other player request function is off.
[0064] The setting completion control unit (138) is activated by changing the setting through operation input to the version setting control unit (132), random song selection setting control unit (134), and other player request setting control unit (136). When the activated setting completion control unit (138) is tapped, each state after the change is remembered, and the setting change is completed. When the setting change is completed, the song playback condition setting screen (130) is closed, and the option setting screen (110) is displayed. Also, when the setting change is completed, setting change information indicating each state after the change is transmitted to the server (1000). In the server (1000), each state set by the player is preserved.
[0065] Next, the home screen (100) is described. The home screen (100) includes a home center screen (100a), a home left screen (100b), and a home right screen (100c). When transitioning to the home screen (100), the home center screen (100a) shown in FIG. 3(a) is displayed on the display (26). On the home center screen (100a), the home screen setting character (140) set by the player is displayed.
[0066] As will be described in detail later, the player can set up four home screen setting characters (140). One of the four home screen setting characters (140) is displayed on the home center screen (100a). When the home screen setting character (140) displayed on the home center screen (100a) is tapped, a predetermined message voice is output.
[0067] Additionally, a sub-character (142) determined by lottery is displayed on the home center screen (100a). A speech bubble image (142a) is displayed on the sub-character (142). When the sub-character (142) or the speech bubble image (142a) is tapped, the sub-character (142) is enlarged and a predetermined message image is displayed at the same time.
[0068] Here, an unillustrated background image is displayed on the home screen (100). Here, by raising a character through a training game, a background image is displayed that gives the impression that the character is present inside a school building, for example, in accordance with the game's world view. Therefore, when the player taps the home screen setting character (140) or sub-character (142), the impression is created that the player is having a conversation with the character inside the school building.
[0069] Additionally, when the control section of the menu bar (102) and the training game control section (104) are tapped, a game screen corresponding to each control section is displayed as described above. On the top screen that is first displayed when each control section is tapped, one or more control sections are installed, and by tapping these control sections, the game screen corresponding to the control section is transitioned. As the transition occurs from the top screen to each game screen, the output of BGM installed for each game screen begins. Additionally, on the top screen, one of the four home screen setting characters (140) is displayed as a background image.
[0070] Additionally, notification icons (144L, 144R) are displayed on the home center screen (100a). The notification icons (144L, 144R) respectively notify whether new information can be checked on the home left screen (100b) and the home right screen (100c). When a rightward swipe operation is input on the home center screen (100a), the home left screen (100b) is displayed, and when a leftward swipe operation is input, the home right screen (100c) is displayed.
[0071] FIG. 4(a) is a drawing illustrating an example of a home left screen (100b), and FIG. 4(b) is a drawing illustrating an example of a home right screen (100c). As shown in FIG. 4(a), two home screen setting characters (140), a sub-character (142), and a notification icon (144R) are displayed on the home left screen (100b). When a leftward swipe operation is input on the home left screen (100b), the home center screen (100a) is displayed.
[0072] Additionally, as shown in FIG. 4(b), a home screen setting character (140) and a notification icon (144L) are displayed on the home right screen (100c). When a rightward swipe operation is input on the home right screen (100c), the home center screen (100a) is displayed.
[0073] Here, the home screen setting character (140) displayed on the home screen (100) functions as a control unit for switching screens. Specifically, the home screen setting character (140) displayed on the home center screen (100a) is assigned the same function as the home screen selection control unit (102a). Additionally, the two home screen setting characters (140) displayed on the home left screen (100b) are assigned the same function as the reinforcement screen selection control unit (102b) and the story screen selection control unit (102c), respectively. Additionally, the home screen setting character (140) displayed on the home right screen (100c) is assigned the same function as the team arena screen selection control unit (102d).
[0074] Accordingly, on the home left screen (100b), for example, when the home screen setting character (140) displayed at the top left is tapped, the screen transitions from the home screen (100) to the story screen. Likewise, on the home left screen (100b), when the home screen setting character (140) displayed at the bottom left is tapped, the screen transitions from the home screen (100) to the enhancement screen. Also, on the home right screen (100c), when the home screen setting character (140) is tapped, the screen transitions from the home screen (100) to the team arena screen. Furthermore, the screen transition when the home screen setting character (140) is tapped is the same as that of the menu bar (102) and the training game control section (104). That is, 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 BGM output begins.
[0075] On the home screen (100), a settings icon (146) is displayed. When the settings icon (146) is tapped, the home settings screen (150) is displayed.
[0076] FIG. 4(c) is a drawing illustrating an example of a home setting screen (150). In the home setting screen (150), the player can set a home screen setting character (140) that is displayed on the home screen (100). In other words, the player can set a home screen setting character (140) that can be assigned a function as an operation part.
[0077] As shown in FIG. 4(c), the home setting screen (150) displays a character image corresponding to each of the four currently set home screen setting characters (140) and a corresponding control part so as to be identifiable. When a character image displayed on the home setting screen (150) is tapped, a character selection screen not shown is displayed. The player can select a home screen setting character (140) on the character selection screen. Additionally, the player can set the outfit of the home screen setting character (140) on the home setting screen (150).
[0078] Additionally, as shown in FIG. 4(b), a jukebox image (152) and a request character image (154) are displayed on the right screen (100c) of the home. The jukebox image (152) functions as an operation part that receives operations to activate the jukebox function. The request character image (154) is displayed near the jukebox image (152) while a song is being played by the jukebox function and when the song to be played is determined.
[0079] As will be described in detail later, when a song is played by the jukebox function, the requester who requested the song is determined. The requester is a character. Hereinafter, the character that becomes the requester is referred to as the request character. Near the jukebox image (152), a request character image (154) corresponding to the request character is displayed. This creates the impression that the request character is operating the jukebox. The jukebox function will be described in detail below.
[0080] FIG. 5(a) is a diagram illustrating an example of a song selection screen (160). The song selection screen (160) is a screen where a player can select a song to be played during gameplay. A plurality of jacket images (162) are displayed on the song selection screen (160). The jacket images (162) are installed for each song that can be played via the jukebox function.
[0081] When any one jacket image (162) is tapped, the tapped jacket image (162) is highlighted. At this time, the song corresponding to the tapped jacket image (162) is set as the selected song.
[0082] A song information display section (164) is installed at the top of the song selection screen (160). The song information display section (164) displays song information linked to the currently selected song. The song information includes, for example, a song title, a jacket image (162), lyrics, a composer's name, and information about the song. Additionally, when the jacket image (162) or the song information display section (164) is tapped, the selected song may be played for viewing.
[0083] Additionally, version switching toggles (166a, 166b) are installed on the song selection screen (160). By tapping the version switching toggles (166a, 166b), the player can switch the version of the song being played, just like the version setting control (132).
[0084] Additionally, a cancel operation unit (168) and a request operation unit (170) are installed at the bottom of the song selection screen (160). When the cancel operation unit (168) is tapped, the song selection screen (160) is hidden, and the screen that was displayed one step earlier (the song information screen (180) described later) is displayed. Additionally, if the cancel operation unit (168) is tapped after a change operation is input by tapping the jacket image (162) or the version switching toggle (166a, 166b), the information after the change is not preserved and is destroyed.
[0085] When the request control unit (170) is tapped, the request playback state is changed. The request playback state is to identify whether a song is being played by the jukebox function. Here, as the request playback state, a playback state indicating that a song is being played and a stopped state indicating that playback is stopped, that is, that a song is not being played are installed.
[0086] When the request control unit (170) is tapped while in the playback state, the request playback state changes from the playback state to the paused state. In this case, the playback of the selected song is stopped, and the selected song information indicating the selected song is erased. When the request control unit (170) is tapped while in the paused state, the selected song information is saved, and at the same time, the request playback state changes from the paused state to the playback state, and the playback of the selected song begins. At this time, the screen transitions from the song selection screen (160) to the selected song information screen (180). Additionally, when the cancel control 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 change to the playback state.
[0087] Additionally, although a detailed description will be omitted, in this embodiment, a default BGM is installed separately from the playable songs in the jukebox function. When the request playback state is paused, the default BGM is output. However, the player can set the volume of the BGM on the option setting screen (110). When the volume of the BGM is set to mute, the output of the default BGM is stopped.
[0088] FIG. 5(b) is a diagram illustrating an example of a 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 is started, the selected song information screen (180) of FIG. 5(b) is displayed. Also, when the jukebox image (152) is tapped on the home screen (100), the selected song information screen (180) shown in FIG. 5(b) is displayed. The selected song information screen (180) is equipped with a jacket image (162), a request operation unit (170), a requester name display field (182), an evaluation information display field (184), a toggle for other player request settings (186), a stop playback button (188), and a return operation unit (190).
[0089] In the song information screen (180) during selection, a jacket image (162) corresponding to the song currently playing is displayed. Additionally, when the jukebox image (152) is tapped on the home screen (100) while the default BGM is being output, a default image is displayed on the song information screen (180) during selection, without the jacket image (162) or similar display. Additionally, a performance image (162b) and a mini jukebox image (162c) are superimposed on the jacket image (162). The performance image (162b) includes a mini character icon corresponding to the requester and a comment display box.
[0090] The mini character icon moves in sync with the rhythm of the song. 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. Additionally, when the player selects a song, the representative character set by the player may also become the requester.
[0091] Additionally, as described above, when a song is selected by the random selection function (excluding when the other player request function is activated), the request character is determined. During the playback of the song selected by the random selection function (excluding when the other player request function is activated), a mini character icon corresponding to the request character is displayed as a presentation image (162b).
[0092] Additionally, when the other player request function is activated and a song is determined, the representative character set by the other player is determined as the requester, that is, the request character. Therefore, in this case, a mini character icon corresponding to the other player's representative character is displayed as a presentation image (162b). Additionally, the profile character set by the other player may be determined as the request character.
[0093] In the comment display area, a comment corresponding to the song currently playing is displayed. The mini jukebox image (162c) has multiple display colors and is displayed in the color corresponding to the song currently playing.
[0094] Additionally, when the request operation unit (170) is tapped on the song information screen (180) in selection, the song selection screen (160) shown in FIG. 5(a) is displayed. At this time, the playback of the song in selection is stopped, and the song information in selection indicating the song in selection is cleared.
[0095] The name of the requester is displayed in the requester name display field (182). When the player selects a song, the player name set by the player is displayed in the requester name display field (182). Additionally, during the playback of a song selected by the random song selection function (excluding when the other player request function is activated), the character name of the requesting character is displayed. Additionally, when the other player request function is activated and a song is determined, the player name of the other player is displayed.
[0096] In the evaluation information display section (184), an evaluation control unit (184a) and a history display button (184b) are installed. The player can evaluate the song currently being played by tapping the evaluation control unit (184a). In the evaluation information display section (184), the number of evaluations is displayed near the evaluation control unit (184a), and the number of times the song currently being played has been evaluated is displayed.
[0097] As shown in FIG. 5(b), when the playback of a song begins, the number of evaluations for that song is displayed as 0. In this state, if the player taps the evaluation control unit (184a), the number of evaluations is updated to 1. Additionally, the player can perform an evaluation for that song only once during the period from when the selected song is set until it is changed. Therefore, when the evaluation control unit (184a) is tapped by the player, it does not accept subsequent operations.
[0098] When the history display button (184b) is tapped, a history information screen (200) regarding the selected song is displayed.
[0099] FIG. 5(c) is a diagram illustrating an example of an evaluation history information screen (200a), and FIG. 5(d) is a diagram illustrating an example of a playback history information screen (200b). The history information screen (200) includes an evaluation history information screen (200a) and a playback history information screen (200b). When the history display button (184b) is tapped, the evaluation history information screen (200a) shown in FIG. 5(c) is displayed. An evaluation history tab (202a) and a playback history tab (202b) are installed at the top of the history information screen (200).
[0100] As will be described in detail later, the evaluation history information screen (200a) displays a list of evaluators who evaluated the corresponding song, as shown in FIG. 5(c). Additionally, the playback history information screen (200b) displays history information of songs played by the jukebox function on the player terminal (1), as shown in FIG. 5(d). 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. Additionally, 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.
[0101] Additionally, the player can switch the on and off states of the random selection function, just like the random selection setting operation unit (134) described above, by tapping the other player request setting toggle (186) on the song information screen (180) among the selections shown in FIG. 5(b).
[0102] The playback stop button (188) functions as a control unit for switching between playback and stop of the selected song. When the playback stop button (188) is tapped while the selected song is playing, the request playback state is switched to a stopped state, and the playback of the song is stopped. In this case, the song is in a paused state, and the information of the selected song is not retained. Additionally, when the playback stop button (188) is tapped while the selected song is stopped, the request playback state is switched to a playing state, and the song is played.
[0103] When the return control (190) is tapped on the song information screen (180) in the selection screen, the song information screen (180) in the selection screen is hidden and the home screen (100) is displayed. When the return control (190) is tapped while the song is playing, the song continues to play even after the home screen (100) is displayed. By doing so, the player can play the game while playing the song they requested as BGM.
[0104] As explained above, in the jukebox function, the player can select and listen to a song they prefer. In addition, as described above, in this embodiment, a random song selection function is installed in which a song is randomly determined when the game transitions to the top screen, and the determined song is output as BGM. The random song selection function will be described in more detail below.
[0105] In this embodiment, activation conditions for the random song selection function are provided, and when the activation conditions are met, a randomly selected song is played as BGM. Additionally, the activation conditions for 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 of the random song selection function having passed, and the request playback status being in the playing state.
[0106] When the activation condition is met during the transition to the top screen, the server (1000) determines the song to be played on the player terminal (1). When the player terminal (1) transitions to the top screen, it receives information regarding the song to be played from the server (1000) and plays the song based on the received information.
[0107] FIG. 6(a) is a diagram illustrating an example of a home screen (100) when the random song selection function is activated. For example, let’s assume that when transitioning to the home center screen (100a), a song determined by the random song selection function is played. In this case, the home center screen (100a) displays an image prompting the player to check the jukebox image (152) displayed on the home right screen (100c), more strictly speaking, on the home right screen (100c).
[0108] Specifically, on the home center screen (100a), a notification icon (144R) is highlighted, and at the same time, a jukebox icon (210) is displayed near the notification icon (144R). The jukebox icon (210) is an image modeled after a jukebox. By highlighting the notification icon (144R) and displaying the jukebox icon (210), an operation input to display the home right screen (100c) is prompted.
[0109] FIG. 6(b) is a diagram illustrating an example of the home right screen (100c) when the random song selection function is activated. When a leftward swipe operation is input in the state shown in FIG. 6(a), the home right screen (100c) is displayed as shown in FIG. 6(b). At this time, the jukebox image (152) displays an image identical to the jacket image (162) corresponding to the song currently being played. By doing so, the player can identify the song currently being played by the jukebox image (152).
[0110] Additionally, as described above, when a song is determined by the random selection function, the requester (request character) of the corresponding song is determined. On the right screen (100c) of the home screen, a request character image (154) corresponding to the determined request character is displayed. Additionally, an icon with an exclamation mark is displayed near the request character image (154).
[0111] FIG. 6(c) is a diagram illustrating an example of a requester detail screen (220). When the requester character image (154) is tapped on the home right screen (100c), the requester detail screen (220) shown in FIG. 6(c) is displayed. On the requester detail screen (220), the requester character image (154), the name of the requester, and a comment are displayed. Additionally, the comment displayed on the requester detail screen (220) may be linked to the song currently being played or may be linked to the requester character image (154). Additionally, the comment displayed on the requester detail screen (220) may be the same as or different from the comment displayed in the comment display section of the performance image (162b).
[0112] FIG. 6(d) is a diagram illustrating an example of a song information screen (180) in selection when the random song selection function is activated. When the jukebox image (152) is tapped on the home right screen (100c) shown in FIG. 6(b), the song information screen (180) in selection shown in FIG. 6(d) is displayed. The basic configuration of the song information screen (180) in selection is the same when the player selects a song and when the random song selection function is activated.
[0113] However, when the other player request function is activated, an information notification icon (184c) is displayed in the evaluation information display section (184) of the song information screen (180) currently being selected. When the information notification icon (184c) is tapped, an unillustrated other player information screen is displayed. The other player information screen displays information regarding the other player who requested the song currently being played. The information regarding the other player includes, for example, the other player's player name, representative character, profile character, and the message that the other player is set to.
[0114] FIG. 7(a) is a diagram illustrating an example of an evaluation history information screen (200a) when the other player request function is activated. FIG. 7(b) is a diagram illustrating an example of an evaluation history information screen (200a) when a player evaluates a song. When the other player request function is activated, at the time when the song information screen (180) currently being selected is first displayed, one or more evaluations are set.
[0115] For example, when another player selects and plays a song, an evaluator (evaluation character) is determined in the player terminal (1). Additionally, when a player selects and plays a song in the player terminal (1), evaluation information, which is information indicating the song selected by the player and the evaluator, is stored in the server (1000).
[0116] And, the player can register another player as a friend, and in the other player request function, one of the registered friends is determined. Then, the song last selected by the determined friend is played on the player terminal (1).
[0117] At this time, evaluation information linked to the last song selected by the friend is acquired, and based on the acquired evaluation information, an evaluation history information screen (200a) is displayed as shown in FIG. 7(a). In addition, in this state, if the player taps the evaluation control unit (184a), an evaluator is additionally displayed on the evaluation history information screen (200a) as shown in FIG. 7(b). In this case, the evaluator's information is transmitted to the server (1000), and the evaluation information linked to the last song selected by the friend is updated.
[0118] After that, let's assume that the same friend is determined as the requester in the player terminal (1) of another player. In this case, in the player terminal (1) of this other player, the evaluation history information screen (200a) shown in FIG. 7(b) is displayed from the beginning.
[0119] Additionally, for example, let's assume that the player terminal (1) of a friend transitions to a training game screen while the song selected by the friend is being played, that is, while the request is in a playback state. After that, when the training game ends and the home screen (100) is displayed, the same song as before the training game starts is played. At this time, let's assume that during the training game of the friend, the friend is determined to be the requester on another player's player terminal (1), and that another player evaluates the song. In this case, on the player terminal (1) of the friend, the evaluation history information screen (200a) of FIG. 7(a) was displayed before the training game started, and after the training game ends, the evaluation history information screen (200a) of FIG. 7(b) is displayed.
[0120] In this way, in the present embodiment, when a song is played by the jukebox function, various effects are performed. These effects may be shared among multiple players, giving the impression that multiple players are using a single jukebox. That is, the impression that multiple players are playing the game simultaneously is created, which can enhance the players' motivation to play.
[0121] Next, the functional configuration of the player terminal (1) and the server (1000) for realizing the above-mentioned jukebox function, and the processing performed at each of the player terminal (1) and the server (1000) will be described. Furthermore, below, among the functional configuration and processing of the game device (G) of the present embodiment, only the parts related to the jukebox function will be described.
[0122] (Functional configuration of player terminal (1))
[0123] FIG. 8 is a diagram illustrating the configuration of memory (12) in a player terminal (1) and its function as a computer. In the memory (12), a program memory area (12a) and a data memory area (12b) are installed. When a game is started, the CPU (10) stores a terminal-side game control program (module) in the program memory area (12a).
[0124] The terminal-side game control program includes a transmission and reception 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). Additionally, the programs listed in FIG. 8 are examples, and the terminal-side game control program includes a number of other programs.
[0125] In the data memory area (12b), as memory units for storing data, there are installed memory units 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 setting information memory unit (408), a request playback status memory unit (410), and a release song information memory unit (412). Additionally, although some representative memory units for storing information related to the jukebox function are listed here, there are also many other memory units installed in the data memory area (12b).
[0126] The CPU (10) operates each program stored in the program memory area (12a) to update the data in each memory unit of the data memory area (12b). Then, the CPU (10) operates each program stored in the program memory area (12a) to make the player terminal (1) (computer) function as a terminal-side game control unit (1A). The terminal-side game control unit (1A) includes a transmission / reception 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).
[0127] Specifically, the CPU (10) operates a transmission and reception program (300) and makes the computer function as a transmission and reception unit (300a). Likewise, the CPU (10) operates 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), and makes them function as 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), respectively.
[0128] The transmitting and 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). Additionally, the transmitting and receiving unit (300a) downloads various information from the server (1000).
[0129] The player information acquisition unit (302a) stores information downloaded from the server (1000) in the data storage area (12b).
[0130] When logging in, the music playback unit (304a) executes processing for BGM playback when login processing is performed on the player terminal (1).
[0131] The top screen transition processing unit (306a) performs processing for BGM playback when transitioning to the top screen.
[0132] The evaluation information update processing unit (308a) updates the evaluation information.
[0133] The performance execution unit (310a) performs the playback of the musical piece and the processing according to the performance during playback.
[0134] (Functional configuration of the server (1000))
[0135] FIG. 9 is a diagram illustrating the configuration of memory (1012) in a server (1000) and its function as a computer. In the memory (1012), a program memory area (1012a) and a data memory area (1012b) are installed. When a game is started, the CPU (1010) stores a server-side game control program (module) in the program memory area (1012a).
[0136] 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). Additionally, the programs listed in FIG. 9 are examples, and the server-side game control program has a number of other programs installed.
[0137] In the data memory area (1012b), a player information memory unit (1400) and a selected song information memory unit (1402) are installed as memory units for storing data. Additionally, although some representative memory units for storing information related to the jukebox function are listed here, a number of other memory units are installed in the data memory area (1012b). Furthermore, all information stored in the data memory area (12b) of the player terminal (1) is also stored in the data memory area (1012b) of the server (1000). Various information stored in the data memory area (12b) of the player terminal (1) is stored in the player information memory unit (1400) of the server (1000).
[0138] The CPU (1010) operates each program stored in the program memory area (1012a) to update the data in each memory unit of the data memory area (1012b). Then, the CPU (1010) operates each program stored in the program memory area (1012a) to make the server (1000) function as a server-side game control unit (1000A). The server-side game control unit (1000A) includes a server-side login processing unit (1300a), a player information update unit (1302a), and a song selection unit (1304a).
[0139] Specifically, the CPU (1010) operates a server-side login processing program (1300) and makes the computer function as a server-side login processing unit (1300a). Likewise, the CPU (1010) operates a player information update program (1302) and a song selection program (1304) and makes them function as a player information update unit (1302a) and a song selection unit (1304a), respectively.
[0140] When the server-side login processing unit (1300a) receives login information from the player terminal (1), it downloads various information stored in the player information storage unit (1400) to the player terminal (1).
[0141] The player information update unit (1302a) updates the player information in the player information memory unit (1400) based on information received from the player terminal (1).
[0142] The song selection unit (1304a) selects a song to be played on the player terminal (1) in conjunction with the activation of the random song selection function.
[0143] The processing performed by each functional unit in the above-mentioned player terminal (1) and server (1000) will be explained below using a flowchart.
[0144] (Communication processing between player terminal (1) and server (1000))
[0145] FIG. 10 is a sequence diagram illustrating the basic processing of a player terminal (1) and a server (1000). In addition, in the following description, the processing at the player terminal (1) is represented as Pn (where n is an arbitrary integer). Also, the processing at the server (1000) is represented as Sn (where n is an arbitrary integer). Also, the processing at the friend's player terminal (1) is represented as Fn (where n is an arbitrary integer).
[0146] In the player terminal (1), when the player performs a login operation, such as launching a game application, a login information transmission process (P1) is performed. In the login information transmission process, the transmission / reception unit (300a) transmits the login information to the server (1000).
[0147] When the server (1000) receives login information, the server-side login processing unit (1300a) executes server-side login processing (S1). In the server-side login processing, processing is performed to receive player information stored in the server (1000) to the player terminal (1).
[0148] In the player terminal (1), when player information is received from the server (1000), the player information acquisition unit (302a) stores the received player information in the data storage area (12b). Additionally, when logging in, the song playback unit (304a) executes the song playback processing (P2) when logging in.
[0149] FIG. 11 is a flowchart illustrating the processing of song playback upon login in a player terminal (1). Upon login, the song playback unit (304a) acquires song information among selected songs stored in the song information storage unit (400) among selected songs in the data storage area (12b) (P2-1). In addition, the song information among selected songs is information that identifies the song being played by the jukebox function, and is, for example, a song ID installed for each song.
[0150] If the song information of the selected song is stored (YES of P2-2), the song playback unit (304a) at login plays the selected song (P2-3). Accordingly, if the game is interrupted while a song other than the default BGM is playing, or while any song other than the default BGM is set as the selected song, the selected song that was set before the interruption is played when the game resumes.
[0151] Additionally, if no song information is stored during selection (NO in P2-2), the song playback unit (304a) plays the default BGM upon login (P2-4).
[0152] Returning to Fig. 10, when a player performs various setting change operations on an option setting screen (110) and the like to change the settings, the information after the setting change is stored in the setting information storage unit (408). Additionally, the transmitting and receiving unit (300a) 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).
[0153] The player information stored in the server (1000) includes all information updated on the player terminal (1), such as information about the character the player possesses, information about the character being trained, information that can be set on the option setting screen (110), and information about the jukebox function.
[0154] Additionally, when the player performs an operation to transition to the top screen, the top screen transition processing unit (306a) executes the top screen transition processing (P4).
[0155] FIG. 12 is a flowchart illustrating top screen transition processing in a player terminal (1). When the screen prior to transition is a training game screen, a team arena screen, or a story screen (YES in P4-1), the request playback status is off (NO in P4-2), or no song information is stored during selection (YES in P4-3), the top screen transition processing unit (306a) plays the default BGM (P4-4). Additionally, P4-1 determines whether the screen prior to transition of the top screen is a training game screen, a team arena screen, or a story screen, but the screen prior to transition of the top screen is not limited to these and may be another game screen.
[0156] Additionally, when the request playback state is turned on (YES in P4-2), the song information currently being selected is stored. In this case, if the random song selection function is turned on (YES in P4-5) and more than 3 minutes have passed since the previous song change (NO in P4-6), the top screen transition processing unit (306a) acquires 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 activation of the random song selection function is permitted (hereinafter referred to as the activation time).
[0157] As will be described in detail later, when the random song selection function is activated, the song to be played is determined by the server (1000). At this time, the server (1000) determines the activation time as the time when the random song selection function can be activated next. Then, when transitioning to the top screen, if the activation time of the random song selection function has passed (YES in P4-8), the top screen transition processing unit (306a) transmits random song selection request information to the server (1000) (P4-9).
[0158] That is, in the top screen transition processing, when all activation conditions for the random song selection function are satisfied, random song selection request information is transmitted to the server (1000). As will be described in detail later, when the random song selection request information is received, one song is determined by the server (1000).
[0159] Meanwhile, if at least one of the activation conditions for the random song selection function is not satisfied (P4-5 NO, P4-6 NO, P4-8 NO), the top screen transition processing unit (306a) plays the selected song (P4-10). That is, when transitioning from the training game screen, team arena screen, or story screen to the top screen, if none of the activation conditions for the random song selection function are satisfied, the selected song that was playing before transitioning to the training game screen, team arena screen, or story screen will be played. In addition, in this case, the evaluation information update processing unit (308a) executes the evaluation information update processing (P10).
[0160] FIG. 13 is a flowchart illustrating the processing of an evaluation information update in a player terminal (1). The evaluation information update processing unit (308a) determines whether there is an undisplayed evaluator that is not displayed on the evaluation history information screen (200a) (P10-1). As will be described in detail later, when playing a song in the player terminal (1), an evaluator (evaluation character) is determined in advance, and information identifying the evaluator is stored in the evaluation information storage unit (402). In the evaluation information storage unit (402), undisplayed or fully displayed statuses are stored for each evaluator, and at the time the evaluator is determined, the statuses of all evaluators are undisplayed.
[0161] Then, when the song is first played after the song has been determined, the predetermined evaluator or number of evaluations is not displayed in the evaluation information display section (184) and the history information screen (200). After that, when transitioning to the top screen and playing the selected song, if there is an evaluator whose status is not displayed (YES in P10-1), the evaluation information update processing unit (308a) updates the evaluator in the history information screen (200) and the number of evaluations in the evaluation information display section (184) (P10-2). Additionally, the evaluation information update processing unit (308a) updates the status of the evaluator added to the history information screen (200) to display complete (P10-3).
[0162] Additionally, at this point, the home screen (100) is displayed on the display (26), so 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 when the player performs a predetermined operation input on the home screen (100).
[0163] Returning to Fig. 10, in the top screen transition processing (P4) of the player terminal (1), when random song selection request information is transmitted to the server (1000), the song selection processing (S3) is executed at the server (1000).
[0164] FIG. 14 is a flowchart illustrating the song selection processing in the server (1000). When random song selection request information is received, the song selection unit (1304a) determines whether the other player request function is on. If the other player request function is on (YES in S3-1), the song selection unit (1304a) determines whether there is song selection information for The Friend (S3-2).
[0165] In the server (1000), when a player selects and plays a song, the selected song information linked to the player and the played song is stored in the selected song information storage unit (1402). However, in the selected song information storage unit (1402), only one piece of the latest selected song information is stored for each player. For example, let's assume that 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 with information indicating the newly played song. Also, for a player who has never selected and played a song, the selected song information is not stored.
[0166] Additionally, 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 the player registered as a friend is stored in the selected song information storage unit (1402). Then, if the friend's selected song information is stored (YES in S3-2), the song selection unit (1304a) determines whether there is a selected song that has been unlocked (S3-3).
[0167] FIG. 15 is a diagram illustrating song classification and song release information. Songs playable via the jukebox function are classified into normal songs or dedicated songs. The comments displayed in the presentation image (162b) differ between normal songs and dedicated songs. Additionally, while normal songs can be selected and played by the player without any particular restrictions, dedicated songs cannot be selected by the player until the random selection function is activated and selected.
[0168] In addition, for a regular song, the jacket image (162) is displayed on the song selection screen (160) from the moment the jukebox function is first used. That is, a regular song is a song that the player can recognize as playable from the moment the jukebox function is first used. On the other hand, for a dedicated song, the jacket image (162) is not displayed on the song selection screen (160) until the random selection function is activated and the song is selected. That is, a dedicated song can be said to be a so-called hidden song, whose existence the player cannot recognize until the random selection function is activated and the song is selected.
[0169] When a dedicated song is selected by activating the random selection function, a jacket image (162) is subsequently displayed on the song selection screen (160). Therefore, until the dedicated song is selected once, it is set to an unreleased state (unreleased song) and cannot be selected by the player. Then, once it is selected, its status is updated to an released state (released song), and thereafter, just like a normal song, the player can freely select it.
[0170] As such, exclusive songs are initially set as hidden songs and unreleased songs, and normal songs are set as songs that have been fully released. Here, as an example, 10 songs with song IDs 0001 to 0010 are installed as normal songs, and 10 songs with song IDs 0011 to 0020 are installed as exclusive songs.
[0171] Returning to Fig. 14, if it is determined in S3-3 that there is a selected song that has been unlocked among the selected songs of the friend, the song selection unit (1304a) determines the request type by drawing lots (S3-4). In this embodiment, other player requests and character requests are installed as request types. As described above, the other player request function is activated to determine the song selected by another player, i.e., the friend. Therefore, if the request type is determined as an other player request, the requester becomes one of the friends. In contrast, the character request determines the song randomly by drawing lots. In this case, one of the characters is determined as the requester.
[0172] In the lottery determining the type of request in S3-4, for example, other player requests are determined with a probability of 30% and character requests with a probability of 70%. In this lottery, if another player request is determined (YES in S3-5), the song selection unit (1304a) determines one song selected by a friend by lottery (S3-6). Specifically, the song selection unit (1304a) extracts songs that have been unlocked by the player from among the songs selected by a friend, and determines one song from the extracted songs that have been unlocked by lottery.
[0173] In other words, here, when the other player request function is activated, only songs that have been unlocked for that player are determined as the selected song. However, even when the other player request function is activated, ununlocked songs may be determined.
[0174] Meanwhile, if the other player request function is off (NO of S3-1), if there is no information on the song selected by a friend (NO of S3-2), if there is no song among the songs selected by a friend that has been unlocked for the corresponding player (NO of S3-3), or if the request type is determined to be a character request (NO of S3-5), the selection unit (1304a) executes the character request song determination process (S10).
[0175] FIG. 16 is a flowchart illustrating the processing of determining a character request song in a server (1000). The selection unit (1304a) determines whether there is a hidden song (S10-1). If there is no hidden song (NO in S10-1), the selection unit (1304a) determines one song from among the unlocked songs by drawing (S10-2). On the other hand, if there is a hidden song (YES in S10-1), the selection unit (1304a) performs a hidden song unlocking draw (S10-3). For example, the winning probability of this hidden song unlocking draw is set to 5%. If there is no winning in the hidden song unlocking draw (NO in S10-4), the selection unit (1304a) determines one unlocked song in S10-2.
[0176] If a winner is selected in the hidden song release lottery (YES of S10-4), the selection unit (1304a) selects one of the hidden songs (S10-5) and updates the release song information (S10-6). Specifically, the selection unit (1304a) updates the status of the selected hidden song from the unreleased state to the release state.
[0177] Returning to Fig. 14, when a song is determined in S3-6 or S10, the selection unit (1304a) sets the selection information (S3-7) and receives it from the player terminal (1). The selection information set here includes the determined song ID and the request type. Additionally, in S3-6, if a friend's selected song is determined, the friend's profile information and evaluation information linked to the song ID are included in the selection information.
[0178] Additionally, the selection unit (1304a) determines the activation time for the next random selection function (S3-8). That is, the selection unit (1304a) obtains the current time and then determines the time at which the random selection function can be activated. Furthermore, the method of determining the activation time is not particularly limited. For example, the activation time may be determined after a predetermined time (e.g., 15 minutes) from the current time. Also, for example, the period may be divided into 15-minute intervals, and the activation time may be randomly determined by drawing from the period (15 minutes) following the period that includes the current time. Once the activation time is determined, the selection unit (1304a) sets the activation time information indicating the determined activation time (S3-9) and sends it to the player terminal (1). When the player terminal (1) receives the activation time information, the activation time is stored in the activation time information storage unit (404).
[0179] Returning to Fig. 10, when song selection information and activation time information are received, the performance processing (P5) is executed on the player terminal (1).
[0180] FIG. 17 is a flowchart illustrating the performance processing in the 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 a request from another player (YES in P5-2), the performance execution unit (310a) executes the friend performance determination processing (P11).
[0181] FIG. 18 is a flowchart explaining the process of determining a friend's performance in a player terminal (1). The performance execution unit (310a) obtains the profile information of a friend determined as the requester based on the received song selection information (P11-1). In addition, the friend's profile information is stored in the friend information storage unit (406) when the song selection information is received.
[0182] Additionally, the performance execution unit (310a) determines the jacket image (162) to be displayed on the jukebox image (152) and the selected song information screen (180) based on the selected song information updated in P5-1 (P11-2). Additionally, the performance execution unit (310a) determines the melody tag linked to the song by drawing (P11-3).
[0183] FIG. 19 is a diagram illustrating melody tags. A melody tag (melody tag ID) is linked to every song (song ID) playable by the jukebox function. A melody tag is information representing the melody of each song, and here, five types of melody tags are installed: rock (melody tag ID=0001), pop (melody tag ID=0002), radio wave (melody tag ID=0003), electro (melody tag ID=0004), and hard (melody tag ID=0005). The player terminal (1) and the server (1000) store melody tag information linked to a melody tag ID for each song ID. According to the melody tag information, at least one melody tag ID is linked to every song ID of a normal song and a dedicated song.
[0184] Returning to FIG. 18, the performance execution unit (310a) determines a melody tag in P11-3. Specifically, the performance execution unit (310a) generates a lottery table by extracting one or more melody tags linked to a song among the selections updated in P5-1 based on the melody tag information. Then, using the generated lottery table, one melody tag is determined by lottery. Thus, if there is only one melody tag linked to a song among the selections, this melody tag is determined.
[0185] Next, the direction execution unit (310a) determines the mini character displayed in the request character image (154) and the direction image (162b), etc. (P11-4). Here, the direction execution unit (310a) determines the representative character (which may also be called a profile character) of the friend determined as the requester as the mini character.
[0186] Additionally, the direction execution unit (310a) determines the motion pattern of the mini character determined in P11-4 (P11-5), and also determines the color of the mini jukebox image (162c) (P11-6).
[0187] FIG. 20(a) is a diagram illustrating the relationship between a melody tag and a mini character's motion pattern. FIG. 20(b) is a diagram illustrating the relationship between a melody tag and a mini jukebox image (162c). As shown in FIG. 20(a), the player terminal (1) and the server (1000) store mini character motion pattern information linked to each melody tag ID. According to the mini character motion pattern information, one motion pattern is linked to each melody tag ID.
[0188] Additionally, on the song information screen (180) during selection, a mini character displayed as a performance image (162b) performs a performance that moves to the rhythm. The performance execution unit (310a) determines the mini character's performance pattern based on the previously determined melody tag by referring to the mini character performance pattern information. The mini character's performance pattern defines the mini character's movements, and here, five types of performance patterns, from pattern 1 to pattern 5, are installed. Since a mini character's performance pattern is installed for each melody tag, the mini character can be operated in accordance with the song being played.
[0189] Additionally, as shown in FIG. 20(b), the player terminal (1) and the server (1000) store display color pattern information linked to the color of the mini jukebox image (162c) for each melody tag ID. According to the display color pattern information, one display color is linked to the melody tag ID.
[0190] The performance execution unit (310a) determines the color of the mini jukebox image (162c) based on the previously determined melody tag by referring to the display color pattern information. Here, five types of display colors are installed, ranging from pattern 1 to pattern 5. Since the display color of the mini jukebox image (162c) is installed for each melody tag, the mini jukebox image (162c) of a color matching the song being played can be displayed.
[0191] Returning to Fig. 18, the performance execution unit (310a) determines evaluation information, which is information regarding the evaluator or the number of evaluations (P11-7). Additionally, as will be described in detail later, when a player selects and plays a song they prefer, evaluation information is determined. At this time, the determined evaluation information is stored in the server (1000) in conjunction with the selected song. Subsequently, in the player terminal (1) of the player's friend, if the player is determined to be the requester, the friend's player terminal (1) receives the song last selected by the player and the evaluation information as song selection information from the server (1000). In P11-7, the evaluation information included in the received song selection information is determined as the evaluation information to be displayed. Therefore, when the other player request function is activated, the evaluation information displayed on the player terminal (1) becomes the same as the evaluation information displayed on the requester's (friend's) player terminal (1).
[0192] Returning to Fig. 17, if the request type is not a request from another player (NO of P5-2), that is, if it is a character request, the performance execution unit (310a) performs a character request performance determination process (P12). In the character request performance determination process, the requester (request character), the comment displayed in the comment display area of the performance image (162b), the mini character's movement pattern, and the color of the mini jukebox image (162c) are determined.
[0193] FIG. 21 is a flowchart explaining the processing of character request performance decisions in a player terminal (1). The performance execution unit (310a) determines whether the song determined by the server (1000) is a hidden song, that is, whether the song in an unreleased state is determined based on the received song selection information (P12-1). In addition, the release song information storage unit (412) of the player terminal (1) stores a status indicating whether the song is in an released state or an unreleased state for each song, just like the server (1000).
[0194] Additionally, the performance execution unit (310a) determines whether the determined song is a dedicated song (P12-2) if the determined song is not a hidden song (NO in P12-1). If the determined song is a hidden song (YES in P12-1) or a dedicated song (YES in P12-2), the performance execution unit (310a) performs a first performance pattern determination process (P12-3). In this first performance pattern determination process, the requester (request character) and the comment displayed in the comment display area are determined.
[0195] FIG. 22 is a diagram illustrating the relationship between a song ID, a character ID, and a comment ID. In the player terminal (1) and the server (1000), first performance information is stored in which a character ID and a comment ID are linked for each song ID of a dedicated song. According to the first performance information, for each song ID of all dedicated songs, one or more combination information combining a character ID and a comment ID is linked. Additionally, the character ID is identification information attached to each character, and the comment ID is identification information assigned to each comment displayed in the comment display area.
[0196] In the first performance pattern determination process (P12-3), one combination information is determined based on the first performance information. At this time, the character corresponding to the character ID included in the determined combination information becomes the requester (request character). Additionally, a comment corresponding to the comment ID included in the determined combination information is displayed in the comment display box or the requester detail screen (220).
[0197] For example, four combination information entries are linked to Song ID=0011. When multiple combination information entries are linked to a single Song ID, the Character IDs included in each combination information are common, but the Comment IDs are different. In other words, there is only one type of Character ID linked to a single dedicated song. Therefore, when a dedicated song is selected by the random selection function, the request character becomes fixed.
[0198] Meanwhile, for a single song ID, multiple other comment IDs may be linked. Therefore, for example, when a song with song ID=0011 is determined by the random selection function, a mini character with character ID=0001 is always displayed on the song information screen (180) during selection, but one of four types of comments is displayed in the comment display area.
[0199] Returning to Fig. 21, if the determined song is neither a hidden song nor a dedicated song (NO in P12-2), that is, if a normal song is determined, the performance execution unit (310a) determines the request method by drawing lots (P12-4). In addition, the request method is a method for determining the requester (request character) and the comment, and here, a request with a comment and a tag request are installed.
[0200] FIG. 23 is a diagram illustrating a normal song with attached comments. Normal songs include a normal song with attached comments linked to a character that can be a requester (request character) and a comment displayed in the comment display box. Here, as shown in FIG. 23, normal songs with song IDs 0001 to 0005 are installed as normal songs with attached comments.
[0201] In the player terminal (1) and server (1000), for each song ID of a normal song, second performance information linked with a character ID and a comment ID is stored. According to the second performance information, for a normal song with a comment attached, at least one combination pattern is linked between the character ID of a character who can be the requester and the comment ID of a comment displayed in the comment display box. On the other hand, for normal songs with song IDs 0006 to 0010, neither the character ID nor the comment ID is linked. Hereinafter, a normal song that is not linked with either the character ID or the comment ID is referred to as a normal song without a comment.
[0202] For regular songs with attached comments, there are cases where multiple combination patterns of Character ID and Comment ID are linked. As mentioned above, only one type of Character ID is linked to a single dedicated song. In contrast, for regular songs with attached comments, there are cases where multiple types of Character IDs are linked to a single Song ID. The comments linked to regular songs with attached comments are comments exclusive to the song or the Request Character.
[0203] Returning to FIG. 21, if the request method is determined to be a request with a comment attached (YES in P12-5) and the determined song is a normal song with a comment attached (YES in P12-6), the performance execution unit (310a) performs a second performance pattern determination process (P12-7). In this second performance pattern determination process (P12-7), one combination information is determined based on the second performance information. At this time, the character corresponding to the character ID included in the determined combination information becomes the requester (request character). Additionally, a comment corresponding to the comment ID included in the determined combination information is displayed in the comment display box.
[0204] Meanwhile, if the request method is determined to be a tag request (NO in P12-5), or if the determined song is a regular song without comments (NO in P12-6), the performance execution unit (310a) determines the melody tag by drawing (P12-8).
[0205] As described above, the player terminal (1) and the server (1000) store melody tag information linked to a melody tag ID for each song ID (see FIG. 19). In P12-8, the performance execution unit (310a) determines one melody tag, similar to P11-3. Specifically, the performance execution unit (310a) generates a lottery table by extracting one or more melody tags linked to the song among the selections updated in P5-1 based on the melody tag information. Then, using the generated lottery table, one melody tag is determined by lottery.
[0206] Next, the directing execution unit (310a) determines the request character based on the melody tag determined in P12-8 (P12-9).
[0207] FIG. 24 is a diagram illustrating character-specific melody tag information. The player terminal (1) and the server (1000) store character-specific melody tag information in which a melody tag ID is linked to each character ID. According to the character-specific melody tag information, one or more melody tag IDs are linked to each character ID.
[0208] Returning to Fig. 21, in P12-9, the performance execution unit (310a) extracts all character IDs linked to the melody tag determined in P12-8 based on character-specific melody tag information. Then, the performance execution unit (310a) determines one character ID from among the extracted character IDs. At this time, the character corresponding to the determined character ID becomes the requester (request character).
[0209] In addition, the directing execution unit (310a) determines a general-purpose comment that is prepared in advance as a comment to be displayed in the comment display section (P12-10).
[0210] FIG. 25 is a diagram illustrating universal comment information. Universal comment information linked to a universal comment ID for each character ID is stored in the player terminal (1) and the server (1000). For each character, there is at least one universal comment linked to the comment display area. A universal comment ID is attached to the universal comment, and in the universal comment information, one universal comment ID is linked to each character ID.
[0211] Returning to FIG. 21, in P12-10, the direction execution unit (310a) determines a general comment based on general comment information. Specifically, the direction execution unit (310a) determines a general comment linked to the request character determined in P12-9 based on the general comment information.
[0212] As described above, when the request character and the comment displayed in the comment display box are determined in P12-3, P12-7, P12-9, and P12-10, the performance execution unit (310a) determines the action pattern of the mini character (P12-11) and also determines the color of the mini jukebox image (162c) (P12-12). Additionally, the processing in P12-11 and P12-11 is the same as P11-5 and P11-6 in the friend performance determination processing.
[0213] Returning to Fig. 17, in the character request direction determination process (P12), when the requested character, comment, mini character motion pattern, and mini jukebox image (162c) are determined, the direction 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 evaluator (evaluation character) is determined.
[0214] FIG. 26 is a flowchart illustrating the evaluation information determination process in the player terminal (1). FIG. 27 is a diagram illustrating character correlation information. Character correlation information is stored in the player terminal (1) and the server (1000). The performance execution unit (310a) extracts an affinity character based on the character correlation information (P20-1).
[0215] Specifically, according to the character correlation information, as shown in FIG. 27, multiple characters are linked as friendly characters to one character. The performance execution unit (310a) extracts the friendly characters linked to the previously determined request character based on the character correlation information in P20-1. Additionally, as shown in FIG. 26, the performance execution unit (310a) generates a drawing table based on the extracted friendly characters and uses the generated drawing table to determine one of the extracted friendly characters as an evaluation character (P20-2). In addition, the determined evaluation character is stored in the evaluation information storage unit (402).
[0216] Additionally, the performance execution unit (310a) extracts a melody tag linked to the selected song based on the melody tag information (P20-3). Additionally, the performance execution unit (310a) extracts all characters linked to the melody tag extracted in P20-3 based on the character-specific melody tag information (P20-4). Then, the performance execution unit (310a) determines 4 to 8 characters as evaluation characters from among all extracted characters, excluding the request character (P20-5). Additionally, the determined evaluation characters are stored in the evaluation information storage unit (402).
[0217] Additionally, in P20-5, the specific process for determining evaluation characters 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 draw to determine whether to make a character an evaluation character may be performed for each extracted character until the number of evaluation characters reaches the maximum number.
[0218] Then, the execution unit (310a) sets the status of the evaluation character stored in the evaluation information storage unit (402) to not be displayed in P20-2 and P20-5 (P20-6). Additionally, at the point when the evaluation character is determined, that is, when the random song selection function is activated and the playback of the song begins, the evaluation information is not displayed. Then, after the playback of the song begins, when the screen transitions once from the top screen to the training game screen, etc., and then transitions again to the top screen, the number of evaluations and the evaluator (evaluation character) are updated and displayed.
[0219] Specifically, after the playback of a song begins, the screen transitions from the top screen to the training game screen, and then transitions back to the top screen, the top screen transition process (P4) shown in FIG. 12 is executed. In this top screen transition process, the evaluation information update process (P10) shown in FIG. 13 is executed. At this time, since there is an evaluator (evaluation character) whose status is not displayed in the evaluation information memory unit (402), the evaluator (evaluation character) and the number of evaluations are updated in P10-2.
[0220] Returning to Fig. 17, when the requester (mini character), comment, and evaluation information are determined at P11, P12, and P20, the performance execution unit (310a) starts playing the selected song (P5-3). Additionally, the performance execution unit (310a) starts various performances (P5-4). Here, for example, the display of the notification icon (144R) on the home screen (100), the jukebox icon (210), the jukebox image (152), the request character image (154), etc., is started.
[0221] In this way, when the random song selection function is activated, the song to be played is determined by the server (1000), and various effects are performed during the playback of the song on the player terminal (1).
[0222] Next, the processing of the player terminal (1) when the player selects a preferred song using the jukebox function is described.
[0223] FIG. 28 is a sequence diagram illustrating the processing of a player terminal (1) and a server (1000) when a player selects a song to play. When an operation input regarding a jukebox function is made at the player terminal (1), the performance execution unit (310a) executes jukebox processing (P100).
[0224] FIG. 29 is a first flowchart explaining jukebox processing in a player terminal (1). FIG. 30 is a second flowchart explaining jukebox processing in a player terminal (1). When a screen switching operation to switch the screen is input as an operation regarding the jukebox function (YES of P100-1), the performance execution unit (310a) switches the screen according to the input operation (P100-2).
[0225] Additionally, when a playback stop operation is input (YES of P100-3), the direction execution unit (310a) updates the request playback state stored in the request playback state memory unit (410) (P100-4). Additionally, the playback stop operation is an operation input to the request operation unit (170) or the playback stop button (188). The direction execution unit (310a) updates the request playback state to a stopped state if it is in a playback state, and updates it to a playback state if it is in a stopped state.
[0226] In P100-4, if the request playback status is updated to a stopped state (YES in P100-5), the performance execution unit (310a) stops the playback of the song (P100-6). Also, in P100-6, if the request operation unit (170) is operated to stop the playback of the song, the selected song information is deleted from the selected song information storage unit (400). Also, in this case, the performance execution unit (310a) starts the playback of the default BGM. However, even if the request operation unit (170) is operated during the playback of the song, the selected song information may be retained.
[0227] Meanwhile, in P100-4, if the request playback status is updated to the playback status (NO in P100-5), it is determined whether the song selected by the player has changed from the song currently selected (P100-7). If the song has not changed (NO in P100-7), the performance execution unit (310a) starts playing the song currently selected (P100-11).
[0228] Additionally, if the song being selected is changed (YES in P100-7), that is, if the request operation unit (170) is operated while a new song different from the song being selected is selected on the song selection screen (160), the performance execution unit (310a) updates the song being selected information in the song being selected information storage unit (400) (P100-8). Additionally, the transmission and reception unit (300a) transmits the request song information representing the song being selected by the player to the server (1000) (P100-9).
[0229] Additionally, the performance execution unit (310a) performs the evaluation information determination process (P20) shown in FIG. 26 based on the selected song. Then, the transmission and reception unit (300a) transmits the evaluation information determined by the evaluation information determination process to the server (1000) (P100-10) and starts playing the changed song (P100-11).
[0230] In this way, when a player selects and plays a song by himself using the jukebox function, the song selected by the player and the evaluation information determined by the player terminal (1) are transmitted to the server (1000). In the server (1000), the requested song information and the evaluation information are stored in conjunction with the player ID.
[0231] Additionally, when the random song selection function is activated and a song determined by the server (1000) is played, the determined song or evaluation information is not stored in the server (1000). That is, in the server (1000), only the song selected by the player and the evaluation information determined at the time of selecting the song are stored.
[0232] Additionally, as shown in FIG. 30, when the information notification icon (184c) is operated (YES of 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 song currently being played.
[0233] Additionally, when the evaluation control unit (184a) is operated (YES of 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 an evaluator, and the status is stored as completed.
[0234] Then, the performance execution unit (310a) updates the history information screen (200) based on the evaluation information memory unit (402) updated in P100-24 (P100-25). In addition, the performance execution unit (310a) updates the number of evaluations displayed in the evaluation information display section (184) (P100-26). In addition, the transmission and reception unit (300a) transmits the evaluation information updated in P100-24 to the server (1000). By doing so, the evaluation of the song selected by the player is stored in the server (1000).
[0235] Additionally, when the history display button (184b) is operated (YES of P100-28), the performance execution unit (310a) displays a history information screen (200) regarding the selected song (P100-29).
[0236] Returning to FIG. 28, in the jukebox processing (P100) at the player terminal (1), when the requested song information and evaluation information are transmitted 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). Additionally, the server (1000) updates the selected song information and evaluation information in the player information storage unit (1400) installed for each player.
[0237] After that, let us assume that in the player terminal (1) (hereinafter referred to as the friend terminal) of the player whose song information was updated during selection in S100, a top screen transition process (F100) is executed and random song selection request information is transmitted to the server (1000). In the server (1000), a song selection process (S101) is executed and the song to be played on the friend terminal is determined. When the friend terminal receives the song selection information and evaluation information, a performance process (F101) is executed and the song determined by the server (1000) is played.
[0238] At this time, in the performance processing of the friend terminal, let us assume that the song selected by the player in P100 shown in FIG. 28 is played. In this case, the evaluation history information screen (200a) displayed on the friend terminal displays evaluation information identical to the evaluation history information screen (200a) of the player terminal (1).
[0239] Thereafter, the jukebox process (P101) is performed again on the player terminal (1), and assume that the player has evaluated the music piece he or she selected. In this case, evaluation information is transmitted from the player terminal (1) to the server (1000), and the evaluation information is updated in the server (1000) (S102).
[0240] Thereafter, when a communication process (F102) is performed between the friend terminal and the server (1000), the evaluation information updated in S102 is set in the server (1000) (S103). On the friend terminal, after receiving this evaluation information, when a top screen transition process (F103) is executed, the updated evaluation information is displayed. That is, in F103, information corresponding to the player's evaluation performed in P101 can be displayed.
[0241] Furthermore, after that, when the friend evaluates the currently playing music piece on the friend terminal, this evaluation information is stored in the server (1000). Thereafter, when a communication process is performed between the player terminal (1) and the server (1000), the player terminal (1) receives the updated evaluation information. Then, after that, when the top screen transition process is executed on the player terminal (1), the added evaluation information is displayed. This gives the impression that the player's own selected music piece has been evaluated as if by another player, and can enhance the player's motivation for the game.
[0242] As described above, one aspect of the embodiment has been described with reference to the accompanying drawings, but it goes without saying that the present invention is not limited to the above-described embodiment. It is obvious to those skilled in the art that various variations or modifications can be derived within the scope described in the claims, and these are naturally understood to fall within the technical scope of the present invention.
[0243] In the above-described embodiment, the case where the game genre is a training game has been described, but the game genre and game characteristics are not particularly limited.
[0244] In addition, in the above embodiment, a case in which a song is played as content by means of a jukebox function has been described. However, the content is not limited to a song. For example, a plurality of movies or still images may be installed as content, and these contents may be selected by the player's own selection or by the above random selection function.
[0245] In addition, in the above embodiment, a random song selection function and a request function for other players are installed. That is, in the above embodiment, the process of determining content includes a process of determining one piece of content by drawing, regardless of the player's operation input. However, the random song selection function and the request function for other players are not mandatory.
[0246] In addition, in the above embodiment, a process for allowing the player to select one type of content from among multiple types of content and a process for playing the content selected by the player are executed. However, the function of selecting and playing a song preferred by the player is not mandatory, and a song may be selected solely by a random selection function and a request function from another player.
[0247] In any case, the process of determining one content from among multiple types of content and the process of playing the determined content need to be executed, and the method of determining the content is not particularly limited.
[0248] In addition, in the above embodiment, as other player information for playing a song by means of the other player request function, the player terminal (1) acquires information regarding a song selected by another player. More specifically, a process is executed to enable the transmission of selection information representing content selected by the player to another player, the other player information includes selection information of another player, and based on the selection information, the content selected by the other player is determined.
[0249] However, the other player information required to play a song via the other player request function is not limited to this. For example, other player information such as another player displaying a specific story image or another player clearing a specific game may be acquired, and any content may be played based on such acquired other player information.
[0250] In any case, the processing for realizing the other player request function may include processing for obtaining other player information, which is information regarding the play of another player's game, processing for determining one of a plurality of types of content based on the obtained other player information, and processing for playing the determined content, and the content of the other player information and the correlation between the other player information and the determined content are not particularly limited.
[0251] In addition, in the above embodiment, a permission state (the ON state of the other player request function) that permits the playback of content determined based on other player information, and a disallowance state (the OFF state of the other player request function) that disallows the playback of content determined based on other player information are to be switched, and the content determined based on other player information is played on the condition that it is set to the permission state. However, switching between the permission state and the disallowance state is not mandatory, and the other player request function may always be enabled.
[0252] In addition, in the above embodiment, the players who can become the requesters via the other player request function are limited to players registered as friends. However, the players who can become the requesters are not limited to friends. For example, all players may be allowed to become requesters, or players who satisfy certain conditions may be set to become requesters.
[0253] In addition, in the above embodiment, during the playback of a song and when the song being played is determined, a mini character, a comment, a mini jukebox image (162c), a request character image (154), and a jukebox image (152) are displayed as objects corresponding to the song being played. In addition, in the above embodiment, the object is a character, and the display condition (action) of the character varies depending on the display pattern. However, the object corresponding to the song being played is not specifically limited. In any case, a process for determining the display pattern of an object corresponding to the content being played, and a process for displaying the object with the determined display pattern at least during the playback of the content and when the content being played is determined are executed.
[0254] In addition, the display of mini characters, etc. in the above embodiment may be displayed only during the playback of content, and may also be displayed only when the content to be played is determined and the playback of the content is stopped.
[0255] In addition, in the above embodiment, it is possible for a player to evaluate the content being played. Furthermore, processing is performed to enable the transmission of evaluation information representing the player's evaluation of the content to another player, processing to acquire evaluation information from another player, and processing to display the acquired evaluation information. However, the above evaluation function is not mandatory.
[0256] Furthermore, in the above embodiment, when a song is selected via the other player request function, information about the other player who made the request may be displayed, but the information about the other player displayed at this time is not particularly limited. In any case, any information regarding the other player must be displayed. In addition, the display of information regarding the other player is not mandatory, and the timing of the display of information regarding the other player is not particularly limited. In any case, processing to enable the display of other player information may be executed at least during the playback of content and in a state where the content to be played has been determined.
[0257] Additionally, in the above embodiment, when the random song selection function and the other player request function are activated, the song selection is performed by the server (1000), and the effects displayed on the player terminal (1), such as mini characters, are determined by the player terminal (1). However, both the song selection and the effects may be determined by the server (1000). Alternatively, both the song selection and the effects may be determined by the player terminal (1). Furthermore, the song selection may be performed by the player terminal (1), and the effects may be determined by the server (1000). In any case, the processing of the player terminal (1) and the server (1000) in the above embodiment is merely an example, and the division of roles for each processing is not particularly limited.
[0258] In addition, an information processing program for executing processing in the above embodiments and various variations may be stored in a computer-readable non-transient storage medium and provided as a storage medium. In addition, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various variations may be an information processing method that realizes each function and the steps shown in the flowchart. Explanation of the symbols
[0259] 1 : Player terminal 1000 : Server S: Information processing system
Claims
Claim 1 A computer-readable storage medium storing an information processing program that performs on a computer a process of determining one song from among a plurality of types of songs by drawing, a process of playing the song determined by drawing, a process of determining a character who is the requester of the song based on the song determined by drawing, and a process of displaying the determined character as the requester at least during the playback of the song and in any one of the state in which the song being played is determined. Claim 2 A computer-readable storage medium storing an information processing program that performs on a computer processing for determining one musical song among multiple types of musical songs, processing for playing the determined musical song, processing for determining a display pattern of an object corresponding to the musical song being played, at least during the playback of the musical song and in any one of the state in which the musical song being played is determined, processing for displaying the object with the determined display pattern, processing for determining a character who is an evaluator for evaluating the musical song being played, and processing for displaying the character who is an evaluator for the musical song in an identifiable manner. Claim 3 delete Claim 4 delete Claim 5 A method of information processing performed by a computer, comprising: a process of determining one song from among a plurality of types of songs by drawing; a process of playing the song determined by drawing; a process of determining a character who is the requester of the song based on the song determined by drawing; and a process of displaying the determined character as the requester at least during the playback of the song and in any one of the state in which the song being played is determined. Claim 6 An information processing system comprising one or more computers, wherein the computer performs the following processes: determining one song from among a plurality of types of songs by drawing; playing the song determined by drawing; determining a character who is the requester of the song based on the song determined by drawing; and displaying the determined character as the requester at least during the playback of the song and in any one of the state in which the song being played is determined. Claim 7 A method of information processing performed by a computer, comprising: a process of determining one musical song among a plurality of types of musical songs; a process of playing the determined musical song; a process of determining a display pattern of an object corresponding to the musical song being played; a process of displaying the object with the determined display pattern at least during the playback of the musical song and in any one of the state in which the musical song being played is determined; a process of determining a character who is an evaluator for evaluating the musical song being played; and a process of displaying the character who is an evaluator for the musical song in an identifiable manner. Claim 8 An information processing system comprising one or more computers, wherein the computer performs the following: a process for determining one musical song among a plurality of types of musical songs; a process for playing the determined musical song; a process for determining a display pattern of an object corresponding to the musical song being played; a process for displaying the object with the determined display pattern at least during the playback of the musical song and in any one of the state in which the musical song being played is determined; a process for determining a character who is an evaluator for evaluating the musical song being played; and a process for displaying the character who is an evaluator for the musical song in an identifiable manner.
Citation Information
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