Game system, computer program used therefor, and control method

JP2024026629A5Active Publication Date: 2025-07-17KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2024000482
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2021-02-16
Filing Date
2024-01-05
Publication Date
2025-07-17
Estimated Expiration
2042-02-10

AI Technical Summary

Technical Problem

Existing card games lack configurations where characters can simultaneously perform escape and pursuit actions, similar to the roles in group competitive sports like baseball, which could enhance gameplay interest.

Method used

A game system and method that allows characters to perform simultaneous pursuit and escape actions, with roles switching between chase and flee characters based on predefined conditions, and includes a display device and input device to manage these actions within a common game field.

Benefits of technology

This system provides a new and engaging gameplay experience by incorporating dynamic role switching and strategic gameplay elements, enhancing user interaction and competition between groups.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system for providing a game having new amusement.SOLUTION: A game machine 3 (game system) provides a match-type game in which a match is played by multiple groups including multiple characters P each. The game machine 3 changes an escaping character P2 to an abnormal state in which escaping action is restricted when capturing action is executed to the escaping character P2 by a chasing character P1 through chasing action and escaping action executed simultaneously between the chasing character P1 to which a chasing role is allocated and the escaping character P2 to which an escaping role is allocated from among two kinds of roles, namely chasing and escaping. The game machine 3 also repeatedly executes role switching for switching a role between a group to which an escaping role is allocated and a group to which a chasing role is allocated when an abnormal state occurs in all the escaping characters P2 in the group in which an escaping role is allocated.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a game system or the like that is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a number of groups, each of which includes a number of characters, and an input device that inputs play actions for moving each character in the game field, and that provides a competitive game in which a group battle is played between a number of groups through roles assigned to each group out of two different roles. [Background technology]

[0002] There is a game system that provides a battle-type game in which a group battle is played between a plurality of groups through roles assigned to each group out of two different roles, and the game system is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs play actions for moving each character in the game field. For example, as such a battle-type game, a game system that provides a card game in which groups (guilds) battle each other is known (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] Patent Document 1: Patent No. 5505917 Summary of the Invention [Problem to be solved by the invention]

[0004] In the card game of Patent Document 1, each character plays an offensive and defensive role. However, this card game is not structured such that each character simultaneously executes escape actions and pursuit actions in their offensive and defensive roles. On the other hand, similar offensive and defensive roles may be prepared in group-based sports games such as baseball games. For example, in a baseball game, two teams (groups) play offensive and defensive roles, and they are switched many times during the game. However, the condition for the switching is the number of outs on the offensive side, not the change in the status of each player (character). In the first place, baseball games are not structured such that each player acts to change the status of the opponent's players. For this reason, there is room to use such actions as a new interest in the game.

[0005] Therefore, an object of the present invention is to provide a game system etc. that provides a game with new interest. [Means for solving the problem]

[0006] The game system of the present invention is a game system connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs play actions for moving each character in the game field, and provides a competitive game in which the plurality of groups play a group battle through roles assigned to each group out of two different types of roles, and the game system includes: a state changing means for, when a change action for changing the state of each escaping character to an abnormal state in which a restriction is placed on the escaping action is executed by each of the pursuit characters on each escaping character through a pursuit action and an escape action that are simultaneously executed in the game field between a pursuit character as each character assigned one of the two types of roles and a escaping character as each character assigned the other role, changing the state of the escaping character to which the change action has been executed to the abnormal state; and a role switching means for, when a predetermined number or more of escaping characters corresponding to the abnormal state occur in the group assigned the other role, repeatedly switching roles between the group and the group assigned the one role, until a termination condition is satisfied.

[0007] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the input means and the display means to function as each of the means of the game system described above.

[0008] Furthermore, the control method of the present invention causes a computer, which is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs a play action for moving each character in the game field, to be incorporated in a game system that provides a competitive game in which a group battle is conducted among a plurality of groups through roles assigned to each group out of two different types of roles, to execute: a state change procedure for, when a change action for changing a state of each escaping character to an abnormal state in which a restriction is imposed on the escaping action is executed by each of the pursuit characters on each of the escaping characters through a pursuit action and an escape action that are simultaneously executed in the game field between a pursuit character as each character assigned one of the two types of roles and a escaping character as each character assigned the other role, changing the state of the escaping character to which the change action has been executed to the abnormal state; and a role exchange procedure for, when a predetermined number or more of escaping characters corresponding to the abnormal state are generated in the group assigned the other role, repeatedly executing a role exchange between the group and the group assigned the one role, until a termination condition is satisfied. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Diagram 3] FIG. 1 is an explanatory diagram for explaining an outline of an escape game. [Figure 4] FIG. 4 is a diagram showing an example of a battle screen. [Diagram 5] FIG. 5 is a diagram showing an example of a battle screen showing a different play situation from the example in FIG. 4; [Figure 6] FIG. 6 is a diagram showing an example of a battle screen showing a play situation different from the examples of FIGS. 4 and 5; [Figure 7]FIG. 13 is a diagram illustrating an example of a result screen. [Figure 8] 11 is a flowchart showing an example of a procedure of an allocation process. [Figure 9] 10 is a flowchart illustrating an example of a procedure for a state change process. [Figure 10] 10 is a flowchart showing an example of a procedure of a state recovery process. [Figure 11] 11 is a flowchart showing an example of a procedure for a win / loss determination process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5. The center server 2 is configured as one logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may be configured by a single server unit. Alternatively, the center server 2 may be configured logically by using cloud computing.

[0011] As the game machine 3, an appropriate computer device that provides a game may be used. Such a computer device includes, for example, a user terminal device. The user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. For example, such a computer device includes a stationary or notebook type personal computer, a stationary home game machine, or a mobile terminal device such as a mobile phone (including a smartphone), a portable game machine, or a portable tablet terminal device. Although such various computer devices may be appropriately used as the game machine 3, in the example of FIG. 1, a commercial (commercial) game machine is used as the game machine 3. A commercial game machine is an example of a game device, and is a game machine that allows a user to play a game within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. This type of game machine 3 is sometimes called an arcade game machine, and is installed in a predetermined facility such as a store 6 with the main purpose of making a large number of users play the game repeatedly and generating profits.

[0012] The game machine 3 provides an escape game. The escape game is a type of action game played through the operation of a character by a user. The escape game includes an escape character and a pursuit character, each of which is assigned two different roles, escape and pursuit. The escape character is a character assigned the escape role among the two roles. The escape character performs the role of escaping (running away) from the pursuit character through an escape action in the game. On the other hand, the pursuit character is a character assigned the pursuit role among the two roles. The pursuit character performs the role of chasing (chasing) the escape character through a pursuit action in the game. Therefore, the pursuit character performs the pursuit action and the escape character performs the escape action, respectively, at the same time. In addition, these pursuit and escape roles are swapped when a swap condition is satisfied. In other words, when the swap condition is satisfied, the roles are swapped, and the escape character switches to the pursuit character and the pursuit character switches to the escape character, respectively. Such swapping is repeatedly executed until a termination condition is satisfied. Details of the escape game will be described later.

[0013] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 is configured to realize network communication using the TCP / IP protocol. Typically, the network 5 is constructed by connecting the Internet 5A as a WAN to LANs 5B and 5C that connect the center server 2 and the game machines 3 to the Internet 5A, respectively, via a router 5D. Note that a local server may be installed between the game machines 3 and the router 5D of the store 6, and the game machines 3 may be connected to the center server 2 so as to be able to communicate with the center server 2 via the local server. The server units 2A, 2B, etc. of the center server 2 may be connected to each other by a WAN 5A instead of or in addition to the LAN 5C.

[0014] The center server 2 provides various services for game machines to the game machines 3 or their users. The services for game machines include a matching service that matches users when multiple users play the escape game via the network 5. Various users may be appropriately matched through such a matching service, and for example, collaborators who play the escape game together may be matched, or opponents who compete in the escape game may be matched. In other words, the escape game may be provided as a cooperative game or a competitive game through such a matching service.

[0015] The game machine services may also include a distribution service that distributes and updates programs or data for the game machine 3 via the network 5, a service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives play data of the authenticated user from the game machine 3 and stores it, or provides the stored play data to the game machine 3. Furthermore, the game machine services may appropriately include a billing service that collects fees from users, etc.

[0016] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for the operation.

[0017] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data in a plurality of storage units. The storage unit 22 records a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also records server data SD necessary for providing various services. The server data SD includes various data necessary for providing various services. Such data may include various data for the escape game, such as a part or all of the game data GD described below, as appropriate, but the example of FIG. 2 shows play data PD and character data CD.

[0018] The play data PD is data in which information on the past play results of each user is described. The play data PD is used, for example, to carry over the play results (past results) up to the previous time to the next time or to carry over the settings specific to each user. When each character in the escape game grows according to the play situation, the past results include information on the parameters of the growth. When the value of the parameter changes according to the play situation, the value of the parameter after growth (after change) may be appropriately managed, but as an example, the growth (change) is managed in the play data PD. On the other hand, the character data CD is data in which information on the parameters that define each character is described. That is, the parameters of each character are managed by the character data CD. Such character data CD may include information on the parameters after growth, but as an example, it manages the value of the parameter corresponding to the initial value (before the change). That is, when the parameter of each character changes, the parameter after the change is reproduced by a combination of the play data PD (change) and the character data CD (initial value).

[0019] In addition, the control unit 21 is provided with various logical devices realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. The control unit 21 is appropriately provided with various logical devices, and in the example of FIG. 2, a game machine service management unit 24 is shown. The game machine service management unit 24 is a logical device that executes processing for providing the above-mentioned game machine service. For example, such processing includes well-known processing for realizing the above-mentioned matching service. Note that an input device such as a keyboard, an output device such as a monitor, and the like can be connected to the control unit 21 as necessary. However, illustration of these is omitted.

[0020] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage section 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program with an internal memory and other peripheral devices required for its operation. The control unit 31 is provided with various logical devices that are realized by combining the hardware resources of the control unit 31 with the game program PG2 as a software resource, and in the example of Fig. 3, a matching section 36, a range setting section 37, a progress control section 38, and an evaluation section 39 are shown.

[0021] The matching unit 36 ​​is a logical device that executes various processes related to matching through a matching service. For example, when the escape game is provided as a competitive game, the matching unit 36 ​​executes processes necessary for matching competitors who compete in the escape game. In addition, a match (as well as a cooperative play) may be performed by an appropriate number of users, and may be executed as a group match in which multiple groups each including multiple users compete against each other. In this case, the processes executed by the matching unit 36 ​​include grouping and identifying multiple users belonging to each group.

[0022] The range setting unit 37 is a logical device that executes various processes for preparing a game field in a game. The game field functions as a common moving range for each character. That is, the range setting unit 37 executes various processes for setting a game field as a range in which each character performs an escape action and a pursuit action. The game field may be set appropriately, and may include, for example, various obstacles that hinder the escape action, etc., various gimmick objects that operate to assist the escape action, etc., or various items, etc., as appropriate. When such obstacles, etc. are included in the game field, the process executed by the range setting unit 37 also includes a process for providing them in the game field. Specifically, the range setting unit 37 executes an allocation process as an example of a process for preparing such a game field. The details of the procedure of the allocation process will be described later.

[0023] The progress control unit 38 is a logical device that executes various processes for controlling the progress of the game. Such processes include processes for controlling the actions of each character to execute an escape action or a pursuit action. Similarly, each character may execute various actions in the game as appropriate according to the user's play action, not limited to these escape actions and pursuit actions, and the progress control unit 38 executes processes for executing these various actions. In addition, the processes executed by the progress control unit 38 include processes for switching roles between the escape character and the pursuit character. As examples of these processes, the progress control unit 38 executes a state change process and a state recovery process. The procedures of the state change process and the state recovery process will be described in detail later.

[0024] The evaluation unit 39 is a logical device that executes various processes for evaluating the play of the user. In the escape game, the play of the user may be evaluated appropriately, for example, both the escape action and the pursuit action, or one of them may be evaluated by an appropriate method, and the evaluation unit 39 executes various processes according to the target and method of these evaluations. In addition, when the escape game is played as a competitive game, the win or loss may be determined appropriately, and the evaluation unit 39 also executes a process for realizing such a determination. In this way, the play of the user is evaluated appropriately, and the win or loss may be determined appropriately according to the evaluation result, but as an example, only the escape action among the escape action and the pursuit action is evaluated so as to be scored according to the escape time, and the win or loss is determined according to the size of the acquired points (score). For this reason, the evaluation unit 39 executes a process for realizing such evaluation and determination. Specifically, as an example of such a process, the evaluation unit 39 executes a win or loss determination process. The details of the procedure of the win or loss determination process will be described later.

[0025] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. Various data are recorded in the storage unit 32 together with the above-mentioned game program PG2, and in the example of FIG. 2, game data GD is shown. The game data GD is data for allowing the user to play the escape game in accordance with the game program PG2. The game data GD may include various data such as image data for displaying various images for the escape game and BGM data for playing various BGMs, and in the example of FIG. 2, play data PD and character data CD are shown.

[0026] Various game data GD such as the character data CD may be stored in the storage unit 32 by any suitable method, for example, may be pre-installed in the game machine 3, or may be stored in the storage unit 32 via various recording media. In this way, the character data CD and the like may be stored in the storage unit 32 by any suitable method, but as an example, the play data PD and the character data CD are provided from the center server 2 through a distribution service so as to include the necessary portions.

[0027] In addition, the game machine 3 may be provided with various output devices and input devices necessary for an arcade game machine as appropriate and connected to the control unit 31, and in the example of FIG. 2, a monitor MO and a speaker SP are connected as output devices. That is, the output devices provided in the game machine 3 include the monitor MO and the speaker SP. The monitor MO is a display device for displaying a game screen including various images for the escape game. The monitor MO displays various game screens (images) for providing the escape game according to an output signal from the control unit 31. In addition, the speaker SP is an audio output device for reproducing various sounds. The speaker SP reproduces various sounds such as background music for the escape game according to an output signal from the control unit 31.

[0028] On the other hand, as an example of an input device connected to the control unit 31, a control panel CP is shown in the example of FIG. 2. The control panel CP is a well-known input device. The input (detection) of the user's play action may be realized as appropriate, but as an example, it is realized by the control panel CP. That is, the control panel CP is configured to input a play action for making each character move (act) in the game field. In order to realize such an input, various operation units are provided on the control panel CP. In the various operation units, various operations for instructing the characters to escape or pursue, etc. are executed as play actions. For example, such operation units may include push button switches for executing push operations used for various purposes, or sticks for instructing the direction of each character's progress, etc., as appropriate. Alternatively, the control panel CP may be provided with a touch panel that outputs a signal corresponding to the user's touch operation (operation of touching with a finger), and a touch operation may be input as the user's play action via the touch panel. The control panel CP outputs signals corresponding to the various operations on these operation units to the control unit 31. In addition, the game machine 3 may be provided with various input devices and output devices that are provided in commercial game machines. For example, such input devices include a fee collection device for collecting a predetermined fee. However, these are not shown in the drawings.

[0029] Next, the details of the escape game will be described with reference to FIG. 3 to FIG. 7. FIG. 3 is an explanatory diagram for explaining the outline of the escape game. The escape game may be played by an appropriate number of users, for example, by one user. In this case, the two roles of pursuit and escape may be shared by, for example, one user character corresponding to one user and an appropriate number of computer-controlled NPCs (non-player characters). Alternatively, the game may be played by two users, and in this case, the two user characters corresponding to the two users may be assigned the same role (as allies, such as the pursuit characters P1 or the escape characters P2) or different roles. In other words, the two users may play as cooperators or as opponents. In this way, the escape game may be played by an appropriate number of users in various formats, such as a cooperative format or a competitive format, but the example of FIG. 3 shows a case where the game is played in a group competitive format in which groups to which multiple users belong compete against each other. In addition, when playing in a group battle format, any number of groups may play, but the example of Fig. 3 shows a case where two groups, a first group G1 and a second group G2, play. In this example, the first group G1 and the second group G2 function as the multiple groups of the present invention. Of these, the second group G2 functions as the other group of the present invention.

[0030] As shown in FIG. 3, when the game is played in a group battle format with two groups, each group is assigned either a role of pursuit or a role of escape in the escape game. That is, the assignment of pursuit or escape is performed on a group-by-group basis. Furthermore, the roles assigned to each group are repeatedly switched from the start to the end of the game whenever a switching condition is satisfied. Each user belonging to each group plays the role assigned to each group through the character P at each switching. In this way, the roles of each group are repeatedly switched during the game when a switching condition is satisfied, and in the example of FIG. 3, the role of pursuit is assigned to the first group G1 and the role of escape is assigned to the second group G2. In this example, the roles of pursuit and escape function as two types of roles of the present invention. Furthermore, of these roles of pursuit and escape, the role of pursuit functions as one role of the present invention, and the role of escape functions as the other role of the present invention.

[0031] The role initially assigned to each group may be appropriately determined based on various conditions such as random or user selection, but as an example, it is determined according to the results of a mini-game. In other words, whether each group will play the role of pursuit or escape is determined through the mini-game. As such a mini-game, various games such as action games, simulation games, shooting games, and music games may be appropriately provided, but as an example, a mini-action game is provided in which the player who touches the most checkpoints (or various elements that replace them, such as flags) provided in the game field GF within a certain time wins.

[0032] Each group may be composed of an appropriate number of characters P, and the number of characters P constituting each group may differ between groups, but in the example of FIG. 3, both the first group G1 and the second group G2 are composed of the same number of three characters P. These three characters P may include NPCs, but as an example, they are all configured as user characters. For this reason, the first group G1 includes three pursuit characters P1 corresponding to the three users, and the second group G2 includes three escape characters P2 corresponding to the three users. These pursuit characters P1 and escape characters P2 are all placed in a game field GF set as a common action range. In the example of FIG. 3, for convenience of explanation, each character P is placed in the game field GF so as to be divided into left and right groups (or roles), but the placement of each character P in the game field GF may be realized appropriately. Then, each user controls (operates) the action (motion) of each character P so that the user character performs a pursuit action in the game field GF when the user character corresponds to the pursuit character P1, and performs an escape action in the game field GF when the user character corresponds to the escape character P2.

[0033] The pursuit action and the escape action may include various actions as appropriate, and for example, the pursuit action includes a capture action. The capture action is an action for changing the state of the escape character P2 from a normal state to an abnormal state. The abnormal state is a state in which at least a part of the escape action is restricted, and the normal state is a state in which the escape action can be executed without such restrictions. The replacement condition may be satisfied as appropriate, for example, every time a predetermined time has elapsed, and as an example, the replacement condition is satisfied when a predetermined number or more of escape characters P2 in an abnormal state occur in the group to which escape is assigned. An appropriate number may be adopted as the predetermined number, and for example, one (one) or two (two bodies) may be adopted, and as an example, three (three bodies) are adopted. In other words, the replacement condition may be satisfied when an abnormal state occurs in a part of each group, and as an example, the replacement condition is satisfied when all escape characters P2 belonging to the group with the role of escape (hereinafter, sometimes referred to as the escape group) become abnormal. Therefore, if all of the escaping characters P2 of the second group G2 become abnormal through the capture action of each of the pursuit characters P1 of the first group G1, the roles are switched between the first group G1 and the second group G2, and then a pursuit action is started in which each of the characters P (pursuit characters) of the second group G2 pursues each of the characters P (escaping characters) of the first group G1.

[0034] On the other hand, in the escape game, as described above, points are awarded according to the time of the escape action of the escaping character P2, increasing as the time increases. Then, the winner is determined according to the amount of points acquired. For this reason, each user is required to play in such a way that the escape character P2 continues to escape for as long as possible. As an example, the escape game is played in such a manner that the roles of pursuit and escape are repeatedly exchanged on a group basis.

[0035] 4 to 7 are diagrams each showing an example of a game screen used for playing a game when a group battle is executed by groups similar to those in FIG. 3. Specifically, each of FIGS. 4 to 6 shows an example of a battle screen. The battle screen is a game screen displayed on the monitor MO during a battle when the escape game is provided as a group battle type game. As shown in FIG. 4, the battle screen 50 includes a time display area 51, a score gauge 52, a map image 53, a character display field 54, and a game field GF.

[0036] The game field GF is a space within the game that is set as the action range of each character P. The game field GF may be configured as appropriate, but as an example, it is configured to produce a virtual three-dimensional space. Specifically, the game field GF is configured to correspond to the shooting results of a virtual camera installed at an arbitrary position in the virtual three-dimensional space under appropriate shooting conditions. Such a game field GF may be formed in an appropriate shape, but in the example of FIG. 4, it is formed in a substantially square shape. Furthermore, the game field GF is divided into four equal parts so that each of the equal parts forms a similar square. Each of these sections may be identified as appropriate, but as an example, they are distinguished by a division line SL and identified by different color schemes. Each of these sections may be used as appropriate, but as an example, they are used as the appearance range of each character P at the start of the game. Specifically, each character P may appear at an appropriate position in the game field GF and start escaping, etc., but as an example, each character P belonging to the same group appears so as to be dispersed into each section. Then, each character P starts escaping, etc. from the position of each section where it appeared.

[0037] In addition, various objects each having various functions are appropriately arranged in the game field GF. In the example of FIG. 4, a tracking character P1, various obstacles BI, a central stage 55, an item 56, and a checkpoint 57 are shown as examples of such objects. The tracking character P1 is an image (object) corresponding to the tracking character P1 among the characters P. The tracking character P1 may be appropriately represented in the game field GF, but in the example of FIG. 4, horns are added to distinguish the tracking character P1 from the escaping character P2, and the tracking character P1 is displayed as if holding a metal club. In addition, each tracking character P1 may include appropriate information for distinguishing it from other tracking characters P1 in the group, but in the example of FIG. 4, a user name field YN is included. The user name field YN displays the name of each user ("C user") to distinguish it from other tracking characters P1.

[0038] The obstacles BI are objects that function as obstacles to the actions of each character P, such as pursuit or escape. The obstacles BI may include various objects that impede pursuit actions, etc., as appropriate, and in the example of Fig. 4, they include a wall object BI1, a pillar object BI2, and a hill object BI3. These are objects that function as a wall, a pillar, and a hill, respectively, that impede pursuit actions, etc., in the game field GF.

[0039] The obstacles BI such as the wall object BI1 may appropriately hinder various actions such as the pursuit action. For example, the wall object BI1 and the pillar object BI2 may hinder only one of running and jumping (part of the pursuit action, etc.) when the pursuit action and the escape action (or only one of them) include running and jumping. In this way, the wall object BI1 etc. may appropriately hinder all or a part of the pursuit action, etc., but in the example of FIG. 4, the wall object BI1 and the pillar object BI2 are configured to hinder both running and jumping (or a part of the pursuit action, etc. when the pursuit action, etc. includes other actions). In other words, the wall object BI1 and the pillar object BI2 function as an obstacle that cannot be overcome by running or jumping. Similarly, the hill object BI3 functions as an obstacle that hinders running so as to reduce the speed on the slope when the pursuit action, etc. includes running and jumping.

[0040] The central stage 55 is an object that functions as the escape starting location of the pursuit character P1 when the roles are exchanged. When the roles are exchanged, each character P may start the next role from an appropriate location. For example, both the pursuit character P1 and the escaping character P2 may start the next role from the location where they were located at the time of the exchange. As an example, the pursuit character P1 (the escaping character P2 before the exchange) starts the next role from a predetermined start location called the central stage 55, and the escaping character P2 (the pursuit character P1 before the exchange) starts the next role from the location where they were located at the time of the exchange. More specifically, the central stage 55 includes a start position object 55A, and the pursuit character P1 that performs the role of pursuit when the role is exchanged (all pursuit characters P1 that belong to a group that changes from the role of escaping to the role of pursuit) is transferred to the start position object 55A from the location where they were located at the time of the exchange, and starts the pursuit action from there.

[0041] The central stage 55 may be placed at any suitable position, but as an example, it is placed at the center of the game field GF. The central stage 55 may be formed in any suitable shape, but in the example of FIG. 4, it is formed in a square shape so that the start position object 55A is located at the center. Furthermore, the central stage 55 is formed one step higher than the floor (or ground) forming the game field GF, and also has stairs to climb up to it. In this case, the central stage 55 prevents running and jumping in parts other than the stairs, and reduces the running speed in the stairs part. As a result, the central stage 55 also functions as a kind of obstacle BI. In this example, the position of the start position object 55A functions as a predetermined start position of the present invention.

[0042] The item 56 is an object corresponding to an item that imparts various effects to the actions of each character P. Such effects may include not only effects that favor the progress (play) of a pursuit action, etc., but also effects that are detrimental to the play. As an example, the item 56 imparts an advantageous change to the parameters that define each character. Specifically, various parameters may be appropriately set for each character P, and in the example of FIG. 4, the item 56 corresponds to an item that has an effect of increasing the moving speed during running according to the number of items acquired. That is, the item 56 has an effect of increasing the moving speed (one example of a parameter) of each character P. Also, this moving speed increases according to the number of items 56 acquired, so that the more items are acquired, the faster it becomes. In this example, the item 56 functions as a parameter change object of the present invention.

[0043] The checkpoint 57 is an object for determining whether or not a privilege is granted to each group. Various elements that contribute to the victory of a group may be adopted as such a privilege, and an effect related to a score is adopted as an example. Specifically, as described above, a score is awarded according to the escape time, and the checkpoint awards an increase effect that increases the score awarded according to the escape time as a privilege. Also, the checkpoint 57 may be appropriately configured, and as an example, it is configured to change its state between an occupied state and a neutral state. The occupied state is a state indicating the occupation by one of the groups. In the occupied state, a privilege is granted to the group that occupies the place. On the other hand, the neutral state is a state indicating neutrality, that is, not occupied by any group. In the neutral state, no privilege is granted. In other words, the checkpoint 57 in the neutral state does not give an increase effect to any group.

[0044] The change in the state of the checkpoint 57 may be realized as appropriate, but as an example, it is realized according to an occupying action and a releasing action. The occupying action and the releasing action are actions for changing the checkpoint 57 to an occupied state and a neutral state, respectively. Both of these actions may be permitted for both the pursued character P1 and the escaping character P2, but as an example, the occupying action is permitted only for the escaping character P2, and the releasing action is permitted only for the pursued character P1. In addition, various actions may be adopted as appropriate as such an occupying action and the releasing action, and different actions may be adopted, but in the example of FIG. 4, the same contact action is adopted for both. Therefore, the checkpoint 57 starts to be displayed in a neutral state, and changes to an occupied state when the escaping character P2 contacts it (contact action). On the other hand, the checkpoint 57 in the occupied state returns to a neutral state when the pursued character P1 contacts it. In this example, the occupied state and the neutral state function as the privilege state and the normal state of the present invention, respectively.

[0045] A large number of the above-mentioned checkpoints 57 are provided in the game field GF. These checkpoints 57 are given the above-mentioned increasing effect so that the score increase rate per hour increases as the number of occupied checkpoints 57 increases. Therefore, the escaping character P2 can obtain more points the more checkpoints 57 he changes to occupied states. As a result, the escaping character P2 (user) is required to take action to change as many checkpoints 57 as possible to occupied states while escaping. On the other hand, the pursuing character P1 (user) is required to take the opposite action to restore as many checkpoints 57 as possible to neutral states from occupied states while being pursued.

[0046] The state of the checkpoint 57 in the game field GF, that is, the occupied state and the neutral state, may be expressed appropriately, and as an example, they are expressed by different colors (for example, the neutral state is yellow, and the occupied state is another color, etc.). In addition, the occupied state has different functions depending on the group occupying it. Specifically, since the score is given according to the escape time of the escaping character P2 (the escaping group), the occupied state occupied by the escaping group exerts an increasing effect (benefit), but the occupied state occupied by the pursuit group does not exert an increasing effect. In addition, the difference in the occupying group also functions as a difference in the action to be performed on the checkpoint 57 in the occupied state, such as an occupying action or a releasing action. For this reason, the occupied state may be appropriately distinguished depending on the occupying group so as to show such a difference in function, and as an example, it is displayed in a color according to the occupying group (for example, occupation by one's own group is blue, and occupation by another group is red, regardless of the role, etc.).

[0047] The time display area 51 is an area for displaying time. Various times may be displayed appropriately in the time display area 51, for example, the elapsed time from the start of play may be displayed, but in the example of FIG. 4, "300" is displayed as the remaining time available for play. The display of "300" indicates 300 seconds, and decreases as time passes. That is, the remaining time in the time display area 51 indicates a maximum value at the start of play, and decreases in a countdown manner as play begins. The end condition may be satisfied appropriately, for example, based on various play situations such as when a specific item is collected, but as an example, it is satisfied when the remaining time becomes zero, that is, when a predetermined time has passed. Therefore, each character P continuously and repeatedly executes a pursuit action or an escape action in the game field GF until the remaining time becomes zero.

[0048] The score gauge 52 is an image for presenting the points (scores) acquired by each group for each group. In the escape game, the points may be given appropriately, but as an example, the points are given in the role of escaping as described above. That is, the points are given to each group through playing as the escaping character P2. Also, the points may be given appropriately through various methods, but as an example, the points are given to each escaping character P2 according to the time of escaping in a normal state. Specifically, the points are given to each escaping character P2 so that the points increase the longer the time of escaping in a normal state. Also, the points are given so that the rate of increase of the points according to time increases as the number of checkpoints 57 in the occupied state increases. Then, the cumulative total of the points given to each escaping character P2 is presented as the score of the group through the score gauge 52.

[0049] The score gauge 52 may be appropriately configured to display the acquired points, but in the example of FIG. 4, includes a gauge section 52A and a score display section 52B. The gauge section 52A is a section for displaying the points of each group through a gauge. The gauge section 52A may be appropriately configured, but in the example of FIG. 4, it is formed in a bar shape indicating the score amount of each group. Specifically, the left and right ends of the gauge section 52A correspond to each group, and the score amount is displayed in a different color scheme for each group in the gauge section 52A. The color scheme of each group may be appropriately configured, but in the example of FIG. 4, the left side is shown with a dot pattern corresponding to the first group G1 (your group), and the right side is shown with a right diagonal line corresponding to the second group G2 (your opponent's group). In addition, such score amount (the color scheme of the dot pattern and the right diagonal line) may be appropriately increased or decreased, but as an example, the larger score amount increases or decreases so as to encroach on the opponent's gauge. However, in the example of FIG. 4, both score amounts are the same, zero, so they are balanced in the center. On the other hand, the score display section 52B is a section that displays the score indicated by the gauge section 52A as a numerical value. Therefore, the score display section 52B further includes a section that indicates the score of the first group G1 (the left side of the example in FIG. 4, “0000”), and a section that indicates the score of the second group G2 (the right side of the example in FIG. 4, “0000”).

[0050] The map image 53 is an image showing a map for grasping the entire game field GF. The map image 53 may be appropriately configured so that the entire game field GF (or a part of it) can be grasped, but in the example of Fig. 4, it is configured to show the game field GF as viewed from above. Furthermore, the map image 53 may correspond only to the bird's-eye view of the game field GF, but in the example of Fig. 4, it includes a point marker 53a, a fugitive marker 53b, and a pursuer marker 53c as markers indicating the positions of various objects placed in the game field GF.

[0051] The point marker 53a, the fugitive marker 53b, and the pursuer marker 53c are markers that indicate the positions of the checkpoints 57, the escaping characters P2, and the pursued characters P1, respectively, among various objects arranged in the game field GF. Therefore, the positions of the checkpoints 57, the escaping characters P2, and the pursued characters P1 in the game field GF are indicated, respectively, through the point marker 53a, the fugitive marker 53b, and the pursuer marker 53c.

[0052] In addition, the point marker 53a, the fugitive marker 53b, and the pursuer marker 53c may be displayed on the map image 53 unconditionally or with various conditions. As an example, only the pursuer marker 53c is displayed with conditions. Specifically, the pursuer marker 53c is displayed only to the user who corresponds to the tracked character P1. In other words, the pursuer marker 53c is displayed only to the user who belongs to the group who plays the role of tracking, and is not displayed to the user who plays the role of escaping. In the example of FIG. 4, both the fugitive marker 53b and the pursuer marker 53c are displayed on the map image 53. Therefore, such a battle screen 50 is displayed to the user who performs tracking (plays the role of tracking).

[0053] The fugitive marker 53b and the pursuer marker 53c may be displayed as appropriate, but as an example, they are displayed in different forms so that their respective roles can be recognized. Specifically, the fugitive marker 53b and the pursuer marker 53c may be distinguished as appropriate, but as an example, they are distinguished by different colors such as red and blue. Furthermore, when the pursued character P1 or the escaping character P2 is the player's own character P, an identification marker 53d indicating the player's own character P is further added. Various markers may be appropriately adopted as such an identification marker 53d, but in the example of FIG. 4, an arrow pointing to the pursuer marker 53c corresponding to the player's own character P is adopted.

[0054] The character display column 54 is a section that displays information about each character P. The character display column 54 may be provided as appropriate, and for example, only the character display column 54 corresponding to the player's own character P may be provided, but in the example of Fig. 4, six character display columns 54 are provided corresponding to a total of six characters P. In addition, the character display column 54 corresponding to the player's own character P (hereinafter, may be referred to as the player's own character display column 54S) may be formed in the same manner as the character display columns 54 corresponding to the other characters, but in the example of Fig. 4, it is formed to be larger than the other character display columns 54 and to include more information so as to be distinguished from the other character display columns 54.

[0055] Specifically, each character display field 54 may include various information related to each character P as appropriate, but in the example of FIG. 4, it includes a name area CA1 that displays information on the name of the user corresponding to each character P (such as "User A"), and an image area CA2 that displays an image corresponding to each character P (only the head in the example of FIG. 4). Meanwhile, the self character display field 54S also includes a name area CA1 and an image area CA2, but both are different from the other character display fields 54. Specifically, the image area CA2 is formed larger than the others so that the entire body of each character P is displayed. Also, the name area CA1 includes information on the number of items 56 acquired by the character P corresponding to the self during play ("1" in the example of FIG. 4) in addition to information on the user's name ("User C").

[0056] Furthermore, the own character display field 54S includes a skill information area SA. Although each character P may not be set with a skill, various skills that provide advantageous effects in the progress of the game are set as an example. Such various skills may include various skills that improve the basic performance of each character P, such as running speed and jumping power, or skills that add special abilities to each character P, such as skills to set traps or obstacles to hinder actions, to create an invincible state (a state in which abnormal conditions do not occur) for a certain period of time, or to disappear. In addition, each character P may be set with an appropriate part or all of these skills, and the same skills may be set uniformly for all characters P, but as an example, any one of the skills is set for each character P so as to differ depending on each character P.

[0057] The skill information area SA is an area that displays information related to the skills set for the character P corresponding to the player. The skill information area SA may be configured to display various information related to skills as appropriate, but in the example of FIG. 4, it is configured to include a skill name section SA1. The skill name section SA1 is a section for displaying the name of the skill set for the character P corresponding to the player. Each character P may be configured with appropriate skills, but in the example of FIG. 4, information on "obstacle placement" is displayed, which indicates the skill of placing obstacles.

[0058] The skill name section SA1 is further provided with a skill value gauge SA2. The skill value gauge SA2 is a gauge that indicates the amount of skill value possessed by the character P corresponding to the player. The skill value functions as a value for determining whether or not the effect of each skill can be exerted. Furthermore, the skill value may be used appropriately to exert the effect of a skill, and as an example, it is used so that the skill exerts its effect by consuming a predetermined amount. Furthermore, such skill value may increase under appropriate conditions, or may increase by acquiring a predetermined item, and as an example, it gradually increases over time.

[0059] Similarly, each skill may be activated as appropriate, but as an example, activation of a skill is permitted when the skill value gauge SA2 is full, that is, when the skill value gauge SA2 indicates the maximum amount of skill value. Also, the actual activation of a skill may be performed as appropriate, and a skill may be activated unconditionally when the skill value reaches the maximum amount, but as an example, a skill is actually activated in response to a predetermined operation for activating the skill.

[0060] Each character display field 54 is displayed so as to distinguish between the group to which the player belongs and other groups. This distinction may be realized as appropriate, but as an example, the three character display fields 54 on the left side are displayed so as to correspond to the group to which the player belongs, and the three character display fields 54 on the right side are displayed so as to correspond to the opponent's group. In other words, each character display field 54 is displayed so that the group can be recognized according to the left and right position. As a result, this distinction also functions as a distinction between roles.

[0061] FIG. 5 is a diagram showing a schematic example of a battle screen showing a different play situation from the example of FIG. 4. The example of FIG. 5 shows a pursuit character P1 pursuing a escaping character P2 in a different location from the example of FIG. 4. In this case, as shown in FIG. 5, the escaping character P2 and the pursuit character P1 are displayed in the game field GF. In addition, in the example of FIG. 5, the score of the second group G2, which plays the role of escaping, increases with the passage of time compared to the example of FIG. 4. Specifically, the score display section 52B displays the number "0125" as the score acquired by the second group G2, and the right-hand diagonal line of the gauge section 52A extends beyond the center toward the left end to indicate the amount of the score.

[0062] Similarly, the positions of the fugitive marker 53b and the pursuer marker 53c in the map image 53 change according to the change in the positions of the fugitive character P2 and the pursuer character P1, but in the example of FIG. 5, the number of fugitive markers 53b is reduced by two compared to the example of FIG. 4. When the fugitive character P2 becomes abnormal, the fugitive character P2 in the abnormal state may be reflected in the map image 53 as the fugitive marker 53b or a marker indicating the abnormal state, but as an example, such reflection is omitted. That is, the fugitive marker 53b corresponding to the fugitive character P2 in the abnormal state disappears from the map image 53. Therefore, for example, when two of the three fugitive characters P2 change to an abnormal state, the two fugitive markers 53b corresponding to those two characters disappear from the map image 53, and only the fugitive marker 53b corresponding to the remaining one fugitive character P2 is displayed in the map image 53. In the example of FIG. 5, such a change (progress) is reflected in the map image 53.

[0063] In addition, various objects may be provided in the game field GF as described above as appropriate, and in addition to obstacles BI such as wall objects BI1, various gimmick objects that operate to assist or hinder escape actions, etc., may be provided, and in the example of Fig. 5, a warp object GO1 is shown as an example of such a gimmick object. The warp object GO1 is a type of gimmick object that assists escape actions, etc., and operates to realize instantaneous teleportation (warp) between two distant locations within the game field GF. Such an operation may be performed based on appropriate conditions, and as an example, it is performed when the character P is located on the warp object GO1.

[0064] Similarly, the warp object GO1 may or may not have an appropriate restriction. When a restriction is set, various elements such as time, number of times, or role may be appropriately used as the requirement for such a restriction. For example, a role may be adopted as the requirement for the restriction, and the warp object GO1 may operate to assist only one of the escape action and the pursuit action. Alternatively, the number of times may be adopted as the requirement for the restriction, and the use (operation) of the warp object GO1 may be limited to only a predetermined number of times. In this way, the warp object GO1 may have an appropriate restriction, but as an example, only a restriction on the time requirement is set. For this reason, the warp object GO1 operates to assist both the escape action and the pursuit action, and operates without limiting the number of times regardless of whether the escape character P2 or the pursuit character P1 is on it, but the operation is limited only for a certain time from the previous operation. In other words, once the warp object GO1 operates, it takes a certain time before it is allowed to operate again.

[0065] Furthermore, an obstacle BI such as a wall object BI1 may have any suitable shape, but in the example of FIG. 5, a wall object BI1 having a cutout portion NP is shown. The cutout portion NP is a cutout portion formed downward from the top of the wall so that the height is reduced. Therefore, the height of the wall object BI1 decreases at the cutout portion NP. More specifically, at the cutout portion NP, the height of the wall object BI1 is formed to a height that can be reached by each character P by jumping. As a result, each character P can jump onto the cutout portion NP, and when the character P reaches the top of the wall object BI1 by jumping at the cutout portion NP, the character P is allowed to run on the wall object BI1.

[0066] In addition, the wall object BI1 is not limited to the cutout portion NP, and may have various shapes, and such shapes may include, for example, a shape having a hole. The hole is a portion formed so as to connect one side of the wall to the other side. Therefore, each character P can pass through the wall object BI1 through the hole and go to the other side. The escape action and the pursuit action may include various actions as appropriate, but when such a hole is provided, such actions may include a predetermined action for passing through the hole. Specifically, the hole may be provided at an appropriate position of the wall object BI1, but for example, when the hole is provided on the lower side of the wall object BI1, the escape action, etc. may include sliding as a predetermined action for adding such a hole.

[0067] FIG. 6 is a diagram showing an example of a battle screen showing a play situation different from the examples of FIG. 4 and FIG. 5. The example of FIG. 6 shows a case where the pursued character P1 executes a capture action on the escaping character P2. In this case, as shown in FIG. 6, the battle screen 50 includes the escaping character P2 and the pursued character P1, but compared to the example of FIG. 5, the escaping character P2 changes to an abnormal state due to the capture action of the pursued character P1. Specifically, such an abnormal state may be appropriately expressed in the game field GF, but in the example of FIG. 6, the display of the escaping character P2 becomes semi-transparent (broken line in the example of FIG. 6) and is expressed by showing a fallen posture. In addition, as such a capture action, an appropriate action such as a touch action or a simple contact action may be adopted, but as an example, an action of hitting the escaping character P2 with a metal club is adopted. For this reason, when the pursuing character P1 defeats the escaping character P2 (actually hits the escaping character P2 with the iron club) through a punching action near the escaping character P2 (within the reach of the iron club), the escaping character P2 changes from a normal state to an abnormal state. In this example, the action of actually hitting the escaping character P2 with the iron club (capture action) functions as the changing action of the present invention.

[0068] In the abnormal state, appropriate restrictions may be imposed. For example, the escaping character P2 in the abnormal state may be restricted in all actions and may not be able to do anything. Furthermore, the escaping character P2 in the abnormal state may be displayed in the game field GF in an appropriate manner that is distinguishable from the normal state, or may not be displayed. That is, the escaping character P2 in the abnormal state may disappear from the game field GF. Alternatively, the escaping character P2 in the abnormal state may be displayed outside the game field GF. That is, the escaping character P2 in the abnormal state may be made to leave the game field GF. In this case, the actions of the escaping character P2 in the abnormal state may be appropriately permitted. Specifically, outside the game field GF, the escaping character P2 in the abnormal state naturally cannot take actions such as occupying each checkpoint 57 or escaping from the pursuit character P1, but for example, movement may be permitted. That is, the escaping character P2 in the abnormal state may move outside the game field GF. Furthermore, outside the game field GF, the escaping character P2 in the abnormal state may be allowed to interfere with the game field GF or may not be allowed to interfere with the game field GF. For example, an escaping character P2 that is in an abnormal state outside the game field GF may be allowed to perform various actions that hinder pursuit (in other words, actions that assist escape), such as unique actions such as setting traps on the outer periphery of the game field GF and catching the legs of the pursuing character P1 moving there, or actions that exert certain abilities, such as activating skills.

[0069] As described above, in an abnormal state, all or part of the escape action may be appropriately restricted. For example, the movement itself may be restricted, and the character may be unable to move from the spot, but as an example, movement is permitted. In this case, the occupancy of the checkpoint 57 by the escaping character P2 in the abnormal state may be restricted, but as an example, occupancy is permitted. That is, the escaping character P2 in the abnormal state can also change the checkpoint 57 to an occupied state by an occupying action. However, the checkpoint 57 occupied by the escaping character P2 in the abnormal state has a reduced score compared to the occupancy by the escaping character P2 in the normal state. Such a reduction may be realized appropriately, but as an example, the occupancy due to the abnormal state is realized as one-fourth of the occupancy due to the normal state. Also, when the checkpoint 57 occupied by the escaping character P2 in the abnormal state is subsequently occupied by the escaping character P2 in the normal state, the reduction in the score may be maintained as it is, but as an example, the reduction is eliminated and the score returns to the normal score. That is, the occupancy due to the abnormal state is overwritten by the occupancy due to the normal state. Therefore, the occupation state indicating occupation due to an abnormal state and the occupation state indicating occupation due to a normal state can be expressed more clearly by using different colors or the like.

[0070] The abnormal state may be set to be unrecoverable (once an abnormal state occurs, it cannot return to the normal state until the roles are swapped), but as an example, it is set to be recoverable. Furthermore, recovery from the abnormal state may be realized appropriately, and may be realized randomly or according to the passage of time, etc., but as an example, it is realized by a recovery action. Furthermore, such a recovery action may be performed by an appropriate character of the self or other characters P, but as an example, it is performed by another escaping character P2 in a normal state belonging to the same escape group. In other words, the escaping character P2 in an abnormal state returns to the normal state by the recovery action of the other escaping character P2.

[0071] As the recovery action, an appropriate action by the other escaping character P2 may function, and as an example, an action of staying near the escaping character P2 in the abnormal state for a predetermined time is adopted. In addition, such a staying action may be realized by an appropriate play action of each user, and as an example, it is realized by an operation (play action) of continuing to press a predetermined operation unit where a pressing operation is input. In other words, when a user corresponding to another escaping character P2 (normal state) continues to press a predetermined operation unit for a predetermined time near the escaping character P2 in the abnormal state, the escaping character P2 in the abnormal state returns to the normal state. A restriction (for example, a reduction in the score added when the checkpoint 57 is occupied) is set for the escaping character P2 in the abnormal state, and it is also related to the replacement condition. For this reason, in consideration of the victory of the group, each user is also required to play to return the escaping character P2 in the emergency state to the normal state.

[0072] In addition to the warp object GO1, various gimmick objects may be provided in the game field GF. As another example of such a gimmick object, a jump object GO2 is shown in the example of FIG. 6. The jump object GO2 is a type of gimmick object that assists escape actions and the like, and operates to assist the jump (jump) of each character P. Such an action may be performed based on appropriate conditions, and may be performed, for example, when a jump is performed on the jump object GO2, but as an example, it is performed when each character P is located on the jump object GO2 regardless of the presence or absence of such a jump action. In other words, the jump object GO2 operates to make the character P located on it jump in a predetermined direction (for example, the traveling direction) to a predetermined height (for example, a height higher than a normal jump by the character P).

[0073] The jump object GO2 may or may not have an appropriate restriction. When a restriction is set, various elements such as time, number of times, or role may be appropriately used as the requirement of such a restriction. In this way, the jump object GO2 may have an appropriate restriction like the warp object GO1, but as an example, only a restriction on time is set. For this reason, the jump object GO2 also operates to assist both the escape action and the pursuit action like the warp object GO1, and operates without any restriction on the number of times regardless of whether the escape character P2 or the pursuit character P1 is on it, but the action for a certain time from the previous action is limited.

[0074] Furthermore, in the example of FIG. 6, instead of a numerical value indicating the acquired score, score display section 52B displays "????" to hide the numerical value. Similarly, gauge section 52A also displays the score amount so that each group corresponds to less than half. In other words, gauge section 52A also ambiguously displays the magnitude of the scores between groups to correspond to the display of score display section 52B hiding the numerical value. Score gauge 52 may be displayed to show the acquired score of each group regardless of the elapsed time, but as an example, when the remaining time falls below a certain time (e.g., 60 seconds), the display changes to hide the acquired score of each group to make the winner and loser ambiguous.

[0075] In addition to the above elements, various bonus elements may be provided in the escape game, and fever time will be described as an example. Fever time is a bonus (benefit) that increases the score given according to the escape time for a certain period of time. Fever time may be given appropriately based on various conditions, and as an example, it is given when a specific play action is performed only once on a group basis. In addition, any appropriate action may be adopted as the specific play action, and as an example, an operation of pressing a special push button provided for fever time is adopted. In other words, when a special button is pressed by any user in each group, fever time is given to the group to which that user belongs only once during a match.

[0076] The rate of increase in score during fever time may be any suitable rate, and may be uniform or variable regardless of various conditions, but is set to be variable as an example. In addition, various play situations such as random or consumption of a specific item may be appropriately adopted as such various conditions, but as an example, the size of the score, that is, the win or loss when a special button is pressed, is adopted. More specifically, in fever time, a higher rate of increase is given when losing than when winning, so that fever time provides a chance for a comeback. Such a rate of increase may be any suitable rate, but is set to double when winning and triple when losing, as an example. For this reason, each group is required to be strategic about the timing of using fever time.

[0077] 7 is a diagram showing a schematic example of a result screen. The result screen is a game screen for displaying the results of a battle through the battle screen 50. The result screen may be displayed at an appropriate time, but as an example, it is displayed when an escape action or the like ends. For this reason, when an escape action or the like in the escape game ends when a predetermined time has elapsed (when the end condition is satisfied) as described above, the result screen is displayed as an example when such a predetermined time has elapsed.

[0078] As shown in FIG. 7, the result screen 60 includes detailed data and information on the acquired title. The acquired title is a title acquired by the user from among various titles prepared in the game. As such a title, appropriate titles may be prepared according to various elements included in the game, such as "Escape King" which is given when the escape time exceeds a predetermined time, or "Cure King" which is given when the escape character P2 in an abnormal state is returned to the normal state a predetermined number of times or more. On the other hand, the detailed data is data showing details including various information regarding each character P. The detailed data may include various information as appropriate, but in the example of FIG. 7, it includes information on experience points, score, number of kills, number of checkpoints acquired, number of times killed, number of times healed, escape time, and number of checkpoint resets.

[0079] The number of people killed is information indicating the number of escaping characters P2 captured (changed to an abnormal state) by the pursuing character P1 (role of pursuit). The number of checkpoints acquired is the number of checkpoints 57 that were in an occupied state. The number of occupied states may be counted under appropriate conditions, for example the number at the end, but one example is the total number of occupied states (whether or not they were subsequently returned to a neutral state). The number of times defeated is the number of times that the escaping character P2 was captured (changed to an abnormal state). The number of times healed is the number of times that an abnormal escaping character P2 was returned to a normal state by a recovery action. The escape time is the time spent escaping as the escaping character P2. The number of checkpoints reset is the number of occupied checkpoints 57 that were returned to a neutral state.

[0080] The score is information indicating the score acquired in the current play. The acquired score may be the score acquired by a group, but as an example, it is the score acquired by an individual. On the other hand, the experience value is information indicating the experience value granted to the character in the current play. The experience value may display the experience value accumulated through previous battles, but as an example, the experience value acquired in the current play is displayed. The experience value may be granted according to an appropriate standard, but as an example, it is calculated according to a predetermined rule based on elements such as the score, the number of people defeated, the number of checkpoints acquired, the number of times they were defeated, the number of times they were healed, the escape time, and the number of checkpoint resets. In the escape game, various elements may be appropriately evaluated, and the result screen 60 may be appropriately configured to display these elements, but as an example, it is configured to display these information. The result screen 60 may also include various other information regarding the win or loss result, such as victory or defeat.

[0081] Next, the assignment process, state change process, state recovery process, and win / lose determination process will be described with reference to Figs. 8 to 11. The assignment process is a process for assigning roles to each group at the start of play. The assignment process may be configured to execute only role assignment or may be configured to include various other processes, but the example of Fig. 8 shows a case where the process is configured to present a game field GF for play in conjunction with the assignment of roles. In this case, the range setting unit 37 starts the assignment process of Fig. 9 every time a mini-game for determining the roles at the start of play ends, and first obtains the result of the mini-game (step S101).

[0082] Next, the range setting unit 37 assigns each character P a role of pursuit or escape based on the result of the mini-game acquired in step S101 (step S102). In the case of a group battle, this assignment is performed on a group basis. Also, this assignment may be performed by any suitable method, but as an example, when there is a time limit for playing, it is considered that the person who first takes on the role of escape will have an advantage in that they can gain more escape time, so the assignment is performed so that the winner of the mini-game is assigned the role of escape.

[0083] Next, the range setting unit 37 presents the game field GF through the battle screen 50 (step S103). In this case, the range setting unit 37 may construct a virtual three-dimensional space corresponding to the game field GF, but as an example, this presentation is realized by displaying (drawing) the game field GF on the battle screen 50 as a result of shooting a virtual three-dimensional space constructed in advance with a virtual camera. In addition, the virtual three-dimensional space corresponding to the game field GF includes items 56, a large number of checkpoints 57, various obstacles BI, and various gimmick objects such as a warp object GO1 and a jump object GO2. Therefore, the range setting unit 37 executes the presentation of the game field GF so that these are formed (provided). Then, after this presentation, the range setting unit 37 ends the current allocation process. As a result, the initial role allocation based on the outcome of the mini-game is executed. In addition, following the allocation, the presentation of the game field GF in which various elements such as the items 56 are provided is realized.

[0084] The state change process is a process for changing the state of the escaping character P2 from a normal state to an abnormal state when a change condition is satisfied. The change condition may be satisfied as appropriate according to the convenience of the game, etc., but as an example, the change condition is satisfied when a capture action is appropriately executed. Also, as an example of the capture action, the action of hitting the escaping character P2 with a metal club is adopted as the capture action, as described above. In this case, the capture action is determined to be appropriate when the escaping character P2 in the normal state is actually hit with the metal club by the hitting action. That is, as an example, the change condition is satisfied when the escaping character P2 in the normal state is actually hit with the metal club. Also, the state change process may be executed as appropriate, but as an example, when such a hitting action is executed as the capture action, the change condition is repeatedly executed every time the capture action is executed from the start of the game play (start of countdown of the remaining time) until the end condition is satisfied (remaining time becomes zero). The example of FIG. 9 shows an example of the state change process in such a case.

[0085] The progress control unit 38 starts the state change process of FIG. 9 every time the pursued character P1 executes the action of hitting with the iron club (capture action), and first determines whether or not the change condition is satisfied (step S201). As described above, the change condition is satisfied when the escaping character P2 in the normal state is actually hit with the iron club. For this reason, the progress control unit 38 determines whether or not the escaping character P2 in the normal state has actually been hit by the action of hitting with the iron club (whether or not the escaping character P2 in the normal state is included in the trajectory of the iron club associated with this action). Then, if the change condition is not satisfied, that is, if the escaping character P2 in the normal state has not been hit with the iron club, the progress control unit 38 skips the subsequent processes and ends the current state change process.

[0086] On the other hand, when the change condition is satisfied, that is, when the escaping character P2 in the normal state is actually hit with the iron club, the progress control unit 38 identifies the escaping character P2 in the normal state that has been hit with the iron club, and changes the state of the identified escaping character P2 to an abnormal state (step S202). This change may include changing the display mode of the escaping character P2 on the battle screen 50 (for example, making it semi-transparent and lying on its side).

[0087] Next, the progress control unit 38 determines whether or not the replacement condition is satisfied (step S203). As an example, the replacement condition is satisfied when all of the escaping characters P2 of the escaping group become abnormal, as described above. For this reason, the progress control unit 38 determines whether or not all of the escaping characters P2 of the escaping group become abnormal due to the change in step S202. If the replacement condition is not satisfied, that is, if all of the escaping characters P2 of the escaping group are not in an abnormal state, the progress control unit 38 skips the subsequent processing. In other words, the escaping character P2 in the normal state that was hit with the iron club in step S202 is put into an abnormal state, and then the current state change processing is terminated.

[0088] On the other hand, when the switching condition is satisfied, that is, when all the escaping characters P2 of the escaping group are in an abnormal state, the progress control unit 38 switches the roles between the pursuit character P1 and the escaping character P2. In the case of a group battle, such switching is performed on a group-by-group basis. That is, the progress control unit 38 executes a role switching in which the roles of the groups are switched so that the escaping group becomes the pursuit group and the pursuit group becomes the escaping group.

[0089] Next, in accordance with the replacement in step S204, the progress control unit 38 transfers all of the tracking characters P1 that will newly assume the role of tracking to a predetermined start position (step S205). As an example of the predetermined start position, the start position object 55A of the central stage 55 is used as described above. Therefore, the progress control unit 38 transfers all of the tracking characters P1 that will newly assume the role of tracking to the start position object 55A of the central stage 55.

[0090] Next, the progress control unit 38 resumes playing the escape game (step S206). That is, the progress control unit 38 resumes the actions of each character P so that escape and pursuit actions are started again in a new role after all the pursuit characters P1 are transferred to the starting position in step S205. Then, after resuming the play, the progress control unit 38 ends the current state change process.

[0091] According to the procedure of FIG. 9, the state of each escaping character P2 changes from a normal state to an abnormal state in accordance with the appropriate capture action of each pursuit character P1. More specifically, when the escaping character P2 in a normal state is actually hit with a metal club in accordance with the action of hitting with a metal club of each pursuit character P1, the state of the hit escaping character P2 changes from a normal state to an abnormal state. In addition, when all the escaping characters P2 of the group that plays the role of escaping become abnormal in accordance with the change, the role exchange between escaping and pursuit is executed. That is, the escaping character P2 so far changes to the pursuit character P1, and the pursuit character P1 so far changes to the escaping character P2. Furthermore, all the pursuit characters P1 of the group that newly plays the role of tracking are transferred to the start position object 55A of the central stage 55 so as to resume the tracking action from the central stage 55. Then, such a change of state and role exchange are repeatedly executed from the start of the play until the end condition is satisfied. In other words, every time all of the escaping characters P2 enter an abnormal state, the roles are switched between pursuit and escape, and pursuit etc. is resumed again from the central stage 55, providing a dizzying change of roles that is repeated until the time is up.

[0092] The state recovery process is a process for recovering the escaping character P2 in an abnormal state to a normal state. The escaping character P2 in an abnormal state recovers when, as an example, a user corresponding to another escaping character P2 (normal state) continues to press a predetermined operation unit near the escaping character P2 in an abnormal state for a predetermined period of time, as described above. In this case, the recovery condition is satisfied when, as an example, a user corresponding to another escaping character P2 (normal state) continues to press a predetermined operation unit near the escaping character P2 in an abnormal state for a predetermined period of time. The example of FIG. 10 shows the state recovery process in such a case.

[0093] The progress control unit 38 starts the state recovery process of FIG. 10 every time a predetermined operation unit is pressed near the escaping character P2 in an abnormal state by a user corresponding to the other escaping character P2 (normal state), and first determines whether or not a recovery condition is satisfied (step S301). The recovery condition may be appropriately satisfied according to various recovery actions, but as an example, as described above, the recovery condition is satisfied when a user corresponding to the other escaping character P2 (normal state) continues to press a predetermined operation unit near the escaping character P2 in an abnormal state for a predetermined period of time. For this reason, the progress control unit 38 determines whether or not the operation of pressing the predetermined operation unit by the user corresponding to the other escaping character P2 (normal state) is continuously performed for a predetermined period of time. If the recovery condition is not satisfied, that is, if the operation of pressing the predetermined operation unit by the user corresponding to the other escaping character P2 (normal state) is not continued for a predetermined period of time, the progress control unit 38 skips the subsequent processes and ends the current state recovery process.

[0094] On the other hand, when the recovery condition is satisfied, that is, when the operation of pressing a predetermined operation unit by the user corresponding to the other escaping character P2 (normal state) continues for a predetermined time, the progress control unit 38 returns the state of the escaping character P2 in an abnormal state that is the target of the recovery action to the normal state (step S302). In other words, the progress control unit 38 restores the state of the escaping character P2 in an abnormal state from the abnormal state to the normal state. This recovery may include changing various display modes of the escaping character P2. Then, after this recovery, the progress control unit 38 ends the current state recovery process. This provides a development in which the escaping character P2 in an abnormal state is restored to the normal state by the recovery action by the other escaping character P2 in a normal state.

[0095] The winning / losing determination process is a process for determining the winning / losing of the escape game. The winning / losing of the escape game may be determined appropriately, but as an example, it is determined according to the score obtained by each group. Fig. 11 shows the winning / losing determination process in such a case. In this case, the evaluation unit 39 starts the winning / losing determination process in Fig. 11 every time the end condition is satisfied (for example, the remaining time becomes zero), and first obtains the score obtained by each group (step S401).

[0096] Next, the evaluation unit 39 judges whether the groups have won or lost based on the points acquired in step S401. Specifically, the evaluation unit 39 judges the group with the larger points as the winner and the group with the smaller points as the loser.

[0097] Next, the evaluation unit 39 presents the result screen 60 (step S403). Specifically, the result screen 60 includes detailed data such as experience points, and information on acquired titles. For this reason, the evaluation unit 39 first determines the detailed data and information to be displayed for the acquired titles based on the play results. Then, the presentation is realized by displaying the result screen 60 on the monitor MO so that the detailed data and information are displayed in a predetermined position.

[0098] Next, the evaluation unit 39 updates the parameters of each character P used in the escape game (step S404). The parameter update may include parameter reduction, such as reduction of various parameters due to abnormal conditions, but as an example, the evaluation unit 39 executes parameter update so that each character P grows. For example, the parameters may include various elements such as running ability (running speed), physical strength, jumping power, etc. In addition, when skills are set for each character P and the growth of such skills or the imparting of new skills is executed, the growth of these skills may be included in the parameter update. For this reason, the parameter update (growth) may be realized appropriately according to various elements such as experience points or points (score), but these various parameters are changed by the parameter update. In addition, the parameters for growth are managed by the play data PD as described above as an example. For this reason, the parameter update is realized by updating the play data PD. Then, after such update, the evaluation unit 39 ends the current win / loss determination process. As a result, the win / loss determination and the presentation of the result screen 60 are realized. Furthermore, various parameters can be updated based on the play situation, that is, the growth of each character P can be realized.

[0099] As described above, this embodiment can provide an escape game with new interest. Specifically, when a battle is performed between the first group G1 and the second group G2, which are respectively responsible for the roles of pursuit and escape, each of the pursuit characters P1 belonging to the first group G1 and the escape characters P2 belonging to the second group G2 performs a capture action (hitting with a metal club) on each of the escape characters P2, and each of the escape characters P2 changes to an abnormal state. When the number of the escape characters P2 in such an abnormal state reaches a predetermined number or more, the two types of roles are swapped between the groups. Furthermore, such swapping is repeatedly performed until a termination condition is satisfied. As a result, the user can enjoy various developments such as escape or pursuit in a short time. As a result, a new escape game with new interest can be provided, in which each of the pursuit characters P1 and each of the escape characters P2 are repeatedly swapped between the groups while the groups compete against each other, utilizing the pursuit action and escape action of each character P.

[0100] In addition, when a plurality of checkpoints 57 that give an increase in score according to the number of occupied checkpoints are provided in the game field GF, the fleeing character P2 can be prompted to occupy as many checkpoints 57 as possible. Alternatively, conversely, the pursuing character P1 can be prompted to perform a release action to return as many occupied checkpoints 57 as possible to a neutral state. This can further add to the interest of each character P being requested to perform an occupying action or a release action for each checkpoint 57.

[0101] Similarly, when an escaping character P2 in an abnormal state is restored to a normal state by the recovery action of another escaping character P2, a strategy of whether to recover the escaping character P2 in an abnormal state or to prioritize one's own escape, that is, a strategy of recovery action, can be added to the escape action of the other escaping character P2.

[0102] Furthermore, if the parameters of each character P grow according to the play situation, an element of a training game can be added to the escape game that utilizes escape actions, etc. Thus, continuous play of the escape game can be promoted through such training of each character P. As a result, the interest of the escape game can be further improved.

[0103] In the above embodiment, the progress control unit 38 of the game machine 3 functions as the state change means and the role exchange means of the present invention by executing the procedure of FIG. 9. Specifically, the progress control unit 38 functions as the state change means by executing step S202 of FIG. 9, and as the role exchange means by executing step S204. Similarly, the progress control unit 38 of the game machine 3 functions as the state recovery means of the present invention by executing the procedure of step S302 of FIG. 10. Also, the range setting unit 37 of the game machine 3 functions as the field presentation means of the present invention by executing the procedure of step S103 of FIG. 8. Furthermore, the evaluation unit 39 of the game machine 3 functions as the win / loss determination means and the parameter change means of the present invention by executing the procedure of FIG. 11. Specifically, the evaluation unit 39 functions as the win / loss determination means by executing step S402 of FIG. 11, and as the parameter change means by executing step S404.

[0104] The present invention is not limited to the above-mentioned embodiment, and may be embodied in a form that is appropriately modified or changed. For example, in the above-mentioned embodiment, only the roles of escape and pursuit are shown as the roles of the escape game. However, the present invention is not limited to such an embodiment. The escape game is not limited to escape and pursuit, and may include various other roles as appropriate. In addition, for example, the roles of escape and pursuit may be further divided. For example, the role of escape may be provided with various roles such as a role dedicated to acquiring the checkpoint 57, a role dedicated to escape, or a role dedicated to recovery. Similarly, the role of pursuit may be provided with a role that only interferes with escape or the occupation of the checkpoint 57 (a role that cannot perform a capture action), or a role dedicated to a release action. Then, the actions that can be executed may be appropriately changed between each character P according to these roles.

[0105] In the above embodiment, the game machine 3 executes the processes of Figs. 8 to 11. As a result, the game machine 3 alone functions as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the center server 2 may execute all or part of the role of the game machine 3 (e.g., the processes of Figs. 8 to 11, etc.). Therefore, for example, when the center server 2 executes all of the processes of Figs. 8 to 11, the center server 2 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game machine 3 may execute all or part of the role of the center server 2. In this case, the center server 2 may be omitted.

[0106] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0107] The game system of the present invention is a game system (3) connected to a display device (MO) that displays a game field (GF) that functions as a common movement range of each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), and an input device (CP) that inputs play actions for moving each character in the game field, and provides a battle-type game in which the plurality of groups play a group battle through roles assigned to each group out of two different roles, and the game system (3) ... a state changing means (38) for, when each pursuing character executes a change action on each escaping character to change the state of the escaping character to an abnormal state in which a restriction is placed on the escape action through a pursuit action and an escape action which are simultaneously executed in the game field between the pursuing character and a escaping character (P2), changing the state of the escaping character to which the change action has been executed, into the abnormal state; and a role switching means (38) for, when a predetermined number or more of escaping characters corresponding to the abnormal state occur in a group assigned the other role, switching roles between the group and the group assigned the one role, repeatedly until a termination condition is satisfied.

[0108] According to the present invention, when a change action is executed through a pursuit action by a pursuit character and an escape action by a escape character, each escape character changes to an abnormal state. Then, when the number of escape characters in such an abnormal state reaches a predetermined number or more, the two types of roles are swapped between the groups. Furthermore, such swapping is repeatedly executed until a termination condition is satisfied. This makes it possible to provide a new and interesting game that utilizes the pursuit action and escape action of each character, in which the pursuit character and the escape character are repeatedly swapped and the groups compete against each other.

[0109] The multiple characters may include various characters as appropriate. For example, the multiple characters may include an NPC (non-player character). That is, some of the multiple characters may be controlled by a computer, not by a user. For example, among the multiple characters, only one user character may be a character corresponding to a user, and the rest may all be NPCs. Also, the number of user characters in each group may be an appropriate number. Therefore, the number of user characters may differ or match between groups (opponents). Naturally, all of the multiple characters may be user characters. Specifically, for example, in one aspect of the game system of the present invention, the battle-type game may be provided so as to be played by multiple users corresponding to the multiple characters, respectively.

[0110] Various conditions may be appropriately adopted as the termination condition, such as a user's selection result, a play situation, or a game situation. Thus, for example, the termination condition may be satisfied when a user selects to end the game. Alternatively, the termination condition may be satisfied when a predetermined number of role exchanges are performed, as an example of a play situation. Specifically, for example, in one aspect of the game system of the present invention, the termination condition may be satisfied when a predetermined time has elapsed since the start of the competitive game.

[0111] The battle between the groups may be appropriately determined based on the play results. For example, the group that changes more escaping characters to abnormal states as the pursuit characters may be determined to be the winner. In other words, the victory or defeat may be determined according to the number of escaping characters changed to abnormal states. Alternatively, if an item for determining the victory or defeat is provided in the game, the victory or defeat may be determined according to whether or not the item is acquired, or the number of items acquired. In addition, the time of at least one of the escape behavior and the pursuit behavior may be measured as a score, and the victory or defeat may be determined according to the size of such a score. In this way, the victory or defeat may be appropriately determined based on various elements included in the game. Specifically, for example, as one aspect of the game system of the present invention, an aspect may be adopted that includes a victory or defeat determination means (39) that determines the victory or defeat of each group based on a score that is given to each group according to the time in which the other role is played so that the score increases as the time becomes longer.

[0112] A game may be provided with various elements that affect the play situation (progress). Such elements may include both elements that give benefits to the play situation and elements that give disadvantages. Similarly, these benefits and disadvantages may be appropriately configured. For example, when winning or losing is determined according to the score, an influence on various scores, such as adding a certain amount of score, may function as a benefit. Conversely, subtracting a certain amount of score may function as a disadvantage. For example, as one aspect of the present invention, a field presenting means (37) may be employed that presents the game field so that a plurality of checkpoints (57) are formed between a privilege state in which a privilege is given to the other group (G2) as the group to which the other role is assigned, and a normal state in which the privilege is not given, the checkpoints changing to the privilege state in response to an occupancy action by each fleeing character in the normal state, and to the normal state in response to a release action by each pursuing character in the privilege state. In this aspect, an increase effect may be set to each checkpoint as the privilege, such that the increase rate of the score per hour increases as the number of checkpoints in the privilege state increases. In these cases, it is possible to add an extra layer of interest by requiring each character to occupy each checkpoint.

[0113] The game may be provided with various elements that hinder or assist the pursuit action, etc. Furthermore, these elements may include elements that operate appropriately. Furthermore, such actions may include various actions that assist or hinder the pursuit action, etc. For example, in one aspect of the present invention, the field presenting means may present the game field so that a gimmick object that executes an action that assists at least one of the escape action and the pursuit action is provided. Furthermore, in this aspect, the gimmick object may include at least one of a jump object (GO2) that assists each character in jumping, and a warp object (GO1) that realizes instantaneous movement between two distant places in the game field.

[0114] Moreover, the abilities of each character may be uniform or may differ between each character. For example, various parameters such as parameters indicating basic abilities such as running ability, physical strength, or jumping ability, or parameters indicating skills (special abilities) that impart various advantageous effects to the progress of the game, may be set for each character, and these parameters may differ between each character. Furthermore, when a skill is set for each character, the skill may be activated unconditionally or conditionally. When a skill is activated conditionally, various conditions such as a play situation (e.g., play time, or use of an item, etc.) or randomness may be appropriately used as such a condition. Furthermore, such parameters may be constant during play or may change according to various conditions. For example, in one aspect of the game system of the present invention, the field presenting means may present the game field so that a parameter change object (56) that imparts advantageous changes to the parameters that define each character is provided.

[0115] Similarly, when various parameters are set for each character, the parameters may be fixed or variable. When the parameters are variable, the parameters may change according to appropriate conditions such as various play situations (e.g., play time, acquisition of items, etc.). For example, as one aspect of the game system of the present invention, an aspect may be adopted in which a parameter change means (39) is provided for changing the value of a parameter defining each character so that each character grows according to the play situation of the battle-type game. In this case, an element of a training game can be added to a game that utilizes a pursuit action or the like. Furthermore, continuous play of the game can be promoted through the training of such characters.

[0116] The abnormal state of each escaping character may be maintained until the roles are switched, or may be resolved in response to various conditions. In addition, when the abnormal state is resolved in response to a condition (returning to a normal state with no restrictions on the escape action), an appropriate condition such as a play situation or randomness may be used as the condition. For example, various elements included in the play, such as the passage of time or an item, may be used as the play situation. Specifically, for example, as one aspect of the game system of the present invention, a mode may be adopted in which, when a recovery action is performed on the escaping character corresponding to the abnormal state by another escaping character belonging to the same group as the escaping character, the escaping character is provided with a state recovery means (38) for returning the escaping character to the normal state with no restrictions on the escape action from the abnormal state. In this case, a strategy of a recovery action can be added to the escape action. As a result, the entertainment value of the game can be further improved.

[0117] After the role exchange, the play (the pursuit action and the escape action) may be resumed appropriately. For example, each character may resume the play from the position at the time of the exchange, or may resume the play from an appropriate predetermined position such as the position at the start of the play. In addition, when the play is resumed from a predetermined position, both the escape character and the pursuit character may resume the play from the predetermined position, or only one of them may resume the play from the predetermined position. For example, in one aspect of the game system of the present invention, the role exchange means may move the positions of all characters belonging to a group that changes from the other role to the one role due to the role exchange to a predetermined start position (55A) of the game field so that the characters start the pursuit action from the said start position.

[0118] On the other hand, the computer program (PG2) of the present invention is configured to cause a computer (31) connected to the input means and the display means to function as each of the means of the above-mentioned game system.

[0119] The control method of the present invention also provides a game system (3) that provides a group battle game between the plurality of groups through roles assigned to each group out of two different roles, and a display device (MO) that displays a game field (GF) that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), an input device (CP) that inputs play actions for moving each character in the game field, and a computer (31) that is incorporated in the game system (3) that provides a group battle game between the plurality of groups through roles assigned to each group out of two different roles, the computer (31) including a tracking character (P1) as each character assigned one of the two roles and a tracking character (P2) as each character assigned the other role. and a role exchange procedure for repeatedly exchanging roles between the group to which the other role is assigned and the group to which the one role is assigned when a predetermined number or more of escaping characters corresponding to the abnormal state appear in the group to which the other role is assigned, the role exchange procedure being repeated until a termination condition is satisfied. The game system of the present invention can be realized by executing the computer program or control method of the present invention.

[0120] The game system of the present invention is a game system (3) connected to a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), and an input device (CP) that inputs play actions for moving each character in the game field (GF), and provides a competitive game in which the plurality of groups play a group match through roles assigned to each group out of two different roles, and the game system (3) ... The game system may further include a role assignment means (37) for assigning the two types of roles, a pursuit role and an escape role, to the plurality of groups, so that a pursuit action and an escape action are respectively executed simultaneously between the plurality of groups and an escape character (P2) as a character in the game field, and a role switching means (38) for repeatedly switching roles between the group assigned the other role and the group assigned the one role when the group assigned the other role satisfies a predetermined switching condition in the escape action by each escape character of the group or the pursuit action by each pursuit character of the group, until a termination condition is satisfied.

[0121] When the game system of the present invention includes a role allocation means, for example, the range setting unit 37 of the game machine 3 executes the procedure of step S102 in FIG. 8 to function as the role allocation means of the present invention. In the above-mentioned embodiment, the replacement condition is satisfied when a predetermined number or more of escaping characters P2 in an abnormal state occur in the group to which escape is assigned. However, the replacement condition may be satisfied every time a predetermined time elapses as described above, and is not limited to such an embodiment. As described above, the replacement condition may be satisfied appropriately. For example, the replacement condition may be satisfied when a predetermined number or more of escaping characters P2 in an abnormal state occur with a time difference. Specifically, as described above, the abnormal state is recovered by the passage of time or a recovery action, but the replacement condition may be satisfied when the number of escaping characters PS in an abnormal state has cumulatively reached the predetermined number even if the number has not reached the predetermined number at the present time. In other words, the predetermined number may be the total number of abnormal states. In this case, a parameter is provided that is decreased by one each time one of the escaping characters PS goes into an abnormal state (the initial value may be set appropriately, such as decreasing by one only the first time the advantageous first player goes), and when the parameter (value for counting the predetermined number) becomes zero, the switching condition is met and the role switching between the groups occurs. In these cases, the abnormal state (action restriction) accompanying the capture action may be recovered in a very short time (including the case of being zero). In other words, even if the escaping character P2 is captured following a capture action (touch, etc.) by the pursuing character P1, the escaping character P2 may not change to an abnormal state (at least in a realistic sense). In this case, too, the role switching may occur when, for example, the parameter that counts the predetermined number (total number of captures) through a countdown becomes zero (or when the value of the parameter reaches the predetermined number through a countup).

[0122] The computer program of the present invention also provides a computer (31) incorporated in a game system (3) that is connected to a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), an input device (CP) that inputs play actions for moving each character in the game field (GF), and provides a competitive game in which the plurality of groups play a group match through roles assigned to each group out of two different roles, the computer (31) being incorporated in a game system (3) that provides a group match between the plurality of groups through roles assigned to each group out of two different roles, the computer (31) being incorporated in a game system (3) that is connected to a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), the input device (CP) that inputs play actions for moving each character in the game field (GF), and the computer (31) being incorporated in a game system (3) that provides a group match between the plurality of groups through roles assigned to each group out of two different roles, ... The role assignment means (37) may be configured to assign the two types of roles, a pursuit role and an escape role, to the plurality of groups, respectively, so that a pursuit action and an escape action are respectively executed simultaneously in the game field between the plurality of groups and an escape character (P2) as each character assigned to the plurality of groups, and to repeatedly execute role exchange (38) for exchanging roles between the group assigned the other role and the group assigned the one role when the group assigned the other role satisfies a predetermined exchange condition in the escape action by each escape character of the group or the pursuit action by each pursuit character of the group, until a termination condition is satisfied.

[0123] Similarly, the control method of the present invention is to provide a game system (3) that provides a group battle game between the plurality of groups through roles assigned to each group out of two different roles, and a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P), an input device (CP) that inputs play actions for moving each character in the game field (GF), and a computer (31) incorporated in the game system (3) that provides a group battle game between the plurality of groups through roles assigned to each group out of two different roles, the computer (31) including a pursuit character (P1) as each character assigned one of the two roles and a pursuit character (P2) as the other role. The game device may also have the player execute a role assignment step of assigning the two types of roles, a pursuit role and an escape role, to the plurality of groups, respectively, so that a pursuit action and an escape action are respectively performed simultaneously in the game field between the group and an escape character (P2) as each character assigned a role, and a role exchange step of repeatedly exchanging roles between the group assigned the other role and the group assigned the one role when the group assigned the other role satisfies a predetermined exchange condition in the escape action by each escape character of the group or the pursuit action by each pursuit character of the group, until a termination condition is satisfied. [Explanation of symbols]

[0124] 3. Game consoles (game systems) 31 Control unit (computer) 37 Range setting unit (field presentation means, role assignment means) 38 Progress control section (state change means, role exchange means, state recovery means) 39 Evaluation unit (win / lose determination means, parameter change means) 56 Items (parameter change objects) 57 Checkpoint P character G1 1st Group G2 2nd Group P1 Tracking Character P2 Runaway character CP Control Panel (input means) GF Game Field MO monitor (display device) GO1 Warp object (gimmick object) GO2 Jump object (gimmick object) PG2 Game Program (Computer Program)

Claims

1. A game system that is connected to a display device that displays a game field functioning as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs a play action for operating each character in the game field, and provides a battle-type game in which group battles are conducted among the plurality of groups through roles assigned to each group among two different types of roles. Among the two types of roles, when a tracking action and an escape action that are simultaneously executed in the game field between a tracking character as each character to which one role is assigned and an escape character as each character to which the other role is assigned cause the state of each escape character to be changed to an abnormal state in which the escape action is restricted, a state change means for changing the escape character for which the change action has been executed to the abnormal state; role replacement means for repeatedly executing role replacement for replacing roles between the group and the group to which one role is assigned until an end condition is satisfied, the game system comprising: The end condition is satisfied when a predetermined time has elapsed since the start of the battle-type game.

2. A computer program configured to cause a computer connected to the display device and the input device to function as each means of the game system according to Claim 1.

3. A computer incorporated in a game system that is connected to a display device that displays a game field functioning as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs a play action for operating each character in the game field, and provides a battle-type game in which group battles are conducted among the plurality of groups through roles assigned to each group among two different types of roles. ​ Through the tracking action and the escape action that are respectively and simultaneously executed in the game field between the tracking characters as each character assigned one of the two types of roles and the escape characters as each character assigned the other role, when a change action that changes the state of each escape character to an abnormal state in which the escape action is restricted is executed by each tracking character on each escape character, a state change procedure for changing the escape character for which the change action has been executed to the abnormal state, a role replacement procedure for repeatedly executing a role replacement for swapping roles between the group and the group assigned one of the roles when a predetermined replacement condition is satisfied until an end condition is satisfied, The end condition is satisfied when a predetermined time has elapsed since the start of the competitive game, a control method.