Game program, information processing system, information processor, and game processing method

JP2024057086A5Pending Publication Date: 2025-07-30NINTENDO CO LTD +1
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Patent Information

Application Number
JP2024032031
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-04
Publication Date
2025-07-30

AI Technical Summary

Technical Problem

Existing competitive games lack strategic depth and character variety due to limited interaction mechanics based on character types.

Method used

Implement a system where characters have two types: a normal type and a transformation type, with attack damage calculations adjusted based on type compatibility and state changes, allowing players to strategically switch character states and attack types.

Benefits of technology

Enhances strategic gameplay by introducing variable character interactions and increased character diversity through type-based damage mechanics, improving player engagement and tactical decision-making.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase character variations by improving strategic characteristics in a match game.SOLUTION: An information processing system performs match game processing in which a plurality of characters including a user character used by a player and an opponent character to be an opponent of the user character in a virtual space. To each of a plurality of characters, the kind of character, at least one first type coordinated every kind of character, a second type set individually for each character, and a kind of attack which is available for the character in a match game and with which a third type is associated are set. In the match game processing, the information processing system performs control to change the state of the character satisfying a prescribed condition from a first state to a second state when the prescribed condition is satisfied.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method for executing a game in which a plurality of characters fight each other. [Background technology]

[0002] Conventionally, in games in which multiple characters battle each other, there is a technique for setting a typology (also called a type) for each type of character, and calculating damage, for example, from an attack, based on the typology of each character in the battle (see, for example, non-patent document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “Pokemon RPGs 101”, [online], The Pokemon Company, [searched on July 18, 2022], Internet<https: / / www.pokemon.com / us / strategy / pokemon-rpgs-101 / > Summary of the Invention [Problem to be solved by the invention]

[0004] In a fighting game that is played based on a type set for each type of character, it is desirable to improve the strategic nature of the game by introducing tactics or to increase the variety of characters.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that can improve the strategic nature of a fighting game and increase the variety of characters. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (6).

[0007] (1) One example of the present invention is a game program that causes a computer of an information processing device to execute a battle game process. In the battle game process, the computer causes a battle between a plurality of characters, including a character used by a player and an opponent character who is an opponent of the used character, in a virtual space. Each of the plurality of characters is set with at least a character type, at least one first type associated with each character type, a second type individually set for each character, and a type of attack that the character can use in a battle and associated with a third type. In the battle game process, the game program causes the computer to perform the following processes. A process for changing the state of a character that satisfies a certain condition from a first state to a second state when the condition is met. A process of controlling the character to perform an attack of a type designated by the player's operation input from among the types of attacks available to the character in use, and calculating damage to the opponent character caused by the attack - Calculating damage to the character using the attack based on the attack of the opponent character When the character who performed the attack is in the first state, if the third type set for the attack matches the first type set for the character who performed the attack, the damage from the attack is increased more than if they do not match. When the character that performed the attack is in the second state, if the third type set for the performed attack matches at least one of the first type and the second type set for the character that performed the attack, the process of increasing the damage of the attack compared to when the third type does not match either of the first and second types. When the attacked character is in the first state, if the combination of the third type set for the attack and the first type set for the attacked character is a predetermined combination determined by a predetermined rule, a process of increasing or decreasing the damage caused by the attack compared to when the predetermined combination is not present. When the attacked character is in the second state, if the combination of the third type set for the attack and the second type set for the attacked character is a predetermined combination determined by a predetermined rule, a process of increasing or decreasing the damage caused by the attack compared to when the predetermined combination is not present.

[0008] According to the above configuration (1), it is possible to improve the strategic nature of the battle game by creating tactics in the selection of the timing to change the state of the character and the type of attack to be performed by the character. In addition, by setting two types for each character, it is possible to increase the variation of the characters.

[0009] (2) In the above configuration (1), the game program may cause the computer to execute the following process in the competitive game process. A process that controls the action of the character you are using and the opponent's character once per turn When a certain condition is met during a certain turn, a process of changing the state of the character that met the condition from a first state to a second state before the used character and the opponent character take action during that turn

[0010] According to the above configuration (2), a change from the first state to the second state occurs before each character takes action, so that the effect of the change is effectively exerted, thereby further improving the strategic nature of the fighting game.

[0011] (3) In the above configuration (2), the game program may cause the computer to perform control in the fighting game processing to change the state of the used character from a first state to a second state in response to an instruction based on an operation input by a player.

[0012] According to the above configuration (3), the player can change the used character from the first state to the second state at a desired timing.

[0013] (4) In the above configuration (3), the fighting game process may be a fighting game process in which a plurality of used characters fight against a plurality of opponent characters. An instruction to change the used character from a first state to a second state may be accepted only once during a battle in the fighting game process.

[0014] According to the above configuration (4), by setting a limit on the number of times the character used can be changed, the player can proceed through the game taking into consideration the character used that changes its state and the timing of the change, thereby further improving the strategic nature of the competitive game.

[0015] (5) In any of the configurations (1) to (4) above, the game program may cause the computer to, in a fighting game process, when the character that performed the attack is in the second state, increase the damage caused by the attack when the third type set for the attack matches both the first type and the second type set for the character that performed the attack, more than when the third type matches only one of the first and second types.

[0016] According to the above configuration (5), a character whose second type is set to the same type as the first type can be given a different advantage than a character whose second type is set to a type different from the first type, making it difficult for advantages and disadvantages to arise between the former character and the latter character.

[0017] (6) In any of the configurations (1) to (5) above, the game program may further cause the computer to perform control such that, when a character changes from a first state to a second state in a competitive game process, a third type of a predetermined type of attack among the attack types set for the character is changed to a type matching the second type.

[0018] According to the above feature (6), the character who has changed from the first state to the second state can make an effective attack that makes the most of the change by using the predetermined type of attack.

[0019] Another example of the present invention may be an information processing device or information processing system that executes the processes in the above (1) to (6). Also, another example of the present invention may be a game processing method that executes the processes in the above (1) to (6). Effect of the Invention

[0020] According to the above game program, information processing system, information processing device, or game processing method, it is possible to improve the strategic nature of a competitive game and increase the variety of characters. [Brief description of the drawings]

[0021] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2] A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7]A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 13 is a diagram showing an example of a game image displayed in a battle scene. [Figure 9] FIG. 13 is a diagram showing an example of a game image when a transformation instruction image is specified. [Figure 10] FIG. 13 is a diagram showing an example of attack power for each attack type when the first character is in a normal state and when the first character is in a transformed state; [Figure 11] FIG. 13 is a diagram showing an example of attack power for each attack type when the second character is in a normal state and when the second character is in a transformed state; [Figure 12] A diagram showing an example of damage received by a character from an attack in a normal state and a transformed state. [Figure 13] FIG. 13 is a diagram showing an example of various data used in information processing in the game system; [Figure 14] A flowchart showing an example of the flow of a competitive game process executed by the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0023] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0024] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0025] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0026] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0027] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0028] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0029] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0030] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0031] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0032] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0033] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0034] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0035] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0036] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0037] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0038] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0039] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0040] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-85, 87, 88, 91, 97, and 98 shown in Fig. 6. Some of these components 81-85, 87, 88, 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0041] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0042] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0043] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0044] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0045] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0046] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0047] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0048] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0049] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0050] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0051] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0052] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0053] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0054] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0055] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0056] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0057] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0058] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0059] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0060] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0061] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0062] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0063] [2. Overview of processing in the game system] Next, an overview of the processing executed in the game system 1 will be described with reference to Fig. 8 to Fig. 12. In this embodiment, the game system 1 executes a game including a battle scene in which a character controllable by a player (i.e., a user of the game system 1) battles an enemy character.

[0064] FIG. 8 is a diagram showing an example of a game image displayed in a battle scene. As shown in FIG. 8, in a battle scene, a game image showing a state in which a used character 201 and an opponent character 202 are arranged in a game space is displayed on the display 12. The used character 201 is a character used by a player (i.e., operated by a player). The opponent character 202 is a character that is an opponent of the used character 201. The opponent character 202 may be a character operated by another player, or a character whose action is controlled by the game system 1. In the example shown in FIG. 8, there is one used character and one opponent character, but a plurality of used characters may appear in a battle scene, and a plurality of opponent characters may appear. In addition, during one battle, the character that is the used character may be changed (also called a replacement) by, for example, an instruction from the player, and the character that is the opponent character may also be changeable.

[0065] In this embodiment, a so-called turn-based battle is performed in the battle scene. That is, in one turn, the player determines the action content of the used character 201, and after the action content of the opponent character 202 is determined, each character 201 and 202 acts. The above turns are then repeated until the battle ends, and the battle game progresses. Note that, in other embodiments, the battle scene is not limited to a turn-based battle game, and a real-time battle game in which each character acts sequentially as time passes may be performed.

[0066] Here, in this embodiment, a type is set for each character that may appear in a battle scene. The types are, for example, water, fire, and lightning, and may also be called types or attributes. Several of a plurality of types are set for one character. Also, compatibility is set for the relationship between types, such as, for example, the water type has good compatibility with the fire type and bad compatibility with the lightning type. In other words, as combinations of two types, there are combinations in which one type has good compatibility with the other type, combinations in which one type has bad compatibility with the other type, and combinations in which one type has normal compatibility with the other type.

[0067] As shown in Fig. 8, the game image in the battle scene includes attack instruction images 211-214. The attack instruction images 211-214 indicate the types of attacks that the used character 201 can use. The attack instruction images 211-214 are images that allow the player to instruct the type of attack to be performed by the used character 201. That is, the player instructs the type of attack to be performed by the used character 201 by designating one of the attack instruction images 211-214 (for example, by performing an operation to designate the attack instruction image with a desired one being selected).

[0068] As described above, in this embodiment, a type of attack that the character can use is set for the character. In this embodiment, one or more types of attacks can be set for one character as the types of attacks that the character can use, with a predetermined number (for example, four) being the upper limit. Note that the method by which the player sets the types of attacks that the character can use for the character that is used is arbitrary. For example, the types of attacks that can be set for the character that is used are determined for each type of character that is used, and the player may select the type of attack that the character can use from among the types that can be set in scenes other than the battle scene during the game.

[0069] In this embodiment, the attacks performed by the character are also set to one of the same types (i.e., types such as water, fire, and lightning) as those set for the character. In this embodiment, one type of attack is associated with one type. As shown in FIG. 8, each of the attack instruction images 211-214 includes a name indicating the type of attack (in the example shown in FIG. 8, punch attack, fire attack, etc.) and a mark indicating the type of attack (in the example shown in FIG. 8, a fist mark, a fire mark, etc.).

[0070] Note that a character's type and the type of attack that the character can use do not have to be the same (for example, if a character's type is water, then the attack type is also water). As described above, the types of attacks that can be set for a character are determined according to the character's type, so it is not possible to set any type of attack for any character, but it is possible to set for a character an attack of the same type as the character's type, or an attack of a different type from the character's type.

[0071] In a battle scene, the game system 1 causes the used character 201 to perform an attack of a type designated by the player. Here, the damage given to the character that is the target of the attack by the attack is determined by increasing or decreasing the damage based on the attack power set for each attack and the defense-related parameters (e.g., defense power) of the attacked character, based on the type of each character and the type of the attack. Although details will be described later, when the type of the attacking character matches the type of the attack (for example, when the type of the character is water and the type of the attack is also water), the attack power of the attack is higher than when they do not match, and as a result, the damage given to the character that receives the attack is also higher. Also, for example, when the type of the attack performed is compatible with the type of the character that receives the attack, the damage given to the character that receives the attack is higher than when the compatibility is normal. On the other hand, when the type of the attack performed is not compatible with the type of the character that receives the attack, the damage given to the character that receives the attack is lower than when the compatibility is normal. Furthermore, in the case of a particular combination that is particularly incompatible, the damage dealt to the character receiving the attack is nullified. Also, if the character receiving the attack has two types and the attack type is compatible with both types, the damage is increased further, if the attack type is incompatible with both types, the damage is decreased further, and if the attack type is compatible with one type and incompatible with the other, the damage does not increase or decrease.

[0072] As described above, in this embodiment, a type is set for each character and attack, and damage is calculated based on these types. The player selects an attack type by taking into consideration the type of the attacking character and the type of the attack, and the compatibility between the type of the attack and the type of the character being attacked, for example, so that a strategic fighting game can be played.

[0073] In addition, in a battle scene, the actions that each character can take are not limited to attack actions, and may be actions other than attack actions. For example, actions that can be used by the used character 201 may be set to strengthen the character itself, weaken the opponent character, or recover the character's physical strength. For example, instead of some of the attack instruction images 211 to 214 shown in FIG. 8, instruction images indicating actions other than attack actions may be displayed. In this embodiment, a case will be described as an example in which only types of attack actions are set as available actions for the used character and the opponent character.

[0074] Here, in this embodiment, each character can transform, and two types are set for each character: a normal type and a transformation type. The normal type is a type that is applied to a character in at least a state before transformation (called a "normal state"), and the transformation type is a type that is applied to a character in a state after transformation (called a "transformed state"). Although details will be described later, in this embodiment, when a character is in a normal state, the game system 1 applies the normal type of the character and performs damage calculation processing without applying the transformation type, and when a character is in a transformed state, the game system 1 applies the normal type and transformation type of the character and performs damage calculation processing.

[0075] In this embodiment, a normal type is set for each type of character. Also, a transformation type is set for each character. Therefore, for multiple characters of the same type, all normal types are the same, but the transformation types may differ between characters. Also, a character's transformation type may be the same as the normal type of that character, or may be different from the normal type of that character. Note that in this embodiment, multiple types of normal types (for example, water and fire types) may be set for one character. Meanwhile, only one transformation type is set for one character. However, in other embodiments, multiple types of transformation types may be set for one character.

[0076] 8, the game image in the battle scene includes a transformation instruction image 215. The transformation instruction image 215 is an image that allows the player to give a transformation instruction to transform the used character 201. In other words, the player can make the used character 201 transform by designating the transformation instruction image 215. For example, the player can give a transformation instruction by performing an operation to designate the transformation instruction image while the transformation instruction image is selected.

[0077] Fig. 9 is a diagram showing an example of a game image when a transformation instruction image is specified. As shown in Fig. 9, when a transformation instruction image 215 is specified, the transformation instruction image 215 changes to indicate the transformation type of the used character 201 (in the example shown in Fig. 9, the transformation instruction image 215 changes to an image showing fire). This allows the player to recognize the type of the used character 201 after transformation (i.e., the transformation type).

[0078] In this embodiment, the game system 1 does not display the transformation type of the opponent character when the opponent character is in a normal state (i.e., before the opponent character transforms). In other words, the player cannot know the transformation type of the opponent character before the opponent character transforms. This is to create more tactics in the battle and improve the strategic nature of the battle game.

[0079] In this embodiment, each character can perform a special attack whose type can change before and after the character transforms. In the example shown in Fig. 8 and Fig. 9, the attack instruction image 214 shows the special attack. When the character is in a normal state, the special attack is set to a predetermined type (a type indicated by a circle mark in the example shown in Fig. 8), and when the character is in a transformed state, the special attack is set to the same type as the transformation type of the character (i.e., the type changes). In this embodiment, the special attack can be set as an attack that can be used by all types of characters. The effect of the change in the type of special attack according to the character's transformation will be described later.

[0080] As shown in Fig. 9, when a transformation instruction image 215 is specified, the mark indicating the type of the special attack included in the attack instruction image 214 indicating that special attack also changes. For example, in the example shown in Fig. 8 and Fig. 9, the mark included in the attack instruction image 214 changes to indicate a fire type in response to the specification of the transformation instruction image 215. This allows the player to recognize that the type of special attack changes when transformed, and the type after the change.

[0081] When the player performs an operation input to determine an action within a turn in a state where a transformation instruction has been given as described above (i.e., the transformation instruction image 215 has been specified), the game system 1 transforms the used character 201 before each character takes action. In this embodiment, when the used character 201 transforms, the appearance of the used character 201 changes. Specifically, the used character 201 in the transformed state has a display form that suggests the transformation type. For example, when the transformation type of the used character 201 is a fire type, the used character 201 in the transformed state may be given a mark 216 representing fire (see FIG. 9), or a part of the shape of the used character 201 itself may have a shape representing fire, or may have a display form with an effect image representing fire. Note that in FIG. 9, the display form of the used character 201 has changed before the player has determined the action within the turn, but the display form of the used character 201 may change after the player has determined the action within the turn (i.e., after it has been determined to transform). In addition, similar to the used character 201, when the opponent character 202 is transformed, the display form indicates the transformation type. In this way, the player can recognize that the character has transformed and the type after transformation (i.e., the transformation type).

[0082] Furthermore, when a character performs an attack, the game system 1 causes the character to perform an action corresponding to the type of attack, and displays an effect image corresponding to the type of attack in accordance with the action. Here, in this embodiment, when the character performs an attack of the same type as the transformation type of the character in the transformed state, the game system 1 makes the effect image of the attack different from the effect image when the character is not in the transformed state. For example, the effect image of the attack by the character in the transformed state may be a flashier effect image than the effect image when the character is not in the transformed state. Although the details will be described later, when the character performs an attack of the same type as the transformation type of the character in the transformed state, the attack power is increased compared to when the character performs an attack of a different type. Therefore, by displaying the above-mentioned effect image, the player can easily recognize that a powerful attack with increased attack power is being performed.

[0083] As described above, in this embodiment, each character can transform during a battle. Although details will be described later, when a character transforms, the damage (caused by the attack) calculated based on the type of attack by that character and the attack that the character receives changes. For example, by transforming the used character 201 at an appropriate timing, the player can increase damage caused by the attack of the used character 201 and decrease damage caused by the attack of the opponent character 202. In other words, the transformation of the characters can improve the strategic nature of the battle.

[0084] Next, with reference to Figs. 10 to 12, a specific example of the effect of attacks in a character's normal state and transformed state will be described. Fig. 10 is a diagram showing an example of the attack power of each attack type when the first character is in a normal state and transformed state. In the example shown in Fig. 10, the normal type of the first character is A and the transformation type is B. The first character is capable of using four types of attacks: a first attack of type A, a second attack of type B, a third attack of type C, and the above-mentioned special attack. The type of special attack in the normal state is D.

[0085] In this embodiment, when an attacking character type, which is a type of a character that performs an attack, matches the type of an attack performed by the character, the game system 1 increases the attack power multiplier of the attack compared to a reference value. Specifically, in the above case, the attack power multiplier is set to 1.5 times. On the other hand, when the attacking character type does not match the type of attack performed by the character, the attack power multiplier is set to the reference value (i.e., 1 time). The attack power of the attack is calculated based on the result of multiplying the value indicating the power of the attack, which is set for each type of attack, by the attack power multiplier. The calculation method of the attack power is arbitrary, and for example, the attack power may be calculated based on a parameter (for example, a parameter indicating power) set for the character that performs the attack in addition to the result of the multiplication.

[0086] When the first character is in a normal state, the attack power multiplier is calculated assuming that the attacking character type of the first character is the normal type. Therefore, in the example shown in Fig. 10, when the first character is in a normal state, the attacking character type of the first character is A, so the attack power multiplier is set to 1.5 times for the first attack, which is type A. On the other hand, the attack power multiplier is set to the standard value (i.e., 1 time) for the second attack, third attack, and special attack, which are types other than A.

[0087] The damage that the target character receives from the attack is calculated based on the attack power. As will be described in detail later, the damage that the target character receives is calculated based on the attack power and the compatibility between the attack type and the character type.

[0088] Also, when the first character is in a transformation state, the attack power is calculated based on both the normal type and the transformation type as the attacking character type of the first character. That is, when the normal type or transformation type of the character matches the type of the attack performed by the character, the game system 1 increases the attack power multiplier of the attack compared to the reference value. Therefore, in the example shown in FIG. 10, when the first character is in a transformation state, the attack power multiplier is set to 1.5 times for the first attack whose type matches the normal type of the first character (i.e., type A) and the second attack and special attack whose types match the transformation type of the first character (i.e., type B). As described above, for the special attack, the type changes in response to the first character being in a transformation state and becomes a type that matches the transformation type, so the attack power multiplier is set to 1.5 times. On the other hand, for the third attack whose type does not match either the normal type or the transformation type of the first character, the attack power multiplier is set to the reference value.

[0089] As described above, in the first character's normal state before transformation, only the first attack has a stronger attack power than usual, whereas in the transformed state, in addition to the first attack, the second attack and the special attack also have stronger attack power than usual. Therefore, it can be said that the first character becomes more likely to perform powerful attacks by transforming.

[0090] As described above, the normal type and transformation type set for a character may be the same. FIG. 11 is a diagram showing an example of attack power for each attack type when the second character is in a normal state and when the second character is in a transformed state. In the example shown in FIG. 11, the normal type and transformation type of the second character are both A. Also, the second character is capable of using the same first to third attacks and special attack as the first character.

[0091] In the example shown in FIG. 11, the attack power when the second character is in a normal state is calculated in the same manner as the attack power when the first character is in a normal state. On the other hand, when the second character is in a transformed state, the game system 1 calculates the attack power based on both the normal type and the transformed type as the attacking character type of the second character. That is, when the type of the attack performed by the character matches both the normal type and the transformed type of the character, the game system 1 increases the attack power multiplier of the attack compared to when it matches only one of them (see FIG. 10). In the example of FIG. 11, the attack power multiplier is set to 2 times in the above case. Therefore, when the second character is in a transformed state, the attack power multiplier is set to 2 times for the first attack and the special attack whose types match both the normal type and the transformed type of the second character. Note that, when the second character is in a transformed state, the attack power multiplier is set to a reference value (i.e., 1 time) for the second attack and the third attack whose types do not match either the normal type or the transformed type of the second character.

[0092] As described above, in this embodiment, when the character that has made an attack is in a transformed state, if the type set for the attack matches both the normal type and the transformation type set for the character that has made the attack, the game system 1 increases the damage of the attack more than if it matches only one of them. According to this, a character (e.g., the above-mentioned second character) whose transformation type is set to the same type as the normal type can perform an attack with a higher attack power than a character (e.g., the above-mentioned first character) whose transformation type is set to a type different from the normal type. On the other hand, a character whose transformation type is set to a type different from the normal type can perform attacks with a higher attack power than a reference value for more types of attacks than a character whose transformation type is set to the same type as the normal type. In this way, according to the above, it is possible to make it possible for a character whose transformation type is set to any type to have an advantage due to the transformation type, and it is possible to make it difficult for advantages and disadvantages to arise between characters whose transformation types are different. In addition, by providing different advantages to a character whose transformation type is set to the same type as the normal type and a character whose transformation type is set to a type different from the normal type, the strategic nature of the game can be improved.

[0093] FIG. 12 is a diagram showing an example of damage received by an attack in a normal state and a transformed state of a character. In the example shown in FIG. 12, the normal type of the attack target character (i.e., the character receiving the attack) is A, and the transformed type is B. In the example shown in FIG. 12, damage is shown when the attack target character receives any one of a first attack of type A, a second attack of type B, and a third attack of type C. In the example shown in FIG. 12, the compatibility of the attack of type A against the attack target character of type A is normal, the compatibility of the attack of type B against the attack target character of type A is poor, and the compatibility of the attack of type C against the attack target character of type A is good. In addition, the compatibility of the attack of type A against the attack target character of type B is good, the compatibility of the attack of type B against the attack target character of type B is normal, and the compatibility of the attack of type C against the attack target character of type B is poor.

[0094] In this embodiment, when the attack type is compatible with the type of the attack target character, the damage received by the attack target character is doubled compared to the standard damage value. The standard damage value is the value of damage received by the attack target character when the compatibility is normal. The standard damage value is calculated based on the attack power described above, and more specifically, is calculated based on the attack power and a parameter (e.g., a parameter indicating defensive power) set for the attack target character.

[0095] When the attack target character is in a normal state, the damage is calculated assuming that the type of the attack target character is a normal type. In the example shown in FIG. 12, when the attack target character is in a normal state, the normal type of the attack target character is A. Therefore, for the first attack, since the compatibility of the attack type with the type of the attack target character is normal, the damage is the standard damage value. For the second attack, since the compatibility is poor, the damage is 0.5 times the standard damage value. For the third attack, since the compatibility is good, the damage is twice the standard damage value.

[0096] On the other hand, when the attack target character is in a transformed state, the damage is calculated assuming that the type of the attack target character is a transformation type. In the example shown in FIG. 12, when the attack target character is in a transformed state, the transformation type of the attack target character is B. Therefore, for the first attack, since the compatibility of the attack type with the type of the attack target character is good, the damage is twice the standard damage value. For the second attack, since the compatibility is normal, the damage is the standard damage value. For the third attack, since the compatibility is bad, the damage is 0.5 times the standard damage value. In this way, the type of effective attack differs depending on whether the attack target character is in a normal state or a transformed state, and the damage the attack target character receives will differ even if the attack is the same.

[0097] In addition to the above, for example, when a combination of types that is compatible to nullify damage is set, the attack target character can nullify attacks of different types before and after transformation. In addition, when two normal types are set for the attack target character, if the attack target character receives an attack of a type that is compatible with both of these two normal types, the attack target character will receive four times the damage compared to when the compatibility is normal. In this embodiment, since only one transformation type is set for the character, the attack target character can avoid receiving the above-mentioned four times the damage by transforming, regardless of the type of attack.

[0098] As described above, in this embodiment, by putting the character in a transformed state, it is possible to increase the attack power of a specific type of attack or change the damage when attacked. For example, as shown in the example of FIG. 12, when a player operates a character whose normal type is A and whose transformation type is B, if it is expected that an opponent character will make an attack of type C that is compatible with the character, the player can reduce the damage caused by the attack of type C by transforming the character into a different type. Furthermore, at this time, it is possible to make the character make an attack of type B, which has a high attack power. In this way, by putting the character into a transformed state at an appropriate timing in a battle scene, it becomes easier to advance the battle advantageously. In addition, since the opponent character can also transform, the player plays the game while predicting whether the opponent character will transform or not and thinking of an effective attack. For example, even if an attack of a type that is incompatible with the opponent character in a normal state is an attack of a type that is compatible with the opponent character in a transformed state, it is possible to predict that the opponent character will transform and deliberately make the attack. As described above, by setting transformation types for characters and enabling them to transform during battle scenes, the strategic nature of battle games can be improved.

[0099] In addition, in this embodiment, the type of transformation type is set for each character, so different transformation types may be set for characters of the same type. This makes it easier to give each character individuality, and allows for a wide variety of characters.

[0100] The characters of this embodiment may be collected by the player by capturing them during the game. In this embodiment, since there are many characters of the same type with different transformation types, the player can be motivated to collect many characters. Even if a type that tends to be disadvantageous in the game is set as the normal type, new usage methods and strategies can be created depending on the transformation type. The transformation type of a captured character may be randomly determined when the character appears or is captured. Furthermore, a character with a preset transformation type may appear in a specific scene. The above can increase the variety of character collection elements.

[0101] In this embodiment, a turn-based battle is performed, and the transformation of the used character and the opponent character is performed at the start of a turn before each character acts (i.e., acts such as an attack). That is, the game system 1 controls the used character and the opponent character to act once per turn, and when a predetermined condition is satisfied in a certain turn (i.e., when a transformation command is issued by the player), the game system 1 controls the state of the character that satisfies the condition to change from a normal state to a transformed state before the used character and the opponent character act in that turn. According to this, the player commands the action of the character that he or she operates without knowing whether the opponent character will transform or not, and (if transformation is to be performed) the transformation will be performed before the action is performed. This allows the effect of the transformation to be effectively exerted, and the strategic nature of the battle game can be further improved.

[0102] In this embodiment, the condition for the transformation of the used character is that a transformation command has been issued by the player. In other words, the game system 1 performs control to change the state of the used character from a normal state to a transformed state in response to an instruction based on the operation input of the player. This allows the player to transform the used character at a desired timing. In this embodiment, when the opponent character is operated by another player, the condition for the transformation of the opponent character is that a transformation command has been issued by the other player.

[0103] In other embodiments, the condition for the transformation of the used character may be any condition. For example, the condition for the transformation may be that the stamina of the used character is equal to or less than a predetermined value, that the used character has used a predetermined item, or that a predetermined time has passed since a predetermined timing (for example, the timing of the start of the battle). In addition, in the case where a gauge is set that is filled by, for example, making an attack or being attacked during the battle, the condition for the transformation may be that the amount of the gauge reaches its maximum. In addition, the opponent characters may include opponent characters that are transformed when a battle scene starts (that is, are transformed from the start of the battle).

[0104] In this embodiment, the number of times that a used character can transform in one battle scene is one. Therefore, when there are multiple used characters appearing in a battle scene, one of the multiple used characters can transform, and after a certain used character has transformed, the other used characters cannot transform. Note that "when there are multiple used characters appearing in a battle scene" includes both a case where multiple used characters appear simultaneously in one battle scene and a case where multiple characters appear by replacing the used character. That is, in this embodiment, an instruction to change a used character from a normal state to a transformed state (i.e., the above transformation instruction) is accepted only once during a battle. According to the above, since a player cannot transform multiple used characters, the player must determine the used character to be transformed and the appropriate timing to transform and then issue the transformation instruction. This can further improve the strategic nature of the battle game. Note that in this embodiment, the number of times that an opponent character can transform is one, similar to the used character.

[0105] In other embodiments, the number of times that the used character can transform may be set arbitrarily. For example, the game system 1 may set the number of times to multiple times (e.g., three times), or, when multiple characters are used, may allow each character to transform a predetermined number of times (e.g., once). Also, there may be no limit on the number of times.

[0106] When the character transforms, the game system 1 may make the character transformable again when a predetermined recovery condition is satisfied outside of a battle scene. The recovery condition may be, for example, recovering the character at a predetermined facility located in the game field or giving a predetermined recovery item to the character.

[0107] In addition, in this embodiment, damage from an attack received by a character in a transformed state is calculated by applying the transformation type (i.e., without applying the normal type), whereas damage from an attack made by a character in a transformed state is calculated by applying both the normal type and the transformation type. If only the transformation type were applied to calculate the attack power of an attack made by a character in a transformed state (specifically, the attack power of only attacks of a type that matches the transformation type were increased), the advantage of using an attack of a type that matches the normal type would be reduced after the transformation, and there is a risk that the options for attacks would be substantially narrowed. In addition, in this embodiment, since there is an upper limit to the types of attacks that a character can use as described above, if the options for attacks are narrowed, there is a possibility that the strategic nature of the battle game would decrease. From the above, in this embodiment, for attacks made by a character in a transformed state, the attack power is calculated by taking into account both the normal type and the transformation type, thereby preventing the options for attacks from being narrowed after the transformation (according to this embodiment, the options for attacks are rather expanded after the transformation), and reducing the above possibility.

[0108] In addition, in this embodiment, each character can use the above-mentioned special attack that changes to a type that matches the transformation type when the character is in a transformed state. That is, when a character changes from a normal state to a transformed state, the game system 1 controls to change the type of special attack among the attack types set for the character to a type that matches the transformation type. According to this, a character that can use a special attack can perform an attack of a type that matches the transformation type after transformation, so that the character can perform an attack that makes use of the transformation. Therefore, for example, even if the attack type of a type that matches the transformation type of the character is not included among the attack types that can be set as attacks that the character can use, the character can perform an attack of a type that matches the transformation type after transformation by using the above-mentioned special attack.

[0109] In this embodiment, the special attacks are available even when the character is in a normal state, but in other embodiments, the special attacks may be available when the character is in a transformed state and may not be available when the character is in the normal state. For example, when the character is in a normal state, a predetermined number of types of attacks may be available, and when the character is in a transformed state, the special attacks may be available in addition to the predetermined number of types of attacks.

[0110] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

[0111] Fig. 13 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in Fig. 13 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).

[0112] As shown in Fig. 13, the game system 1 stores a game program. The game program is a game program for executing the game processing in this embodiment (specifically, the competitive game processing shown in Fig. 14).

[0113] The game system 1 also stores character data indicating various information related to the character (i.e., the character used or the opponent character). In this embodiment, the character data includes normal type data, transformation type data, attack type data, and transformation state data. The normal type data indicates the normal type set for the character. In this embodiment, the normal type is set for each type of character, so the game system 1 does not need to store normal type data for each individual character. The transformation type data indicates the transformation type set for the character. The attack type data indicates the type and type of each attack set as an attack that the character can use. The transformation state data indicates whether the character is currently in a normal state or a transformed state. At the start of the battle game process, the transformation state data indicates the normal state. In addition to the above data, the character data includes data indicating various parameters (e.g., level, stamina, speed, etc.) set for the character. The character data is stored for each character appearing in the battle scene.

[0114] 14 is a flowchart showing an example of the flow of a fighting game process executed by the game system 1. The fighting game process is a game process executed in a fighting scene during a game. The fighting scene process is started, for example, when a fighting scene is started (for example, when a player character encounters an enemy character in a game field) during execution of the game program.

[0115] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processing of each step shown in FIG. 14. However, in other embodiments, some of the processing of each step may be executed by a processor (e.g., a dedicated circuit, etc.) other than the processor 81. In addition, if the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in FIG. 14 may be executed in the other information processing device. In addition, the processing of each step shown in FIG. 14 is merely an example, and the processing order of each step may be changed as long as the same result is obtained, or another processing may be executed in addition to (or instead of) the processing of each step.

[0116] 14 using a memory (e.g., DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0117] In the fighting game process shown in FIG. 14, the process in the processing loop of steps S1 to S16 is executed once in one turn in the fighting scene, and when a turn is repeated in the fighting scene, the process loop of steps S1 to S16 is executed repeatedly. Although not shown in FIG. 14, in the series of processes of steps S1 to S16, processor 81 generates and displays game images at appropriate timing. As a result, game images such as those shown in FIG. 8 and FIG. 9 are displayed, or animations of each character performing an attacking action are displayed by updating the game images. The game images may be displayed on display 12 or on the stationary monitor described above.

[0118] In step S1 shown in FIG. 14, the processor 81 determines the type of attack to be performed by the used character from among the attack types indicated by the attack type data included in the character data stored in the memory for the used character. As described above, the type of attack to be performed by the used character is determined by an instruction from the player. Specifically, the processor 81 displays a game image including attack instruction images indicating the attack types indicated by the attack type data, and accepts an instruction to select one of the attack instruction images. The processor 81 acquires operation data received from each controller via the controller communication unit 83 and / or each terminal 17 and 21, and identifies the attack instruction image selected by the player based on the acquired operation data. The processor 81 determines the attack type indicated by the identified attack instruction image as the type of attack to be performed by the used character.

[0119] Also, in the above step S1, processor 81 accepts a transformation instruction to transform the used character. Specifically, in a state in which a game image including the above-mentioned transformation instruction image 215 is displayed, processor 81 accepts an instruction to specify transformation instruction image 215 (i.e., a transformation instruction), and determines whether or not the instruction has been issued based on the above operation data. If a used character in a transformed state exists, processor 81 does not display transformation instruction image 215 and does not accept a transformation instruction. In addition to the above instructions, processor 81 may further accept an instruction to specify an opponent character to be the target of an attack by the used character, for example, when there are multiple opponent characters. Following step S1, the process of step S2 is executed.

[0120] In step S2, the processor 81 determines the type of attack to be performed by the opponent character from among the attack types indicated by the attack type data included in the character data stored in the memory for the opponent character. As described above, the opponent character may be operated by another player other than the player using the used character, or may be a character whose behavior is controlled by the game system 1. When the opponent character is operated by the other player, the processor 81 acquires an instruction from the other player and determines the type of attack to be performed by the opponent character based on the instruction. When the other player uses a controller of the game system 1, the processor 81 determines the instruction based on operation data transmitted from the controller. When the other player uses a device other than the game system 1, the processor 81 acquires data indicating the instruction from the device via, for example, the network communication unit 82. When the opponent character is a character whose behavior is controlled by the game system 1, the processor 81 determines the type of attack to be performed by the opponent character according to an algorithm defined in the game program.

[0121] In addition, in the above step S2, processor 81 determines whether or not to transform the other character. Specifically, when the other character is operated by the other player, processor 81 obtains an instruction to transform the other character, and determines whether or not to transform the other character based on the instruction. In addition, when the other character is a character whose behavior is controlled by game system 1, processor 81 determines whether or not to transform the other character according to an algorithm defined in the game program. Following step S2, the process of step S3 is executed.

[0122] In step S3, processor 81 determines whether or not to transform the used character. That is, processor 81 determines whether or not a transformation instruction to transform the used character has been issued by the player in step S1. If the result of the determination in step S3 is positive, the process of step S4 is executed. On the other hand, if the result of the determination in step S3 is negative, the process of step S4 is skipped and the process of step S5 is executed.

[0123] In step S4, processor 81 puts the used character into a transformed state. That is, processor 81 changes the appearance of the used character in the displayed game image to one that represents the transformed state. Processor 81 also updates the transformation state data included in the character data for the used character so that the data indicates the transformed state. If the character data includes attack type data indicating a special attack, processor 81 updates the attack type data so that the type of the special attack is the same as the transformation type of the used character. Following step S4, the process of step S5 is executed.

[0124] In step S5, processor 81 determines whether or not to transform the other character. That is, processor 81 determines whether or not it has been determined in step S2 above that the other character will be transformed. If the determination result in step S5 is positive, the process of step S6 is executed. On the other hand, if the determination result in step S5 is negative, the process of step S6 is skipped and the process of step S7 is executed.

[0125] In step S6, processor 81 puts the opponent character into a transformed state. That is, processor 81 changes the appearance of the opponent character in the displayed game image to one that represents the transformed state. Processor 81 also updates the transformation state data included in the character data for the opponent character so that the transformation state is indicated. If the character data includes attack type data indicating a special attack, processor 81 updates the attack type data so that the type of the special attack is the same as the transformation type of the opponent character. Following step S6, the process of step S7 is executed.

[0126] In step S7, processor 81 determines the order of actions between the used character and the opponent character. The specific method of determining the order of actions is arbitrary. For example, processor 81 refers to a predetermined parameter (e.g., agility) related to the used character and the opponent character, and determines the order of actions based on the parameter. Following step S7, the process of step S8 is executed.

[0127] In step S8, processor 81 designates one character from among the used character and the opponent character in accordance with the action order determined in step S7. That is, processor 81 designates the character whose action order is earliest among the characters not yet designated in step S8 in the current turn (i.e., the processing loop of steps S1 to S16). Following step S8, the process of step S9 is executed.

[0128] In step S9, processor 81 determines whether the character specified in step S8 is in a transformed state based on the transformation state data stored in memory for that character. If the determination result in step S9 is negative, the process proceeds to step S10. On the other hand, if the determination result in step S9 is positive, the process proceeds to step S11.

[0129] In step S10, processor 81 refers to the normal type data for the character specified in step S8 and calculates the attack power of the attack by that character based on the normal type of that character. Specifically, processor 81 refers to the attack type data for the character specified in step S8 and calculates the attack power of that attack based on the type of attack performed by that character and whether or not the type of that attack matches the normal type of that character. That is, as described above in "[2. Overview of Processing in the Game System]", if the type of the attack matches the normal type of that character, processor 81 sets the attack power of that attack to 1.5 times the reference value, and if they do not match, sets the attack power of that attack to the reference value (see Figures 10 and 11). Following step S10, the process of step S12 is executed.

[0130] On the other hand, in step S11, processor 81 refers to the normal type data and transformation type data of the character designated in step S8, and calculates the attack power of the attack by the character based on the normal type and transformation type of the character. Specifically, processor 81 refers to the attack type data of the character designated in step S8, and calculates the attack power of the attack based on the type of attack performed by the character and whether or not the type of the attack matches the normal type and / or transformation type of the character. That is, as described in "[2. Overview of Processing in the Game System]" above, when the type of the attack matches the normal type or transformation type of the character, processor 81 sets the attack power of the attack to 1.5 times the reference value, when the type of the attack matches both the normal type and the transformation type, processor 81 sets the attack power of the attack to twice the reference value, and when the type of the attack does not match either the normal type or the transformation type, processor 81 sets the attack power of the attack to the reference value (see FIG. 10 and FIG. 11). After step S11, the process of step S12 is executed.

[0131] In step S12, processor 81 determines whether or not the attack target character that is the target of the attack by the character specified in step S8 is in a transformed state based on the transformation state data for that character stored in memory. If the determination result in step S12 is negative, the process proceeds to step S13. On the other hand, if the determination result in step S12 is positive, the process proceeds to step S14.

[0132] In step S13, processor 81 calculates damage to be inflicted on the attack target character by the attack by the character designated in step S8, taking into consideration the normal type of the attack target character. That is, processor 81 calculates damage to be inflicted on the attack target character based on the type indicated by the normal type data on the attack target character stored in memory. Specifically, as described in "[2. Overview of Processing in the Game System]" above, processor 81 determines whether the damage to be inflicted should be twice, once, or 0.5 times the standard damage value, depending on whether the type of the attack performed is compatible with the normal type of the attack target character, is normal, or is uncompatible (see FIG. 12). Following step S13, the process of step S15 is executed.

[0133] In step S14, processor 81 calculates damage to be inflicted on the attack target character by the attack by the character designated in step S8, taking into consideration the transformation type of the attack target character. That is, processor 81 calculates damage to be inflicted on the attack target character based on the type indicated by the transformation type data related to the attack target character stored in memory. Specifically, as described in "[2. Overview of Processing in the Game System]" above, processor 81 determines whether the damage to be inflicted should be double, 1, or 0.5 times the standard damage value, depending on whether the type of attack performed is compatible, normal, or bad with the transformation type of the attack target character (see FIG. 12). Following step S14, the process of step S15 is executed.

[0134] In the process of step S13 or S14, processor 81 also executes a process of inflicting the determined damage on the character (for example, a process of subtracting a value corresponding to the damage from the vitality value). Processor 81 also causes the character designated in step S8 to perform an action corresponding to the attack, and generates and displays a game image showing the character performing the action.

[0135] In step S15, processor 81 determines whether or not to end the battle in the current battle scene (i.e., the battle game processing). The specific method of determination in step S15 is arbitrary, but for example, if the vitality value of any character becomes 0 by the processing of steps S13 or S14 above, it is determined that the battle is to end, and if the vitality value of none of the characters becomes 0, it is determined that the battle is not to end. If the determination result of step S15 is negative, the processing of step S16 is executed. On the other hand, if the determination result of step S15 is positive, processor 81 ends the battle game processing shown in FIG. 14.

[0136] In step S16, processor 81 determines whether or not all characters have been designated in step S8. If the determination result in step S16 is negative, the process of step S8 is executed again. At this time, a character that has not yet attacked in the current turn is designated by the process of step S8 again. On the other hand, if the determination result in step S16 is positive, the process of step S1 is executed again. At this time, the current turn ends, and the next turn begins.

[0137] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program causes a computer of an information processing device (for example, the main unit 2) to execute a battle game process (FIG. 14) in which a plurality of characters, including a character used by a player and an opponent character who is an opponent of the used character, battle each other in a virtual space. At least (a) a character type, (b) at least one first type (for example, a normal type) associated with the character type, (c) a second type (for example, a transformation type) individually set for each character, and (d) a type of attack that the character can use in a battle and to which a third type is associated. The game program is configured to cause a computer (for example, the processor 81) to perform the following processes in the battle game process. When a predetermined condition is satisfied, a process of controlling a change in the state of a character that satisfies the condition from a first state to a second state (steps S4 and S6) A process of controlling the used character to perform an attack of a type designated by the player's operation input from among the types of attacks available to the used character, and calculating damage to the opponent character caused by the attack (steps S10, S11, S13, S14) A process of calculating damage to the used character caused by an attack based on the attack of the opponent character (steps S10, S11, S13, S14) When the character that performed the attack is in the first state, if the third type set for the performed attack matches the first type set for the character that performed the attack, the damage caused by the attack is increased more than if they do not match (step S10). When the character that performed the attack is in the second state, if the third type set for the performed attack matches at least one of the first type and the second type set for the character that performed the attack, the damage caused by the attack is increased more than when they do not match (step S11). When the attacked character is in the first state, if the combination of the third type set for the attack and the first type set for the attacked character is a predetermined combination determined by a predetermined rule, a process of increasing or decreasing the damage caused by the attack compared to when the predetermined combination is not present (step S13). When the attacked character is in the second state, if the combination of the third type set for the attack and the second type set for the attacked character is a predetermined combination determined by a predetermined rule, a process of increasing or decreasing the damage caused by the attack compared to when the predetermined combination is not present (step S14).

[0138] According to the above configuration, by changing a character from a first state to a second state, the damage caused by the attack of the character and the damage received by the character change. This allows players to choose the timing to change the character and the type of attack to be performed in a battle, improving the strategic nature of the battle game. In addition, since two types, a first type and a second type, are set for each character, the variation of characters can be increased compared to when only one type is set.

[0139] The "predetermined rule" is, for example, a rule that determines the compatibility between types in the above embodiment. The "predetermined combination determined by the predetermined rule" is, for example, a combination of a certain type and another type that has good or bad compatibility with the certain type in the above embodiment. The predetermined rule may be any rule that determines a combination of types that increases or decreases damage from an attack. The predetermined rule may, for example, determine a multiplier by which damage is multiplied for each combination of types.

[0140] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, a part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device.

[0141] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0142] The above-described embodiment can be used, for example, as a game system or a game program for the purpose of improving the strategic nature of a fighting game and increasing the variety of characters. [Explanation of symbols]

[0143] 1. Game System 2 Main Unit 81 Processor 201 Characters Used 202 Opponent Character

Claims

1. A computer of an information processing apparatus causes in a virtual space, a battle game process to be executed in which a plurality of characters including a character used by a player and an opponent character that is an opponent of the character used are made to battle each other, each of the plurality of characters is set with at least the type of the character, at least one first type associated with each type of the character, a second type individually set for each character, an attack type in which the character can be used in battle and a third type is associated, in the battle game process, the computer causes when a predetermined condition is satisfied, control to change the state of the character that satisfies the condition from a first state to a second state to be performed, among the attack types available to the character used, the character used to perform an attack of the type indicated based on the operation input of the player, and to calculate the damage to the opponent character by the attack, based on the attack of the opponent character, to calculate the damage to the character used by the attack, when the character that has received the attack is in the first state, if the combination of the third type set for the performed attack and the first type set for the character that has received the attack is a predetermined combination determined in a predetermined rule, the damage by the attack is increased or decreased compared to when it is not the predetermined combination, in the second state, if the combination of the third type set for the performed attack and the second type set for the character that has received the attack is a predetermined combination determined in the predetermined rule, the damage by the attack is increased or decreased compared to when it is not the predetermined combination, A game program.

2. The computer causes, in the battle game process, control to be performed such that the character used and the opponent character act once each per turn, when the predetermined condition is satisfied in a certain turn, before the character used and the opponent character take actions within the turn, control to change the state of the character that satisfies the condition from the first state to the second state to be performed, The game program according to Claim 1.

3. In the computer, in the said battle game process, Based on the instruction according to the operation input of the said player, perform control to change the state of the said used character from the said first state to the said second state. The game program according to claim 2.

4. Equipped with at least one information processing device equipped with a processor, At least one of the processors of the said at least one information processing device In the virtual space, execute a battle game process in which a plurality of characters including the character used by the player and the opponent character as the battle opponent fight against each other. Each of the said plurality of characters has at least The type of the said character, At least one first type associated with the type of the said character, A second type set individually for each of the said characters, The type of attack in which the said character can be used in battle and the third type is associated is set. [[ID= ​ ​ ​ ​ ​ ​ ​ ​ ​ Cause the user character and the opponent character to take action once per turn, When the predetermined condition is satisfied in a certain turn, before the user character and the opponent character take action within the turn, change the state of the character that satisfied the condition from the first state to the second state. The information processing system according to claim 4.

6. In the battle game process, at least one of the processors Change the state of the user character from the first state to the second state according to an instruction based on the player's operation input. The information processing system according to claim 5.

7. Equipped with a processor The processor Execute a battle game process in which a plurality of characters including a user character used by a player and an opponent character as a battle opponent fight against each other in a virtual space. Each of the plurality of characters has at least The type of the character, At least one first type associated with the type of the character, A second type set individually for each character, The type of attack that the character can use in battle and is associated with a third type is set. In the battle game process, the processor When a predetermined condition is satisfied, change the state of the character that satisfied the condition from the first state to the second state. Among the types of attacks available to the user character, cause the user character to perform the type of attack instructed based on the player's operation input, and calculate the damage to the opponent character caused by the attack. Based on the attack of the opponent character, calculate the damage to the user character caused by the attack. When the character that received the attack Is in the first state, if the combination of the third type set for the performed attack and the first type set for the character that received the attack is a predetermined combination determined by a predetermined rule, the damage caused by the attack is increased or decreased compared to when it is not the predetermined combination. When in the second state, if the combination of the third type set for the performed attack and the second type set for the character that received the attack is a predetermined combination determined by the predetermined rule, the damage caused by the attack is increased or decreased compared to when it is not the predetermined combination. An information processing apparatus.

8. In the battle game process, the processor Causes the used character and the opponent character to act once per turn, When the predetermined condition is satisfied in a certain turn, before the used character and the opponent character take actions within the turn, changes the state of the character that satisfied the condition from the first state to the second state. The information processing apparatus according to claim 7.

9. In the battle game process, the processor Changes the state of the used character from the first state to the second state according to an instruction based on the player's operation input. The information processing apparatus according to claim 8.

10. A game processing method executed by an information processing system, The information processing system Executes a battle game process in which a plurality of characters including a used character used by a player and an opponent character serving as an opponent battle each other in a virtual space, Each of the plurality of characters has at least The type of the character, At least one first type associated with the type of the character, A second type individually set for each character, The type of attack that the character can use in battle and to which a third type is associated is set, In the battle game process, the information processing system When a predetermined condition is satisfied, changes the state of the character that satisfied the condition from the first state to the second state, Among the types of attacks available to the used character, causes the used character to perform the type of attack instructed based on the player's operation input, and calculates the damage to the opponent character caused by the attack, Based on the attack of the opponent character, calculates the damage to the used character caused by the attack, The character that received the attack When in the first state, if the combination of the third type set for the performed attack and the first type set for the character receiving the attack is a predetermined combination determined by a predetermined rule, the damage caused by the attack is increased or decreased compared to when it is not the predetermined combination. When in the second state, if the combination of the third type set for the performed attack and the second type set for the character receiving the attack is a predetermined combination determined by the predetermined rule, the damage caused by the attack is increased or decreased compared to when it is not the predetermined combination. Game processing method.

11. In the head-to-head game processing, the information processing system causes the user character and the opponent character to act once per turn. When the predetermined condition is satisfied in a certain turn, before the user character and the opponent character take actions within the turn, the state of the character that has satisfied the condition is changed from the first state to the second state. The game processing method according to claim 10.

12. In the head-to-head game processing, the information processing system changes the state of the user character from the first state to the second state in response to an instruction based on the player's operation input. The game processing method according to claim 11.