Patent Publication Number: US-11642595-B2

Title: Game control method, game server, and program

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
     This application is a continuation of Ser. No. 16/778,404 filed Jan. 31, 2020, which is a continuation of U.S. Ser. No. 16/531,536 filed Aug. 5, 2019, which is a continuation of U.S. Ser. No. 16/053,149 filed Aug. 2, 2018, which is a continuation of U.S. Ser. No. 14/409,219 filed Dec. 18, 2014, which is a National Stage of PCT/JP2013/003899 filed Jun. 21, 2013 and is based on and claims priority to and the benefit of Japanese Patent Application No. 2012-140213 filed Jun. 21, 2012, the entire contents of the above applications being incorporated herein by reference. 
    
    
     TECHNICAL FIELD 
     The present invention relates to a game control method, a game server, and a program. 
     BACKGROUND ART 
     Conventionally, in a battle game server, each user&#39;s deck is formed by a plurality of battle cards or the like stored for each user, and the battle game server allows a plurality of users to compete with each other based on the total value of the attack strength and defense strength of the deck (for example, see Patent Literature 1). In such a battle game server, the user acquires a battle card by methods such as purchasing the battle card or obtaining the battle card by winning a battle against an opponent. 
     CITATION LIST 
     Patent Literature 
     Patent Literature 1: JP 2008-220984 A 
     SUMMARY OF INVENTION 
     Technical Problem 
     In a conventional battle game server, however, the methods for acquiring battle cards and the like are limited, causing the user to lose interest in the game. In particular, since it is difficult to acquire a battle card or the like with a high rarity value, the user ends up with the impression that such an item cannot be acquired at all and suffers a drastic loss of interest in the game. 
     Accordingly, the present invention has been conceived in light of the above problems and provides a game control method, a game server, and a program that can increase the variations on methods for acquiring battle cards and the like, increase the predictability of acquisition of a card or the like with a high rarity value or the like, and heighten interest in the game. 
     Solution to Problem 
     A game control method according to the present invention for solving the above problems includes the steps of: (a) presenting a communication terminal, connected over a communication line, with acquirable item information that, for each item type, in a total count and an acquisition count or a non-acquisition count of items when receiving, from the communication terminal, a request to present information related to items acquirable by the communication terminal; (b) determining an item to provide to the communication terminal when receiving an item acquisition request from the communication terminal; and (c) changing the acquirable item information when receiving a reset request from the communication terminal. 
     In the game control method according to the present invention, in step (a), a method for presenting the acquirable item information presented to the communication terminal may differ between a first item and a second item, a numerical value of the item type being at least a predetermined value for the first item, and the numerical value of the item type being less than the predetermined value for the second item. 
     In the game control method according to the present invention, the acquirable item information for the first item may include identification information or an image for an item. 
     In the gene control method according to the present invention, information on another user who has acquired the first item may be presented. 
     In the game control method according to the present invention, in step (b), based on a selection request from the communication terminal, one item selected from among items for which the count of necessary attempts for acquisition is at most the predetermined value may be determined to be the item to provide. 
     A game server according to the present invention includes: information presentation means for presenting a communication terminal, connected over a communication line, with acquirable item information that, for each item type, includes a total count and an acquisition count or a non-acquisition count of items when a request to present information related to items acquirable by the communication terminal is received from the communications terminal; and control means for determining an item to provide to the communication terminal when an item acquisition request is received from the communication terminal, such that the control means changes the acquirable item information when receiving a reset request from the communication terminal. 
     In the game server according to the present invention, the information presentation means may adopt a different method for presenting the acquirable item information presented to the communication terminal for a first item than for a second item, a numerical value of the item type being at least a predetermined value for the first item, and the numerical value of the item type being less than the predetermined value for the second item 
     In the game server according to the present invention, the acquirable item information for the first item may include identification information or an image for an item. 
     In the game server according to the present invention, the information presentation means may present information on another user who has acquired the first item. 
     In the game server according to the present invention, based on a selection request from the communication terminal, the control means may determine one item selected from among items for which the count of necessary attempts for acquisition is at most the predetermined value to be the item to provide. 
     A program according to the present invention is for causing a computer that functions as a battle game server to perform the steps of: (a) presenting to communication terminal, connected over a communication line, with acquirable item information that, for each item type, includes a total count and an acquisition count or a non-acquisition count of items when receiving, from the communication terminal, a request to present information related to items acquirable by the communication terminal; (b) determining an item to provide to the communication terminal when receiving an item acquisition request from the communication terminal; and (c) changing the acquirable item information when receiving a reset request from the communication terminal. 
     In the program according to the present invention, in step (a), a method for presenting the acquirable item information presented to the communication terminal may differ between a first item and a second item, a numerical value of the item type being at least a predetermined value for the first item, and the numerical value of the item type being less than the predetermined value for the second item. 
     In the program according to the present invention, the acquirable item information for the first item may include identification information or an image for an item. 
     In the program according to the present invention, in step (a), information on another user who has acquired the first item may be presented. 
     In the program according to the present invention, in step (b), based on a selection request from the communication terminal, one item selected from among items for which the count of necessary attempts for acquisition is at most the predetermined value may be determined to be the item to provide. 
     Advantageous Effect of Invention 
     According to the game control method, game server, and program of the present invention, it is possible to increase the variations on methods for acquiring battle cards and the like, increase the predictability of acquisition of a card or the like with a high numerical value for the item type, and heighten interest in the game. 
    
    
     
       BRIEF DESCRIPTION OF DRAWINGS 
       The present invention will be further described below with reference to the accompanying drawings, wherein: 
         FIG.  1    is a block diagram of a battle game server in Embodiment 1; 
         FIGS.  2 ( a ),  2 ( b ), and  2 ( c )  are examples of an item information table in Embodiment 1; 
         FIG.  3    is an example of a user information table Embodiment 1; 
         FIG.  4    is an example of item data in Embodiment 1; 
         FIG.  5    is an example of acquirable item information in Embodiment 1; 
         FIG.  6    is a flowchart of operations by the battle game server in Embodiment 1; 
         FIGS.  7 ( a ) and  7 ( b )  are examples of acquirable item information in Embodiment 2; 
         FIG.  8    is an example of acquirable item information in Embodiment 3; 
         FIG.  9    is an example of a scratch card for selection in Embodiment 3; and 
         FIGS.  10 ( a ) and  10 ( b )  are examples of a screen for selecting an item to acquire. 
     
    
    
     DESCRIPTION OF EMBODIMENTS 
     The following describes embodiments of the present invention. 
     Embodiment 1 
       FIG.  1    is a block diagram of a battle game server  1  in Embodiment 1 of the present invention. The battle game server  1  according to Embodiment 1 of the present invention includes a communication unit  10 , a memory unit  11 , an information presentation unit  12 , and a control unit  13 . 
     The communication unit  10  communicates with a communication terminal  2  over either or both of a wireless and wired connection. 
     In association with identification information uniquely allocated to each user that operates a communication terminal  2  (referred to below as user identification information), the memory unit  11  stores information on items to provide, a total count of items, item type, and an acquisition count. An “item” refers to any of a variety of objects used within a game, such as a battle card constituting a user&#39;s deck, a character, a weapon, armor, an ornament, a plant, food, and the like. The item type is a numerical value representing the rarity value of the item, a numerical value representing the category of the item, or the like. 
     Specifically, the memory unit  11  stores this information by dividing the information among tables. A plurality of item information tables  111   a  to  111   c , a user information table  112 , and item data  113  are stored in the memory unit  11 . While three item information tables are described here, this example is not limiting, and the number of item information tables may be two or fewer, or four or more. 
     The item information tables  111   a  to  111   c  are tables including information on the total count of items and the item type.  FIGS.  2 ( a ) to  2 ( c )  illustrate examples of the item information tables  111   a  to  111   c.  As illustrated in  FIGS.  2 ( a ) to  2 ( c ) , for example the item information table  111   a  includes item identification information “UNI1”, an item name “item A”, and an item type “3”. The item identification information is an identifier for uniquely identifying an item in the present system. The item information tables  111   a  to  111   c  are provided with table identification information for uniquely identifying an item information table in the battle game server  1 . Here, the item information tables  111   a  to  111   c  are respectively provided with “TID1”, “TID2”, and “TID3” as the table identification information. 
     The user information table  112  is a table storing, for each user, the provided items and information for calculating an item acquisition count. The user information table  112  associates the user identification information, table identification information, and identification information of provided items. 
       FIG.  3    illustrates an example of the user information table  112 . As illustrated in  FIG.  3   , the user information table  112  includes user identification information “UID1”, table identification information “TID1”, identification information of provided items “UNI2” and “UNI4”, and the like. 
     The item data  113  stores data on an image for an item provided to the user in association with item identification information.  FIG.  4    illustrates an example of the item data  113 . As illustrated in  FIG.  4   , the item data for example includes item identification information “UNI1”, an item image “item A image”, and the like. The image data may be in any image format, such as JPEG, GIF, PNG, or the like. 
     When receiving a request to present information from the communication terminal  2 , then based on information, stored in the memory unit  11 , that corresponds to the user identification information pertaining to the communication terminal  2 , the information presentation unit  12  presents the communication terminal  2 , via the communication unit  10 , with acquirable item information that includes information, for each item type, on a total count and an acquisition count of items. 
     Specifically, when a request to present information is received from the communication terminal  2  via the communication unit  10 , then based on the item information tables  111   a  to  111   c , the information presentation unit  12  tallies the total count of items for each item type. The information presentation unit  12  also refers to the user information table  112  to calculate the acquisition count of items for each item type based on the identification information of provided items and the table identification information that correspond to the user identification information pertaining to the communication terminal  2 . The information presentation unit  12  then presents the communication terminal  2 , via the communication unit  10 , with the result of calculation as the acquirable item information. 
       FIG.  5    is an example of the acquirable item information that the information presentation unit  12  presents.  FIG.  5    illustrates an example of the acquirable item information presented when a request to present information is received from the communication terminal  2  and the user identification information pertaining to the communication terminal  2  is “UID1”. As illustrated in  FIG.  5   , information  501  on the total count and information  502  on the acquisition count of items for each item type are presented to the communication terminal  2 . The case of presenting the acquisition count has been described above, yet this example is not limiting. For example, a non-acquisition count may be presented by subtracting the acquisition count from the total count of items. 
     The control unit  13  performs a variety of control pertaining to the battle game server  1 . For example, when receiving an item acquisition request from the communication terminal  2 , the control unit  13  determines one item to provide to the communication terminal  2  based on information corresponding to the user identification information pertaining to the communication terminal  2 . 
     Specifically, when receiving an item acquisition request from the communication terminal  2  via the communication unit  10 , the control unit  13  refers to the user information table  112 , and based on the table identification information that corresponds to the user identification information pertaining to the communication terminal  2 , retrieves the item information table. Next, the control unit  13  refers to the user information table  112  and retrieves the identification information of provided items that corresponds to the user identification information pertaining to the communication terminal  2 . Subsequently, the control unit  13  refers to one of the item information tables  111   a to  111   c , randomly selects an item not included in the identification information of provided items, and determines that the selected item is the item to provide to the communication terminal  2 . 
     The control unit  13  then provides the item to the communication terminal  2  via the communication unit  10 . Specifically, the control unit  13  refers to the item data  113  and provides the communication terminal  2 , via the communication unit  10 , with the item image corresponding to the item identification information pertaining to the item to be provided. The control unit  13  also adds the item identification information pertaining to the provided item to the user information table  112  as identification information of provided items. 
     For example, when an item acquisition request is received from the communication terminal  2 , and the user identification information pertaining to the communication terminal  2  is “UID1”, then the control unit  13  refers to the user information table  112 , and based on the table identification information “TID1” corresponding to UID1, retrieves the item information table  111   a . Next, the control unit  13  refers to the user information table  112  and retrieves the identification information of provided items that corresponds to “UID1”. Subsequently, the control unit refers to the item information table  111   a , randomly selects item identification information not included in the identification information of provided items (for example, “UNI1”), and determines that the selected item is the item to provide to the communication terminal  2 . The control unit  13  then refers to the item data  113  and provides the communication terminal  2 , via the communication unit  10 , with the item image “item A image” corresponding to the item identification information “UNI1” pertaining to the item to be provided. The control unit  13  also adds the item identification information “UNI1” pertaining to the provided item to the user information table  112  as identification information of provided items. 
     Furthermore, in the present invention, the battle game server  1  is configured to allow for receipt of a reset request at any time from the communication terminal  2 . In general terms, the reset request is a request for resetting the current user information table  112 . When receiving a reset request from the communication terminal  2  pertaining to predetermined user identification information, the control unit  13  changes and stores, in the memory unit  11 , the table identification information and identification information of provided items that correspond to the user identification information pertaining to the communication terminal  2 . 
     Specifically, when receiving a reset request from the communication terminal  2  via the communication unit  10 , the control unit  13  changes the table identification information that corresponds to the user identification information pertaining to the communication terminal  2  and that was stored in the user information table  112  of the memory unit  11  to other table identification information. 
     For example, when a reset request is received from the communication terminal  2 , and the user identification information pertaining to the communication terminal  2  is “UID1”, the control unit  13  changes the table identification information that corresponds to “UID1” of the user information table  112  randomly from “TID1” to “TID2” or “TID3”. 
     Next, operations by the battle game server  1  in Embodiment 1 of the present invention are described using the flowchart in  FIG.  6   . It is assumed that the tables illustrated in  FIGS.  2 ( a ),  2 ( b ), and  2 ( c )  through  FIG.  4    have been stored in advance in the memory unit  11  at the time of operation by the battle game server  1 . 
     First, when a request to present information is received from the communication terminal  2  (step S 1 ), then based on information, stored in the memory unit  11 , that corresponds to the user identification information pertaining to the communication terminal  2 , the information presentation unit  12  presents the communication terminal  2 , via the communication unit  10 , with acquirable item information that includes information, for each item type, on the total count and the acquisition count of items (step S 2 ). 
     Specifically, when a request to present information is received from the communication terminal  2  via the communication unit  10 , then based on the item information tables  111   a  to  111   c , the information presentation unit  12  tallies the total count of items for each item type. The information presentation unit  12  also refers to the user information table  112  calculate the acquisition count of items for each item type based on the identification information of provided items and the table identification information that correspond to the user identification information pertaining to the communication terminal  2 . The information presentation unit  12  then presents the communication terminal  2 , via the communication unit  10 , with the result of calculation as the acquirable item information. 
     Subsequently, when receiving an item acquisition request from the communication terminal  2  (step S 3 ), the control unit  13  determines one item to provide to the communication terminal  2  based on information corresponding to the user identification information pertaining to the communication terminal  2  (step S 4 ). 
     Specifically, when receiving an item acquisition request from the communication terminal  2  via the communication unit  10 , the control unit  13  refers to the user information table  112 , and based on the table identification information that corresponds to the user identification information pertaining to the communication terminal  2 , retrieves the item information table. Next, the control unit  13  refers to the user information table  112  and retrieves the identification information of provided items that corresponds to the user identification information pertaining to the communication terminal  2 . Subsequently, the control unit  13  refers to one of the item information tables  111   a  to  111   c , randomly selects an item not included in the identification information of provided items, and determines that the selected item is the item to provide to the communication terminal  2 . 
     Subsequently, the control unit  13  provides the item to the communication terminal  2  via the communication unit  10  (step S 5 ). Specifically, the control unit  13  refers to the item data  113  and provides the communication terminal  2 , via the communication unit  10 , with the item image corresponding to the item identification information pertaining to the item to be provided. The control unit  13  also adds the item identification information pertaining to the provided item to the user information table  112  as identification information of provided items. 
     Subsequently, when receiving a reset request from the communication terminal  2  pertaining to predetermined user identification information (step S 6 ), the control  13  changes and stores, in the memory unit  11 , the table identification information and identification information of provided items that correspond to the user identification information pertaining to the communication terminal  2  (step S 7 ). 
     Specifically, when receiving a reset request from the communication terminal  2  via the communication unit  10 , the control unit  13  changes the table identification information that corresponds to the user identification information pertaining to the communication terminal  2  and that was stored in the information table  112  of the memory unit  11  to other table identification information. 
     In this way, according to the battle game server  1  of Embodiment 1, based on information in the memory unit  11 , the information presentation unit  12  presents the communication terminal  2  with acquirable item information that includes information, for each item type of items, on a total count and an acquisition count of items, thereby increasing the predictability of acquisition of an item with a predetermined item type (for example, an item with a high rarity value or the like). Furthermore, the battle game server  1  receives a reset request at any time from the communication terminal  2  and changes information pertaining to items that are provided, the total count of items, and the item type and acquisition count for each item, thereby increasing the variations on methods for acquiring items, increasing the predictability of acquisition of an item for which the numerical value of the item type is at least a predetermined value, and heightening interest in the game. 
     After step S 7 , the information presentation unit  12  may present the communication terminal  2  with post-reset acquirable item information based on the item information tables  111   a  to  111   c  and the table identification information at the user information table  112  in the memory unit  11 . By doing so, the user can more easily grasp the number of items for each item type after the reset, thereby further increasing the predictability of acquisition of an item for which the numerical value of the item type is at least a predetermined value and heightening interest in the game. 
     The remaining number of all items may be included in the acquirable item information that the information presentation unit  12  presents. Specifically, the information presentation unit  12  may calculate the remaining number of items by subtracting the item acquisition count from the total number of items stored in the item information tables  111   a to  111   c  and include the result of calculation in the acquirable item information. 
     In step S 5 , the control unit  13  may adopt a different method for presenting the acquirable item information to the communication terminal  2  for an item (first item) for which the numerical value of the item type is at least a predetermined value and an item (second item) for which the numerical value of the item type is less than the predetermined value. For example, the information presentation unit  12  may display an image for the first item yet display only the item name or the like, without displaying an image, for the second item. In other words, the acquirable item information that the information presentation unit  12  presents for the first item may include identification information (item name or the like) or an image for the item. 
     The information presentation unit  12  may present information related to another user who has acquired the first item. 
     Embodiment 2 
     The following describes Embodiment 2 of the present invention. Since the structure of the battle game server  1  according to Embodiment 2 is the same as the structure of the battle game server  1  according to Embodiment 1, the structure reference numerals are used in the following description. In general terms, Embodiment 2 differs from Embodiment 1 in that the acquirable item information presented by the information presentation unit  12  includes a count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value. The count of necessary attempts for acquisition is retrieved based on information corresponding to the user identification information pertaining to the communication terminal  2 . 
     Specifically, the information presentation unit  12  refers to the user information table  112 , and based on the table identification information that corresponds to the user identification information pertaining to the communication terminal  2 , retrieves the item information table pertaining to the user identification information. Next, the information presentation unit  12  refers to the user information table  112  and retrieves the identification information of provided items pertaining to the communication terminal  2 . Subsequently, the information presentation unit  12  randomly extracts, from the item information tables, 19 pieces of item identification information not included in the identification information of provided items. The information presentation unit  12  stores the 19 extracted pieces of item identification information and stores provision sequence numbers (1 to 19) in the memory unit  11 . When receiving an item acquisition request, the control unit  13  determines the item to provide based on the provision sequence numbers stored in the memory unit. In other words, the numbers 1 to 19 each represent the count of acquisition attempts that are necessary in order to acquire the item corresponding to the item identification information (referred to below as the count of necessary attempts for acquisition). 
     Subsequently, the information presentation unit  12  retrieves the item and item type pertaining to each piece of item identification information from one of the item information tables  111   a  to  111   c . Next, for the retrieved items, the information presentation unit  12  retrieves the count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value. The information presentation unit  12  then presents the communication terminal  2  with acquirable item information that includes the retrieved count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value. 
       FIG.  7 ( a )  illustrates an example of acquirable item information presented by the information presentation unit  12  in Embodiment 2.  FIG.  7 ( a )  illustrates an example of displaying the provision sequence of items provided to the communication terminal  2  as a gauge when a request to present information is received from the communication terminal  2 . The gauge is composed of a plurality of boxes. Items are associated with the boxes  201  to  219  so that the respective counts of necessary acquisition attempts are 1 to 19. Each box is displayed with a pattern that differs in accordance with the item type of the corresponding item. 
     As illustrated in the example in  FIG.  7 ( a ) , when the numerical value of the item type is at least a predetermined value, the pattern shown in box  204  and the like is displayed. Here, the case of the predetermined value being four is illustrated. Conversely, when the numerical value of the item type is less than the predetermined value, the pattern shown in box  201  and the like is displayed. In other words,  FIG.  7 ( a )  displays the count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value.  FIG.  8 ( a )  also displays each count of necessary attempts for acquisition when the numerical value of the item type is less than a predetermined value. 
     When an item acquisition request is received from the communication terminal  2 , an item is provided, and the count of acquisition attempts increases by one, then the count of necessary attempts for acquisition decreases by one for all items. In this case, as illustrated in  FIG.  8 ( b ) , the items corresponding to boxes  201  to  219  each shift (move) one box to the left. Accordingly, with this gauge, the user can intuitively grasp the predictability of acquisition of items for which the numerical value of the item type is at least a predetermined value. 
     In this way, according to the battle game server  1  of Embodiment 2, the information presentation unit  12  presents the communication terminal  2  with the count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value, thereby increasing the variations on methods for acquiring items, increasing the predictability of acquisition of an item for which the item type is at least a predetermined value, and heightening interest in the game. Furthermore, displaying the count of necessary attempts for acquisition when the numerical value of the item type is at least a predetermined value further increases the user&#39;s sense of anticipation, enticing the user to continue to play the game longer. 
     The patterns for displaying the boxes  301  to  219  are not limited to these examples. The boxes  201  to  219  may be painted a predetermined color in accordance with the item type, or a predetermined icon, character, or the like may be displayed in the boxes  201  to  219 . 
     A certain percentage of the boxes for which the numerical value of the item type is less than a predetermined value may be displayed with the same pattern as boxes corresponding to items for which the numerical value of the item type is at least a predetermined value. In this way, items for which the numerical value of the item type is less than a predetermined value are mixed in among the boxes displayed with the pattern corresponding to items for which the numerical value of the item type is at least a predetermined value, thereby making the game more interesting and enticing the user to continue to play the game longer. 
     When the count of necessary attempts for acquisition is at most a predetermined value, detailed information on the item to be provided (referred to below as item detail information) may be presented. The item detail information is preferably the item name and item type. The predetermined value is, for example, two.  FIG.  8    is an example of presenting item detail information. The counts of necessary acquisition attempts for boxes  201  and  202  are respectively one and two. Accordingly, the item name is displayed as the item detail information in boxes  201  and  202 . With this configuration, the user can grasp the item detail information for items that can be acquired in a range in which the count of necessary attempts for acquisition is at most a predetermined value. Therefore, the user is provided with incentive to increase the occasions of an item acquisition request and is enticed to continue to play the game longer. 
     In the example in  FIGS.  7 ( a ) and  7 ( b ) , the boxes are displayed with two types of patterns, using the numerical value of the item type as a standard, yet this example is not limiting. A plurality of standard predetermined values may be established to display the boxes with three or more types of patterns. The patterns that are displayed may also be increased as the count of necessary attempts for acquisition is smaller. With this approach, as the count of necessary attempts for acquisition is smaller, the item type of the item to be acquired can be grasped to greater detail. Therefore, the user is provided with incentive to increase the occasions of an item acquisition request and is enticed to continue to play the game longer. 
     Note that while the gauges in  FIGS.  7 ( a ),  7 ( b ) , and  8  are composed of 19 boxes, the number of boxes is not limited to 19. The number may be 18 or less, or 20 or more. Furthermore, the approach gauge illustrated in  FIG.  8    has an I shape, yet this example is not limiting. Many variations are possible, such as a winding S shape, or a Y shape with a forking tip. In the forking variation, predetermined dummy boxes assigned randomly by the battle game server  1  may be displayed in one of the two forks. 
     In  FIGS.  7 ( a ),  7 ( b ) , and  8 , examples are illustrated in which information, for each item type, on the total count and the acquisition count of items is also displayed, yet these examples are not limiting. Display may be limited to the gauge, without displaying the information, for each item type, on the total count and the acquisition count of items. In other words, in  FIGS.  7 ( a ),  7 ( b ) , and  8 , examples are illustrated in which the acquirable item information includes information, for each item type, on the total count and the acquisition count of items and includes the count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value, yet these examples are not limiting. The acquirable item information may be configured to include only the count of necessary attempts for acquisition for each item for which the numerical value of the item type is at least a predetermined value. 
     Embodiment 3 
     The following describes Embodiment 3 of the present invention. Since the structure of the battle game server  1  according to Embodiment 3 is the same as the structure of the battle game server  1  according to Embodiment 1, the same reference numerals are used in the following description. In general terms, Embodiment 3 differs from Embodiment 1 in that the acquirable item information presented by the information presentation unit  12  includes the total count of items, for each item type, among items for which the count of necessary attempts for acquisition at most a predetermined value. 
     The acquirable item information presented by the information presentation unit  12  in Embodiment 3 includes the total count of items for which the numerical value of the item type is at least a predetermined value among items for which the count of necessary attempts for acquisition is at most a predetermined value, as retrieved based on the information corresponding to the user identification information pertaining to the communication terminal  2 . 
     Specifically, the information presentation unit  12  refers to the user information table  112 , and based on the table identification information that corresponds to the user identification information pertaining to the communication terminal  2 , retrieves the item information table pertaining to the user identification information. Next, the information presentation unit  12  refers to the user information table  112  and retrieves the identification information of provided items pertaining to the communication terminal  2 . Subsequently, the information presentation unit  12  randomly extracts, from the item information table, 25 pieces of item identification information not included in the identification information of provided items. The information presentation unit  12  sores the 25 extracted pieces of item identification information and stores provision sequence numbers (1 to 25) in the memory unit  11 . When receiving an item acquisition request, the control unit  13  determines the item to provide based on the provision sequence numbers stored in the memory unit. In other words, the numbers 1 to 25 each represent the count of necessary attempts for acquisition corresponding to the item identification information. 
     Subsequently, the information presentation unit  12  retrieves the item and item type pertaining to each piece of item identification information from one of the item information tables  111   a  to  111   c.  The information presentation unit  12  then tallies the total count of items for which the numerical value of the retrieved item type is at least a predetermined number and presents the communication terminal  2  with acquirable item information that includes the tallied total count of items for each item type. 
       FIG.  9    illustrates an example of acquirable item information presented by the information presentation unit  12  in Embodiment 3. In  FIG.  9   , items for which the count of necessary attempts for acquisition is 25 or less are displayed with a sheet (scratch card) composed of 25 cells  301  to  325 . Each cell corresponds to an item for which the count of necessary attempts for acquisition is 25 or less. The items for which the count of necessary attempts for acquisition is 25 or less are randomly associated with the cells  301  to  325 . 
     As illustrated in the example in  FIG.  9   , when the numerical value of the item type is at least a predetermined value, the pattern shown in cell  301  and the like is displayed. Here the predetermined value is four. Conversely, when the item type is less than the predetermined value, the pattern shown in cell  302  and the like is displayed. In other wards,  FIG.  9    displays the total count of items for which the numerical value of the item type ta at least a predetermined value among items for which the count of necessary attempts for acquisition is 25 or less. 
     In this way, according to the battle game server  1  of Embodiment 3, the information presentation unit  12  presents the communication terminal  2  with the total count of items for which the numerical value of the item type is at least a predetermined value among items for which the count of necessary attempts for acquisition is at most a predetermined value, thereby increasing the variations on methods for acquiring items, further increasing the predictability of acquisition of an item for which the numerical value of the item type is at least a predetermined value, and heightening interest in the game. 
     The patterns for displaying the cells  301  to  325  are not limited to these examples. The cells  301  to  325  may be painted a predetermined color in accordance with the item type, or a predetermined icon, character, or the like may be displayed in the cells  301  to  325 . 
     Furthermore, based on a selection request from the communication terminal  2 , the control unit  13  may select one item, from among items for which the count of necessary attempts for acquisition is at most a predetermined value, as the item to provide. In this case, the information presentation unit  12  may present the communication terminal  2  with a scratch card for selection in which all cells are displayed with the same pattern to prompt the communication terminal  2  to select one of the cells. 
       FIG.  10 ( a )  illustrates an example of a screen for selecting an item to acquire. The screen displays the scratch card for selection. Each cell in the scratch card in  FIG.  10 ( a )  corresponds to an item for which the count of necessary attempts for acquisition is 25 or less. As illustrated in  FIG.  10 ( a ) , the cells of the scratch card are displayed with the same pattern, and the user cannot tell what items corresponds to which cells. 
     The user can select any location on the scratch card using an operation unit (not illustrated) such as a key or a touch panel of the communication terminal  2 , and the communication terminal  2  transmits a selection request to the battle game server  1  based on the user operation. The control unit  13  of the battle game server  1  then determines that the item corresponding to the cell pertaining to the selection request is the item to provide to the communication terminal  2 . 
       FIG.  10 ( b )  illustrates an example of cells  308 ,  316 , and  320  being selected. The selected cells are displayed with the same pattern as the cells in the scratch card shown in  FIG.  9   . Note that the item detail information corresponding to the selected cells may be displayed in the selected cells. 
     In this way, the variations on methods for acquiring items can be further increased, the predictability of acquisition of an item with a high item type can be further increased, and interest in the game can be heightened. 
     The scratch cards in  FIGS.  9 ,  10   ( a ), and  10 ( b ) are composed of 25 cells in a sheet with 5 rows and 5 columns, yet this example is not limiting. The scratch card may be composed of M×N cells in a sheet with M rows and N columns (M and N being integers greater than or equal to 2). Furthermore, the scratch cards in  FIGS.  10 ( a ) and  10 ( b )  are not limited to a square shape. For example, the scratch cards may be a polygon, or instead of being two-dimensional, the scratch cards may be in a three-dimensional rectangular shape of a die. 
     In  FIGS.  9 ,  10   ( a ), and  10 ( b ), examples are illustrated in which information, for each item type, on the total count and the acquisition count of items is also displayed, yet those examples are not limiting. Display may be limited to the scratch card, without displaying the information, for each item type, on the total count and the acquisition count of items. In other words, in  FIGS.  10 ( a ),  10 ( b ) , and  11 , examples are illustrated in which the acquirable item information includes information, for each item type, on the total count and the acquisition count of items and includes the total count of items, for each item type, among items for which the count of necessary attempts for acquisition is at most a predetermined value, yet those examples are not limiting. The acquirable item information may be configured to include only the total count of items, for each item type, among items for which the count of necessary attempts for acquisition is at moat a predetermined value. 
     A computer is preferably used to function as the battle game server  1 . A program containing a description of the processing for achieving the functions of the battle game server  1  is stored in the memory unit of the computer, and the functions are achieved by the central processing unit (CPU) of the computer reading and executing the program. 
     Although the present invention has been described based on drawings and examples, it is to be noted that various changes and modifications will be apparent to those skilled in the art based on the present disclosure. Therefore, such changes and to are to be understood as included within the scope of the present invention. For example, the functions and the like included in the various units and steps may be reordered in any logically consistent way. Furthermore, units or steps may be combined into one or divided. For example, in Embodiments 1 to 3, a separate one of the item information tables  111   a  to  111   c  is associated with each user identification number, yet for example a plurality of users may share one of the item information tables  111   a  to  111   c.    
     REFERENCE SIGNS LIST 
     
         
           1 : Battle game server 
           2 : Communication terminal 
           10 : Communication unit 
           11 : Memory unit 
           12 : Information presentation unit 
           13 : Control unit 
           111   a  to  111   c : Item information table 
           112 : User information table 
           113 : Item data 
           201  to  219 : Box 
           301  to  325 : Cell 
           501 : Information on the total count of items 
           502 : Information on the acquisition count