Patent Publication Number: US-2022212106-A1

Title: Non-transitory computer readable medium, information processing method, information processing device, and information processing system

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation application of International Application No. PCT/JP2020/032854, filed on Aug. 31, 2020, which claims priority to Japanese Patent Application No. 2019-176526, filed on Sep. 27, 2019, the entire contents of which are incorporated by reference herein. 
    
    
     BACKGROUND ART 
     Technical Field 
     The present invention relates to an information processing program, an information processing method, an information processing device, and an information processing system. 
     As shown in Patent Literature 1, for example, an information processing system in which a game is skipped on the basis of a predetermined operation of a player and is treated as being cleared has been conventionally proposed. 
     CITATION LIST 
     Patent Literature 
     Patent Literature 1: JP 2017-185268 A 
     SUMMARY OF INVENTION 
     Technical Problem 
     In information processing systems, there are cases in which, for individual games, different rewards that can be assigned when the games are cleared are set. In these cases, a player needs to select a game from which a desired reward could be assigned and to execute the game. Thus, there is a problem in that time and effort are required until the player obtains the desired reward. 
     An object of the present invention is to provide an information processing program, an information processing method, an information processing device, and an information processing system with which time and effort of a player can be saved. 
     Solution to Problem 
     In order to solve the above-described problems, the present invention provides an information processing program for causing a computer to function as: a game executing unit that executes a predetermined game on the basis of an operation of a player; a skip-game executing unit that executes the game while omitting at least a portion of functions of the game; a reward assigning unit that assigns a predetermined reward when the game is cleared; and a display control unit that displays a plurality of the games of each of which at least a portion of the functions can be omitted, wherein the skip-game executing unit collectively executes games selected from among the plurality of displayed games. 
     The display control unit may display a plurality of the games from which selected rewards can be obtained and of each of which at least a portion of the functions can be omitted. 
     Stamina required to execute the game may be set for the game, and the skip-game executing unit may collectively execute the games selected from among the plurality of displayed games, within the range of stamina owned by the player. 
     In the case where the selected games are not all collectively executed due to a lack of the stamina owned by the player, the display control unit may display the game that has been executed and the game that has not been executed in an identifiable manner. 
     In order to solve the above-described problems, the present invention provides an information processing method including: a step for executing a predetermined game on the basis of an operation of a player; a step for executing the game while omitting at least a portion of functions of the game; a step for assigning a predetermined reward when the game is cleared; and a step for displaying a plurality of the games of each of which at least a portion of the functions can be omitted, wherein, in the step for executing the game while omitting at least a portion of the functions of the game, games selected from among the plurality of displayed games are collectively executed. 
     In order to solve the above-described problems, the present invention provides an information processing device including: a game executing unit that executes a predetermined game on the basis of an operation of a player; a skip-game executing unit that executes the game while omitting at least a portion of functions of the game; a reward assigning unit that assigns a predetermined reward when the game is cleared; and a display control unit that displays a plurality of the games of each of which at least a portion of the functions can be omitted, wherein the skip-game executing unit collectively executes games selected from among the plurality of displayed games. 
     In order to solve the above-described problems, the present invention provides an information processing system including: a game executing unit that executes a predetermined game on the basis of an operation of a player; a skip-game executing unit that executes the game while omitting at least a portion of functions of the game; a reward assigning unit that assigns a predetermined reward when the game is cleared; and a display control unit that displays a plurality of the games of each of which at least a portion of the functions can be omitted, wherein the skip-game executing unit collectively executes games selected from among the plurality of displayed games. 
     Effects of Disclosure 
     According to the present invention, it is possible to save time and effort of a player. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
         FIG. 1  is an explanatory view showing, in outline, the configuration of an information processing system. 
         FIG. 2A  is a diagram for explaining the hardware configuration of a player terminal. 
         FIG. 2B  is a diagram for explaining the hardware configuration of a server. 
         FIG. 3A  is a view for explaining an example of a home screen. 
         FIG. 3B  is a view for explaining an example of an ally-character confirmation screen. 
         FIG. 3C  is a view for explaining an example of an ally-character detail screen. 
         FIG. 4A  is a view for explaining an example of an acquisition-method pop-up. 
         FIG. 4B  is a view for explaining an example of an acquisition-place pop-up. 
         FIG. 4C  is a view for explaining an example of the ally-character detail screen. 
         FIG. 5A  is a view for explaining an example of a quest screen for a normal quest. 
         FIG. 5B  is a view for explaining an example of a quest selection screen for the normal quest. 
         FIG. 5C  is a view for explaining an example of a party selection screen. 
         FIG. 6A  is a view for explaining an example of a battle screen. 
         FIG. 6B  is a view for explaining an example of a result screen. 
         FIG. 6C  is a view for explaining an example of a report screen. 
         FIG. 7A  is a view for explaining an example of a quest screen for a hard quest. 
         FIG. 7B  is a view for explaining an example of a quest selection screen for the hard quest. 
         FIG. 8A  is a view for explaining an example of a shop screen for a normal shop. 
         FIG. 8B  is a view for explaining an example of a limited-shop appearance pop-up. 
         FIG. 8C  is a view for explaining an example of a shop screen for a limited shop. 
         FIG. 9  is a view for explaining a limited-shop lottery table. 
         FIG. 10A  is a first view for explaining an example of a quest list pop-up. 
         FIG. 10B  is a second view for explaining an example of the quest list pop-up. 
         FIG. 10C  is a third view for explaining an example of the quest list pop-up. 
         FIG. 11A  is a fourth view for explaining an example of the quest list pop-up. 
         FIG. 11B  is a fifth view for explaining an example of the quest list pop-up. 
         FIG. 11C  is a view for explaining an example of a skip result pop-up. 
         FIG. 12A  is a sixth view for explaining an example of the quest list pop-up. 
         FIG. 12B  is a view for explaining an example of a skip confirmation pop-up. 
         FIG. 12C  is a seventh view for explaining an example of the quest list pop-up. 
         FIG. 13A  is an eighth view for explaining an example of the quest list pop-up. 
         FIG. 13B  is a view for explaining an example of a number-of-challenges restoration pop-up. 
         FIG. 14A  is a view for explaining an example of an item selection pop-up. 
         FIG. 14B  is a ninth view for explaining an example of the quest list pop-up. 
         FIG. 15A  is a view for explaining an example of a limited-shop appearance pop-up. 
         FIG. 15B  is a view for explaining an example of a reset confirmation pop-up. 
         FIG. 16  is a diagram for explaining the configuration of a memory at the player terminal and the function of the player terminal serving as a computer. 
         FIG. 17  is a diagram for explaining the configuration of a memory at the server and the function of the server serving as a computer. 
         FIG. 18  is a sequence diagram for explaining basic processing at the player terminal and the server. 
         FIG. 19  is a flowchart for explaining collective skip processing. 
         FIG. 20  is a flowchart for explaining an example of limited-shop lottery processing. 
         FIG. 21  is a flowchart for explaining an example of limited-shop display processing. 
     
    
    
     DESCRIPTION OF EMBODIMENTS 
     One aspect of an embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, other specific values, etc. given in this embodiment are merely examples for facilitating understanding, and do not limit the present invention unless otherwise specifically mentioned. Note that, in this specification and the drawings, duplication of description will be omitted by assigning identical reference signs to elements that have substantially the same functions and configurations, and elements that are not directly related to the present invention are not shown. 
     (Overall Configuration of Information Processing System S) 
       FIG. 1  is an explanatory view showing, in outline, the configuration of an information processing system S. The information processing system S is a so-called client/server system that includes player terminals  1 , a server  100 , and a communication network  200  having communication base stations  200   a.    
     Each of the player terminals (information processing devices)  1  can establish communication with the server  100  via the communication network  200 . The player terminals  1  widely include electronic appliances that can be communicatively connected to the server  100  by wire or wirelessly. Examples of the player terminals  1  include smartphones, mobile phones, tablet devices, personal computers, game machines, or the like. In this embodiment, a description will be given of a case in which smartphones are used as the player terminals  1 . 
     The server  100  is communicatively connected to a plurality of player terminals  1 . The server  100  accumulates various kinds of information (player information) for each player ID used to identify a player who plays a game. 
     The communication base stations  200   a  are connected to the communication network  200  and send information to and receive information from the player terminals  1  wirelessly. The communication network  200  is configured of a mobile-phone network, the Internet, a local area network (LAN), a dedicated line, or the like, to realize wireless or wired communication connection between the player terminals  1  and the server  100 . 
     In the information processing system S according to this embodiment, each player terminal  1  and the server  100  function as game devices G. The player terminal  1  and the server  100  respectively play roles for controlling the proceeding of a game, whereby it is possible to proceed with the game through cooperation between the player terminal  1  and the server  100 . 
     (Hardware Configuration of Player Terminal  1  and Server  100 ) 
       FIG. 2A  is a diagram for explaining the hardware configuration of the player terminal  1 . Furthermore,  FIG. 2B  is a diagram for explaining the hardware configuration of the server  100 . As shown in  FIG. 2A , the player terminal  1  is configured to include a central processing unit (CPU)  10 , a memory  12 , a bus  14 , an input/output interface  16 , a storage unit  18 , a communication unit  20 , an input unit  22 , and an output unit  24 . 
     Furthermore, as shown in  FIG. 2B , the server  100  is configured to include a CPU  110 , a memory  112 , a bus  114 , an input/output interface  116 , a storage unit  118 , a communication unit  120 , an input unit  122 , and an output unit  124 . 
     Note that the configurations and the functions of the CPU  110 , the memory  112 , the bus  114 , the input/output interface  116 , the storage unit  118 , the communication unit  120 , the input unit  122 , and the output unit  124  of the server  100  are substantially the same as those of the CPU  10 , the memory  12 , the bus  14 , the input/output interface  16 , the storage unit  18 , the communication unit  20 , the input unit  22 , and the output unit  24  of the player terminal  1 , respectively. Therefore, the hardware configuration of the player terminal  1  will be described below, and a description of the hardware configuration of the server  100  will be omitted. 
     The CPU  10  runs a program stored in the memory  12  to control the proceeding of the game. The memory  12  is configured of a read only memory (ROM) or a random access memory (RAN) and stores programs and various kinds of data needed for controlling the proceeding of the game. The memory  12  is connected to the CPU  10  via the bus  14 . 
     The input/output interface  16  is connected to the bus  14 . The storage unit  18 , the communication unit  20 , the input unit  22 , and the output unit  24  are connected to the input/output interface  16 . 
     The storage unit  18  is configured of a semiconductor memory, such as a dynamic random access memory (DRAM), and stores various kinds of programs and data. At the player terminal  1 , the programs and data stored in the storage unit  18  are loaded into the memory  12  (RAM) by the CPU  10 . 
     The communication unit  20  is communicatively connected to the communication base station  200   a  wirelessly, and sends information to and receives information from the server  100  via the communication network  200 , such as various kinds of data and programs. At the player terminal  1 , the programs etc. received from the server  100  are stored in the memory  12  or the storage unit  18 . 
     The input unit  22  is configured of, for example, a touchscreen, buttons, a keyboard, a mouse, a cross key, or an analog controller with which player operations are input (operations are accepted). Alternatively, the input unit  22  may be a special controller provided in the player terminal  1  or connected (externally attached) to the player terminal  1 . Alternatively, the input unit  22  may be configured of an acceleration sensor that detects tilting or movement of the player terminal  1  or a microphone that detects speech of the player. That is, the input unit  22  may widely include devices that enable the player to input his or her intents in distinguishable manners. 
     The output unit  24  is configured to include a display device and a speaker. Note that the output unit  24  may be a device connected (externally attached) to the player terminal  1 . In this embodiment, the player terminal  1  includes a display  26  as the output unit  24  and includes, as the input unit  22 , a touchscreen provided in the display  26  so as to be overlaid thereon. 
     (Game Content) 
     Next, an example of the content of a game provided by the information processing system S (game device G) of this embodiment will be described. In this embodiment, so-called battle games in which ally characters battle with enemy characters are provided. Specifically, in the games of this embodiment, a plurality of ally characters are provided. The player selects some (here, five) ally characters from among the provided ally characters to organize a party. Furthermore, the player can play a plurality of kinds of battle games that have different enemy characters and different levels of difficulty. The object of a battle game is that the ally characters organized into the party defeat enemy characters (clear the game) to obtain rewards. 
       FIG. 3A  is a view for explaining an example of a home screen.  FIG. 3B  is a view for explaining an example of an ally-character confirmation screen.  FIG. 3C  is a view for explaining an example of an ally-character detail screen.  FIG. 4A  is a view for explaining an example of an acquisition-method pop-up  38 .  FIG. 4B  is a view for explaining an example of an acquisition-place pop-up  40 .  FIG. 4C  is a view for explaining an example of the ally-character detail screen. Game screens are displayed on the display  26  of the player terminal  1 . In this embodiment, the game screens are roughly divided into normal screens and a battle screen. 
     The normal screens are screens mainly used when the player performs various settings and confirmation of information. On the other hand, the battle screen is a screen displayed on the display  26  from the start to the end of a battle game. Here, all screens except the battle screen are the normal screens. As the normal screens, a plurality of screens are provided, such as the home screen, which is shown in  FIG. 3A , the ally-character confirmation screen, which is shown in  FIG. 3B , a quest screen (see  FIG. 5A ), a shop screen (see  FIG. 8A ), a guild screen (not shown), a gacha screen (not shown), and a menu screen (not shown). 
     In the normal screens, a menu bar  30  is displayed in a lower section of the display  26 . In the menu bar  30 , a plurality of operation sections that can be operated (tapped) by the player are provided. In the menu bar  30 , a home-screen selection operation section  30   a , in which “home” is written, an ally-character confirmation-screen selection operation section  30   b , in which “character” is written, a quest-screen selection operation section  30   c , in which “quest” is written, a gacha-screen selection operation section  30   d , in which “gacha” is written, and a menu-screen selection operation section  30   e , in which “menu” is written, are provided. 
     When the home-screen selection operation section  30   a  is tapped, the home screen, which is shown in  FIG. 3A , is displayed on the display  26 . Furthermore, when the ally-character confirmation-screen selection operation section  30   b  is tapped, the ally-character confirmation screen, which is shown in  FIG. 3B , is displayed on the display  26 . Similarly, when the quest-screen selection operation section  30   c  is tapped, the quest screen shown in  FIG. 5A  is displayed on the display  26 . Furthermore, when the gacha-screen selection operation section  30   d  is tapped, the gacha screen is displayed on the display  26 . Furthermore, when the menu-screen selection operation section  30   e  is tapped, the menu screen is displayed on the display  26 . Note that, although a detailed description will be omitted, in the gacha screen, it is possible to perform a gacha lottery in which an ally character can be obtained by lottery. Furthermore, in the menu screen, it is possible to perform game settings and confirmation of various kinds of information. 
     In order for the player to be able to identify the screen currently displayed on the display  26 , the operation section corresponding the screen is displayed in a highlighted manner in the menu bar  30 . 
     The home screen, which is shown in  FIG. 3A , corresponds to an initial screen, and a header display area  31  is provided at an upper section. In the header display area  31 , a level information  31   a  indicating a player level associated with the player ID, a stamina display bar  31   b  indicating stamina of the player associated with the player ID, and the possession amounts of a first currency and a second currency associated with the player ID are displayed. 
     Note that the stamina is a parameter needed to play battle games. In this embodiment, a plurality of kinds of battle games are provided, and a stamina consumption value needed for playing, the number of challenges per day, etc., are set for each of the battle games. In the case where a battle game for which a stamina consumption value needed for playing has been set is played, the player consumes the corresponding stamina to play the battle game; thus, if the stamina is insufficient, the player cannot play the battle game. 
     Although a detailed description will be omitted, when the player clears a battle game, the player can obtain a predetermined number of points as player experience points. Then, every time the player experience points reach a fixed point, the player level is raised. Upper limit points of the stamina are set for the player level, and the upper limit points of the stamina are increased as the player level is raised. The stamina is restored by a predetermined number of points (for example, 1 point) every fixed period of time (for example, five minutes) within the range defined by the upper limit points. The current remaining amount of the stamina with respect to the upper limit points of the stamina is displayed at the stamina display bar  31   b  so as to be visually ascertainable. 
     The first currency and the second currency are currencies available only in the games. For example, when a battle game is cleared, it is possible to obtain a predetermined amount of the first currency in accordance with the cleared battle game. The second currency can be obtained for free or for a fee. Note that, although the first currency and the second currency can be obtained by various methods, a detailed description thereof will be omitted. 
     Furthermore, a notification-selection operation section  32  may be displayed at a right end of the home screen. Although a detailed description will be omitted, in the case where a guild battle is being held, the notification-selection operation section  32 , in which “guild battle” is written, is displayed. 
     Furthermore, a home menu  33  is displayed between the menu bar  30  and the notification-selection operation section  32  in the home screen. A shop-screen selection operation section  33   a , in which “shop” is written, a guild-screen selection operation section  33   b , in which “guild” is written, a notification-screen selection operation section  33   c , in which “notification” is written, and a present-screen selection operation section  33   d , in which “present” is written, are provided in the home menu  33 . 
     When the shop-screen selection operation section  33   a  is tapped, a shop screen (see  FIG. 8A ) on which items are available to be purchased is displayed. Furthermore, when the guild-screen selection operation section  33   b  is operated (tapped), a guild screen (not shown) is displayed on the display  26 . Furthermore, when the notification-screen selection operation section  33   c  is operated (tapped), a notification screen (not shown) for displaying update information, maintenance information, etc., is displayed on the display  26 . Furthermore, when the present-screen selection operation section  33   d  is operated (tapped), a present screen (not shown) for displaying an item distributed by an administrator, for example, is displayed on the display  26 . 
     In the ally-character confirmation screen, which is shown in  FIG. 3B , images of ally characters corresponding to ally-character IDs associated with the player ID are all displayed. That is, all ally characters owned by the player are displayed in the ally-character confirmation screen. Note that ally-character IDs are used to identify ally characters, and different IDs are assigned to the individual ally characters. Then, when a player obtains a new ally character, for example, by a gacha lottery etc., the ally character ID of the obtained ally character is associated with the player ID of the player. 
     A party-screen-selection operation section  34 , in which “party” is written, is displayed at a right end of the ally-character confirmation screen. When the party-screen-selection operation section  34  is tapped, a party organizing screen (not shown) is displayed on the display  26 , and it is possible to organize and store a party that is organized by at most five ally characters. 
     The number of stars (rank), experience points, and a level are stored in correspondence with an ally character. The experience points are raised in the case where a battle game, to be described later, is won, or in the case where a predetermined item is used. The level is set in accordance with the experience points, and the level is raised each time the experience points reach a predetermined number of points. Note that an upper limit value of the level is set for each ally character, and the level is raised only within the range defined by the upper limit value. 
     Furthermore, base values of battle abilities, such as life points, an attacking power, and a defensing power, are set for an ally character on the basis of the number of stars and the level. The player can proceed with the battle game more advantageously as the battle abilities of ally characters become higher. Furthermore, the individual base values set for an ally character are raised as the number of stars thereof is increased, furthermore, as the level thereof becomes higher. 
     Furthermore, it is possible to equip the ally characters with equipment such as weapons and protective gear (set such equipment for the ally characters). Additional values for the attacking power, the defensing power, etc., are set for each of the items of equipment. When the ally characters are equipped with such equipment, the additional values of the individual items of equipment are added to the above-mentioned base values, thus making it possible to enhance the battle abilities of the ally characters. 
     Specifically, when the image of an ally character displayed in the ally-character confirmation screen is operated, the ally-character detail screen, which is shown in  FIG. 3C , is displayed on the display  26 . In the ally-character detail screen, an ally-character-enhancement selection operation section  35 , an enhancement-item display area  36 , and an enhancement-detail display area  37  are displayed. In the ally-character-enhancement selection operation section  35 , an equipment selection operation section  35   a , an Lv-enhancement selection operation section  35   b , and a star-enhancement selection operation section  35   c  are provided. In the ally-character-enhancement selection operation section  35 , either one of the operation sections is selected, and the selected operation section is highlighted. 
     When the equipment selection operation section  35   a  of the ally-character-enhancement selection operation section  35  is selected (operated), six items of equipment are displayed around the image of the ally character in the enhancement-item display area  36 . Here, among the six items of equipment, items of equipment with which the ally character is not equipped are displayed in gray, as indicated by hatching in the figure, and items of equipment with which the ally character is equipped are displayed in colors. 
     Furthermore, as in the upper right item of equipment in the figure, among the items of equipment with which the ally character is not equipped (among the upper right item of equipment and the lower right item of equipment in the figure), a mark indicated by “+” is displayed for an item of equipment that has already been owned (including an item of equipment that can be created). On the other hand, as in the lower right item of equipment in the figure, among those items of equipment, “available” is displayed for an item of equipment that has not been owned (including an item of equipment that cannot be created). Note that, as in the upper left item of equipment in the figure, an item of equipment that has not yet been implemented in games is indicated by “?”. 
     Furthermore, when either one of the items of equipment in the enhancement-item display area  36  is operated (tapped), the status of the operated item of equipment is displayed in the enhancement-detail display area  37 . Furthermore, an acquisition-method operation section  37   a  for displaying how to get the item of equipment and an equipment operation section  37   b  for causing the ally character to be equipped with the item of equipment are provided in the enhancement-detail display area  37 . 
     Then, when the acquisition-method operation section  37   a  is operated, the acquisition-method pop-up  38 , which is shown in  FIG. 4A , is displayed on the display  26 . In the acquisition-method pop-up  38 , an item required to create the item of equipment is displayed, and the number of items owned by the player with respect to the number of items required to create the item of equipment (required number of items), for example, 15/30, is displayed. Furthermore, in the acquisition-method pop-up  38 , a cancel operation section  39 , in which “cancel” is written, for cancelling the processing corresponding to the currently displayed screen, and a creation operation section  38   a  for creating the equipment are displayed. Note that, in the case where the number of items owned by the player does not meet the required number, the equipment operation section  37   b  and the creation operation section  38   a  are displayed in gray, as indicated by hatching in the figures, so as not to accept an operation from the player. 
     Then, when the item displayed in the acquisition-method pop-up  38  is operated (tapped), the acquisition-place pop-up  40 , which is shown in  FIG. 4B , is displayed on the display  26 . As described in detail later, for each battle game, items that can be obtained when the game is cleared are set in advance. Then, in the acquisition-place pop-up  40 , battle games from which the item operated in the acquisition-method pop-up  38  can be obtained are displayed. 
     Furthermore, the cancel operation section  39  and the creation operation section  38   a  are displayed in the acquisition-place pop-up  40 . After that, when a battle game displayed in the acquisition-place pop-up  40  is operated (tapped), a quest selection screen (see  FIG. 5B ), to be described later, is displayed on the display  26 . 
     Then, in the case where the number of items owned by the player meets the required number, the creation operation section  38   a , which is shown in  FIGS. 4A and 4B , is enabled, and, when the creation operation section  38   a  is operated, the corresponding equipment is created. Furthermore, in the case where the number of items owned by the player meets the required number, the equipment operation section  37   b , which is shown in  FIG. 3C , is enabled, and, when the equipment operation section  37   b  is operated (tapped), the ally character is equipped with that item of equipment. 
     Furthermore, although a detailed description will be omitted, when the Lv-enhancement selection operation section  35   b  in the ally-character detail screen, which is shown in  FIG. 3C , is operated (tapped), the level of the ally character is displayed in the enhancement-item display area  36 , and an item for raising the level is displayed in the enhancement-detail display area  37 . Then, the item is operated (tapped), whereby the tapped item is used, and the experience points (level) of the ally character are then raised. 
     Furthermore, when the star-enhancement selection operation section  35   c  in the ally-character detail screen, which is shown in  FIG. 3C , is operated (tapped), the current number of stars (rank) of the ally character is displayed in the enhancement-item display area  36 , and an item for increasing the number of stars is displayed in the enhancement-detail display area  37 , as shown in  FIG. 4C . In the enhancement-detail display area  37 , an item required for increasing the number of stars is displayed, and the number of items owned by the player with respect to the number of items (required number) required for increasing the number of stars, for example, 50/100, is displayed. 
     Furthermore, the acquisition-method operation section  37   a  for displaying how to get the item and a blooming operation section  37   c  for increasing the number of stars are provided in the enhancement-detail display area  37 . In the case where the acquisition-method operation section  37   a  is operated, the acquisition-method pop-up  38 , which is shown in  FIG. 4A , is displayed. Furthermore, when the number of items owned by the player meets the required number, and the blooming operation section  37   c  is operated, the number of stars of the ally character is increased by one. Note that, in the case where the number of items for increasing the number of stars does not meet the required number, the blooming operation section  37   c  is displayed in gray, as indicated by hatching in  FIG. 4C , so as not to accept an operation from the player. 
       FIG. 5A  is a view for explaining an example of a quest screen for a normal quest.  FIG. 5B  is a view for explaining an example of a quest selection screen for the normal quest.  FIG. 5C  is a view for explaining an example of a party selection screen. 
     When the quest-screen selection operation section  30   c  is operated (tapped) in the home screen, which is shown in  FIG. 3A , the quest screen shown in  FIG. 5A  is displayed on the display  26 . Note that, in this embodiment, although a description will be given of an example case in which there are two classifications, i.e., a normal quest and a hard quest, to which battle games belong, battle games belonging to another classification (guild battle or the like) may also be provided. 
     Note that an opening condition may be set depending on the classification of battle games. The opening condition can be, for example, a condition that the player level is equal to or greater than a predetermined value, a condition that another predetermined battle game is cleared, etc. Furthermore, a plurality of battle games (hierarchy) belong to each battle-game classification. The opening condition is also set for these individual battle games. Then, when the opening condition is satisfied, game opening information included in the player information is updated. 
     In the quest screen, a normal-quest selection operation section  41   a  for selecting the normal quest and a hard-quest selection operation section  41   b  for selecting the hard quest are provided. In the quest screen, either the normal-quest selection operation section  41   a  or the hard-quest selection operation section  41   b  is always selected, and the normal-quest selection operation section  41   a  is selected in the initial state. 
     In the case where the normal-quest selection operation section  41   a  is selected, a quest operation section  42  for selecting any one of a plurality of battle games (hierarchy) that belong to the normal quest is displayed in the quest screen. Furthermore, a quest list operation section  43  for skipping one or a plurality of battle games collectively is displayed in the quest screen. Note that details of screen transition and processing when the quest list operation section  43  is operated (tapped) will be described later. 
     In the quest operation section  42 , clear information for each of the battle games is also displayed. The clear information is indicated by three stars, for example. In a battle game, if the battle game is cleared, the corresponding number of stars is obtained in accordance with the number of ally characters whose life points are 0 when the battle game is cleared. For example, three stars are obtained in the case where there is no ally character whose life points are 0, two stars are obtained in the case where there is one ally character whose life points are 0, and one star is obtained in the case where there are two or more ally characters whose life points are 0. 
     In the example shown in  FIG. 5A , three stars have been obtained in a battle game “ 21 - 1 ”, two stars have been obtained in a battle game “ 21 - 2 ”, and two stars have been obtained in a battle game “ 21 - 3 ”. Furthermore, no star is obtained in a battle game “ 21 - 4 ”, which indicates that this battle game has not been cleared. 
     Note that an opening condition that the previous battle game is cleared is set in the quests (the normal quest and the hard quest). For example, in the example shown in  FIG. 5A , the battle games up to “ 21 - 3 ” have been cleared, so that the battle game “ 21 - 4 ” is opened, but battle games thereafter (a battle game “ 21 - 5 ” and the subsequent battle games, not shown) are unopened. 
     When the quest operation section  42  for the battle game “ 21 - 1 ”, for example, is operated (tapped) in the quest screen, the quest selection screen shown in  FIG. 5B  is displayed on the display  26 . In the quest selection screen, enemy characters that appear in the battle game and items (rewards) that can be obtained from the battle game are displayed. Furthermore, the stamina before and after execution of the battle game and the remaining number of challenges are displayed in the quest selection screen. Note that the remaining number of challenges indicates the number of challengeable times in a day and is set to be infinite for battle games of the normal quest. Furthermore, in this embodiment, the stamina to be consumed in a battle game of the normal quest is set to 10. However, the stamina to be consumed in a battle game of the normal quest may also be different for each battle game. 
     Furthermore, in the quest selection screen, the cancel operation section  39  and a challenge operation section  44 , in which “to challenge” is written, for challenging the battle game are displayed. 
     When the cancel operation section  39  is operated (tapped), the quest screen shown in  FIG. 5A  is displayed on the display  26 , and challenge to the selected battle game “ 21 - 1 ” is cancelled. 
     On the other hand, when the challenge operation section  44  is operated (tapped), the party selection screen shown in  FIG. 5C  is displayed on the display  26 . In the party selection screen, all ally characters owned by the player are displayed, and a selected-ally-character display area  46  for displaying selected ally characters is displayed below. 
     Furthermore, the cancel operation section  39  and a battle-start operation section  47 , in which “battle start” is written, are displayed in the party selection screen. 
     When the player operates (taps) some of the ally characters displayed in the party selection screen, the operated ally characters are displayed in the selected-ally-character display area  46 . That is, here, from among the plurality of ally character IDs associated with the player ID, ally character IDs to be used in the battle game (for determining a party) are selected. 
     Then, when the ally characters (the ally character IDs) are selected, and the battle-start operation section  47  is operated (tapped), the battle game is started. 
       FIG. 6A  is a view for explaining an example of a battle screen.  FIG. 6B  is a view for explaining an example of a result screen.  FIG. 6C  is a view for explaining an example of a report screen. When the battle-start operation section  47  is operated (tapped) in the party selection screen, which is shown in  FIG. 5C , the battle game is started. 
     During the battle game, the battle screen is displayed as shown in  FIG. 6A . In the battle screen, the ally characters and the enemy characters are displayed on the display  26 . The ally characters act under computer control, give damage to the enemy characters, and receive damage from the enemy characters. Furthermore, the enemy characters act under computer control, give damage to the ally characters, and receive damage from the ally characters. 
     When damage points are assigned to any of the enemy characters, the damage points are subtracted from the life points of the enemy character. Similarly, when damage points are assigned to any of the ally characters, the damage points are subtracted from the life points of the ally character. The player wins (clears) when the life points of all the enemy characters become 0, and the player loses when the life points of all the ally characters become 0 (lose). 
     Here, as shown in  FIG. 6A , an ally-character display area  48  is provided in a lower section of the battle screen. In the ally-character display area  48 , life points  48   a  and a deathblow gauge  48   b  for each of the ally characters are displayed. The deathblow gauge  48   b  is raised when the ally character receives damage from an enemy character or gives damage to an enemy character. Then, when the deathblow gauge  48   b  reaches a predetermined maximum value, the ally character becomes able to use the deathblow. With the deathblow, damage points assigned to an enemy character are greater than with a normal attack, the life points of the ally character are restored, and a special effect is assigned to the enemy character. 
     Here, two methods to use the deathblow are provided: in one method, the player operates (taps) the ally character that is displayed in the ally-character display area  48  and of which the deathblow gauge  48   b  reaches the maximum value; and, in another method, when the deathblow gauge  48   b  reaches the maximum value in an automatic state, the corresponding ally character uses the deathblow under computer control. Note that an automatic selection operation section  49  is displayed in the battle screen, and it is possible to switch between the automatic state and a manual state in accordance with an operation on the automatic selection operation section  49 . When the automatic selection operation section  49  is operated in the manual state, the automatic state, in which the deathblow is automatically used, is selected. Furthermore, when the automatic selection operation section  49  is operated in the automatic state, the manual state, in which the deathblow is manually used, is selected. Note that, even in the automatic state, in a state in which the deathblow gauge  48   b  has reached the maximum value and in which the deathblow has not been used under computer control, when the player operates (taps) the corresponding ally character, the deathblow can be used. 
     Then, when the battle game ends normally (normal end), a result screen is displayed on the display  26 , as shown in  FIG. 6B .  FIG. 6B  shows an example of the result screen displayed when the battle game is cleared. 
     In the result screen, at least part of game result information for the battle game is displayed, and a report display operation section  50 , in which “report” is written, and an end operation section  51 , in which “to close” is written, are displayed. 
     Note that the game result information includes the ally character IDs (party) of the ally characters, the enemy character IDs of the enemy characters, the remaining states of the ally characters and the enemy characters when the battle ends (whether the life points become 0 when the battle game ends), the damage points given (total value), whether the manual state or the automatic state is selected, the battle log ID, the classification of the battle game (the normal quest, the hard quest, or the like), information associated with each battle-game classification (clear information, hierarchy of the battle game, etc.), assigned-item information, the first currency assigned, etc. Furthermore, the battle log ID is uniquely assigned to each battle game. Furthermore, information associated with each battle-game classification has content different for each battle-game classification. Furthermore, in the case where the battle game is cleared, the server  100  determines by lottery, for each item preset for the cleared battle game, whether the item is assigned to the player. Then, an item to be assigned to the player is assigned to the game result information and is displayed in the result screen. 
     When the end operation section  51  is operated (tapped) in the result screen, the display on the display  26  is switched from the battle screen to a normal screen. That is, the result screen is part of the battle screen. Note that the normal screen switched from the result screen may be the screen that was displayed immediately before being switched to the battle screen or may be a predetermined screen such as the home screen. In this way, the battle game ends at the end of display of the result screen. 
     When the report display operation section  50  is operated (tapped) in the result screen, the report screen, which is shown in  FIG. 6C , is displayed on the display  26 . In the report screen, the damage points (total values) given by the ally characters and the enemy characters are displayed, and the end operation section  51  is displayed. 
     When the end operation section  51  is operated (tapped), the result screen, which is shown in  FIG. 6B , is displayed on the display  26 . 
     Furthermore, in the quest selection screen shown in  FIG. 5B , a ticket display area  45  is provided. In the ticket display area  45 , the number of tickets owned by the player (the number of tickets associated with the player ID) is displayed, and a ticket-use challenge operation section  45   a , a minus operation section  45   b , and a plus operation section  45   c  are provided. The ticket-use challenge operation section  45   a , the minus operation section  45   b , and the plus operation section  45   c  are enabled only for a battle game in which three stars have been obtained as the clear information and cannot be operated for a battle game in which three stars have not been obtained as the clear information. 
     In the case where the ticket-use challenge operation section  45   a , the minus operation section  45   b , and the plus operation section  45   c  are enabled, every time the plus operation section  45   c  is operated (tapped), the text written in the ticket-use challenge operation section  45   a  is changed such that the number of tickets to be used is incremented by one, as in “use two tickets” and “use three tickets”. Furthermore, every time the minus operation section  45   b  is operated (tapped), the text written in the ticket-use challenge operation section  45   a  is changed such that the number of tickets to be used is decremented by one, as in “use two tickets” and “use one ticket”. 
     Then, for example, in the case where the text written in the ticket-use challenge operation section  45   a  indicates “use five tickets”, when the ticket-use challenge operation section  45   a  is operated (tapped), five tickets and a stamina of 50 are consumed, and formation of a party in the party selection screen, which is shown in  FIG. 5C , and execution of the battle game in the battle screen, which is shown in  FIG. 6A , are omitted (skipped), whereby the battle game is treated as being cleared all (five) times, and the result screen, which is shown in  FIG. 6B , is displayed. In this result screen, items obtained from five rounds of the battle game are collectively displayed. 
     In this way, a battle game in which three stars have been obtained as the clear information is omitted by consuming a ticket, whereby the battle game is treated as being cleared. Accordingly, the player can collect items while saving time. 
     Next, the hard quest will be described below.  FIG. 7A  is a view for explaining an example of a quest screen for the hard quest.  FIG. 7B  is a view for explaining an example of a quest selection screen for the hard quest. Note that a description of the same sections as those in the normal quest will be omitted. As shown in  FIG. 7A , in the case where the hard-quest selection operation section  41   b  is selected, the quest operation section  42  for selecting any one of a plurality of battle games (hierarchy) that belong to the hard quest is displayed in the quest screen. Furthermore, the quest list operation section  43  for skipping one or a plurality of battle games collectively is displayed in the quest screen. Note that details of screen transition and processing when the quest list operation section  43  is operated (tapped) will be described later. 
     In the quest operation section  42 , clear information for each of the battle games is also displayed. In the example shown in  FIG. 7A , three stars have been obtained in the battle game “ 21 - 1 ”, three stars have been obtained in the battle game “ 21 - 2 ”, and two stars have been obtained in the battle game “ 21 - 3 ”. 
     When the quest operation section  42  for the battle game “ 21 - 1 ”, for example, is operated (tapped) in the quest screen, the quest selection screen shown in  FIG. 7B  is displayed on the display  26 . Unlike the normal quest, the number of challenges in a day is set to 3 in the hard quest. Therefore, when the battle game is challenged by using a ticket, in the case where the text written in the ticket-use challenge operation section  45   a  indicates “use three tickets”, even if the plus operation section  45   c  is further operated (tapped), the text is not changed. 
     Then, in the case where one battle game has been challenged three times, the remaining number of challenges in that day becomes 0 (0/3). However, the remaining number of challenges can be restored to 3 by consuming the second currency, only once in a day. That is, one battle game of the hard quest can be challenged up to six times in a day. 
     Furthermore, in this embodiment, the stamina to be consumed in a battle game of the hard quest is set to 20. However, the stamina to be consumed in a battle game of the hard quest may be different for each battle game or may be set to 10, which is the same as in the normal quest. 
     Furthermore, in the case where a battle game of the hard quest is cleared, an item for increasing the number of stars of the ally character can be obtained. On the other hand, even when a battle game of the normal quest is cleared, an item for increasing the number of stars of the ally character cannot be obtained. 
     Next, shop screens will be described below.  FIG. 8A  is a view for explaining an example of a shop screen for a normal shop.  FIG. 8B  is a view for explaining an example of a limited-shop appearance pop-up.  FIG. 8C  is a view for explaining an example of a shop screen for a limited shop.  FIG. 9  is a view for explaining a limited-shop lottery table. 
     When the shop-screen selection operation section  33   a  is operated (tapped) in the home screen, which is shown in  FIG. 3A , the shop screen for the normal shop, which is shown in  FIG. 8A , is displayed on the display  26 . In the shop screen for the normal shop, a normal selection operation section  52   a , in which “normal” is written, is selected and displayed, and a plurality of item purchase display areas  52   b  are displayed as the normal shop. In each of the item purchase display areas  52   b , an item that can be purchased, the first currency required to purchase the item, and a purchase operation section  52   c  for purchase are provided. When the purchase operation section  52   c  is operated (tapped), it is possible to purchase the item displayed in the item purchase display area  52   b  where the operated purchase operation section  52   c  is provided. Note that, in each item purchase display area  52   b  displayed in the normal shop screen, the content of an item is replaced or can be purchased again, in a predetermined cycle (for example, twice a day). 
     Furthermore, when the above-described battle games are cleared, the server  100  determines by lottery whether a limited shop is made to appear. Furthermore, in the case where it is determined that the limited shop is made to appear, the server  100  determines a termination condition (in this embodiment, elapse of 10 minutes) for the limited shop and items that can be purchased in the limited shop. Then, in the case where it is determined at the server  100  that the limited shop is made to appear, a limited-shop appearance pop-up  53  shown in  FIG. 8B  is displayed on the display  26  so as to be overlaid on the result screen, which is shown in  FIG. 6B . 
     In the limited-shop appearance pop-up  53 , a message indicating that the limited shop has appeared and the period of time left until the limited shop is terminated (here, 9 minutes and 53 seconds) are displayed, and a limited-shop operation section  53   a  for transition to the limited shop is displayed. 
     When the limited-shop operation section  53   a  is operated (tapped), a shop screen for the limited shop shown in  FIG. 8C  is displayed. In the shop screen for the limited shop, the normal selection operation section  52   a  and a limited selection operation section  52   d , in which “limited” is written, are displayed. Note that either the normal selection operation section  52   a  or the limited selection operation section  52   d  is always selected, and the limited selection operation section  52   d  is selected in the case shown in  FIG. 8C . Furthermore, the period of time left until the limited shop is terminated (here, 9 minutes and 50 seconds) is displayed near the limited selection operation section  52   d.    
     The plurality of item purchase display areas  52   b  are displayed also in the shop screen for the limited shop. However, in the shop screen for the limited shop, different items from those in the shop screen for the normal shop can be purchased. 
     Furthermore, in the shop screen for the limited shop, an immediate-close operation section  52   e , in which “to close immediately” is written, is provided, and, even if the termination condition is not established (even if 10 minutes have not yet elapsed), when the immediate-close operation section  52   e  is operated, the shop screen for the limited shop is hidden. 
     When a battle game is cleared, the server  100  refers to the limited-shop lottery table, which is shown in  FIG. 9 , to determine by lottery whether the limited shop is made to appear (whether the content is opened). When a battle game is cleared once, the server  100  performs a lottery to determine whether the limited shop is made to appear, at a winning probability of 10%. Furthermore, in the case where the first lottery is not won, when a battle game is cleared next (at the second time), the server  100  performs a lottery to determine whether the limited shop is made to appear, at a winning probability of 20%. In this way, the server  100  performs a lottery to determine whether the limited shop is made to appear, such that the winning probability is increased every time a battle game is cleared. Note that it is configured such that the limited shop is made to appear at least once when battle game(s) is/are cleared ten times. 
     Then, after the limited shop appears, when a battle game is again cleared once, whether the limited shop is made to appear is determined by lottery at a winning probability of 10%. Note that the number of times to open the limited shop is set to five at most in a day as an upper limit value. However, the upper limit value of the number of times to open may not be set. 
       FIG. 10A  is a first view for explaining an example of a quest list pop-up  54 .  FIG. 10B  is a second view for explaining an example of the quest list pop-up  54 .  FIG. 10C  is a third view for explaining an example of the quest list pop-up  54 .  FIG. 11A  is a fourth view for explaining an example of the quest list pop-up  54 .  FIG. 11B  is a fifth view for explaining an example of the quest list pop-up  54 .  FIG. 11C  is a view for explaining an example of a skip result pop-up  55 . 
     As described above, in the normal quest and the hard quest, by consuming a ticket for a battle game in which three stars have been obtained as the clear information, at least part of the battle game is omitted, whereby the battle game is treated as being cleared. Accordingly, the player can obtain a desired item early and easily. 
     However, the player used to take time and effort on the work for selecting one battle game to which a desired reward could be assigned and for obtaining the item by consuming a ticket for the selected battle game. 
     Thus, in this embodiment, tickets are collectively consumed for a plurality of battle games, to treat the plurality of battle games as being collectively cleared, thereby making it possible to collectively obtain items that can be obtained from the plurality of battle games. Specifically, when the quest list operation section  43  is operated (tapped) in the quest screens, which are shown in  FIG. 5A  and  FIG. 7A , the quest list pop-up  54  shown in  FIG. 10A  is displayed on the display  26 . 
     In the quest list pop-up  54 , three item selection fields  54   a , a search operation section  54   b , and a display switch operation section  54   c  are displayed at an upper region. Furthermore, one or a plurality of battle-game display areas  54   d  are displayed at a center region in the quest list pop-up  54 . Furthermore, the total stamina, the number of consumed tickets, and the current stamina are displayed below the battle-game display areas  54   d  in the quest list pop-up  54 . Note that an icon (operation section) for displaying, on the display  26 , a pop-up for restoring the stamina is provided at the right side of the current stamina. The player operates (taps) the icon and consumes the second currency, for example, according to an indication in the pop-up displayed on the display  26 , thereby making it possible to restore the stamina by a predetermined amount. At this time, the stamina can be restored beyond an upper limit value thereof. 
     Furthermore, in the quest list pop-up  54 , a number-of-tickets display field  54   e , a minus operation section  54   f , a plus operation section  54   g , the cancel operation section  39 , and a collective skip operation section  54   h  are displayed. Furthermore, a tab-name display field  54   i  is displayed in the quest list pop-up  54  at the right side of the display switch operation section  54   c . Note that, although a detailed description will be omitted, when the tab-name display field  54   i  is operated, one tab name can be selected from among a plurality of tab names. 
     The item selection fields  54   a  are blank in the initial state, i.e., no items are selected. In this state, in the battle-game display areas  54   d , battle games in which three stars have been obtained as the clear information are displayed from above in order of difficulty from high difficulty toward low difficulty. Furthermore, in each of the battle-game display areas  54   d , the remaining number of challenges for the battle game and items that can be obtained from the battle game are displayed, and a check-mark input field  54   j  is provided. 
     When the player operates (taps) the check-mark input field  54   j , a check mark can be input therein, as shown in  FIG. 10B . Note that, when the check-mark input field  54   j  in which a check mark has been input is operated (tapped) again, the check mark can be removed. 
     In a state in which a check mark is input in one or a plurality of check-mark input fields  54   j , when the display switch operation section  54   c  is operated (tapped), only the battle-game display areas  54   d  of battle games for which a check mark has been input in the check-mark input fields  54   j  are displayed in the quest list pop-up  54 , as shown in  FIG. 10C . Note that, when the display switch operation section  54   c  is operated (tapped) again, the battle-game display area  54   d  of a battle game for which a check mark has not been input in the check-mark input field  54   j  is also displayed in the quest list pop-up  54 . 
     As shown in  FIGS. 10B and 10C , when a check mark is input in one or a plurality of check-mark input fields  54   j , the stamina required to execute the battle game(s) for which a check mark has been input is displayed as the total stamina. Furthermore, the number of tickets required to execute the battle game(s) for which a check mark has been input is displayed as the number of consumed tickets. 
     Then, for example, in a state in which the quest list pop-up  54  shown in  FIG. 10C  is displayed, when the plus operation section  54   g  is operated once, as shown in  FIG. 11A , “use two tickets” is displayed in the number-of-tickets display field  54   e . Furthermore, the stamina required to execute, two times, each of the battle games for which a check mark has been input is displayed as the total stamina, and the number of tickets required to execute, two times, each of the battle games for which a check mark has been input is displayed as the number of consumed tickets. Then, every time the plus operation section  54   g  is operated, the number of tickets displayed in the number-of-tickets display field  54   e  is incremented by one and displayed, and the total stamina and the number of consumed tickets are increased and displayed. 
     However, in the case where the remaining number of challenges for the hard quest is less than the number of tickets displayed in the number-of-tickets display field  54   e , only the amount of stamina corresponding to the remaining number of challenges is added to the total stamina, and the number of tickets corresponding to the remaining number of challenges is added to the number of consumed tickets, for the battle game of the hard quest. For example, as shown in  FIG. 11B , in the case where “use four tickets” is displayed in the number-of-tickets display field  54   e , the stamina and the number of consumed tickets (a stamina of 40, and a number of consumed tickets of 4) corresponding to four rounds of the battle game “ 21 - 1 ” of the normal quest and the stamina and the number of consumed tickets (a stamina of 60, and a number of consumed tickets of 3) corresponding to three rounds of the battle game “ 21 - 2 ” of the hard quest are summed, whereby the total stamina ( 100 ) and the number of consumed tickets ( 7 ) are displayed. 
     Furthermore, every time the minus operation section  54   f  is operated, the number of tickets displayed in the number-of-tickets display field  54   e  is decremented by one and displayed, and the total stamina and the number of consumed tickets are decreased and displayed. 
     After that, for example, in a state in which the quest list pop-up  54  shown in  FIG. 11A  is displayed, when the collective skip operation section  54   h  is operated (tapped), the battle game “ 21 - 2 ” of the hard quest and the battle game “ 21 - 1 ” of the normal quest are each treated as being cleared two times, and the skip result pop-up  55 , which is shown in  FIG. 11C , is displayed on the display  26 . In the skip result pop-up  55 , items obtained from the two rounds of the battle game “ 21 - 2 ” of the hard quest and the two rounds of the battle game “ 21 - 1 ” of the normal quest are collectively displayed. Note that processing for collectively skipping a plurality of battle games in this way is referred to as collective skip processing. 
     Here, at the player terminal  1 , in the case where the collective skip operation section  54   h  is operated, the current stamina and the number of tickets owned by the player are referred to, for each of the battle games for which a check mark has been input, and it is determined sequentially from the top whether the battle game can be executed the number of times corresponding to the number of tickets to be consumed. Specifically, in the example case shown in  FIG. 11A , although a stamina of 40 and two tickets are consumed to execute the battle game “ 21 - 2 ” of the hard quest two times, if it is assumed that the current stamina is 100 and the player owns 100 tickets, it is determined that the battle game “ 21 - 2 ” of the hard quest can be executed two times. Then, it is determined whether the next battle game “ 21 - 1 ” of the normal quest can be executed two times. Although a stamina of 20 and two tickets are consumed to execute the battle game “ 21 - 1 ” of the normal quest two times, because the remaining stamina is 40 (100−60), and the player owns 98 (100−2) tickets, it is determined that the battle game “ 21 - 1 ” of the normal quest can be executed two times. 
       FIG. 12A  is a sixth view for explaining an example of the quest list pop-up  54 .  FIG. 12B  is a view for explaining an example of a skip confirmation pop-up  56 .  FIG. 12C  is a seventh view for explaining an example of the quest list pop-up  54 . 
     As shown in  FIG. 12A , it is assumed that a check mark has been input in the check-mark input fields  54   j  for the battle game “ 21 - 2 ” of the hard quest, the battle game “ 21 - 1 ” of the hard quest, and the battle game “ 21 - 1 ” of the normal quest in the battle-game display areas  54   d , and “use three tickets” is displayed in the number-of-tickets display field  54   e . In the case where the collective skip operation section  54   h  is operated (tapped) in this state, although a stamina of 60 and three tickets are consumed to execute the battle game “ 21 - 2 ” of the hard quest three times, if it is assumed that the current stamina is 100 and the player owns 100 tickets, it is determined, at the player terminal  1 , that the battle game “ 21 - 2 ” of the hard quest can be executed three times. Next, at the player terminal  1 , it is determined whether the battle game “ 21 - 1 ” of the hard quest can be executed three times. Although a stamina of 60 and three tickets are consumed to execute the battle game “ 21 - 1 ” of the hard quest three times, because the remaining stamina becomes 40 (100−60), it is determined, at the player terminal  1 , that the battle game “ 21 - 1 ” of the hard quest cannot be executed three times. In this way, executability is determined for each battle game for which a check mark has been input, sequentially from the top, and, in the case where there is a battle game that is determined to be non-executable, executability is not determined for battle games displayed below this battle game, and those battle games are all set to be non-executable. 
     Therefore, in this example case, it is determined that only the battle game “ 21 - 2 ” of the hard quest is executable, and the battle game “ 21 - 1 ” of the hard quest and the battle game “ 21 - 1 ” of the normal quest are non-executable. 
     In this way, in the case where there are battle games that are determined to be non-executable, the skip confirmation pop-up  56 , which is shown in  FIG. 12B , is displayed on the display  26 . In the skip confirmation pop-up  56 , the battle games (“ 21 - 1 ” of the hard quest and “ 21 - 1 ” of the normal quest) that are determined to be non-executable are displayed. 
     Furthermore, in the skip confirmation pop-up  56 , a confirmation operation section  56   a , in which “OK” is written, and the cancel operation section  39  are displayed. When the confirmation operation section  56   a  is operated (tapped), only the battle game that is determined to be executable is treated as being cleared (“ 21 - 2 ” of the hard quest is treated as being cleared three times), the skip result pop-up  55  such as that shown in  FIG. 11C  is displayed on the display  26 . Furthermore, after the skip result pop-up  55  is hidden, a skipped display bar  57  indicating “skipped up to here”, for example, is displayed in the quest list pop-up  54  between the battle-game display area  54   d  of the battle game that has been skipped and the battle-game display areas  54   d  of the battle games that have not been skipped, as shown in  FIG. 12C . 
     In this way, the battle game that has been skipped and the battle games that have not been skipped are displayed so as to be identifiable by using the skipped display bar  57 , whereby the player can instantly confirm which battle game has been skipped. 
     Furthermore, when the stamina is restored, and the collective skip operation section  54   h  is operated again, the collective skip processing is performed on the battle games in the battle-game display areas  54   d  displayed below the skipped display bar  57 . 
       FIG. 13A  is an eighth view for explaining an example of the quest list pop-up  54 .  FIG. 13B  is a view for explaining an example of a number-of-challenges restoration pop-up  58 . 
     As shown in  FIG. 13A , in the quest list pop-up  54 , it is assumed that the remaining number of challenges for the battle game “ 21 - 2 ” of the hard quest is 0, for example. Furthermore, it is assumed that the remaining number of challenges for the battle game “ 21 - 2 ” of the hard quest has not been restored. Furthermore, it is assumed that a check mark has been input in the check-mark input fields  54   j  of the battle game “ 21 - 2 ” of the hard quest and the battle game “ 21 - 1 ” of the normal quest. 
     In this case, when the collective skip operation section  54   h  is operated, the number-of-challenges restoration pop-up  58 , which is shown in  FIG. 13B , is displayed on the display  26 . 
     In the number-of-challenges restoration pop-up  58 , a message indicating whether the remaining number of challenges for the battle game of the hard quest is restored by using the second currency is displayed, and the cancel operation section  39 , a no-restoration skip operation section  58   a , and a second-currency-use operation section  58   b  are provided. 
     Then, when the no-restoration skip operation section  58   a  is operated, the collective skip processing is performed on the battle game “ 21 - 1 ” of the normal quest without restoring the remaining number of challenges for the battle game “ 21 - 2 ” of the hard quest. 
     On the other hand, when the second-currency-use operation section  58   b  is operated, the remaining number of challenges for the battle game “ 21 - 2 ” of the hard quest is restored by consuming the second currency, and the collective skip processing is performed on the battle game “ 21 - 2 ” of the hard quest and the battle game “ 21 - 1 ” of the normal quest. 
     Note that, in the quest list pop-up  54 , a check mark cannot be input in the check-mark input field  54   j  of a battle game for which the remaining number of challenges has already been restored once and for which the remaining number of challenges is 0. 
     Next, the item selection fields  54   a  and the search operation section  54   b  will be described below.  FIG. 14A  is a view for explaining an example of an item selection pop-up  59 .  FIG. 14B  is a ninth view for explaining an example of the quest list pop-up  54 . 
     In a state in which the quest list pop-up  54  shown in  FIG. 10A  is displayed on the display  26 , for example, when any of the item selection fields  54   a  is operated (tapped), the item selection pop-up  59 , which is shown in  FIG. 14A , is displayed on the display  26 . In the item selection pop-up  59 , an equipment-item selection operation section  59   a  and a star-enhancement-item selection operation section  59   b  are provided. Furthermore, an item display area  59   c  for displaying items is provided in the item selection pop-up  59 . Furthermore, the cancel operation section  39  and a selection completion operation section  59   d  are provided in the item selection pop-up  59 . 
     Either the equipment-item selection operation section  59   a  or the star-enhancement-item selection operation section  59   b  is in a state of being selected. In the case where the equipment-item selection operation section  59   a  is selected, items that can be obtained from battle games in which three stars have been obtained and that are required to create equipment are displayed in a list in the item display area  59   c . Furthermore, in the case where the star-enhancement-item selection operation section  59   b  is selected, items that can be obtained from battle games in which three stars have been obtained and that are required to enhance the number of stars are displayed in a list in the item display area  59   c.    
     The player can select up to three items by operating (tapping) some of the items displayed in the item display area  59   c . When the selection completion operation section  59   d  is operated in a state in which some of the items displayed in the item display area  59   c  have been selected, these items selected in the item display area  59   c  are displayed in the item selection fields  54   a , as shown in  FIG. 14B . Then, when the search operation section  54   b  is operated (tapped) with these items being displayed in the item selection fields  54   a , the battle-game display areas  54   d  of the battle games from which these items displayed in the item selection fields  54   a  can be obtained are displayed. 
     In this way, the player merely selects desired items and operates (taps) the search operation section  54   b , whereby the battle games from which these items desired by the player can be obtained are displayed in a list in the battle-game display areas  54   d . Then, a check mark is input in the check-mark input field(s)  54   j  of the battle game(s) to be skipped, and the number of times of execution of the battle game(s) is selected, whereby it is possible to skip the selected number of times of execution of the one or a plurality of battle games for each of which a check mark has been input. Accordingly, it is possible to easily collect items and to save time and effort of the player. 
       FIG. 15A  is a view for explaining an example of a limited-shop appearance pop-up  60 .  FIG. 15B  is a view for explaining an example of a reset confirmation pop-up  61 . Even in the case where the collective skip processing is performed, the server  100  performs a lottery to determine whether the limited shop is made to appear. Here, in the case where the collective skip processing is performed, because the battle game(s) is/are treated as being cleared a plurality of times, the server  100  performs a lottery to determine whether the limited shop is made to appear, the corresponding number of times. For example, in the case where the collective skip processing is performed for 30 rounds of execution of battle game(s), the server  100  performs a lottery to determine whether the limited shop is made to appear, up to 30 times. Specifically, when a lottery is won until the number of times to open the limited shop reaches five (upper limit value), the server  100  refers to the limited-shop lottery table, which is shown in  FIG. 9 , and performs a lottery sequentially from a winning probability of 10% again. Then, when the number of times to open has reached five, the server  100  does not perform the subsequent lottery. Note that, in the case where a battle game is treated as being cleared by consuming a plurality of tickets in the quest detail screens, which are shown in  FIG. 5B  and  FIG. 7B , it is also possible to perform a lottery to determine whether the limited shop is made to appear, until the number of times to open reaches five, as in the case of the collective skip processing. 
     Then, the server  100  performs a lottery while referring to the limited-shop lottery table, which is shown in  FIG. 9 , and, when the lottery is won, the server  100  performs a lottery again the remaining number of times while referring to the limited-shop lottery table. Therefore, in the case where the collective skip function is used, a plurality of lotteries are won in some cases. 
     In this case, at the player terminal  1 , the limited-shop appearance pop-up  60 , which is shown in  FIG. 15A , is displayed on the display  26 . In the limited-shop appearance pop-up  60 , the results of a plurality of lotteries are collectively displayed. Specifically, in the limited-shop appearance pop-up  60 , the fact that the limited shop has appeared (has been opened) and the number of times to open the limited shop (the number of wins, here, three) are displayed. Note that, in the limited-shop appearance pop-up  60 , it is also possible to display only the fact that the limited shop has been opened and not to display the number of times to open the limited shop (the number of wins). 
     Then, when the limited-shop operation section  53   a  is operated, the limited shop screen shown in  FIG. 8C  is displayed. After that, when the immediate-close operation section  52   e  is operated, the reset confirmation pop-up  61 , which is shown in  FIG. 15B , is displayed on the display  26 . Then, when a confirmation operation section  61   a  in the reset confirmation pop-up  61  is operated, the shop screen for the next limited shop is displayed on the display  26 . 
     Note that, when 10 minutes have elapsed while the immediate-close operation section  52   e  has not been operated, the next limited shop appears. In such a case, the shop-screen operation section  33   a  is operated from the home screen, which is shown in  FIG. 3A , thereby making it possible to display the shop screen for the limited shop. 
     In this way, in the case where multiple rounds of the battle game(s) are collectively skipped, a lottery for determining whether the limited shop is made to appear is performed the corresponding number of times, and the result thereof is displayed, thereby avoiding a situation in which, in the case where multiple rounds of the battle game(s) are collectively skipped, the limited shop does not appear multiple times and preventing the player from having a sense of losing out. 
     Next, basic configurations and communication processing of the player terminal  1  and the server  100  for executing the collective skip processing will be described below. Note that an example of basic communication processing for proceeding with a game and an example of main communication processing related to the collective skip processing will be described here, and a description of the other processing will be omitted. 
     (Functional Configuration of Player Terminal  1 ) 
       FIG. 16  is a diagram for explaining the configuration of the memory  12  at the player terminal  1  and the function of the player terminal  1  serving as a computer. In the memory  12 , a program storage area  12   a  and a data storage area  12   b  are provided. When a game is started, the CPU  10  stores terminal-side game control programs (modules) in the program storage area  12   a.    
     The terminal-side game control programs include a game-execution control program  80 , a battle-game executing program  81 , a skip-game executing program  82 , a collective-skip control program  83 , and a display control program  84 . Note that the programs listed in  FIG. 16  are merely examples, and a large number of other programs are also provided as the terminal-side game control programs. 
     In the data storage area  12   b , a game-information storage section  90 , a player-information storage section  91 , a shop-information storage section  92 , and a collective-skip-information storage section  93  are provided as storage sections for storing data. Note that the above-mentioned storage sections are merely examples, and a large number of other storage sections are also provided in the data storage area  12   b.    
     The CPU  10  runs the individual programs stored in the program storage area  12   a  and updates data in the individual storage sections of the data storage area  12   b . Then, the CPU  10  runs the individual programs stored in the program storage area  12   a , thereby causing the player terminal  1  (computer) to function as a terminal-side game control unit  1 A. The terminal-side game control unit  1 A includes a game-execution control unit  80   a , a battle-game executing unit  81   a , a skip-game executing unit  82   a , a collective-skip control unit  83   a , and a display control unit  84   a.    
     Specifically, the CPU  10  runs the game-execution control program  80 , thereby causing the computer to function as the game-execution control unit  80   a . Similarly, the CPU  10  runs the battle-game executing program  81 , the skip-game executing program  82 , the collective-skip control program  83 , and the display control program  84 , thereby causing the computer to function as the battle-game executing unit  81   a , the skip-game executing unit  82   a , the collective-skip control unit  83   a , and the display control unit  84   a , respectively. 
     The game-execution control unit  80   a  controls the proceeding of the entire game. The game-execution control unit  80   a  sends login information to the server  100  at the time of logging in, for example. Furthermore, the game-execution control unit  80   a  performs control related to transition of the normal screens. Furthermore, in the case where game information about the whole game is updated, the game-execution control unit  80   a  receives the game information from the server  100  and stores the game information in the game-information storage section  90 . 
     The battle-game executing unit  81   a  takes charge of control of the execution of battle games. For example, the battle-game executing unit  81   a  updates the battle screen, controls actions of ally characters and enemy characters, and derives damage points, on the basis of operations input to the player terminal  1 . 
     The skip-game executing unit  82   a  takes charge of control when a battle game is skipped by consuming a ticket. 
     The collective-skip control unit  83   a  stores information related to the collective skip processing in the collective-skip-information storage section  93  and takes charge of control related to the collective skip processing. 
     The display control unit  84   a  generates a screen to be displayed on the display  26  and displays the generated screen on the display  26 . 
     (Functional Configuration of Server  100 ) 
       FIG. 17  is a diagram for explaining the configuration of the memory  112  at the server  100  and the function of the server  100  serving as a computer. In the memory  112 , a program storage area  112   a  and a data storage area  112   b  are provided. When a game is started, the CPU  110  stores server-side game control programs (modules) in the program storage area  112   a.    
     The server-side game control programs include a game-execution control program  180 , a battle-game executing program  181 , a reward assigning program  182 , and a shop control program  183 . Note that the programs listed in  FIG. 17  are merely examples, and a large number of other programs are also provided as the server-side game control programs. 
     In the data storage area  112   b , a game-information storage section  190 , a player-information storage section  191 , and a shop-information storage section  192  are provided as storage sections for storing data. Note that the above-mentioned storage sections are merely examples, and a large number of other storage sections are also provided in the data storage area  112   b.    
     The CPU  110  runs the individual programs stored in the program storage area  112   a  and updates data in the individual storage sections of the data storage area  112   b . Then, the CPU  110  runs the individual programs stored in the program storage area  112   a , thereby causing the server  100  to function as a server-side game control unit  100 A. The server-side game control unit  100 A includes a game-execution control unit  180   a , a battle-game executing unit  181   a , a reward assigning unit  182   a , and a shop control unit  183   a.    
     Specifically, the CPU  110  runs the game-execution control program  180 , thereby causing the computer to function as the game-execution control unit  180   a . Similarly, the CPU  110  runs the battle-game executing program  181 , the reward assigning program  182 , and the shop control program  183 , thereby causing the computer to function as the battle-game executing unit  181   a , the reward assigning unit  182   a , and the shop control unit  183   a , respectively. 
     The game-execution control unit  180   a  controls the proceeding of the entire game. When login information, for example, is received from the player terminal  1 , the game-execution control unit  180   a  sends player information stored in the player-information storage section  191  to the player terminal  1 . Furthermore, in the case where game information about the whole game is updated, the game-execution control unit  180   a  reads the updated game information from the game-information storage section  190  and sends the game information to the player terminal  1 . 
     The battle-game executing unit  181   a  takes charge of control of the execution of battle games. 
     The reward assigning unit  182   a  assigns rewards to the player. The reward assigning unit  182   a  assigns, to the player who has cleared a battle game, items corresponding to the cleared battle game. More specifically, the reward assigning unit  182   a  adds items to be assigned, to the player information corresponding to the player ID of the player who has cleared a battle game, and stores the items in the player-information storage section  191 . 
     The shop control unit  183   a  determines the content of the normal shop and stores the determined content in the shop-information storage section  192 . Furthermore, in the case where a battle game is cleared, the shop control unit  183   a  determines by lottery whether the limited shop is made to appear and, in the case where the lottery is won, stores the number of times to open the limited shop, the content thereof, and the termination condition in the shop-information storage section  192 . 
     (Communication Processing Between Player Terminal  1  and Server  100 ) 
       FIG. 18  is a sequence diagram for explaining basic processing at the player terminal  1  and the server  100 . Note that, in the following description, processing at the player terminal  1  is indicated by Pn (n is an arbitrary integer). Furthermore, processing at the server  100  is indicated by Sn (n is an arbitrary integer). At the player terminal  1 , when the player activates a game application (P 1 ), the game-execution control unit  80   a  sends login information to the server  100 . When the login information is received, the game-execution control unit  180   a  of the server  100  identifies the player ID associated with the login information to perform login processing (S 1 ). Here, the game-execution control unit  180   a  reads player information corresponding to the identified player ID from the player-information storage section  191  and sends the player information to the player terminal  1 . 
     Furthermore, it is assumed that a battle-game start operation is performed at the player terminal  1  (P 2 ). In this case, start information is sent from the player terminal  1  to the server  100 . Note that the start information includes party information selected by the player, battle-game classification information, etc. At the server  100 , upon reception of the start information, battle-game start information needed to start a battle game is sent to the player terminal  1  (S 2 ). Then, when the battle-game start information is received, the battle-game executing unit  81   a  of the player terminal  1  performs battle-game start processing for starting the battle game (P 3 ). Here, for example, an area of the memory  12  for proceeding with the battle game is allocated, and a predetermined program is loaded from the storage unit  18  into the memory  12 . 
     After that, the battle-game executing unit  81   a  of the player terminal  1  performs battle-game control processing for controlling the battle game (P 4 ). In the battle-game control processing, update processing for updating various kinds of information is repeatedly executed on a per-frame basis. Note that the number of frames is not particularly limited; for example, the number of frames per second is 30 to 60. Thus, during the battle game, information is updated at intervals of about 16 milliseconds (ms) to 33 ms at the player terminal  1 . 
     Then, when a termination condition for the battle game is established, the battle-game executing unit  81   a  of the player terminal  1  performs battle-game termination processing for terminating the battle game (P 5 ). In the battle-game termination processing, for example, game result information (termination information) is sent to the server  100 . When the game result information is obtained, the battle-game executing unit  181   a  of the server  100  updates the player information (S 3 ). Note that, in the case where a battle game is started by using a ticket, the skip-game executing unit  82   a  skips the battle-game start processing (P 3 ) and the battle-game control processing (P 4 ) and executes the battle-game termination processing (P 5 ) while treating the battle game as being cleared. 
     Furthermore, in the case where the battle game is cleared, the reward assigning unit  182   a  determines items corresponding to the cleared battle game on the basis of the game result information and assigns the items (S 4 ). Then, the reward assigning unit  182   a  sends, to the player terminal  1 , information about the assigned items as reward information. The display control unit  84   a  of the player terminal  1  displays a result screen on the display  26  on the basis of the reward information (P 6 ). 
     The shop control unit  183   a  determines by lottery whether the limited shop is made to appear (S 5 ). Furthermore, in the case where it is determined that the limited shop is made to appear, the shop control unit  183   a  determines the content of the limited shop and the termination condition therefor and stores the number of times to open the limited shop, the content, and the termination condition in the shop-information storage section  192 . Furthermore, the shop control unit  183   a  sends shop information indicating the number of times to open the limited shop, the content, and the termination condition to the player terminal  1 . When the shop information is received, the game-execution control unit  80   a  of the player terminal  1  stores the number of times to open the limited shop, the content, and the termination condition, which are indicated in the shop information, in the shop-information storage section  92 . Furthermore, the display control unit  84   a  displays the limited-shop appearance pop-up  53  on the display  26  (P 7 ). 
     Furthermore, when the quest list operation section  43  is operated in the quest display screens, which are shown in  FIG. 5A  and  FIG. 7A , the collective-skip control unit  83   a  executes collective skip processing (P 8 ). 
       FIG. 19  is a flowchart for explaining the collective skip processing. As shown in  FIG. 19 , when the tab-name display field  54   i  is operated (YES in P 8 - 1 ), the collective-skip control unit  83   a  reads information corresponding to the operated tab name from the collective-skip-information storage section  93  (P 8 - 2 ). The display control unit  84   a  displays the quest list pop-up  54  on the display  26  in accordance with a read collective skip list (P 8 - 3 ). 
     Furthermore, when any of the item selection fields  54   a  is operated (tapped) (YES in P 8 - 4 ), the display control unit  84   a  displays the item selection pop-up  59 , which is shown in  FIG. 14A , on the display  26  (P 8 - 5 ). Then, in the state in which some of the items displayed in the item display area  59   c  are selected, when the selection completion operation section  59   d  is operated (YES in P 8 - 6 ), the display control unit  84   a  displays the items selected in the item display area  59   c , in the item selection fields  54   a  (P 8 - 7 ). Furthermore, the collective-skip control unit  83   a  stores the selected items in the collective-skip-information storage section  93  in correspondence with the tab name. 
     After that, when the search operation section  54   b  is operated (tapped) (YES in P 8 - 8 ), the collective-skip control unit  83   a  searches for battle games from which the items displayed in the item selection fields  54   a  can be obtained (P 8 - 9 ), and the display control unit  84   a  displays the battle-game display areas  54   d  of the found battle games (P 8 - 10 ). 
     Furthermore, when the check-mark input fields  54   j  of the battle-game display areas  54   d  are operated (YES in P 8 - 11 ), the display control unit  84   a  displays check marks in the operated check-mark input fields  54   j  (P 8 - 12 ). Furthermore, the collective-skip control unit  83   a  stores the battle games for which a check mark has been input, in the collective-skip-information storage section  93  in correspondence with the tab name and sends this information to the server  100 . 
     Furthermore, when the minus operation section  54   f  or the plus operation section  54   g  is operated (YES in P 8 - 13 ), the display control unit  84   a  changes the indication of the number-of-tickets display field  54   e  in accordance with the operation (P 8 - 14 ). Furthermore, the display control unit  84   a  changes and displays the total stamina and the number of consumed tickets in accordance with the operation (P 8 - 15 ). Furthermore, the collective-skip control unit  83   a  stores the changed number of tickets in the collective-skip-information storage section  93  in correspondence with the tab name and sends this information to the server  100 . 
     When the collective skip operation section  54   h  is operated (YES in P 8 - 16 ), the collective-skip control unit  83   a  determines sequentially from above whether the battle games for which a check mark has been input in the check-mark input fields  54   j  are executable (P 8 - 17 ). 
     In the case where all the battle games for which a check mark has been input in the check-mark input fields  54   j  are executable (YES in P 8 - 18 ), and, when there is no battle game for which the remaining number of challenges is 0 (NO in P 8 - 19 ), the collective-skip control unit  83   a  sends collective skip information that indicates the hierarchies of all those battle games and the number of times of execution thereof, to the server  100  (P 8 - 20 ). 
     On the other hand, when there is a battle game for which the remaining number of challenges is 0 (YES in P 8 - 19 ), the display control unit  84   a  displays the number-of-challenges restoration pop-up  58 , which is shown in  FIG. 13B , on the display  26  (P 8 - 21 ). Then, when the no-restoration skip operation section  58   a  is operated (YES in P 8 - 22 ), the collective-skip control unit  83   a  does not restore the remaining number of challenges for the battle game and sends collective skip information that indicates the hierarchies of the battle games for which the remaining number of challenges is other than 0 and the number of times of execution thereof, to the server  100  (P 8 - 23 ). 
     Furthermore, when the second-currency-use operation section  58   b  is operated (YES in P 8 - 24 ), the collective-skip control unit  83   a  restores the remaining number of challenges for the battle game and sends collective skip information that indicates the hierarchies of all those battle games and the number of times of execution thereof, to the server  100  (P 8 - 25 ). 
     Furthermore, in the case where all the battle games for which a check mark has been input in the check-mark input fields  54   j  are not executable (NO in P 8 - 18 ), the display control unit  84   a  displays, on the display  26 , the skip confirmation pop-up  56 , which is shown in  FIG. 12B , for the battle game that is not executable (P 8 - 26 ). 
     Then, when the confirmation operation section  56   a  is operated (YES in P 8 - 27 ), collective skip information that indicates the hierarchies of the battle games that are determined to be executable and the number of times of execution thereof is sent to the server  100  (P 8 - 28 ). Furthermore, the display control unit  84   a  displays the skipped display bar  57 , which indicates “skipped up to here”, for example, between the battle-game display area  54   d  of the battle game that has been skipped and the battle-game display area  54   d  of the battle game that has not been skipped (P 8 - 29 ). 
     Returning to  FIG. 18 , when the collective skip information is received, the reward assigning unit  182   a  determines and assigns items corresponding to the number of times of execution of all those battle games, on the basis of the collective skip information (S 6 ). Then, the reward assigning unit  182   a  sends, as reward information, information about the assigned items to the player terminal  1 . The display control unit  84   a  of the player terminal  1  displays the result screen on the display  26  on the basis of the reward information (P 9 ). 
     The shop control unit  183   a  determines by lottery whether the limited shop is made to appear, on the basis of the collective skip information (S 7 ). 
       FIG. 20  is a flowchart for explaining limited-shop lottery processing. The shop control unit  183   a  confirms the number of times of execution of the battle game(s) on the basis of the collective skip information (S 7 - 1 ). Then, the shop control unit  183   a  refers to the limited-shop lottery table, which is shown in  FIG. 9 , and performs a lottery the confirmed number of times of execution (S 7 - 2 ). 
     After that, in the case of winning in the lottery (YES in S 7 - 3 ), the shop control unit  183   a  determines the content of the limited shop and the termination condition, for the number of times of winning in the lottery (S 7 - 4 ). Then, the shop control unit  183   a  sends shop information that indicates the content of the limited shop and the termination condition to the player terminal  1  (S 7 - 5 ). 
     Returning to  FIG. 18 , when the shop information is received, the display control unit  84   a  performs limited-shop display processing (P 10 ). 
       FIG. 21  is a flowchart showing the limited-shop display processing. When the shop information is received, the display control unit  84   a  displays the limited-shop appearance pop-up  60 , which is shown in  FIG. 15A , on the display  26  (P 10 - 1 ). 
     Then, before the termination condition is established (NO in P 10 - 2 ), when the immediate-close operation section  52   e  is operated (YES in P 10 - 3 ), the display control unit  84   a  displays the reset confirmation pop-up  61 , which is shown in  FIG. 15B , on the display  26  (P 10 - 4 ). 
     Furthermore, when the termination condition is established (YES in P 10 - 2 ) or when the confirmation operation section  61   a  is operated (YES in P 10 - 5 ), if there is a next limited shop (YES in P 10 - 6 ), the display control unit  84   a  displays the shop screen for the next limited shop on the display  26  (P 10 - 7 ). 
     As described above, the player terminal  1  has the game-execution control program  80 , the battle-game executing program  81 , the skip-game executing program  82 , the collective-skip control program  83 , and the display control program  84  provided therein. Furthermore, the player terminal  1  includes the game-execution control unit  80   a , the battle-game executing unit  81   a , the skip-game executing unit  82   a , the collective-skip control unit  83   a , and the display control unit  84   a . However, a portion or the entirety of these programs and functional units may be provided at the server  100 . 
     Furthermore, the server  100  has the game-execution control program  180 , the battle-game executing program  181 , the reward assigning program  182 , and the shop control program  183  provided therein. Furthermore, the server  100  includes the game-execution control unit  180   a , the battle-game executing unit  181   a , the reward assigning unit  182   a , and the shop control unit  183   a . However, a portion or the entirety of these programs and functional units may be provided at the player terminal  1 . 
     Furthermore, in the above-described embodiment, the shop control unit  183   a , which serves as a lottery unit, determines by lottery whether the limited shop is made to appear when a battle game is cleared. However, the lottery unit may open predetermined content when a battle game is cleared. Here, the predetermined content may be, for example, another battle game, or may be a period of time that becomes advantageous to the player, such as a period of time during which at least one of experience points and an item that can be obtained is doubled. 
     Furthermore, in the above-described embodiment, the shop control unit  183   a , which serves as the lottery unit, determines by lottery whether the limited shop is made to appear (whether the content is opened) when a battle game is cleared. However, the lottery unit may determine by lottery whether an item for opening the content is assigned, for example, when a battle game is cleared. That is, the lottery unit may perform a lottery regarding the opening of predetermined content. 
     Furthermore, in the above-described embodiment, although a battle game using a ticket is omitted in its entirety, it is just necessary to omit at least a portion of the function of a game, and, for example, it is also possible to automatically execute a battle game without the player performing an operation, to reduce the number of enemy characters, or to make enemy characters weak. 
     Furthermore, the programs in the above-described embodiment may be stored in a computer-readable recording medium and provided in the form of the recording medium. Alternatively, the programs in the above-described embodiment may be provided in the form of a player terminal or an information processing system that includes this recording medium. Furthermore, the above-described embodiment may be an information processing method for realizing the individual functions and the steps shown in the flowcharts. 
     Although an aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the embodiment described above. It would be obvious that a person skilled in the art could conceive of various modifications and amendments within the scope recited in the claims, and it will be understood that those modifications and amendments obviously belong to the technical scope of the present invention.