Computer program for game, game system, and control method for game system

The game system dynamically adjusts evaluation difficulty levels based on real-time gameplay to accurately assess player skills, addressing misalignment issues and enhancing user satisfaction.

WO2025249183A1PCT designated stage Publication Date: 2025-12-04KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
PCT/JP2025/017657
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-28
Filing Date
2025-05-15
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

Existing game systems fail to accurately evaluate a user's skill level, leading to misalignment between expected and actual evaluation values due to varying difficulty levels, causing dissatisfaction among players, especially those who pay for gameplay.

Method used

A game system that dynamically adjusts evaluation difficulty levels based on real-time game operations, using a computer program to evaluate and change the evaluation value according to predefined rules for each difficulty level, switching to a new level when a predetermined condition is met, ensuring accurate skill assessment.

Benefits of technology

The system provides a fair and accurate evaluation of a player's skills by automatically adjusting difficulty levels, preventing early game termination or excessive ease, thus enhancing user satisfaction and skill evaluation.

✦ Generated by Eureka AI based on patent content.

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Abstract

This computer program for a game causes a computer to function so as to provide the game in which an evaluation value change rule is set for each of a plurality of evaluation difficulty levels so that a game operation by a user in a game device is evaluated and an evaluation value based on an evaluation result of the game operation changes. The computer program causes the computer to function as: an evaluation means for evaluating the game operation; and a change means for changing the evaluation value, on the basis of the evaluation result of the game operation, in accordance with the change rule corresponding to one evaluation difficulty level among the plurality of evaluation difficulty levels, the one evaluation difficulty level being designated as a target difficulty level. When the evaluation value satisfies a predetermined switching condition, the change means designates another evaluation difficulty level among the plurality of evaluation difficulty levels as the next target difficulty level, and changes the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level, from a state in which the evaluation result of the game operation until the switching of the target difficulty level is reflected.
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Description

Computer program for game, game system, and game system control method

[0001] The present invention relates to a computer program for a game that provides a game in which an evaluation value changes based on an evaluation result, a game system, and a method for controlling a game system.

[0002] Patent Literature 1 discloses a game device that displays an evaluation result indicating the coolness of a main character's actions using a gauge. This coolness has seven ranks. The evaluation value for the coolness increases each time damage is inflicted on an enemy character, but decreases over time. The evaluation of the coolness is based on stylish points, which are the cumulative value of damage points inflicted each time damage is inflicted, which are reduced at a predetermined rate over time. The rate at which the stylish points decrease differs for each rank.

[0003] Specifically, the gauge display shows the change in style points using a gauge. The gauge display for each rank displays the change in gauge value in the range of 0 to 700 points. However, if the gauge value exceeds the maximum value and the rank is raised to a higher rank, the gauge display for the higher rank corrects the gauge value to the gauge value carried over from the lower rank + 300 points.

[0004] On the other hand, when the rank drops due to the gauge value subtraction process over time, the gauge value for the rank after the drop is set as the rank specified value. Therefore, if no action is taken to acquire damage points after the rank drop, the gauge value will further drop from the rank specified value. Then, when the rank reaches 0 points, the gauge value will drop further, and will fall to the rank specified value of the lower rank.

[0005] Japanese Patent Application Laid-Open No. 2006-075299

[0006] When presenting a user with an evaluation value that changes based on the evaluation result of game operation, the evaluation value can be presented using a gauge, for example. In this case, it is conceivable to provide multiple difficulty levels and vary the amount of change in the evaluation value for each difficulty level. As a result, the evaluation value indicated by the gauge also functions as an indicator of the superiority or inferiority of the user's skill. However, if a user with unskilled skills plays a game based on a high-difficulty gauge, the evaluation value will be lower than the value expected by the user. Also, if a user with skilled skills plays a game based on a low-difficulty gauge, the evaluation value will be higher than the value expected by the user. Therefore, there has been a problem in that the superiority or inferiority of a user's skill cannot be appropriately evaluated.

[0007] One embodiment of a computer program for a game causes a computer to function to provide a game in which a user's game operations on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, with evaluation value change rules set for each of a plurality of evaluation difficulty levels, and the computer is caused to function as: an evaluation means for evaluating the game operation; and a change means for, based on the evaluation result of the game operation, taking one evaluation difficulty level from among the plurality of evaluation difficulty levels as a target difficulty level and changing the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, and when the evaluation value satisfies a predetermined switching condition, taking another evaluation difficulty level from among the plurality of evaluation difficulty levels as the next target difficulty level and changing the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0008] Another aspect of the game system is a game system that provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, and the game system comprises: an evaluation means for evaluating the game operation; and a change means for changing the evaluation value in accordance with the change rule corresponding to one of the plurality of evaluation difficulty levels, based on the evaluation result of the game operation, and setting one of the plurality of evaluation difficulty levels as the target difficulty level when the evaluation value satisfies a predetermined switching condition, and changing the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0009] Furthermore, a control method according to another aspect is a control method for a game system including a computer, which provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, wherein the computer: evaluates the game operation; and, based on the evaluation result of the game operation, sets one evaluation difficulty level among the plurality of evaluation difficulty levels as a target difficulty level and changes the evaluation value in accordance with the rule for changing the one evaluation difficulty level; and, when changing the evaluation value, if the evaluation value satisfies a predetermined switching condition, sets another evaluation difficulty level among the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the rule for changing the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0010] A schematic configuration diagram of the entire game system. A schematic perspective view of a game device. A diagram showing an example of a game screen. An explanatory diagram of an overview of switching of target difficulty levels. A schematic block diagram of a control system. A table showing an example of rules for changing evaluation values. A diagram showing an example of a game screen according to a modified example. A flowchart of processing for switching target difficulty levels.

[0011] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and can be changed depending on the configuration of the device or method to which the present invention is applied, or various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.

[0012] In the following description, identification information is data consisting of letters, numbers, symbols, images, or a combination thereof, and uniquely identifies the identification object associated with the identification information. Furthermore, the manner in which information is presented to the user includes display, audio output, vibration, light emission, etc. Furthermore, the game includes a game corresponding to each of multiple stages or mini-games, and a game consisting of multiple stages or mini-games. Furthermore, the game may include a stage for setting display settings or operation settings, etc., and a stage for presenting the game results or the user's evaluation or performance, etc.

[0013] First Embodiment The game system 100 shown in FIG. 1 provides a game in which game operations performed by a user on a game device 40 are evaluated. In this game, rules for changing evaluation values ​​are set for each of a plurality of evaluation difficulty levels so that the evaluation value changes based on the evaluation results of the game operations. For example, game operations are operations performed by a user to progress through the game. Specifically, game operations are operations performed by a user during a game, and are subject to evaluation that affects the user's performance. As an example, the user's performance is indicated by an evaluation value, which is an index indicating the superiority or inferiority of the user's skill. The evaluation value is presented to the user as a gauge, score, rank, points, or the like.

[0014] In this game, multiple evaluation difficulty levels are provided, and a rule for changing the evaluation value is set for each evaluation difficulty level. For example, a rule for changing the evaluation value is set such that a large amount of change occurs in the evaluation value for a high evaluation difficulty level. Also, a rule for changing the evaluation value is set such that a small amount of change occurs in the evaluation value for a low evaluation difficulty level. For example, if the evaluation value decreases in accordance with the amount of change when a player fails to operate the game, playing at a high evaluation difficulty level results in a large decrease in the evaluation value. On the other hand, playing at a low evaluation difficulty level results in a small decrease in the evaluation value when a player fails to operate the game.

[0015] 1 includes a game server 20 and a game device 40 on which a user plays a game. The game device 40 can be connected to the game server 20 via a predetermined network 50. Note that the game device 40 may function as the game system 100 on its own.

[0016] The network 50 is configured to be able to connect the game server 20 and the game devices 40 to each other. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, a local area network LAN connects the game server 20 to the Internet 51. The Internet 51, which serves as a WAN, and the local area network LAN are connected via a router 53. The game devices 40 are also configured to be connected to the Internet 51 via the router 53.

[0017] Alternatively, a local server may be installed between game device 40 and router 53 of the store or the like where game device 40 is installed. In this case, game device 40 is communicatively connected to game server 20 via the local server. Game server 20 and game device 40 may be interconnected via Internet 51 instead of or in addition to a local area network LAN. Network 50 may be any of a dedicated line, a telephone line, an in-house network, a mobile communication network, other communication lines, or a combination thereof, and may be wired or wireless.

[0018] The game server 20 is configured as a single logical server device by combining multiple server units SU as computers. However, the game server 20 may be configured by a single server unit SU. Alternatively, the game server 20 may be configured logically using cloud computing. The game server 20 may function in cooperation with an external server.

[0019] The game server 20 provides various services for game devices, including game services, to the game devices 40. These game services include a game distribution service that distributes and updates programs or data for the game devices 40 via the network 50. Through this distribution service, the game server 20 appropriately distributes various programs or data necessary to provide games to each game device 40.

[0020] The game service may include a service in which the game server 20 receives user identification information (hereinafter also referred to as a user ID) that uniquely identifies a user from the game device 40 and authenticates the user. The game service may also include a service in which the game server 20 receives and stores play data including the play results of the authenticated user from the game device 40. Furthermore, the game service may include a service in which the game server 20 provides the game device 40 with the play data stored by the game server 20. In addition, the game service may include a service in which the game server 20 matches users together when multiple users play a common game via the network 50.

[0021] The game service may also include a service in which the game server 20 collects fees from users. Furthermore, the game server 20 may provide web services to users via the network 50. These web services may include other services such as an information providing service that provides various information related to games, a community service that provides a forum for users to communicate, such as to transmit, exchange, and share information, and a service that assigns a user ID to each user.

[0022] The game device 40 is a commercial or business-use game machine that allows users to play games within a range corresponding to the payment of a predetermined fee. This game device 40 is sometimes called an arcade game machine. The game device 40 is a computer device that is installed in a store or the like, with the main purpose of generating revenue by having many users repeatedly play games.

[0023] Alternatively, the game device 40 may be a mobile terminal device such as a stationary or notebook personal computer or a mobile phone including a smartphone. In addition, various computer devices such as a stationary home game device, a portable game device, and a portable tablet terminal device are included in the game device 40. By implementing various computer software, such game device 40 allows users to enjoy various services provided by the game server 20.

[0024] As an example, the game device 40 allows the user to play a music game in which the user performs predetermined game operations in time with music. Note that the game device 40 may also allow the user to play other games besides music games, such as fighting games, puzzle games, quiz games, training games, sports games, etc. The following mainly describes an example in which the game system 100 provides a music game.

[0025] 2 and 3, a music game played by a user on game device 40 will be described. Fig. 2 shows game device 40 as viewed from the front. Fig. 3 shows an example of a game screen S1 on which a user can perform game operations.

[0026] The game device 40 has a device main body 40A and a lower operating device 45 on which the user operates the game. The lower surface of the lower operating device 45 is in contact with the floor surface. The lower operating device 45 also has a flat first stage 45A and a flat second stage 45B. The first stage 45A and the second stage 45B are configured so as not to overlap each other. The upper surfaces of the first stage 45A and the second stage 45B are flush with each other and form the upper surface of the lower operating device 45.

[0027] For example, the game play modes include a single stage mode and a double stage mode. In the single stage mode, one user plays the game on the first stage 45A or the second stage 45B. The single stage mode also includes a single-player mode and a two-player mode. In the single-player mode, one user plays the game on the first stage 45A. Then, no one plays the game on the second stage 45B. In the two-player mode, one user plays a dance game on the first stage 45A. Then, the other user plays the game on the second stage 45B.

[0028] In the double stage mode, one user plays the game using both the first stage 45 A and the second stage 45 B. Therefore, one user plays the game with a home position near the boundary between the first stage 45 A and the second stage 45 B.

[0029] The center of each of the first stage 45A and the second stage 45B functions as a home position. A front panel, a rear panel, a left panel, and a right panel are located around the center. The user steps forward from the center to step on the front panel. The user steps backward from the center to step on the rear panel. The user steps left from the center to step on the left panel. The user steps right from the center to step on the right panel. The user performs game operations by stepping on each panel with their feet on the first stage 45A and the second stage 45B.

[0030] The device main body 40A is connected to a lower operating device 45. The device main body 40A has a liquid crystal display, which is an example of a display device 43 on which a game screen is displayed. Alternatively, the display device 43 may be an organic EL display, a touch panel, or the like. The device main body 40A also has a plurality of speakers 46, which are an example of an audio output device that outputs sounds such as music or operation sounds. Alternatively, the audio output device may be headphones or earphones. The device main body 40A also has an upper operating device 44 that has an operation unit on which a user performs user operations.

[0031] The upper operation device 44 transmits signals corresponding to operations of the operation unit to the processor of the game device 40. As an example of the operation unit, the upper operation device 44 has a numeric keypad 44A, up, down, left, and right buttons, and a confirm button. Alternatively, the operation unit may be a lever, a joystick, a controller, a turntable, a switch, or the like. The user can perform user operations on the upper operation device 44. As an example, user operations include operations for setting up the game, operations for using items, and operations for inputting comments. Furthermore, user operations include game operations performed during the game. Note that, in addition to operations on the lower operation device 45 or the upper operation device 44, the user may also perform user operations using an operation unit or touch panel (not shown).

[0032] FIG. 3 shows an example of a game screen S1 displayed by the display device 43. The game screen S1 displays at least one instruction object S1A moving from the bottom to the top of FIG. 3 toward a determination object S1C, and a character image S1B. The game screen S1 also displays at least one determination object S1C displayed at a fixed position. Note that in FIG. 3, five instruction objects S1A are displayed as the multiple instruction objects S1A. Note that in FIG. 3, four determination objects S1C are displayed as the multiple determination objects S1C.

[0033] Four determination objects S1C lined up from left to right in FIG. 3 each indicate a direction. Each determination object S1C corresponds to the left panel, rear panel, front panel, or right panel of the lower controller 45. Each instruction object S1A also indicates a direction. Each instruction object S1A corresponds to the left panel, rear panel, front panel, or right panel of the lower controller 45. Each instruction object S1A indicates the reference timing for reaching the determination object S1C to the user. The user performs a game operation at the reference timing.

[0034] Furthermore, each instruction object S1A indicates to the user which panel to operate the game on. Specifically, the left-facing instruction object S1A moves toward the left-facing determination object S1C. The user then performs a game operation by stepping on the left panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C. Similarly, the downward-facing instruction object S1A moves toward the downward-facing determination object S1C. The user then performs a game operation by stepping on the rear panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C.

[0035] Furthermore, the upward-facing instruction object S1A moves toward the upward-facing determination object S1C. The user then performs a game operation by stepping on the front panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C. Furthermore, the right-facing instruction object S1A moves toward the right-facing determination object S1C. The user then performs a game operation by stepping on the right panel in time with the reference timing at which the instruction object S1A reaches the determination object S1C.

[0036] Alternatively, the instruction object S1A may instruct the user on panels to be stepped on continuously for a predetermined period of time and the reference timing. Alternatively, the instruction object S1A may instruct the user on multiple panels to be stepped on simultaneously and the reference timing. Furthermore, the instruction object S1A may instruct the user on multiple panels to be stepped on in sequence and the reference timing for each panel.

[0037] The user stands on the lower operating device 45 and plays the game while viewing the game screen S1 displayed on the display device 43. That is, the user plays the game while facing the display device 43. Therefore, the front panel is located on the display device 43 side relative to the center. The rear panel is located on the opposite side of the center from the display device 43. The left panel is located on the left side of the center relative to the user facing the display device 43. The right panel is located on the right side of the center relative to the user facing the display device 43.

[0038] The game device 40 also evaluates the game operation performed by the user. As an example, the game device 40 evaluates the game operation according to the time difference between the operation timing and the reference timing. The game device 40 then gives a high evaluation if the time difference is small. On the other hand, the game device 40 gives a low evaluation or maintains the evaluation if the time difference is large. In the example of FIG. 3, a gauge S1D is displayed that indicates an evaluation value that changes depending on the evaluation.

[0039] As an example, the evaluation is divided into five levels, from highest to lowest: "Marvelous," "Perfect," "Great," "Good," and "Miss." "Marvelous" is the evaluation given when an operation is performed within the smallest set time difference. "Perfect" is the evaluation given when an operation is performed within the second smallest set time difference. "Great" is the evaluation given when an operation is performed within the third smallest set time difference. "Good" is the evaluation given when an operation is performed within the fourth smallest set time difference. "Miss" is the evaluation given when no game operation is performed, when a game operation is performed on the wrong panel, or when the time difference exceeds a predetermined limit.

[0040] As an example, the gauge S1D includes multiple scales indicating the evaluation value after the change. In the example of FIG. 3, the initial gauge S1D includes 26 scales indicating the initial evaluation value. For example, in the case of the highest evaluation difficulty, if a rating of "Marvelous" is assigned, the evaluation value does not change. On the other hand, if a rating of "Miss" is assigned, the evaluation value decreases by an amount equivalent to 30% of the initial evaluation value. Then, if a rating of "Perfect" is assigned, the evaluation value decreases by an amount equivalent to 1% of the initial evaluation value. Furthermore, if a rating of "Great" is assigned, the evaluation value decreases by an amount equivalent to 2% of the initial evaluation value. Furthermore, if a rating of "Good" is assigned, the evaluation value decreases by an amount equivalent to 10% of the initial evaluation value.

[0041] As a result, the rating value indicated by the gauge S1D decreases, except when the highest rating is given. The rating value then irreversibly decreases toward zero without increasing. Specifically, in the example of FIG. 3 , as the rating value decreases, the number of black tick marks decreases from the inside of the screen to the outside of the screen. However, the color of the tick marks indicating the rating value is arbitrary. For example, other colors such as red, blue, yellow, green, or white may be used. For effect, the number of black tick marks may be temporarily increased and then decreased. For example, if the rating value decreases by an amount corresponding to eight tick marks, the number of black tick marks may be increased by two tick marks on the display, and then decreased by ten tick marks to make up the missing two tick marks.

[0042] Then, at the lowest evaluation difficulty level, if the evaluation value indicated by the gauge S1D reaches zero, the player fails, and the game corresponding to the currently played stage ends. Alternatively, the evaluation value indicated by the gauge S1D may increase when a high evaluation is given. Furthermore, the evaluation value indicated by the gauge S1D may remain unchanged when a low evaluation is given. Furthermore, the evaluation value may increase irreversibly. Note that the amount of change in the evaluation value corresponding to one evaluation difficulty level may differ depending on the progress of the game, the user's past performance, the target of play, etc.

[0043] As another effect, the number of scale marks that change color does not have to correspond to the actual change in the rating value. For example, if the rating value actually decreases by an amount corresponding to eight scale marks, the number of black scale marks displayed may be reduced by six scale marks. Then, by gradually changing the color of the scale marks and reducing the two missing scale marks, the change in the rating value and the rating value indicated by the gauge S1D are aligned.

[0044] A user can play multiple stages (e.g., three to four stages) in one play. Alternatively, a user may be able to play only one stage in one play. Furthermore, even if the remaining rating value reaches zero at the lowest rating difficulty level, the game corresponding to the stage being played may continue. Furthermore, even if the remaining rating value reaches zero, the game may continue by using an item or consuming a fee, etc.

[0045] The gauge S1D is not limited to a horizontally elongated shape. For example, the gauge S1D may have other shapes, such as a vertically elongated shape or a circular shape. Furthermore, the gauge S1D may indicate the evaluation value in a manner other than changing the color of the scale. For example, the gauge S1D may indicate the evaluation value by changing the shape, size, transparency, density, chromaticity, saturation, brightness, hue, or a combination thereof, or by changing the manner of lighting or extinguishing, or by changing the manner of change, such as blinking. Furthermore, the evaluation value is not limited to the manner of indication by the gauge S1D. For example, the evaluation value may be indicated by a number, a letter, a symbol, or an icon (e.g., a star or a circle), a color, or a character's facial expression, etc.

[0046] Each rating is displayed on the game screen S1 by a rating object S1E. In the example of Fig. 3, the rating object S1E is displayed as the character string "Marvelous." Alternatively, each rating may be presented to the user by an image, a symbol, a number, a color, brightness, vibration, sound, or the like.

[0047] In addition to the evaluation value indicated by the gauge S1D, the game device 40 presents the user with a score indicated in a score field S1F. Specifically, the game device 40 assigns a high score when the time difference is small, and assigns a low score, no score, or a reduced score when the time difference is large. In the example of FIG. 3 , scores are displayed in the score field S1F. The score in the score field S1F is increased or maintained according to the evaluation of the game operation. For example, when a rating of "Marvelous" is assigned, the score is increased by the same amount as the reference score. When a rating of "Perfect" is assigned, the score obtained by subtracting 10 points from the reference score is increased. When a rating of "Great" is assigned, the score obtained by multiplying the reference score by 0.6 and then subtracting 10 points is increased. When a rating of "Good" is assigned, the score obtained by multiplying the reference score by 0.2 and then subtracting 10 points is increased. When a rating of "Miss" is assigned, the score is maintained without increasing.

[0048] Alternatively, the score may decrease depending on the evaluation of the game operation. Furthermore, the score may increase or decrease irreversibly. Note that the score may be indicated in other ways, such as a level, a symbol, a letter, a number of stars, or a rank. Furthermore, when the score is presented to the user as the evaluation value, a rule for changing the score is set for each of a plurality of evaluation difficulty levels.

[0049] Furthermore, the game device 40 may calculate and display the evaluation value and score in real time. Alternatively, the game device 40 may record the evaluation during the game and calculate and display the evaluation value and score at any timing. As an example, the any timing may be when the game ends or when the play object (e.g., a song) is switched. Furthermore, the game device 40 may record the evaluation value and score during the game and display them at any timing, such as when the game ends or when the play object is switched.

[0050] Furthermore, the game device 40 counts the number of times a rating higher than a specific rating has been given and presents this to the user as the combo number S1G. As an example, the game device 40 presents the number of times a rating of "Marvelous," "Perfect," "Great," and "Good" has been given to the user as the combo number S1G. Then, when a rating of "Miss" is given, the game device 40 resets the combo number S1G to zero and again counts the number of times a high rating has been given. Instead of resetting the combo number S1G to zero, the game device 40 may decrease or maintain the combo number S1G instead of increasing it when a rating of "Miss" is given.

[0051] Furthermore, the game device 40 displays the current evaluation difficulty level among the multiple evaluation difficulty levels as a target difficulty level in the difficulty level column S1H and presents it to the user. Here, the change in the evaluation value indicated by the gauge S1D is set to multiple evaluation difficulty levels. This evaluation difficulty level indicates the difficulty of obtaining an evaluation value based on the evaluation result of game operations. That is, the higher the evaluation difficulty level, the more difficult it is to obtain a high evaluation value, and the lower the evaluation difficulty level, the easier it is to obtain a high evaluation value. As an example, the evaluation difficulty level is set to ten levels, from highest to lowest: EX, IX, VIII, VII, VI, V, IV, III, II, and I. In the example of FIG. 3 , the evaluation difficulty level is indicated by the character string "EX." The evaluation difficulty level may be indicated by various expressions, such as images, icons, numbers, character strings, colors, or patterns, that vary depending on the difficulty level. As an example, the evaluation difficulty level may be indicated by the color, facial expression, or clothing of a character represented by an image that varies depending on the difficulty level.

[0052] 3 shows the game screen S1 in the single-player mode. In the two-player mode, an instruction object S1A, a character image S1B, a determination object S1C, a gauge S1D, an evaluation object S1E, a score column S1F, a combo count S1G, and a difficulty column S1H are also displayed on the right side of FIG.

[0053] Furthermore, the user may be able to select or change the difficulty level at which the game operation is successful from among a plurality of game difficulty levels. For example, on a selection screen for selecting a song to play, the user may select or change the song difficulty level from a plurality of levels (for example, ten levels) for each song.

[0054] When the musical difficulty level is low, the user plays the game in a state in which the number of instruction objects S1A is small, the movement speed of the instruction objects S1A is slow, the instruction objects S1A are easy to see, or the movement speed of the instruction objects S1A is constant, etc. In contrast, when the musical difficulty level is high, the user plays the game in a state in which it is more difficult to successfully perform game operations, for example, the user plays the game in a state in which the number of instruction objects S1A is large, the movement speed of the instruction objects S1A is fast, the instruction objects S1A are difficult to see or disappear, or the movement speed of the instruction objects S1A changes, etc.

[0055] [Overview of Switching of Target Difficulty Levels] Referring to FIG. 4 , a description will be given of switching the target difficulty level among multiple evaluation difficulty levels based on the evaluation results of game operations. Here, a rule for changing the evaluation value is set for each of the multiple evaluation difficulty levels. For example, the rule may have different rates of change in the evaluation value depending on the evaluation, different amounts of change in the evaluation value depending on the evaluation result, or a rule for setting a common rate or amount of change in the evaluation value across multiple types of evaluation. The right side of FIG. 4 shows a game screen S1 that changes over time. The left side of FIG. 4 virtually shows the number of scale marks corresponding to the evaluation value that has decreased according to different change rules. However, the left side of FIG. 4 only shows the number of scale marks based on three evaluation difficulty levels, which are part of the multiple evaluation difficulty levels, and the scale marks based on the other evaluation difficulty levels are not shown.

[0056] The multiple evaluation difficulty levels are provided with stages for each level. The higher the evaluation difficulty level, the greater the change in the evaluation value. Specifically, the higher the evaluation difficulty level, the more likely the evaluation value is to decrease. In the change rule applied to the example of FIG. 4 , when a "Miss" evaluation is given, the evaluation value decreases by an amount corresponding to eight marks on the gauge S1D in the case of evaluation difficulty level "EX." Furthermore, the evaluation value decreases by an amount corresponding to five marks in the case of evaluation difficulty level "IX." Furthermore, the evaluation value decreases by an amount corresponding to two marks in the case of evaluation difficulty level "VIII." The initial gauge S1D indicates an initial evaluation value corresponding to 26 marks.

[0057] Depending on the evaluation of the game operation, the gauge S1D either irreversibly decreases in evaluation value or maintains the evaluation value. Specifically, immediately after the start of the game, the gauge S1D shows the initial evaluation value that is the most common state. If the best evaluation (e.g., "Marvelous") is given, the evaluation value is maintained, and if any other evaluation is given, the evaluation value is decreased. Note that the evaluation for which the evaluation value is maintained can be determined arbitrarily; for example, the evaluation value may be maintained except when a "Miss" evaluation is given. Then, on the gauge S1D, the color of the scale of the number corresponding to the decreased evaluation value changes.

[0058] Alternatively, the rating value and the number of scales may match. For example, if the initial rating value is 26 rating values ​​and a rating of "Miss" is given, the rating value may decrease by one corresponding scale. In other words, the rating value does not need to be converted into the number of scales. Alternatively, the rating value may increase, and when it increases, the scale of the gauge S1D also increases. For example, when it increases, the rating value increases due to the evaluation of game operations, the use of an item, the consumption of payment, etc.

[0059] As shown in Figure 4, on the first game screen S1X immediately after the start of the game, the gauge S1D includes 26 black scales. Here, the evaluation value is changed according to a change rule corresponding to one evaluation difficulty level, with one of a plurality of evaluation difficulty levels set as the target difficulty level. Specifically, immediately after the start of the game, the highest evaluation difficulty level, "EX," is set as the initial target difficulty level out of the evaluation difficulty levels set out in ten levels.

[0060] Here, a mode in which a user selects an evaluation difficulty level to be applied when playing before starting play is also conceivable. In this case, the user can use the evaluation difficulty level as an index to test the merits or demerits of their skills. However, it may not be easy for a user to select an evaluation difficulty level that matches their skills. For example, when selecting a song that has not been played many times, it is difficult to select an evaluation difficulty level. Furthermore, especially when the game ends when the evaluation value reaches zero rather than switching to a different difficulty level, if the user accidentally selects a high evaluation difficulty level, the game may end early. Conversely, if the user accidentally selects a low evaluation difficulty level, the user will receive an excessively high evaluation and will not be able to test the merits or demerits of their skills. As a result, the user will be dissatisfied with the results. In particular, users who pay to play the game will be very dissatisfied.

[0061] Therefore, even if the user does not select an evaluation difficulty level or selects an incorrect evaluation difficulty level, it is desirable for the evaluation value to function as an index for testing the merits or demerits of skills. Therefore, the game device 40 switches the target difficulty level by selecting another difficulty level from among the multiple evaluation difficulty levels as the next target difficulty level. Furthermore, the evaluation results of the game operations up to the switching of the target difficulty level are reflected, and the calculation of the next evaluation value is started from the evaluation value calculated based on the evaluation difficulty level that will be switched to as the next target difficulty level. This automatically switches the evaluation difficulty level, for example, gradually from a high evaluation difficulty level to a low evaluation difficulty level. Therefore, the user can confirm the merits or demerits of their skills based on the target difficulty level at the end of play. Note that, hereinafter, unless otherwise noted, an example in which the user does not select an evaluation difficulty level will be mainly described.

[0062] First, when a game operation is evaluated, an evaluation value is calculated according to a change rule corresponding to the target difficulty level. In the example of FIG. 4, in the second game screen S1Y after a certain amount of time has elapsed since the start of the game, the gauge S1D shows the remaining evaluation value after a decrease. That is, the gauge S1D shows the remaining evaluation value after the decrease amount according to the change rule is subtracted from the initial evaluation value. Specifically, a "Miss" evaluation is given twice, and the 16th mark on the gauge S1D changes to white, while the remaining 10 marks remain black.

[0063] Furthermore, in parallel with the calculation of the evaluation value according to the change rule corresponding to the target difficulty level, calculation of the evaluation value according to the change rule corresponding to the other evaluation difficulty levels among the multiple evaluation difficulty levels is also performed. Specifically, as shown in FIG. 4, in parallel with the calculation of the evaluation value according to the change rule corresponding to the evaluation difficulty level "EX," calculation of the evaluation value according to the change rule corresponding to the other evaluation difficulty levels "IX" and "VIII" is also performed. When the change rule corresponding to the evaluation difficulty level "IX" is followed, the evaluation value is reduced by an amount corresponding to ten scale marks, and the remaining evaluation value is an amount corresponding to sixteen scale marks. Furthermore, when the change rule corresponding to the evaluation difficulty level "VIII" is followed, the evaluation value is reduced by an amount corresponding to four scale marks, and the remaining evaluation value is an amount corresponding to twenty-two scale marks.

[0064] As the game progresses, the evaluation value may decrease according to the change rule corresponding to the target difficulty level, and the remaining evaluation value may reach zero. In this case, the target difficulty level is switched to the next-highest evaluation difficulty level after the target difficulty level reached zero, when the evaluation difficulty levels are arranged in descending order of evaluation difficulty. That is, the target difficulty level is switched to a lower evaluation difficulty level. In the example of FIG. 4 , in the third game screen S1Z after further time has passed since the start of the game, the target difficulty level has switched from the highest evaluation difficulty level "EX" to the second-highest evaluation difficulty level "IX." The gauge S1D indicates the evaluation value calculated according to the change rule corresponding to the evaluation difficulty level "IX." Note that instead of the next-highest evaluation difficulty level when the evaluation difficulty levels are arranged in ascending order of evaluation difficulty, the target difficulty level may be switched to one of multiple evaluation difficulty levels lower than the target difficulty level reached zero. In this case, the lower evaluation difficulty level that becomes the target difficulty level may be selected by the user from among the multiple evaluation difficulty levels or may be determined randomly.

[0065] Furthermore, the evaluation value indicated by the gauge S1D reflects the evaluation results of the game operations up until the target difficulty level was changed. Specifically, in the example of FIG. 4, the evaluation of "Miss" has been given two more times (four times in total since the beginning). Furthermore, in the third game screen S1Z, the remaining evaluation value calculated according to the change rule corresponding to the initial evaluation difficulty level "EX" is zero. Therefore, the gauge S1D indicates the evaluation value calculated according to the change rule corresponding to the target evaluation difficulty level "IX" after the change. Furthermore, the evaluation results of the game operations up until the target difficulty level was changed are reflected, with the 20th scale mark turning white and the remaining 6 scale marks remaining black.

[0066] Regarding the scale indicated by the gauge S1D, when the remaining evaluation value calculated according to the change rules corresponding to the initial evaluation difficulty level "EX" reaches zero, the 26th mark turns white. Then, when the target difficulty level changes, the gauge S1D indicates the remaining evaluation value calculated according to the change rules corresponding to the next evaluation difficulty level, "IX." Therefore, when the target difficulty level changes, the sixth mark on the gauge S1D turns black. That is, the number of black marks changes from zero to six on the display. However, since this is a display change, the evaluation value calculated according to the change rules corresponding to the evaluation difficulty level "IX" does not actually increase. Furthermore, in the third game screen S1Z, the evaluation value is also calculated according to the change rules corresponding to another evaluation difficulty level, "VIII." Specifically, by following the change rules corresponding to the evaluation difficulty level "VIII," the evaluation value has decreased by an amount corresponding to eight marks, and the remaining evaluation value is now an amount corresponding to eighteen marks.

[0067] The evaluation value then changes according to the change rule corresponding to the other difficulty level, which is the target difficulty level after the switch. In this way, the calculation of the evaluation value and the switching of the target difficulty level are repeated. That is, when the remaining evaluation value calculated according to the change rule corresponding to the evaluation difficulty level "IX" after the switch reaches zero, the target difficulty level switches to the evaluation difficulty level "VIII," which is the next highest when the evaluation difficulties are sorted in descending order. Then, the gauge S1D indicates the evaluation value calculated according to the change rule corresponding to the evaluation difficulty level "VIII," which is the target difficulty level after the switch.

[0068] At the lowest evaluation difficulty level, if the remaining evaluation value indicated by the gauge S1D reaches zero, the player fails, and the game corresponding to the stage currently being played ends. On the other hand, at any evaluation difficulty level, the player clears the game if all instructed game operations are performed before the remaining evaluation value reaches zero. The evaluation value calculated according to the change rule corresponding to the target difficulty level at the end of play becomes one of the user's scores. In other words, the evaluation value indicated by the gauge S1D displayed at the end of play becomes the user's score. As an example, the user's score is presented to the user using ten levels of evaluation difficulty, including symbols EX, IX, VIII, VII, VI, V, IV, III, II, and I, which indicate the stages of the evaluation difficulty.

[0069] Furthermore, the evaluation value or evaluation difficulty indicated by the gauge S1D is used to evaluate the user. For example, it is used to calculate or assign a user evaluation such as the user's skill, level, rank, score, and points. As an example, a user evaluation is assigned based on the game difficulty (e.g., song difficulty) indicating the difficulty of the game being played, the evaluation value, and the evaluation difficulty. In other words, the higher the game difficulty upon clearing the game, the higher the user evaluation assigned. Furthermore, the higher the evaluation value and evaluation difficulty upon clearing the game, the higher the user evaluation assigned.

[0070] As described above, by switching the target difficulty level and reflecting the evaluation results of the game operation, it is possible to prevent the user from being dissatisfied with the wrong evaluation difficulty level. Furthermore, when the user clears the game, the score based on the evaluation value of the target difficulty level can be presented to the user. Therefore, regardless of whether the user selects the target difficulty level, the evaluation value can function as an index for testing the superiority or inferiority of the user's skill.

[0071] In the above description, the initial target difficulty level was the highest evaluation difficulty level. However, the initial target difficulty level may be any evaluation difficulty level among multiple evaluation difficulty levels. For example, an evaluation difficulty level randomly selected from multiple evaluation difficulty levels may become the target difficulty level. Furthermore, an evaluation difficulty level suitable for the user may be automatically selected from multiple evaluation difficulty levels. For example, the highest evaluation difficulty level selected from the history of games that the user has previously completed may become the target difficulty level.

[0072] In the above description, evaluation values ​​corresponding to multiple evaluation difficulty levels are calculated simultaneously in parallel. Then, when switching to the next target difficulty level, the gauge S1D displays the changed evaluation value (e.g., a decreased evaluation value) calculated according to the change rule corresponding to the next target difficulty level. By calculating evaluation values ​​simultaneously in parallel in this manner, the processing time required for switching the target difficulty level can be shortened. Therefore, when switching the target difficulty level, the gauge S1D can display the evaluation value corresponding to the next target difficulty level with a shorter time lag. However, the calculation of the evaluation value according to the change rule corresponding to the target difficulty level and the calculation of the evaluation value according to the change rule corresponding to another evaluation difficulty level do not have to be performed simultaneously. For example, the evaluations up to the switching of the target difficulty level can be recorded. In this case, when switching the target difficulty level, the evaluation value is calculated according to the change rule corresponding to the other evaluation difficulty level based on the stored evaluation. Even in this embodiment, when switching the target difficulty level, the calculation is performed according to the change rule corresponding to the next target difficulty level, so the evaluation value can be changed. Therefore, the gauge S1D can display the changed evaluation value (e.g., a decreased evaluation value) reflecting the evaluation results up to the switching.

[0073] [Control System] Next, the control system of the game system 100 will be described with reference to FIG. 5 . The game server 20 includes a server control unit 21 that controls the game server 20. The server control unit 21 is configured as a computer that combines a processor that executes various arithmetic processes and operation control according to a predetermined program with other peripheral devices. The game server 20 also includes a server storage unit 22, which is an example of storage means that stores the server program PG1. The server storage unit 22 also stores a performance information group D1 that indicates the past performances of multiple users and user evaluations based on those performances. As an example, the performance information group D1 includes evaluation values, points, combo numbers, user evaluations, and the like that each user has previously achieved. For example, the performances and user evaluations of each user are stored in association with a user ID.

[0074] The processor of the server control unit 21 is a CPU (Central Processing Unit) or MPU (Micro-Processing Unit), which controls the entire game server 20 and also centrally controls various processes based on the server program PG1. The server storage unit 22 includes RAM (Random Access Memory), which is a system work memory for the processor to operate, as well as storage devices such as ROM (Read Only Memory), HDD (Hard Disc Drive), and SSD (Solid State Drive) that store programs and system software. For example, the CPU executes various processing operations such as calculations, controls, and determinations in accordance with the server program PG1 stored in the ROM or HDD.

[0075] An interface (not shown) including a keyboard or various switches for inputting predetermined commands and data is connected to the server control unit 21 via a wired or wireless connection. A monitor for displaying the input status, setting status, measurement results, and various information of the device is also connected to the server control unit 21 via a wired or wireless connection. Furthermore, the server control unit 21 can also perform control according to a program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, or a USB (Universal Serial Bus) memory, or in an external storage medium such as an HDD connected to a cloud server on the Internet or the game server 20.

[0076] The server storage unit 22 is a storage device such as a hard disk or semiconductor storage device that includes a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The server storage unit 22 may store all data on a single storage unit, or may store data in a distributed manner across multiple storage units. The server storage unit 22 stores a server program PG1 as an example of a computer program that causes the server control unit 21 to execute various necessary processes. The server control unit 21 executes the server program PG1 to provide game services to users playing the game device 40.

[0077] The server storage unit 22 also stores various types of data used to provide the game. For example, the server storage unit 22 stores image data of characters, backgrounds, etc. displayed on the display device 43 of the game device 40. The server storage unit 22 also stores audio data of music, operation sounds, etc. output from the speaker 46 of the game device 40. The server storage unit 22 also stores music score data that defines, for each piece of music, the display timing and display position of the instruction object S1A, the moving speed to the determination object S1C, etc.

[0078] Furthermore, the server control unit 21 transmits various data used in providing the game to the game device 40. The server control unit 21 also acquires play information related to game play, such as the user's personal information (e.g., user ID) and game results, as user data from the game device 40. The server control unit 21 then stores the play information in the server storage unit 22. Furthermore, the server control unit 21 may perform user authentication, etc.

[0079] [Game Device] The game device 40 includes a device control unit 41, which is an example of a control means for controlling the game device 40, and a device storage unit 42, which is an example of a storage means for storing a game program PG2. The game program PG2 is an example of a computer program for a game, and causes the device control unit 41 to function so that the user can play the game. The device control unit 41 is configured as a computer that combines a processor that executes various types of arithmetic processing and operation control in accordance with a predetermined program with other peripheral devices.

[0080] For example, the processor of the device control unit 41 is a CPU or MPU, which controls the entire game device 40 and also comprehensively controls various processes based on the game program PG2 stored in the device storage unit 42. The device storage unit 42 also includes RAM, which is a system work memory for the processor to operate, as well as storage devices such as ROM, HDD, and SSD, which store programs and system software. For example, the CPU executes various processing operations such as calculations, controls, and determinations in accordance with the game program PG2 stored in the ROM or HDD.

[0081] An upper operation device 44 including a numeric keypad 44A for inputting user operations and a lower operation device 45 including a plurality of panels are connected to the device control unit 41 via a wired or wireless connection. A display device 43 that displays a game screen S1 and a speaker 46 that outputs music, sound effects, etc. are also connected to the device control unit 41 via a wired or wireless connection. Furthermore, the device control unit 41 can also perform control according to a program stored in a portable recording medium such as a CD, DVD, CF card, or USB memory, or in an external storage medium such as a cloud server on the Internet or an HDD connected to the game device 40.

[0082] The device storage unit 42 is a storage device such as a hard disk or semiconductor storage device that includes a non-volatile storage medium, which is an example of a computer-readable non-transitory storage medium. The device storage unit 42 may store all data on a single storage unit, or may store data distributed across multiple storage units. The device storage unit 42 stores a game program PG2 as an example of a computer program that causes the device control unit 41 to execute various necessary processes. The device control unit 41 executes the game program PG2 to allow the user to play a game on the game device 40.

[0083] The device storage unit 42 also stores game information D2 for a music game. This game information D2 includes a score information group D3 for multiple songs. For example, the score information group D3 is data defining the game operation procedures, and includes data such as the display timing, display position, and movement speed of the instruction object S1A, and the type of the instruction object S1A. The game information D2 also includes image data and music data. The music data includes data such as songs, sound effects, operation sounds, and effect sounds that are played during the game. The image data also includes data such as characters, song jackets, the instruction object S1A, effect images, icons, various objects, and backgrounds.

[0084] The game information D2 also includes an evaluation information group D5 used to evaluate a user's game operation. For example, the evaluation information group D5 includes the amount of increase or decrease in the score for each of the five evaluation levels, a time delay set for each evaluation level, and the like. Furthermore, the evaluation information group D5 includes evaluation value change rules set in correspondence with each evaluation difficulty level. For example, the evaluation value change rules are set as shown in FIG. 6 . As an example, regardless of the evaluation difficulty level, when a "Marvelous" evaluation is given to a game operation, the evaluation value is maintained without decreasing. Alternatively, there may be a change rule that increases or decreases the evaluation value when a "Marvelous" evaluation is given.

[0085] As shown in FIG. 6 , in the rule for changing evaluation values ​​set for evaluation difficulty level "EX," when a "Perfect" evaluation is given, the value obtained by multiplying the initial evaluation value (for example, one million evaluation values) by 1% is reduced. Furthermore, when a "Great" evaluation is given, the value obtained by multiplying the initial evaluation value by 2% is reduced. Furthermore, when a "Good" evaluation is given, the value obtained by multiplying the initial evaluation value by 10% is reduced. Furthermore, when a "Miss" evaluation is given, the value obtained by multiplying the initial evaluation value by 30% is reduced. Therefore, if the target difficulty level is evaluation difficulty level "EX," when a "Miss" evaluation is given four times, the remaining evaluation value becomes zero, and the target difficulty level switches to evaluation difficulty level "IX."

[0086] Alternatively, the change rule may define a fixed change amount for each evaluation (for example, a decrease of 10,000 evaluation values ​​when a "Perfect" evaluation is given). As another example, the change rule may define an increase in the evaluation value, or may define an increase and decrease amount. Note that the change rule may be different for all evaluation difficulty levels, or a change rule common to some evaluation difficulty levels may be set.

[0087] 5, the game program PG2 causes the device control unit 41, which is a computer, to function as a guide unit 41A, an acquisition unit 41B, an evaluation unit 41C, a change unit 41D, a display control unit 41E, and a progression unit 41F. In other words, the device control unit 41 is a logical device realized by a combination of computer hardware and software, and has the guide unit 41A, acquisition unit 41B, evaluation unit 41C, a change unit 41D, a display control unit 41E, and a progression unit 41F.

[0088] [Guidance Means] The guidance unit 41A, as an example of guidance means, informs the user of the reference timing at which the user should perform a game operation. For example, the guidance unit 41A acquires score data of a piece of music selected by the user from the score information group D3 and moves the instruction object S1A shown in FIG. 3 toward the determination object S1C. The guidance unit 41A then informs the user of the reference timing at which the instruction object S1A will reach the determination object S1C. The guidance unit 41A also informs the user of the panel that the user should operate, depending on the type of instruction object S1A to be displayed. The user then operates the indicated panel in accordance with the reference timing. Alternatively, the guidance unit 41A may inform the user of the reference timing at which the instruction object S1A will assume a particular color, brightness, size, or shape.

[0089] [Acquisition Means] The acquisition unit 41B, as an example of acquisition means, acquires the operation timing at which the user performs a game operation. For example, the acquisition unit 41B acquires signals indicating the operation timing at which the user operates each panel of the lower operation device 45 and the operated panel from the lower operation device 45. Alternatively, the acquisition unit 41B may acquire signals indicating the operation timing at which the user operates the upper operation device 44 and the operated key or button from the upper operation device 44.

[0090] [Evaluation Means] The evaluation unit 41C, which is an example of evaluation means, evaluates the game operation. This allows the user to play a game based on a more appropriate evaluation difficulty level. Specifically, the evaluation unit 41C evaluates the game operation based on a reference timing and an operation timing. For example, the evaluation unit 41C determines whether an operation on a panel guided by the guidance unit 41A is performed within a predetermined time from the reference timing. If the operation is not performed within the predetermined time, the evaluation unit 41C evaluates the game operation as "Miss." On the other hand, if the operation is performed within the predetermined time, the evaluation unit 41C evaluates the game operation according to the time difference between the operation timing and the reference timing.

[0091] The evaluation information group D5 includes time periods centered around the reference timing for each evaluation. The evaluation unit 41C then determines whether or not an operation was performed on the guided panel during each time period. If an operation was performed, the evaluation unit 41C assigns an evaluation corresponding to each time period. The evaluation unit 41C then displays the evaluation on the display device 43.

[0092] The evaluation unit 41C also evaluates the user based on information related to the evaluation value and the game difficulty of the game. This allows the user to be evaluated by referring to an evaluation value based on an evaluation difficulty that is more appropriate for the user. For example, the evaluation unit 41C evaluates the user based on information related to the evaluation value, such as the evaluation value, the evaluation difficulty upon clearing the game, and / or the number of times the game has been played, and on the game difficulty. As an example, the evaluation unit 41C evaluates the user based on the game difficulty (e.g., the difficulty of a song), the evaluation value, and the evaluation difficulty, and assigns a user evaluation. For example, the user evaluation is presented to the user as the user's skill, level, rank, score, or the like.

[0093] The evaluation unit 41C also increases or decreases the evaluation value and points corresponding to the evaluation, and stores them as the user's performance in the device storage unit 42. Furthermore, the evaluation unit 41C counts the number of times an evaluation higher than a specific evaluation has been given, and presents this to the user as a combo number S1G. The evaluation unit 41C also stores the combo number as the user's performance in the device storage unit 42. As an example, the user's performance includes the final performance of a completed game, the performance of a game currently being played, and the user's own cumulative performance.

[0094] [Changing Means] The changing unit 41D, as an example of changing means, sets one of a plurality of evaluated difficulty levels as a target difficulty based on the evaluation result of the game operation, and changes the evaluation value in accordance with a changing rule corresponding to the one evaluated difficulty level. For example, the changing unit 41D sets one of a plurality of evaluated difficulty levels divided into ten levels as the target difficulty level. For example, at the start of the game, the changing unit 41D sets the highest evaluated difficulty level as the target difficulty level. Then, the changing unit 41D calculates the amount of reduction in the evaluation value based on the evaluation by the evaluating unit 41C in accordance with the changing rule corresponding to the target difficulty level.

[0095] Furthermore, the change unit 41D irreversibly changes the rating value toward the threshold value according to the evaluation result. This allows the user to play a game with a higher level of difficulty compared to when the rating value changes reversibly. For example, the change unit 41D changes the rating value so as to reduce the calculated decrease amount. Alternatively, the change unit 41D may reversibly change the rating value toward the threshold value. Furthermore, the change unit 41D may increase the rating value toward the threshold value irreversibly or reversibly.

[0096] Furthermore, when the evaluation value satisfies a predetermined switching condition, the change unit 41D sets another evaluation difficulty level from the plurality of evaluation difficulty levels as the next target difficulty level. Furthermore, the change unit 41D changes the evaluation value from a state reflecting the evaluation results of the game operation up until the switching of the target difficulty level in accordance with a change rule corresponding to the other evaluation difficulty level. For example, the switching condition is that the evaluation value changed in accordance with a change rule corresponding to one evaluation difficulty level reaches a threshold value. This allows the target difficulty level to be switched when the evaluation value reaches the threshold value, so that the game operation can be evaluated based on an evaluation difficulty level that is more appropriate for the user.

[0097] As an example, the threshold value is a predetermined lower limit or upper limit. The lower limit may be zero, or any value such as half, 30%, or 10% of the initial evaluation value. The upper limit for an increase in the evaluation value may be the initial evaluation value or any value. For example, the evaluation value may increase when a game operation receives a high evaluation or when an item or skill is used, and the increase reaches the upper limit. Alternatively, the increased evaluation value may reach the upper limit when a once decreased evaluation value reaches the initial evaluation value again. Alternatively, the number of failures or the amount of low evaluations, which are evaluation values ​​that increase when a low evaluation is given, may reach the upper limit.

[0098] As another example, the switching condition may be that the change in the rating value per unit time exceeds a predetermined amount. For example, this switching condition is satisfied when the change per unit time of one minute exceeds a predetermined value, such as 30% or 10% of the initial rating value. Alternatively, the switching condition may be that the rating value reaches a threshold value when a predetermined time has elapsed since the start of the game. For example, this switching condition is satisfied when the rating value decreases to a predetermined value, such as half or 30% of the initial rating value, when half the play time from the start of the game to the end of the game has elapsed.

[0099] Furthermore, the change unit 41D changes the evaluation value according to the change rule corresponding to one evaluation difficulty level, while calculating a change in the evaluation value according to the change rule corresponding to another evaluation difficulty level.The change unit 41D then reflects the evaluation result of the game operation by reflecting the change in the evaluation value calculated up until the target difficulty level is switched.In other words, the change unit 41D reflects the evaluation result based on the other evaluation difficulty level simultaneously with the calculation of the evaluation value according to the change rule corresponding to the target difficulty level.This reduces the calculation processing load when switching the target difficulty level, and shortens the calculation processing time.Alternatively, the change unit 41D may reflect the evaluation result when switching the target difficulty level.

[0100] As an example, the change unit 41D sets the highest evaluation difficulty level, "EX," as the initial target difficulty level. The change unit 41D then references the change rule corresponding to the evaluation difficulty level, "EX," from the evaluation information group D5. Here, if the evaluation unit 41C assigns an evaluation of "Miss," the change unit 41D calculates 30% of the initial evaluation value as the reduction amount. Furthermore, the change unit 41D subtracts the calculated reduction amount from the current evaluation value to change the evaluation value.

[0101] Then, when the remaining evaluation value reaches zero and the switching condition is satisfied, the change unit 41D sets the next target difficulty to the evaluation difficulty level "IX," which is the next highest evaluation difficulty level after the current target difficulty level when the evaluation difficulties are arranged in descending order of evaluation difficulty.The change unit 41D then switches the current target difficulty level to the next target difficulty level.Furthermore, the change unit 41D reflects the evaluation results of the game operations up to the switching of the target difficulty level.Specifically, the change unit 41D calculates an evaluation value based on the next evaluation difficulty level, which is assumed to be the next target difficulty level, simultaneously with calculating an evaluation value based on the previous target difficulty level.When switching the target difficulty level, the change unit 41D switches to the next evaluation difficulty level with the evaluation value reduced.

[0102] The change unit 41D then changes the evaluation value from the state in which the evaluation result is reflected in accordance with the change rules corresponding to the evaluation difficulty level "IX," which is the target difficulty level after the switch. Here, if the evaluation unit 41C assigns an evaluation of "Miss," the change unit 41D calculates a decrease amount of 30% of the initial evaluation value. Furthermore, the change unit 41D subtracts the calculated decrease amount from the current evaluation value to change the evaluation value. Then, the display mode of the gauge S1D (e.g., the number of black ticks) changes to indicate the remaining evaluation value after the subtraction.

[0103] Alternatively, in a mode in which the evaluation value is increasing, the change unit 41D may set a more difficult evaluation difficulty among the multiple evaluation difficulties as the next target difficulty when the evaluation value satisfies a predetermined switching condition. As an example, the switching condition in this case is that the increasing evaluation value reaches the initial evaluation value. For example, if the target difficulty is evaluation difficulty "IX," the change unit 41D switches the target difficulty to the more difficult evaluation difficulty "EX" as the next target difficulty when the increased evaluation value reaches the initial evaluation value of evaluation difficulty "IX." Note that in a mode in which the evaluation value is increasing, when the initial evaluation value is reached, the change unit 41D may maintain the target difficulty without switching.

[0104] [Display Control Means] The display control unit 41E, which is an example of display control means, causes the display device 43 of the game device 40 to display an evaluation value according to a target difficulty level. When the evaluation value satisfies a switching condition, the display control unit 41E causes the display device 43 to display an evaluation value that changes according to a change rule corresponding to another evaluation difficulty level, instead of or in addition to the evaluation value that changes according to a change rule corresponding to one evaluation difficulty level. In other words, when the target difficulty level switches, the display control unit 41E causes the display device 43 to display an evaluation value based on the next target difficulty level.

[0105] For example, the display control unit 41E causes the display device 43 to display the gauge S1D so as to indicate the remaining evaluation value after the change by the change unit 41D. Then, when the evaluation value satisfies the switching condition, the display control unit 41E causes the display device 43 to display the gauge S1D so as to indicate an evaluation value corresponding to another evaluation difficulty level (for example, evaluation difficulty level "IX") instead of the evaluation value corresponding to the target difficulty level (for example, evaluation difficulty level "EX"). In this way, even if the target difficulty level is switched, the evaluation value based on the next target difficulty level can be presented to the user.

[0106] Furthermore, the display control unit 41E presents the current evaluation difficulty level among the multiple evaluation difficulty levels to the user as the target difficulty level. For example, the display control unit 41E displays a string indicating the target difficulty level in the difficulty level column S1H. In FIG. 3, the target difficulty level is indicated by the string "EX". Alternatively, the display control unit 41E may display the target difficulty level in the form of an image, an icon, a number, a letter, a color, or the like. As an example, the display control unit 41E may indicate the target difficulty level by the color of the gauge S1D or the scale of the gauge S1D.

[0107] Note that the display control unit 41E may continue to display the evaluation value corresponding to the target difficulty level before the switch, and may also display an evaluation value corresponding to the target difficulty level after the switch. As an example, FIG. 7 shows a game screen S2 according to a modified example. In the game screen S2, multiple gauge groups S2D are displayed so as to display, in addition to the evaluation value corresponding to the target difficulty level before the switch, an evaluation value corresponding to the target difficulty level after the switch. For example, the display control unit 41E displays each of the multiple gauge groups S2D based on the evaluation values ​​corresponding to the multiple evaluation difficulty levels changed by the change unit 41D.

[0108] Specifically, in the example of Figure 7, the evaluation value corresponding to the evaluation difficulty level "EX," which is the target difficulty level before the switch, among the gauge group S2D is zero. Therefore, the zero evaluation value is indicated by the previous gauge S2D-1, which indicates the evaluation value before the switch. Then, the target difficulty level has switched to the evaluation difficulty level "IX," and the next gauge S2D-2 indicates the remaining evaluation value after the evaluation before the switch is reflected.

[0109] The display control unit 41E may display only two evaluation values: one corresponding to the target difficulty level before the switch and the other corresponding to the target difficulty level after the switch. The display control unit 41E may also display evaluation values ​​corresponding to any number of evaluation difficulty levels, three or more. Furthermore, the display control unit 41E may not display the evaluation value corresponding to the target difficulty level before the switch (e.g., evaluation difficulty level "EX"), but may display the evaluation value corresponding to the target difficulty level after the switch (e.g., evaluation difficulty level "IX") and the evaluation value corresponding to the evaluation difficulty level to which the switch may be made (e.g., evaluation difficulty level "VIII" to "I"). The display control unit 41E may also highlight the next gauge S2D-2 in the gauge group S2D relative to the others. For example, the display control unit 41E highlights the gauge S2D by changing its color, shape, size, transparency, density, chromaticity, saturation, brightness, hue, or a combination thereof, or by changing the manner of change, such as blinking.

[0110] The display control unit 41E also causes the display device 43 to display the evaluation value using a gauge S1D that changes in response to a quantitative change in the evaluation value. Specifically, the display control unit 41E causes the display device 43 to display the evaluation value using a gauge S1D including multiple scales, as shown in FIG. 3 . The display control unit 41E then changes the number of black scales in response to the quantitative change indicated by the numerical value or quantity of the evaluation value. Alternatively, the display control unit 41E may display the evaluation value using letters, numerical values, or the like that change in response to the quantitative change in the evaluation value.

[0111] [Progression Means] The progression unit 41F, as an example of progression means, ends the game when the evaluation value satisfies a predetermined progression condition. For example, the progression condition is that, when the lowest difficulty level among multiple evaluation difficulty levels is set as the target difficulty level, the evaluation value changed according to the change rule corresponding to the lowest difficulty level reaches a threshold value. As an example, the threshold value is a predetermined lower limit or upper limit value. Furthermore, the lower limit value is zero or any value such as half, 30%, or 10% of the initial evaluation value. Furthermore, the upper limit value when the evaluation value increases may be the initial evaluation value or any value. For example, the number of failures or the amount of low evaluations, which are evaluation values ​​that increase when a low evaluation is given, may reach an upper limit value.

[0112] The progression unit 41F then progresses the game based on the evaluation results by the evaluation unit 41C. Specifically, when the evaluation value indicated by the gauge S1D reaches zero while the evaluation difficulty level "I" is the target difficulty level, the progression unit 41F performs processing to end the game being played. This allows the game to be ended by referencing an evaluation value based on an evaluation difficulty level that is more appropriate for the user. The switching is then repeated until the evaluation difficulty level reaches the lowest difficulty level, allowing the user to play the game until the evaluation difficulty level reaches the limit of the evaluation difficulty level provided.

[0113] On the other hand, if all of the reference timings to be announced have been announced before the evaluation value reaches zero, the progression unit 41F performs end processing for the game to be played. In other words, when the user clears the game, the progression unit 41F performs end processing. In addition, the progression unit 41F performs start processing to start the game to be played selected by the user. For example, the progression unit 41F performs start processing when the confirm button is pressed as a user operation to confirm the selected song.

[0114] The time from the start process to the end process constitutes the play time of the game. During the play time, the processes by the guiding unit 41A, the acquiring unit 41B, and the evaluating unit 41C are repeated. Furthermore, the progression unit 41F may start an additional game if the score, evaluation value, or combo number obtained by the user is higher than a predetermined value. Alternatively, the progression unit 41F may stop the game end process and resume the game, on the condition that a fee is paid.

[0115] The progression unit 41F may change the evaluation difficulty or the game difficulty when the evaluation value satisfies a predetermined progression condition. For example, the progression unit 41F may change the game difficulty during play to an easier game difficulty when the progression condition is satisfied that the evaluation value changed in accordance with the change rule corresponding to the lowest difficulty reaches a threshold value (e.g., zero). Furthermore, when the highest difficulty level, which is the most difficult of multiple evaluation difficulty levels, is set as the target difficulty level, the progression unit 41F may change the game difficulty during play to a more difficult game difficulty when the evaluation value increased in accordance with the change rule corresponding to the highest difficulty level reaches a threshold value. Furthermore, the progression unit 41F may change the game difficulty during play to a more difficult game difficulty when the progression condition is satisfied that the evaluation value does not decrease for a predetermined time period (e.g., a time period corresponding to half the game time). Alternatively, the progression unit 41F may increase or decrease the evaluation value when the progression condition is satisfied that the changed evaluation value reaches a threshold value.

[0116] [Selection Means] The device control unit 41 may function as a selection unit, which is an example of a selection means, and select one evaluation difficulty level from among multiple evaluation difficulty levels when starting a game. This makes it possible to start calculating changes in the evaluation value by setting the evaluation difficulty level that is assumed to be more appropriate for the user as the initial target difficulty level. For example, the selection unit selects the evaluation difficulty level selected by the user as the initial target difficulty level. Alternatively, the selection unit may automatically select the initial target difficulty level. In this case, the selection unit presents the automatically selected evaluation difficulty level to the user, and the user can change the presented evaluation difficulty level. The selection unit then selects the evaluation difficulty level changed by the user as the initial target difficulty level.

[0117] [Switching Process] Referring to Figure 8, the target difficulty level switching process in the control method of the game system 100 will be described. When the game starts, the guiding unit 41A informs the user of the reference timing at which the user should perform a game operation (S101). For example, the guiding unit 41A moves the instruction object S1A toward the determination object S1C to inform the user of the reference timing. Then, when the user performs a game operation, the acquisition unit 41B acquires the operation timing at which the user performed the game operation (S102).

[0118] Next, the evaluation unit 41C evaluates the game operation based on the reference timing and the operation timing (S103). For example, if the operation is performed within a predetermined time, the evaluation unit 41C evaluates the game operation according to the time difference between the operation timing and the reference timing. Then, the change unit 41D changes the evaluation value in accordance with the change rule corresponding to one evaluation difficulty level, which is the target difficulty level, based on the evaluation result of the game operation (S104). For example, if a low evaluation is given, the change unit 41D reduces the evaluation value by a predetermined amount. Alternatively, if a high evaluation (e.g., "Marvelous") is given, the change unit 41D maintains the evaluation value unchanged.

[0119] The display control unit 41E then displays the evaluation value according to the target difficulty level on the display device 43 of the game device 40 (S105). For example, the display control unit 41E displays a gauge S1D on the display device 43 to indicate the remaining evaluation value after the change by the change unit 41D. The progression unit 41F then ends the game when the evaluation value satisfies a predetermined progression condition (YES in S106), and the switching process ends. For example, when the target difficulty level is evaluation difficulty level "I," the progression unit 41F performs termination processing for the game to be played when the remaining evaluation value reaches zero. On the other hand, the progression unit 41F performs termination processing for the game to be played when all of the reference timings to be announced have been announced before the remaining evaluation value reaches zero.

[0120] If the evaluation value does not satisfy the predetermined progress condition (NO in S106) and if the evaluation value does not satisfy the predetermined switching condition (NO in S107), the game proceeds again from the reference timing notification process (S101) by the guiding unit 41A. On the other hand, if the evaluation value satisfies the predetermined switching condition (YES in S107), the change unit 41D switches another evaluation difficulty level among the multiple evaluation difficulty levels to the next target difficulty level (S108). For example, when the remaining evaluation value reaches zero and the switching condition is satisfied, the change unit 41D sets the next target difficulty level to the evaluation difficulty level "IX," which is the next most difficult level after the current target difficulty level, "EX," when the evaluation difficulty levels are arranged in order from highest to lowest.

[0121] The change unit 41D then changes the evaluation value in accordance with the change rules corresponding to the next target difficulty level, from a state in which the evaluation results of the game operations up until the target difficulty level was changed are reflected. For example, the change unit 41D calculates an evaluation value based on the evaluation difficulty level "IX," which is expected to be the next target difficulty level, in parallel with calculating an evaluation value based on the previous target difficulty level, which is evaluation difficulty level "EX." When changing the target difficulty level, the change unit 41D sets the evaluation difficulty level "IX" as the next target difficulty level, with the evaluation value reduced.

[0122] The display control unit 41E then causes the display device 43 of the game device 40 to display the evaluation value according to the next target difficulty level (S109). The game then proceeds again from the reference timing notification process by the guiding unit 41A (S101). The change unit 41D then changes the evaluation value according to the change rule corresponding to the next target difficulty level. For example, the change unit 41D changes the evaluation value according to the change rule corresponding to the evaluation difficulty level "IX," which is the target difficulty level after the switch.

[0123] According to the game system 100 described above, the evaluation difficulty level automatically switches when a switching condition is met. Therefore, the user can check the relative merits of their skills based on the target difficulty level at the end of play. The evaluation value then functions as an index for testing the relative merits of skills.

[0124] Although the present invention has been described above with reference to each embodiment, the present invention is not limited to the above-described embodiments. Inventions modified without violating the present invention, and inventions equivalent to the present invention, are also included in the present invention. Furthermore, each embodiment and each modified form, and technical means included in each embodiment or each modified form, can be combined as appropriate without violating the present invention.

[0125] For example, at least one of the logical devices included in the device control unit 41 may be included in the server control unit 21. In this case, the game server 20 and the game device 40 cooperate to function as the game system 100. Furthermore, at least a portion of the information stored in the device storage unit 42 may be stored in the server storage unit 22.

[0126] Furthermore, the evaluation value based on the target difficulty level may not be displayed during the game. In this case, the display control unit 41E may display the evaluation value based on the target difficulty level at the end of the game or when the user performs an operation to display the evaluation value. Furthermore, reflecting the evaluation result when switching the target difficulty level may include correcting the evaluation value or the evaluation result. For example, the evaluation result may be reflected after applying a correction to increase or decrease the evaluation value, or a correction to increase or decrease the evaluation result. As an example, the evaluation value corresponding to the next target difficulty level may be corrected in advance to increase or decrease the evaluation value by a predetermined amount, and then the evaluation value may be calculated based on the evaluation result. Furthermore, when switching the target difficulty level, if the evaluation value reflecting the evaluation result includes a fraction less than one display unit (e.g., one scale) of the gauge S1D, the fraction may be rounded up or down.

[0127] Various aspects derived from the above-described embodiments and modifications will be described below. To facilitate understanding of each aspect, reference symbols shown in the accompanying drawings are used. However, these reference symbols are not intended to limit the present invention to the illustrated forms.

[0128] (Supplementary Note 1) A computer program PG2 for a game that causes a computer 41 to function to provide a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device 40 are evaluated and an evaluation value based on the evaluation result of the game operation changes, the computer program PG2 causing the computer 41 to function as: evaluation means 41C that evaluates the game operation; and change means 41D that, based on the evaluation result of the game operation, sets one evaluation difficulty level among the plurality of evaluation difficulty levels as a target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, and when the evaluation value satisfies a predetermined switching condition, sets another evaluation difficulty level among the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0129] (Supplementary Note 2) The change means 41D changes the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, while calculating a change in the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level, and reflects the change in the evaluation value calculated up until the target difficulty level is switched, thereby reflecting the evaluation result of the game operation. This is the computer program PG2 described in Supplementary Note 1.

[0130] (Appendix 3) The computer program PG2 causes the computer 41 to function as a display control means 41E that displays the evaluation value according to the target difficulty level on the display device 43 of the game device 40, and when the evaluation value satisfies the switching condition, the display control means 41E causes the display device 43 to display the evaluation value that changes according to the change rule corresponding to the other evaluation difficulty level, instead of or in addition to the evaluation value that changes according to the change rule corresponding to the one evaluation difficulty level.Computer program PG2 described in Appendix 1 or 2.

[0131] (Supplementary Note 4) The computer program PG2 according to Supplementary Note 3, wherein the display control means 41E causes the display device 43 to display the evaluation value by means of a gauge S1D that changes in response to a quantitative change in the evaluation value.

[0132] (Supplementary Note 5) The computer program PG2 according to any one of Supplementary Notes 1 to 4, wherein the switching condition is that the evaluation value changed in accordance with the change rule corresponding to the one evaluation difficulty level reaches a threshold value.

[0133] (Appendix 6) The computer program PG2 causes the computer 41 to function as a progression means 41F that ends the game when the evaluation value satisfies a predetermined progression condition, and the progression condition is that, when the easiest lowest difficulty level among the plurality of evaluation difficulty levels is set as the target difficulty level, the evaluation value changed in accordance with the change rule corresponding to the lowest difficulty level reaches a threshold value.

[0134] (Appendix 7) The computer program PG2 described in any one of Appendices 1 to 6 causes the computer 41 to function as a selection means for selecting one evaluation difficulty level from the plurality of evaluation difficulty levels when starting the game.

[0135] (Supplementary Note 8) The computer program PG2 according to any one of Supplementary Notes 1 to 7, wherein the changing means 41D irreversibly changes the evaluation value toward a threshold value in accordance with the evaluation result.

[0136] (Supplementary Note 9) The computer program PG2 according to any one of Supplementary Notes 1 to 8, wherein the evaluation means 41C evaluates the user based on information related to the evaluation value and the game difficulty level of the game.

[0137] (Supplementary Note 10) The computer program PG2 causes the computer 41 to function as: a guidance means 41A that guides the user to a reference timing at which the user should perform the game operation; and an acquisition means 41B that acquires an operation timing at which the user performed the game operation. The evaluation means 41C evaluates the game operation based on the reference timing and the operation timing. The computer program PG2 described in any one of Supplementary Notes 1 to 9.

[0138] (Supplementary Note 11) A game system 100 that provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device 40 are evaluated and an evaluation value based on the evaluation result of the game operation changes, the game system 100 comprising: evaluation means 41C that evaluates the game operation; and change means 41D that, based on the evaluation result of the game operation, sets one evaluation difficulty level among the plurality of evaluation difficulty levels as a target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, when the evaluation value satisfies a predetermined switching condition, sets another evaluation difficulty level among the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0139] (Supplementary Note 12) A control method for a game system 100 including a computer 41, which provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device 40 are evaluated and an evaluation value based on the evaluation result of the game operation is changed, wherein the computer 41: evaluates the game operation; and, based on the evaluation result of the game operation, sets one evaluation difficulty level among the plurality of evaluation difficulty levels as a target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level; and, when changing the evaluation value, if the evaluation value satisfies a predetermined switching condition, sets another evaluation difficulty level among the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

[0140] According to the computer program described in Supplementary Note 1, the game system 100 described in Supplementary Note 11, and the control method described in Supplementary Note 12, the evaluation difficulty level is automatically switched when a switching condition is met. Therefore, the user can check the relative merits of their skills based on the target difficulty level at the end of play. The evaluation value then functions as an index for testing the relative merits of skills. Furthermore, according to the computer program described in Supplementary Note 2, the computational load when switching the target difficulty level can be reduced, thereby shortening the computational processing time.

[0141] Furthermore, according to the computer programs described in Supplementary Notes 3 and 4, even if the target difficulty level is switched, an evaluation value based on the next target difficulty level can be presented to the user. Furthermore, according to the computer program described in Supplementary Note 5, the target difficulty level can be switched when the evaluation value reaches a threshold, and the game operation can be evaluated based on an evaluation difficulty level that is more appropriate for the user. Furthermore, according to the computer program described in Supplementary Note 6, the game can be ended by referring to an evaluation value based on an evaluation difficulty level that is more appropriate for the user. Then, since switching is repeated until the evaluation difficulty level reaches the lowest difficulty level, the user can play the game until the evaluation difficulty level reaches the limit of the evaluation difficulty level provided.

[0142] According to the computer program described in Supplementary Note 7, it is possible to start calculating changes in the rating value by setting an evaluation difficulty that is assumed to be more appropriate for the user as the initial target difficulty level. According to the computer program described in Supplementary Note 8, it is possible to provide the user with a game that is more difficult than when the evaluation value changes reversibly. Furthermore, according to the computer program described in Supplementary Note 9, it is possible to evaluate the user by referring to an evaluation value based on an evaluation difficulty that is more appropriate for the user. Furthermore, according to the computer program described in Supplementary Note 10, it is possible to have the user play a game based on an evaluation difficulty that is more appropriate.

[0143] 40: Game device 41: Device control unit (computer) 41A: Guide unit (guide means) 41B: Acquisition unit (acquisition means) 41C: Evaluation unit (evaluation means) 41D: Change unit (change means) 41E: Display control unit (display control means) 41F: Progression unit (progression means) 43: Display device 100: Game system PG2: Game program (computer program) S1D: Gauge

Claims

1. A computer program for a game that causes a computer to function to provide a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, the computer program causing the computer to function as: an evaluation means for evaluating the game operation; and a change means for, based on the evaluation result of the game operation, taking one evaluation difficulty level from among the plurality of evaluation difficulty levels as a target difficulty level and changing the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, wherein, when the evaluation value satisfies a predetermined switching condition, the change means changes the evaluation value from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected, taking another evaluation difficulty level from among the plurality of evaluation difficulty levels as the next target difficulty level, in accordance with the change rule corresponding to the other evaluation difficulty level.

2. The computer program of claim 1, wherein the change means changes the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, while calculating a change in the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level, and reflects the change in the evaluation value calculated up until the target difficulty level is switched, thereby reflecting the evaluation result of the game operation.

3. The computer program of claim 1 causes the computer to function as a display control means for displaying the evaluation value according to the target difficulty level on a display device of the game device, and when the evaluation value satisfies the switching condition, the display control means causes the display device to display the evaluation value that changes according to the change rule corresponding to the other evaluation difficulty level, instead of or in addition to the evaluation value that changes according to the change rule corresponding to the one evaluation difficulty level.

4. A computer program according to claim 3, wherein said display control means causes said display device to display said evaluation value by means of a gauge that changes in response to a quantitative change in said evaluation value.

5. The computer program according to claim 1, wherein the switching condition is that the evaluation value changed in accordance with the change rule corresponding to the one evaluation difficulty level reaches a threshold value.

6. The computer program of claim 1, wherein the computer program causes the computer to function as a progression means for ending the game when the evaluation value satisfies a predetermined progression condition, and the progression condition is that the evaluation value, changed in accordance with the change rule corresponding to the lowest difficulty level, reaches a threshold value when the lowest difficulty level among the plurality of evaluation difficulty levels is set as the target difficulty level.

7. The computer program according to claim 1, wherein the computer program causes the computer to function as a selection means for selecting one of the plurality of evaluation difficulty levels when starting the game.

8. The computer program according to claim 1, wherein the changing means irreversibly changes the evaluation value toward a threshold value in accordance with the evaluation result.

9. The computer program according to claim 1, wherein the evaluation means evaluates the user based on information about the evaluation value and the game difficulty level of the game.

10. The computer program causes the computer to function as: a guidance means for informing the user of the reference timing at which the user should perform the game operation; and an acquisition means for acquiring the operation timing at which the user performed the game operation. The computer program described in any one of claims 1 to 9, wherein the evaluation means evaluates the game operation based on the reference timing and the operation timing.

11. A game system that provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, the game system comprising: an evaluation means for evaluating the game operation; and a change means for, based on the evaluation result of the game operation, taking one evaluation difficulty level from among the plurality of evaluation difficulty levels as a target difficulty level and changing the evaluation value in accordance with the change rule corresponding to the one evaluation difficulty level, wherein, when the evaluation value satisfies a predetermined switching condition, the change means takes another evaluation difficulty level from among the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the change rule corresponding to the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

12. A control method for a game system including a computer, which provides a game in which a rule for changing the evaluation value is set for each of a plurality of evaluation difficulty levels so that game operations by a user on a game device are evaluated and an evaluation value based on the evaluation result of the game operation is changed, wherein the computer: evaluates the game operation; and, based on the evaluation result of the game operation, sets one of the plurality of evaluation difficulty levels as a target difficulty level and changes the evaluation value in accordance with the rule for changing the one evaluation difficulty level; and, when changing the evaluation value, if the evaluation value satisfies a predetermined switching condition, sets another of the plurality of evaluation difficulty levels as the next target difficulty level and changes the evaluation value in accordance with the rule for changing the other evaluation difficulty level from a state in which the evaluation result of the game operation up to the switching of the target difficulty level is reflected.

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