Game program, information processing system, and game processing method

JP2024070279A5Pending Publication Date: 2026-01-29NINTENDO CO LTD
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Patent Information

Application Number
JP2024038919
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-13
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Existing game technologies face difficulties in allowing players to easily control non-player characters (NPCs) to perform actions, especially when the player character is in the air, and there is a lack of flexibility in operations for such scenarios.

Method used

A game program and system that allows NPCs to perform actions based on specific operation inputs, distinguishing between ground and air states, enabling users to control NPCs through predefined positional relationships and operation inputs, regardless of the player character's location.

Benefits of technology

Enables easy and intuitive control of NPCs to perform actions both on the ground and in the air, enhancing player experience by reducing errors and maintaining operational consistency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To facilitate an operation to cause a non-player character to perform an action when operating a player character moving on the ground and in the air.SOLUTION: An information processing system moves a non-player character to be an ally of a player character in a virtual space when the player character is positioned at least on the ground. The information processing system executes first control associated with a predetermined character in response to the fact that an operation input including an input executed in a state of predetermined positional relations indicating that the predetermined character that is a non-player character and the player character are close to each other is executed when the player character is positioned on the ground. The information processing system executes second control associated with the predetermined character in response to the fact that a user's operation input is made regardless of a positional relation between the predetermined character and the player character when the player character is positioned in the air.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to a game program, an information processing system, and a game processing method for controlling a player character and a non-player character in a game. [Background technology]

[0002] Conventionally, there is a technique for controlling a player character and a non-player character in a game. In such a technique, when the player character moves, the non-player character is moved together with the player character, and when the player character stops, the non-player character is stopped (for example, see Patent Document 1). Also, when the player character is not being operated by a user, the player character is automatically moved so as to approach a nearby non-player character, and the player character is made to perform an action against the non-player character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-086085 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned technology, when a user operates a player character, it is sometimes difficult to make a desired non-player character perform an action. In addition, the case where the player character is located in the air is not taken into consideration, and there is room for improvement in terms of easily performing an operation to make the non-player character perform an action in such a case.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, and a game processing method that enable easy operation of causing non-player characters to perform actions when controlling a player character moving on the ground and in the air. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (11).

[0007] (1) One example of the present invention is a game program for causing a computer to execute game processing. The game program causes the computer to function as a player character moving means, a non-player character moving means, a first control executing means, and a second control executing means. The player character moving means moves the player character on the ground and in the air in a virtual space in response to a first operation input by a user. The non-player character moving means moves a non-player character that is an ally of the player character in the virtual space when the player character is at least located on the ground. When the player character is located on the ground, the first control executing means executes a first control associated with the predetermined character in response to a second operation input including an input performed in a state in which a predetermined positional relationship indicating that the player character is close to a predetermined character that is a non-player character. When the player character is located in the air, the second control executing means executes a second control associated with the predetermined character in response to a third operation input by a user, regardless of the positional relationship between the predetermined character and the player character.

[0008] According to the above configuration (1), the user can select a non-player character to execute a first control by moving the player character on the ground, while in the air, the user can cause the non-player character to execute a second control without moving the player character. This allows the user to easily perform an operation to cause the non-player character to perform an action when controlling a player character moving on the ground and in the air.

[0009] (2) In the above configuration (1), the non-player character moving means may move a plurality of non-player characters, including a predetermined character, that are allies of the player character, in the virtual space. When the player character is located on the ground, the first control executing means may execute a control associated with the non-player character in response to a second operation input being performed in a state in which one of the plurality of non-player characters and the player character are in a predetermined positional relationship indicating that the non-player character is close to the player character. When the player character is located in the air, the second control executing means may not execute a control associated with a non-player character other than the predetermined character even if the second operation input is performed.

[0010] According to the above configuration (2), when the player character is located on the ground, control can be executed for a plurality of non-player characters, and when the player character is located in the air, control can be easily executed for a predetermined character.

[0011] (3) In the above configuration (2), the non-player character moving means may move each of the plurality of non-player characters in accordance with the position of the player character when the player character is located on the ground. Also, the non-player character moving means may move a predetermined character in accordance with the position of the player character when the player character is located in the air, and may not cause non-player characters other than the predetermined character among the plurality of non-player characters to move in accordance with the position of the player character.

[0012] According to the above configuration (3), it is possible to make it easier for the player to understand which non-player characters can be controlled in the air. Also, it is possible to provide a rationale for the fact that the control of the other non-player characters cannot be executed in the air, and it is possible to reduce the possibility that the player feels uncomfortable.

[0013] (4) In any of the above configurations (1) to (3), the second control may be a control that affects the movement of the player character in the air.

[0014] According to the above configuration (4), the user can easily perform an operation to move the player character in the air.

[0015] (5) In the above configuration (4), the player character may be capable of assuming a first falling state in the air and a second falling state in which the player character falls at a slower speed than the first falling state and can move a greater distance in the horizontal direction in the virtual space than the first falling state. The player character moving means may control movement of the player character such that, when the player character is in the second falling state in the air, the player character moves under the influence of the second control.

[0016] According to the above configuration (5), since the movement of the player character in a slow falling state can be assisted by the second control, the second control can be effectively utilized in the air.

[0017] (6) In the configuration of (4) or (5) above, the first control execution means may allow execution of a new first control corresponding to a predetermined character on condition that a predetermined time has elapsed since execution of the first control or the second control. The second control execution means may allow execution of a new second control corresponding to the predetermined character on condition that a predetermined time has elapsed since execution of the first control or the second control.

[0018] According to the above configuration (6), regardless of whether the player character is located on the ground or in the air, it is possible to prevent the user from gaining too much of an advantage by frequently executing the second control.

[0019] (7) In any of the above configurations (1) to (6), the first control and the second control may both be controls that generate a moving force that moves an object.

[0020] According to the above configuration (7), by making the first control and the second control have a common type of effect, it becomes easier for the user to understand the effects of the first control and the second control, and the user can execute the first control and the second control without feeling uncomfortable.

[0021] (8) In the above configuration (7), the player character moving means may not move the player character based on the moving force by the first control when the player character is located on the ground. Also, the player character moving means may move the player character based on the moving force by the second control when the player character is located in the air.

[0022] According to the above configuration (8), the second control allows the player to control the movement of the player character in the air, and reduces the possibility that the player character will move against the player's intention on the ground.

[0023] (9) In the above configuration (7) or (8), the first control execution means may execute, as the first control, control to generate a moving force at a predetermined height with respect to the player character. The second control execution means may execute, as the second control, control to generate a moving force at a height lower than the predetermined height with respect to the player character.

[0024] According to the above configuration (9), a moving force can be effectively imparted to a player character falling through the air.

[0025] (10) In any of the above configurations (1) to (9), the second operation input and the third operation input may both include an input to a predetermined operation unit.

[0026] According to the above configuration (10), by using the same operation unit to perform inputs for performing the first control and the second control, it is possible to reduce the possibility that the user will make an input error.

[0027] (11) In the above configuration (10), the second operation input and the third operation input may each include two inputs to a predetermined operation unit.

[0028] According to the above configuration (11), by making the input method for performing the first control and the second control the same, it is possible to further reduce the possibility of the user making an input error. Also, since both the first control and the second control are executed by the second input, it is possible to reduce the possibility that a skill action will be executed against the user's intention even if the user erroneously operates the operation unit once.

[0029] Another example of the present invention may be an information processing device or an information processing system that executes the processes in the above (1) to (11). Also, another example of the present invention may be a game processing method that executes the processes in the above (1) to (11). Effect of the Invention

[0030] According to the above game program, information processing system, or game processing method, when controlling a player character that moves on the ground and in the air, it is possible to easily perform an operation to make a non-player character perform an action. [Brief description of the drawings]

[0031] [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 when a player character causes a companion character to perform a skill action; [Figure 9] FIG. 13 is a diagram showing an example of a game image in a situation where a companion character is in a ready state; [Figure 10] FIG. 13 is a diagram showing an example of a game image in a situation where a friend character has performed a skill action; [Figure 11] FIG. 13 is a diagram showing an example of a game image when a player character approaches a companion character before the waiting time has elapsed. [Figure 12]FIG. 13 is a diagram showing an example of a state that a player character can take in the air; [Figure 13] FIG. 13 is a diagram showing an example of a game image in which a player character is falling slowly; [Figure 14] FIG. 13 is a diagram showing an example of a game image in a situation where a friend character performs a skill action in the air; [Figure 15] A diagram showing an example of wind generated on the ground and in the air. [Figure 16] FIG. 13 is a diagram showing an example of various data used in information processing in the game system; [Figure 17] A flowchart showing an example of the flow of a game process executed by the game system. [Figure 18] A sub-flowchart showing an example of a detailed flow of the ground-time operation control process in step S4 shown in FIG. 17. [Figure 19] A sub-flowchart showing an example of a detailed flow of the airborne motion control process in step S5 shown in FIG. 17. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0032] [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.

[0033] 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.

[0034] 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."

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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, 83-85, and 91 shown in Fig. 6. Some of these components 81, 83-85, and 91 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0048] 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.).

[0049] 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.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] The processor 81 is connected to the above-mentioned left side terminal 17 and right side terminal 21. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 17, and receives operation data from the left controller 3 via the left side 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 side terminal 21, and receives operation data from the right controller 4 via the right side terminal 21. In this way, 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, respectively.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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).

[0062] 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.

[0063] 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.

[0064] 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.

[0065] [2. Overview of processing in the game system] An overview of information processing executed in the game system 1 will be described below. In this embodiment, the game system 1 executes a game in which a plurality of characters including a player character operated by a player (also called a user) appear in a virtual game space. In addition to the player character, a companion character who is a companion of the player character also appears in the game. The player character progresses through the game by, for example, working together with the companion character to defeat an enemy character.

[0066] The companion characters are non-player characters whose actions are automatically controlled by the game system 1. That is, the action content of the companion characters is basically determined by the game system 1. However, in this embodiment, the player character can give instructions to the companion characters, and the companion characters perform a predetermined skill action in response to the instructions from the player character. The skill action is an action that uses the abilities of the companion characters, and the specific content is arbitrary. The skill action may be, for example, an action to attack an enemy, or an action to recover or assist an ally (i.e., the player character and other companion characters). In this embodiment, the skill action performed in response to the instructions of the player character is set for each companion character. In this embodiment, each companion character performs a skill action unique to each companion character in response to the instructions of the player character. In the following, a companion character that performs an action to generate wind as a skill action will be described as an example.

[0067] [2-1. Skill actions on the ground] Hereinafter, with reference to Figs. 8 to 10, a process for making a friend character perform a skill action when the player character is located on the ground will be described. Fig. 8 is a diagram showing an example of a game image when the player character makes a friend character perform a skill action. As shown in Fig. 8, during a game, the game system 1 displays on the display 12 a game image showing a game space around the player character 201. In the example shown in Fig. 8, the player character 201 and a plurality of friend characters 202 to 206 including the friend character 202 capable of performing a skill action that generates wind are placed on the ground in the game space. In this embodiment, as shown in Fig. 8, a plurality of (five in Fig. 8) friend characters 202 to 206 appear in the game space. The number of friend characters appearing in the game space is arbitrary.

[0068] In the example shown in FIG. 8, the player character 201 approaches the companion character 202. When the player character 201 is located on the ground, the player character 201 can issue a preparation instruction to the companion character by approaching the companion character. The preparation instruction is an instruction to the companion character to enter a preparation state in which the companion character can perform a skill action. In other words, in response to the preparation instruction being issued, the companion character enters a preparation state in which the companion character can perform a skill action.

[0069] In this embodiment, an action range 207 is set in an area in front of the player character 201 within a predetermined distance from the player character 201 (see FIG. 8). When a companion character is located within the action range 207 of the player character 201, the player character 201 can issue a preparation command to the companion character. In this embodiment, the player character 201 can perform an action on an object (meaning including the companion character) within the action range 207. This action is an action according to the object, such as an action to issue a preparation command to the companion character or an action to obtain an item.

[0070] The action range 207 is set based on the position and orientation of the player character 201. In this embodiment, the action range 207 is within a predetermined distance from the player character 201, and is a range of a predetermined angle to the left and right with the forward direction of the player character 201 as the center (see FIG. 8). The shape and size of the action range 207 are arbitrary. Although the action range 207 is shown by a dotted line in FIG. 8, the action range 207 does not need to be displayed.

[0071] Also, as shown in FIG. 8, in a situation where the player character 201 can give a preparation instruction to the friend character 202, the game system 1 displays a preparation instruction image 208 indicating the preparation instruction together with the image of the game space. This makes it possible to notify the player that a preparation instruction is possible. The preparation instruction image 208 is displayed at a predetermined position. For example, it may be displayed near the player character 201 or the friend character 202 to notify the player of the friend character to which the preparation instruction is to be given. Also, the preparation instruction image 208 includes an image indicating an operation input for giving a preparation instruction (here, an input of pressing the A button 53 of the right controller 4). This makes it possible to notify the player of the operation input for giving a preparation instruction.

[0072] In response to a preparation instruction being given in the situation shown in FIG. 8 (i.e., an operation input for giving a preparation instruction being given), the game system 1 sets the companion character 202 that is the target of the preparation instruction to a preparation state. FIG. 9 is a diagram showing an example of a game image in a situation in which the companion character 202 is in a preparation state. Here, in this embodiment, the companion character 202 generates wind from behind the player character 201 toward the front of the player character 201 for a predetermined time as a skill action. Therefore, the game system 1 causes the companion character 202 in the preparation state to perform an action of moving behind the player character 201 (see FIG. 9). In the preparation state, the companion character 202 moves in accordance with the movement of the player character 201 so as to be positioned behind the player character 201. In addition, when the companion character is in the preparation state, the game system 1 may display an effect image corresponding to the skill action or cause the companion character to perform a preparatory action corresponding to the skill action in order to make the user recognize that the companion character is in the preparation state and the content of the skill action.

[0073] When a friend character is in a ready state, the player character 201 can make the friend character perform a skill action by issuing an execution instruction to the friend character. As shown in FIG. 9, when the friend character 202 is in a ready state, the game system 1 displays an execution instruction image 209 indicating an execution instruction together with an image of the game space. This can notify the player that an execution instruction is possible. The execution instruction image 209 is displayed at a predetermined position. For example, it is displayed near the player character 201 or the friend character 202 to notify the player of the friend character that is the target of the execution instruction. The execution instruction image 209 also includes an image indicating an operation input for issuing an execution instruction (here, an input to press the A button 53 of the right controller 4). This can notify the player of the operation input for issuing an execution instruction.

[0074] In response to an execution instruction being given (i.e., an operation input for giving an execution instruction being given) in the situation shown in FIG. 9, the game system 1 causes the companion character 202, which is the target of the execution instruction, to perform a skill action. FIG. 10 is a diagram showing an example of a game image in a situation in which the companion character 202 has performed a skill action. In the example shown in FIG. 10, the companion character 202 performs a skill action of generating wind in front of the player character 201 in response to the execution instruction. The player can generate wind in the specified direction in response to the execution instruction while specifying the direction of the wind by specifying the direction of the player character 201 through an operation for changing the direction of the player character 201 (for example, an operation on the analog stick 32 of the left controller 3). By generating wind, the companion character 202 can, for example, blow away an object arranged in the game space with the wind, or move the player character 201 using an item for gliding through the air (i.e., a falling item described later) with the wind (i.e., the player character 201 receives the wind and moves through the air).

[0075] In the example shown in FIG. 10, the player specifies the direction in which the friend character performs the skill action. Here, the skill action performed by the friend character may be one in which the player can specify a target position for the skill action. For example, the skill action may be an action that generates wind at a target position specified by the player in the game space. In addition, the content of the skill action performed by each friend character is arbitrary, and may be an action that does not require specification of a direction or position.

[0076] 10, the operation input for issuing an execution instruction is the same as the operation input for issuing a preparation instruction, that is, pressing the A button 53 of the right controller 4. This allows the player to issue preparation instructions and execution instructions with an operation that is easy for the player to understand, improving the operability of the operation for causing a friend character to perform a skill action. Note that in other embodiments, the operation input for issuing an execution instruction may be different from the operation input for issuing a preparation instruction.

[0077] As described above, in this embodiment, the player character first issues a preparation instruction to the companion character, and then issues an execution instruction to the companion character in the preparation state in response to the preparation instruction, thereby causing the companion character to perform a skill action. That is, in response to an operation input by the user in a state in which the player character and the companion character are in a predetermined positional relationship indicating that they are close to each other (specifically, the companion character is located in the action range), the game system 1 transitions the companion character to a preparation state for control corresponding to the companion character (specifically, a control for causing the companion character to perform a skill action). Then, when the companion character is in the preparation state, in response to an operation input including a direction or position designation by the user (specifically, an input for changing the orientation of the player character and an input for performing an execution instruction) the game system 1 executes the above control toward the designated direction or position. Here, the player character needs to get close to the companion character to be in a predetermined positional relationship with the companion character, but there is a possibility that the player character moves toward the companion character. At this time, if a skill action is immediately executed in response to an operation input, the skill action may be executed in a direction from the player character toward the companion character, and the direction in which the skill action is executed may differ from the player's intention. In this respect, according to the above, the player issues a preparation instruction and then issues an execution instruction by specifying a direction or position, so that it is possible to reduce the possibility of erroneous operation, such as a skill action being executed in an unintended direction or position, or a skill action being executed despite no intention to execute the skill action. This can improve the operability of the game.

[0078] The "operation input including the user's designation of a direction or a position" may be only an input that designates a direction or a position. For example, the game system 1 may cause the companion character to perform a skill action in the direction designated at that time (i.e., the direction of the player character) at a timing when a predetermined time has elapsed since the companion character was put into a ready state in response to a preparation instruction. The "operation input including the user's designation of a direction or a position" may be performed by an input that designates a direction or a position and an input that releases the input that issues the preparation instruction. For example, after the companion character is put into a ready state by an input that presses the A button 53 (at this time, the A button 53 is in a state in which it is being continuously pressed), the game system 1 may accept an input that designates a direction, and then, in response to the release of the pressing of the A button 53, cause the companion character to perform a skill action in the direction designated at the time of the release.

[0079] In another embodiment, the game system 1 may receive an execution instruction without receiving a preparation instruction. That is, the game system 1 may receive an execution instruction when a companion character is located within the action range of the player character, and may cause the companion character to perform a skill action in response to the execution instruction given by the player.

[0080] In this embodiment, when a friend character performs a skill action, the friend character cannot execute the skill action again unless a predetermined waiting time has elapsed since the skill action was performed. That is, the game system 1 allows the friend character to execute the skill action again on the condition that the waiting time has elapsed since the execution of the control of the skill action. This makes it possible to prevent the player from gaining too much of an advantage by having the friend character execute skill actions frequently.

[0081] FIG. 11 is a diagram showing an example of a game image in a case where a player character approaches a friend character before the waiting time has elapsed. When a friend character 202 enters an action range (not shown in FIG. 11) of a player character 201 before the waiting time has elapsed after a skill action is performed, the game system 1 displays a remaining time image 210 in place of the preparation instruction image 208 as shown in FIG. 11. The remaining time image 210 is an image showing the remaining time until the waiting time for the friend character elapses. For example, the remaining time image 210 is an image showing a gauge whose length changes according to the length of the remaining time. The remaining time image 210 can notify the player that a preparation instruction cannot be accepted and the remaining time until the preparation instruction can be accepted. Note that, when the remaining time shown by the remaining time image 210 becomes 0 while the remaining time image 210 is displayed (i.e., when a preparation instruction becomes possible), the preparation instruction image 208 is displayed in place of the remaining time image 210. Note that the remaining time image 210 may be displayed in addition to the preparation instruction image 208. In addition, in another embodiment, the game system 1 may accept the preparation instruction and put the companion character into a preparation state even before the waiting time has elapsed since the skill action was performed, but may not accept the execution instruction until the waiting time has elapsed.

[0082] In another embodiment, the game system 1 may allow a companion character to perform a skill action again after the companion character performs a skill action without waiting for a waiting time. In another embodiment, instead of setting a waiting time for a skill action for each companion character, the game system 1 may set a waiting time for an execution instruction by the player character to any companion character. That is, the game system 1 may allow an execution instruction by the player character to each companion character on the condition that a waiting time has elapsed since the player character gave an execution instruction to any companion character.

[0083] In this embodiment, when the player character 201 is located on the ground, the game system 1 controls each of the companion characters 202 to 206 to move in accordance with the movement of the player character 201. Specifically, the game system 1 controls each of the companion characters 202 to 206 to move in accordance with the movement of the player character 201 so as to accompany the player character 201. In addition, when the movement of the player character 201 stops, the game system 1 controls each of the companion characters 202 to 206 to stop moving within a predetermined range including the player character 201. As a result, the movement of each of the companion characters 202 to 206 is controlled so as to be located around the player character 201. This makes it easier for the player character 201 to approach each of the companion characters 202 to 206, making it easier to give instructions regarding the above-mentioned skill actions. Note that a specific method of controlling the movement of each of the companion characters 202 to 206 when the player character 201 is located on the ground is arbitrary. For example, in other embodiments, the game system 1 may control the movement of companion characters independently of the movement and position of the player character.

[0084] As described above, in this embodiment, when the player character is located on the ground, multiple companion characters appear. The player character can select one of the multiple companion characters and cause it to perform a skill action by approaching and instructing the companion character.

[0085] [2-2. Skill movements in the air] Next, a process for making a friend character perform a skill action when the player character is in the air will be described. In this embodiment, the player character may be in the air, for example, by falling from a high place. In this case, the player character can issue instructions (i.e., preparation instructions and execution instructions) to a friend character performing the above-mentioned skill action that generates wind, in the same way as when the player character is on the ground.

[0086] The state in which the player character is in the air is, for example, a state in which the player character is not in contact with the ground (the ground itself may be floating in the air) or a wall in the game space. However, when the player character jumps and is not in contact with the ground for a short period of time, the game system 1 may determine that this state is not a state in which the player character is in the air, and may determine that the player character is on the ground. For example, the game system 1 may determine that the player character is in the air when the time in which the player character is not in contact with the ground or a wall continues for a predetermined period of time or more. Also, for example, the game system 1 may determine that the player character is in the air when the player character is away from the ground or a wall by a predetermined distance or more.

[0087] The player character may be able to ride a vehicle that flies in the sky. The game system 1 may treat the state in which the player character rides such a vehicle in the same way as the state in which the player character is located on the ground. That is, in the state in which the player character rides the vehicle, the game system 1 may execute a process of making a companion character designated by the player from among a plurality of companion characters perform a skill action in the same way as when the player character is located on the ground. In another embodiment, the state in which the player character rides the vehicle may be treated as a state different from the state in which the player character is located on the ground and the state in the air.

[0088] FIG. 12 is a diagram showing an example of a state that the player character can take in the air. In this embodiment, the player character cannot basically float in the air, and when in the air, it falls due to the action of virtual gravity. The player character can take three states in the air: a normal falling state, a slow falling state, and a diving falling state (see FIG. 12). Note that in other embodiments, the states that the player character can take in the air may include states other than the above three states, or may not include any of the above three states. Also, in other embodiments, the player character may stay in place or float up in the air against virtual gravity.

[0089] The normal falling state is a state in which the player character 201 falls with its head facing upward in the game space. In this embodiment, the player character 201 first enters the normal falling state when the player jumps down from a high place without performing a diving action, which will be described later. In the normal falling state, the player cannot perform a horizontal movement operation on the player character 201. That is, in the normal falling state, the player character 201 falls downward in accordance with the physical laws used in the game (for example, the law of inertia and the law of gravity).

[0090] The slow-fall state is a state in which the player character 201 falls in a posture in which the player character 201 uses the falling item 211 simulating a parachute (see FIG. 12). In this embodiment, when the player character moving means is in the normal fall state or the diving fall state, the player character 201 transitions to the slow-fall state in response to an operation input for using the falling item 211 (for example, an input of pressing the X button 55 of the right controller 4) being performed by the player. In the slow-fall state, the player character 201 falls at a falling speed slower than that in the normal fall state. In this embodiment, in the slow-fall state, the player character 201 falls while moving horizontally in the game space in response to a movement instruction by the player (for example, an input instruction to tilt the analog stick 32 of the left controller 3). Specifically, in the slow-fall state, the player character 201 falls while changing direction left and right (for example, turning left and right) in response to a left and right movement instruction. When there is no movement instruction from the player, the player character 201 falls directly downward in the game space, but in other embodiments, the player character 201 may be controlled to fall while moving forward. From the above, it can be said that the slow falling state is a state in which the player character 201 can move more in the horizontal direction in the game space than in the normal falling state. Note that in other embodiments, the player character 201 may be able to move horizontally in response to a movement instruction from the player even in the normal falling state. At this time, the horizontal movement amount during the normal falling (specifically, the horizontal movement amount during a falling distance of a predetermined unit distance) is set to be smaller than the horizontal movement amount during the slow falling. In other words, the player can move the player character 201 in the horizontal direction more during the slow falling than during the normal falling.

[0091] When the player character 201 is in a slow falling state, if the use of the falling item 211 is terminated in accordance with a predetermined condition (for example, an instruction from the player or the player character 201 running out of stamina), the player character 201 transitions to a normal falling state.

[0092] The diving falling state is a state in which the player character 201 falls with its front direction toward the lower side in the game space. In this embodiment, when the player character 201 is in the normal falling state or the slow falling state, the player character 201 transitions to the diving falling state in response to a predetermined operation input for entering the diving falling state (for example, an input to press the first R button 60 of the right controller 4). Also, when the player character 201 jumps down by diving from a high place (for example, an action of jumping down from a high place), the player character 201 first enters the diving falling state. In the diving falling state, the player character 201 falls at a falling speed slower than the normal falling state and faster than the slow falling state. Also, during the diving falling, the player character 201 falls while moving forward, backward, left and right in the game space (i.e., horizontally in the game space) based on the player character 201 facing downward in the game space in response to an instruction to move up, down, left and right by the player (for example, an input instruction to tilt the analog stick 32 of the left controller 3). In this embodiment, the horizontal movement amount during a diving fall (specifically, the horizontal movement amount during a falling distance of a predetermined unit distance) is smaller than the horizontal movement amount during a slow fall. In other words, the player can move the player character 201 in the horizontal direction greater during a slow fall than during a diving fall. When the player character 201 is in a diving fall state, the player character 201 transitions to a normal fall state in response to the satisfaction of a predetermined condition (for example, an instruction from the player).

[0093] The game system 1 may set conditions for entering the slow falling state and the diving falling state. For example, the player character 201 may be able to enter the slow falling state or the diving falling state on the condition that the player character 201 is a predetermined distance or more away from the ground, or a predetermined time or more has passed since being in the air. By setting such conditions, it is possible to prevent the player character 201 from entering the slow falling state or the diving falling state when the player character 201 simply jumps on the ground.

[0094] Fig. 13 is a diagram showing an example of a game image in which the player character 201 is falling slowly. As shown in Fig. 13, the player character 201 can fall slowly while moving horizontally by using a falling item 211 while falling. This allows the player character 201 to land at a location away from where it fell.

[0095] In this embodiment, when the player character 201 is in the air, if the player character 201 is in a slow falling state or a diving falling state, the player character 201 can give an instruction for a skill action to the companion character 202. Note that it is sufficient that the player character 201 can give an instruction to the companion character 202 in at least any state that the player character 201 can be in the air. For example, in another embodiment, the player character 201 may be able to give an instruction to the companion character 202 when the player character 201 is in the air. Also, for example, in another embodiment, the player character 201 may be able to give an instruction to the companion character 202 even when the player character 201 is in a normal falling state. Also, for example, the player character 201 may not be able to give an instruction to the companion character 202 when the player character 201 is in a diving falling state.

[0096] In this embodiment, when the player character 201 is in a slow falling state or a diving falling state, an instruction to the companion character 202 can be given regardless of the position of the companion character 202 (it can also be said that an instruction can be given regardless of the positional relationship between the player character 201 and the companion character 202). That is, in the above case, the player can always make the player character 201 give the above instruction without having to operate the player character 201 to approach the companion character 202 and face the companion character 202. Note that when the player character 201 is in a slow falling state or a diving falling state, the preparation instruction image 208 is displayed regardless of the position of the companion character 202 (see FIG. 13).

[0097] Here, in this embodiment, when the player character 201 is in a slow falling state or a diving falling state, the player can perform an operation to move the player character 201 in the game space, but it can be said that it is more difficult to perform an operation to move the player character 201 to the position of a desired fellow character than when the player character 201 is located on the ground. In this regard, in this embodiment, when the player character 201 is in a slow falling state or a diving falling state, instructions can be given regardless of the position of the fellow character 202. In other words, in this embodiment, it is possible to easily give instructions to the fellow character in a situation where it is difficult to perform a movement operation because the player character 201 is located in the air, and therefore operability for giving such instructions can be improved.

[0098] In this embodiment, when the player character 201 is in the air, the player character 201 cannot issue instructions for skill actions to the other companion characters 203-206 other than the companion character 202. In other words, when the player character 201 is in a slow falling state or a diving falling state, the game system 1 enables the execution of a skill action only for the companion character 202, and disables the execution of a skill action for the other companion characters 203-206. In other words, the game system 1 does not accept operation inputs by the player for issuing the above-mentioned preparation instructions and execution instructions for the other companion characters 203-206.

[0099] From the above, in this embodiment, when the player character is located on the ground, the game system 1 executes a control associated with the companion character (i.e., a control to execute a skill action) in response to a predetermined operation input (i.e., an operation input for issuing a preparation instruction and an execution instruction) being performed in a state where one of the companion characters and the player character are in a predetermined positional relationship indicating that the companion character is close to the player character (i.e., a state where the companion character is located within the action range). On the other hand, when the player character is located in the air, even if the above-mentioned predetermined operation input is performed, the game system 1 does not execute a control associated with other companion characters (i.e., companion characters 203 to 206) different from the predetermined companion character (i.e., companion character 202). From the above, in this embodiment, when the player character is located on the ground, the player can select and execute controls related to the plurality of companion characters, and in the air where the movement of the player character is restricted, the operation for the above control can be easily performed. Note that, in other embodiments, the game system 1 may execute a control associated with the other companion character in response to the player's operation input even when the player character is located in the air.

[0100] Furthermore, in this embodiment, the companion character 202 continues to appear in the game space even when the player character 201 is in the air (see FIG. 13). In the above case, the game system 1 controls the companion character 202 to move in accordance with the movement of the player character 201, just as in the case on the ground. In this embodiment, the companion character 202 is controlled to move together with the player character 201, both when the player character 201 is in the air and when the player character 201 is on the ground. Note that the specific method of controlling the movement of the companion character 202 is arbitrary, and the specific control method may be the same or different between the case where the player character 201 is in the air and the case where the player character 201 is on the ground.

[0101] On the other hand, when the player character 201 is in the air, the other companion characters 203-206 other than the companion character 202 exit the game space. Therefore, in the above case, only the companion character 202 out of the multiple companion characters 202-206 appears in the game space, and the other companion characters 203-206 do not appear in the game space (see FIG. 13). Note that, in terms of the game settings, the companion character 202 has the ability to fly in the air, while the other companion characters 203-206 cannot fly in the air.

[0102] As described above, in this embodiment, when the player character is in the air, the game system 1 moves the companion character 202 according to the position of the player character 201, and does not move the companion characters 203 to 206 other than the companion character 202 among the plurality of companion characters according to the position of the player character 201. According to this, the companion character 202 capable of performing a skill action is likely to be arranged around the player character 201, while the companion characters 203 to 206 incapable of performing a skill action are unlikely to be arranged around the player character 201 (or are not arranged at all). This makes it easy for the player to understand which companion characters are capable of performing a skill action in the air. Also, it is possible to provide a rationale for the companion characters 203 to 206 not being able to perform a skill action in the air, and to reduce the possibility that the player feels uncomfortable.

[0103] In this embodiment, the other companion characters 203 to 206 are made to exit the game space so as not to move in accordance with the position of the player character 201. At this time, the game system 1 may make an object or effect representing the other companion character (for example, a spherical light representing the companion character) appear around the player character instead of the other companion character. This makes it possible to easily notify the player that the companion character has exited the game space. In another embodiment, the game system 1 may make the other companion characters 203 to 206 appear in the game space but not to control their movement in accordance with the position of the player character 201. For example, when the player character is in the air, the other companion characters may be controlled to stay on the ground and not to move in accordance with the movement of the player character in the air.

[0104] In other embodiments, the other companion characters 203 to 206 may be controlled to move in accordance with the position of the player character 201, similar to the companion character 202.

[0105] As described above, in this embodiment, the friend character 202 cannot execute a skill action again until a predetermined waiting time has elapsed since the friend character 202 performed a skill action. Here, in this embodiment, the remaining time until the waiting time has elapsed is set regardless of whether the player character 201 is located on the ground or in the air. In other words, the game system 1 allows control of a new skill action on the ground or in the air, on the condition that the waiting time has elapsed since control of the skill action on the ground or control of the skill action in the air. In this way, whether the player character 201 is located on the ground or in the air, it is possible to prevent the player from gaining too much of an advantage by having the friend character 202 execute skill actions frequently.

[0106] In this embodiment, the operation unit used for inputting to make the friend character 202 perform a skill action is the same when the player character 201 is in the air as when the player character 201 is on the ground (specifically, the A button 53 of the right controller 4). That is, in this embodiment, the player can use the same operation unit to perform (a) an operation of designating a friend character to be made to perform a skill action and then instructing the friend character to perform a skill action when the player character 201 is on the ground, and (b) an operation of instructing the friend character to perform a skill action in a situation where the friend character to be made to perform a skill action is fixed when the player character 201 is in the air. This makes it possible to make the input method for making the player perform a skill action easy to understand, and reduces the possibility of the player making an input error.

[0107] Furthermore, in this embodiment, the input method for making the friend character 202 perform a skill action is the same whether the player character 201 is in the air or on the ground. That is, the input for making the friend character 202 perform a skill action includes two inputs to a predetermined operation unit (specifically, the A button 53 of the right controller 4) (in this embodiment, it further includes an input for specifying a direction) in either case. Specifically, whether the player character 201 is in the air or on the ground, the player can make the friend character 202 perform a skill action by making a first input to the operation unit to make the player character 201 give a preparation instruction and a second input to the operation unit to make the player character 201 give an execution instruction. Therefore, according to this embodiment, by making the input method for making the friend character 202 perform a skill action the same whether the player character 201 is in the air or on the ground, the input method can be made easier to understand for the player, and the possibility of the player making an input error can be further reduced. In addition, in either case, the skill action is executed by the second input, so it is possible to prevent a skill action from being executed against the player's intention due to the player mistakenly operating the operation unit once.

[0108] In this embodiment, when the player character 201 is in the air, the skill action can be performed only on the companion character 202. Therefore, unlike the case where the player character 201 is on the ground, it is not necessary to bring the player character 201 close to the companion character to be made to perform the skill action. Therefore, even if the skill action is performed in response to the first input to the operation unit when the player character 201 is in the air, the above-mentioned problem of the direction in which the skill action is performed being different from the player's intention does not occur. Therefore, when the player character 201 is in the air, it is also conceivable that the skill action is performed in response to the first input to the operation unit. However, in this embodiment, as described above, in order to make the input method for making the companion character perform the skill action easier to understand for the player, the player is made to perform two inputs even when the player character 201 is in the air, similarly to the case where the player character is on the ground.

[0109] In another embodiment, the input method for making the companion character 202 perform a skill action may be different depending on whether the player character 201 is in the air or on the ground. For example, when the player character 201 is in a slow falling state or a diving falling state, the game system 1 may make the companion character 202 perform a skill action by a single input to the operation unit by the player. Specifically, in the above case, the game system 1 may always keep the companion character 202 in a ready state and accept an input for issuing the execution instruction. This allows the player to make the companion character 202 perform a skill action more quickly. In another embodiment, when the player character 201 is in the air, the game system 1 may make the companion character 202 perform a skill action in response to an input to the operation unit that is different from that when the player character 201 is on the ground.

[0110] FIG. 14 is a diagram showing an example of a game image in a situation where the friend character 202 performs a skill action in the air. As shown in FIG. 14, in this embodiment, the skill action performed by the friend character 202 in the air is an action that generates wind in the game space, similar to the skill action on the ground. In other words, the skill action performed by the friend character 202 generates a moving force that moves an object (meaning including the player character 201) in the game space in both the case of the ground and the air. In this way, by making the skill action have a common type of effect in the case of the ground and the case of the air, it is possible to provide consistency in the effect of the skill action. This makes it easier for the player to understand the effect of the skill action, and also allows the friend character 202 to perform the skill action without feeling unnatural.

[0111] In this embodiment, both the skill actions on the ground and in the air can be said to have the same type of game effect in that they generate a moving force for an object. However, the skill actions on the ground and in the air do not need to have the same effect, and may have different effects. For example, the wind strength, the range in which the wind is generated, and the period in which the wind is generated may be different between the skill actions on the ground and in the air. In other embodiments, the skill actions on the ground and in the air may have different types of effects. For example, the skill actions on the ground may have the effect of attacking an enemy character, while the skill actions in the air may have the effect of generating a moving force for the player character.

[0112] When the player character falls slowly in the air, the game system 1 controls the movement of the player character 201 so that the player character moves under the influence of the control of the skill action. That is, when the player character 201, which is falling slowly, receives wind caused by the skill action of the friend character 202, the game system 1 moves the player character 201 in the direction of the wind (it can also be said that the movement in the direction of the wind is accelerated. See the arrow shown in FIG. 14). Therefore, by making the friend character 202 perform a skill action in the air, the player can move the player character 201, which is falling while gliding using the falling item 211, a longer distance. As described above, in this embodiment, the movement of the player character 201 in the falling slowly can be assisted by the skill action, so that the player can effectively use the skill action even in the air.

[0113] In this embodiment, the control of the skill action of the friend character 202 in the air can be said to be a control that affects the movement of the player character in the air. As described above, in this embodiment, the player does not need to move the player character 201 in order to make the friend character 202 perform a skill action in the air. Therefore, in this embodiment, the player does not need to perform an operation of first moving the player character 201 itself in order to move the player character 201 (i.e., to make the friend character perform a skill action), and the player can easily perform an operation of moving the player character in the air. Also, in this embodiment, the player can move the player character by the above-mentioned skill action in addition to the movement operation on the player character, so that the method of moving the player character 201 in the air can be diversified.

[0114] In this embodiment, the player character 201 can cause the companion character 202 to perform a skill action not only when the character is falling slowly but also when the character is falling divingly. In the diving state, the game system 1 may move the player character 201 depending on the influence of the wind or may move the player character 201 without being influenced by the wind.

[0115] In this embodiment, the game system 1 sets the player character 201 to be affected by the wind due to the skill action differently depending on whether the player character 201 is located on the ground or falling slowly. Specifically, the game system 1 sets the player character 201 to be unaffected by the wind (i.e., not moved by the wind) when the player character 201 is located on the ground, whereas it sets the player character 201 to be affected by the wind (i.e., moved by the wind) when the player character 201 is falling slowly. As described above, the game system 1 can move the player character 201 due to the influence of the wind when the player character 201 is falling slowly, whereas it can prevent the player character 201 from moving due to the influence of the wind on the ground. Note that a specific method for preventing the player character 201 from moving due to the influence of the wind on the ground is arbitrary. For example, in another embodiment, the game system 1 can prevent the player character 201 from moving due to the influence of the wind on the ground by performing processing of the movement of the player character 201 due to the wind while taking into consideration friction between the player character 201 and the ground. When the player character 201 is in a normal falling state or a diving falling state, the player character 201 may be set to be affected by wind or not affected by wind.

[0116] As described above, when the player character is located on the ground, the game system 1 does not move the player character based on the moving force caused by the control of the skill action by the friend character 202, and when the player character is located in the air, the game system 1 moves the player character based on the moving force caused by the control of the skill action. This allows the player to operate the movement of the player character in the air through the above control, and reduces the possibility that the player character will move against the player's intention on the ground.

[0117] In this embodiment, the effect of the wind caused by the skill action on the player character 201 differs between on the ground and in the air, but the effect on other objects is the same between on the ground and in the air. For example, among the objects placed in the game space, an object that is set to be affected by the wind is controlled to be blown away by the wind, regardless of whether it was generated when the player character 201 was located on the ground or in the air.

[0118] In this embodiment, the wind caused by the skill action of the friend character 202 is generated at different positions depending on whether the wind is generated when the player character 201 is located on the ground or in the air. Fig. 15 is a diagram showing an example of wind generated on the ground and in the air. In this embodiment, whether the player character 201 is located on the ground or in the air, the friend character 202 located behind the player character 201 generates wind in front of the player character 201.

[0119] Here, when the player character 201 is located on the ground, the companion character 202 generates wind in a predetermined vertical range including the position of the center of the player character 201 in the vertical direction (the center from the top of the head to the sole of the foot) (see FIG. 15(a)). On the other hand, when the player character 201 is located in the air, the companion character 202 generates wind at a position lower than when the player character 201 is located on the ground, based on the center of the player character 201 in the vertical direction at that time (see FIG. 15(b)). For example, the predetermined vertical range in which the wind is generated may be located lower than the center of the player character 201 in the vertical direction. This is because when the player character 201 is located in the air, the player character 201 is falling (while moving horizontally) even after the wind is generated, so that the player character 201 can receive the wind even in a situation where the player character has fallen a little since the wind was generated.

[0120] As described above, in this embodiment, the game system 1 executes control to generate a moving force at a predetermined height with the player character 201 as a reference as the control of the above skill action when the player character 201 is located on the ground, and executes control to generate a moving force at a height lower than the predetermined height with the player character 201 as a reference as the control of the above skill action when the player character 201 is located in the air. In this way, a moving force can be effectively imparted to the player character 201 falling in the air.

[0121] The game system 1 may make each of the companion characters 202 to 206 appear in or exit from the game space in response to an instruction from the player during the game. For example, the game system 1 may accept an operation input designating a companion character to be entered or exited on a menu screen displayed in response to a predetermined operation input from the player during the game, and may make the designated companion character appear or exit. When the player character 201 is in the air while the companion character 202 has exited from the game space in response to an instruction from the player, the game system 1 maintains the companion character 202 in the exited state. Therefore, in the above case, each of the companion characters 202 to 206 does not appear in the game space.

[0122] [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.

[0123] Fig. 16 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in Fig. 16 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.).

[0124] As shown in Fig. 16, the game system 1 stores a game program. The game program is a game program for executing game processing in this embodiment (specifically, the processing shown in Figs. 17 to 19). The game system 1 also stores player character data and companion character data.

[0125] The player character data is data relating to the player character. In this embodiment, the player character data includes position data and status data. The position data indicates the position and orientation of the player character in the game space. The state data indicates the state of the player character on the ground or in the air. In this embodiment, the state data indicates any one of a state on the ground, a normal falling state, a slow falling state, and a diving falling state.

[0126] The companion character data is data related to a companion character. The companion character data is stored for each companion character. In this embodiment, the companion character data includes position data and remaining time data. The position data indicates the position and orientation of the companion character in the game space. The remaining time data indicates the remaining time until the above-mentioned waiting time elapses when the companion character performs a skill action (i.e., until the companion character can perform a skill action again).

[0127] Fig. 17 is a flowchart showing an example of the flow of game processing executed by the game system 1. The game processing shown in Fig. 17 is started in response to an instruction to start the game being given by a player during execution of the game program, for example.

[0128] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 17 to 19. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit) other than the processor 81. In addition, if the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 17 to 19 may be executed in the other information processing device. In addition, the processes of the steps shown in FIGS. 17 to 19 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.

[0129] 17 to 19, the processor 81 executes the processes of the steps shown in Fig. 17 to 19 by using a memory (for example, 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.

[0130] In step S1 shown in FIG. 17, the processor 81 controls the movement of the player character based on the operation input by the player. That is, the processor 81 acquires operation data received from each controller via the controller communication unit 83 and / or each terminal 17 and 21 at an appropriate timing, and controls the movement of the player character based on the acquired operation data. In this way, the player character moves in the game space, gives instructions to a friend character, and performs an attack action against an enemy character. Note that, when the player character is in the above-mentioned slow falling state and wind is generated by a skill action of the friend character 202 (step S40 described later), the processor 81 moves the player character in the air taking into consideration the effect of the wind. Also, the processor 81 updates the state data included in the player character data stored in the memory so as to indicate the current state of the player character (i.e., any one of a state located on the ground, a normal falling state, a slow falling state, and a diving falling state). Following step S1, the process of step S2 is executed.

[0131] In step S2, processor 81 controls the actions of characters other than the player character and the companion character (e.g., enemy characters). That is, processor 81 controls the actions of the other characters according to an algorithm defined in the game program. Following step S2, the process of step S3 is executed.

[0132] In step S3, the processor 81 determines whether or not the player character is located on the ground in the game space based on the state data stored in the memory. If the determination result in step S3 is positive, the process proceeds to step S4. On the other hand, if the determination result in step S3 is negative, the process proceeds to step S5.

[0133] In step S4, processor 81 executes a ground-time action control process. The ground-time action control process is a process for controlling the action of a companion character when the player character is located on the ground. Hereinafter, the ground-time action control process will be described in detail with reference to FIG. 18.

[0134] Fig. 18 is a sub-flowchart showing an example of a detailed flow of the ground-time motion control process of step S4 shown in Fig. 17. In the ground-time motion control process, first, in step S11, processor 81 determines whether it is the timing when the player character has transitioned from a state in the air to a state on the ground. This determination is made based on whether the air-time motion control process of step S5, which will be described later, has been executed in the previous processing loop of steps S1 to S5. If the determination result of step S11 is positive, the process of step S12 is executed. On the other hand, if the determination result of step S11 is negative, the process of step S12 is skipped and the process of step S13 is executed.

[0135] In step S12, the processor 81 makes other companion characters (i.e., companion characters 203 to 206 shown in FIG. 8) appear in the game space other than the companion character performing the skill action that generates the above-mentioned wind (i.e., companion character 202 shown in FIG. 8. Hereinafter, referred to as "predetermined companion character 202"). Hereinafter, the other companion characters have left the game space while the player character is in the air (see step S32 described later). Therefore, at the timing of step S12, which is the timing when the player character transitions from a state in the air to a state on the ground, the processor 81 makes the other companion characters appear in the game space. Note that the position at which the other companion characters appear is arbitrary. For example, the processor 81 places the other companion character in a position where the positional relationship with the player character is a predetermined positional relationship. At this time, the processor 81 updates the placement data of each companion character stored in the memory so as to indicate the position at which the other companion character is placed. Following step S12, the process of step S13 is executed.

[0136] In step S13, processor 81 selects one of the companion characters appearing in the game space. At this time, processor 81 selects a companion character that has not yet been selected in the processing loop of steps S13 to S22 in the current ground-time action control processing. Following step S13, the processing of step S14 is executed.

[0137] In step S14, processor 81 determines whether or not the companion character selected in step S13 is located within the action range based on the player character. This determination can be made based on the position data included in the player character data stored in memory and the position data included in the companion character data related to the companion character. If the determination result in step S14 is positive, the process of step S15 is executed. On the other hand, if the determination result in step S14 is negative, the process of step S18, which will be described later, is executed.

[0138] In step S15, processor 81 determines whether or not the above-mentioned waiting time has elapsed since the friend character selected in step S13 last performed a skill action. This determination is made based on whether or not the remaining time data included in the friend character data stored in memory for that friend character indicates 0. If the determination result in step S15 is positive, the process of step S16 is executed. On the other hand, if the determination result in step S15 is negative, the process of step S18, which will be described later, is executed.

[0139] In step S16, processor 81 determines, based on the operation data, whether or not the player has performed an operation input for issuing the above-mentioned preparation instruction to the companion character selected in step S13. If the determination result in step S16 is positive, processing in step S17 is executed. On the other hand, if the determination result in step S16 is negative, processing in step S18, which will be described later, is executed.

[0140] In step S17, processor 81 causes the friend character selected in step S13 to perform the action that sets the friend character in the preparation state described above (specifically, the action of going around to the back of the player character as shown in FIG. 9). At this time, processor 81 updates the arrangement data included in the friend character data stored in memory for that friend character to indicate the content after the action. Following step S17, the process of step S21 is executed.

[0141] In step S18, processor 81 determines whether or not the friend character selected in step S13 is in a ready state. If the determination result in step S18 is positive, the process proceeds to step S19. On the other hand, if the determination result in step S18 is negative, the process proceeds to step S21, which will be described later.

[0142] In step S19, processor 81 determines, based on the operation data, whether or not the player has performed an operation input for issuing the above-mentioned execution instruction to the companion character selected in step S13. If the determination result in step S19 is positive, processing in step S20 is executed. On the other hand, if the determination result in step S19 is negative, processing in step S21, which will be described later, is executed.

[0143] In step S20, processor 81 causes the friend character selected in step S13 to perform the above-mentioned skill action (specifically, the action of generating wind shown in FIG. 10). At this time, processor 81 updates the friend character data stored in memory to indicate the content after the action. Processor 81 also updates the remaining time data included in the friend character data stored in memory to indicate the length of the above-mentioned waiting time. Thereafter, processor 81 successively updates the remaining time data so as to decrease the time indicated by the remaining time data in accordance with the passage of time. Following step S20, the process of step S21 is executed.

[0144] In step S21, processor 81 controls actions other than the skill action for the companion character selected in step S13. For example, processor 81 causes the companion character to move in accordance with the movement of the player character, or to attack an enemy character according to an algorithm defined in the game program. At this time, processor 81 updates the placement data included in the companion character data stored in memory for the companion character to indicate the content after the action. Following step S21, the process of step S22 is executed.

[0145] In step S22, processor 81 determines whether or not all of the companion characters appearing in the game space have been selected in step S13 (i.e., whether or not the movements of all companion characters have been controlled). If the determination result in step S22 is negative, the process of step S13 is executed again. Thereafter, the process loop of steps S13 to S22 is repeatedly executed until all companion characters have been selected in step S13. On the other hand, if the determination result in step S22 is positive, processor 81 ends the ground-time movement control process.

[0146] On the other hand, in step S5 shown in Fig. 17, processor 81 executes an airborne motion control process. The airborne motion control process is a process for controlling the motion of a companion character when the player character is in the air. Hereinafter, the airborne motion control process will be described in detail with reference to Fig. 19.

[0147] Fig. 19 is a sub-flowchart showing an example of a detailed flow of the airborne motion control process of step S5 shown in Fig. 17. In the ground-time motion control process, first, in step S31, processor 81 determines whether it is the timing when the player character has transitioned from a state on the ground to a state in the air. This determination is made based on whether or not the ground-time motion control process of step S4 has been executed in the previous processing loop of steps S1 to S5. If the determination result of step S31 is positive, the process of step S32 is executed. On the other hand, if the determination result of step S31 is negative, the process of step S32 is skipped and the process of step S33 is executed.

[0148] In step S32, processor 81 causes all fellow characters other than predetermined fellow character 202 to exit the game space. At this time, processor 81 updates the placement data included in the fellow character data related to the exited fellow character stored in memory to indicate that the fellow character is not placed in the game space. Following step S32, the process of step S33 is executed.

[0149] In step S33, processor 81 moves a predetermined companion character 202 in accordance with the movement of the player character. At this time, processor 81 updates the placement data for the companion character stored in memory to indicate the position of the predetermined companion character 202 after the movement. Following step S33, the process of step S34 is executed.

[0150] In step S34, processor 81 determines whether or not the player character is in a normal falling state based on the state data of the player character data stored in memory. If the determination result in step S34 is negative, the process of step S35 is executed. On the other hand, if the determination result in step S34 is positive, processor 81 ends the airborne motion control process.

[0151] In step S35, processor 81 determines whether or not the above-mentioned waiting time has elapsed since a predetermined friend character 202 last performed a skill action. This determination is made based on whether or not remaining time data included in friend character data stored in memory for the predetermined friend character 202 indicates 0. If the determination result in step S35 is positive, the process of step S36 is executed. On the other hand, if the determination result in step S35 is negative, the processes of steps S36 to S37 are skipped and the process of step S38 described below is executed.

[0152] In step S36, processor 81 determines, based on the operation data, whether or not the player has performed an operation input for issuing the above-mentioned preparation instruction to a predetermined friend character 202. If the determination result in step S36 is positive, processing in step S37 is executed. On the other hand, if the determination result in step S36 is negative, processing in step S37 is skipped, and processing in step S38, which will be described later, is executed.

[0153] In step S37, processor 81 causes a predetermined friend character 202 to perform the action that puts the predetermined friend character 202 into the preparation state described above. At this time, processor 81 updates the arrangement data included in the friend character data stored in memory for the predetermined friend character 202 to indicate the content after the action. After step S37, processor 81 ends the airborne action control process.

[0154] In step S38, processor 81 determines whether or not a predetermined friend character 202 is in a ready state. If the determination result in step S38 is positive, the process of step S39 is executed. On the other hand, if the determination result in step S38 is negative, processor 81 ends the airborne motion control process.

[0155] In step S39, processor 81 determines, based on the operation data, whether or not the player has performed an operation input for issuing the above-mentioned execution instruction to a predetermined friend character 202. If the determination result in step S39 is positive, the process of step S40 is executed. On the other hand, if the determination result in step S39 is negative, processor 81 ends the airborne action control process.

[0156] In step S40, processor 81 causes a predetermined friend character 202 to perform a skill action that generates wind. At this time, processor 81 updates the friend character data stored in memory to indicate the content after the action. Processor 81 also updates the remaining time data included in the friend character data stored in memory to indicate the length of the above-mentioned waiting time. Thereafter, processor 81 successively updates the remaining time data so as to decrease the time indicated by the remaining time data in accordance with the passage of time. After step S40, processor 81 ends the airborne action control process.

[0157] After the ground-time motion control process in step S4 or the air-time motion control process in step S5, the process of step S6 shown in FIG. 17 is executed. In step S6, the processor 81 generates a game image representing a game space and displays it on the display device. For example, the processor 81 generates a game image representing a game space including a player character based on the position and orientation of a virtual camera controlled according to an operation input by the player. At this time, if a companion character is included in the game image, an image of the companion character is generated based on companion character data reflecting the processing result of step S4 or S5. If a preparation instruction can be given to a companion character, the processor 81 displays the above-mentioned preparation instruction image together with the image of the game space (see FIG. 8), and if an execution instruction can be given to a companion character, the processor 81 displays the above-mentioned execution instruction image together with the image of the game space (see FIG. 9). If the companion character is located within the action range of the player character and the remaining time for the companion character is not 0, the processor 81 displays the above-mentioned remaining time image together with the image of the game space (see FIG. 11). During the game, the processing loop of steps S1 to S5 is repeatedly executed once per predetermined time (for example, one frame time), thereby updating the game image to dynamically reflect the state of the game space. Note that the display device on which the game image is displayed may be the above-mentioned display 12, or may be another display device connected to the main unit 2.

[0158] Following step S6, the process of step S1 is executed again. Thereafter, the series of processes from steps S1 to S6 are executed repeatedly during the game. The game process shown in Fig. 17 ends when the game is ended. Also, the game process may be interrupted in a predetermined situation during the game (for example, when a video for game effects is played, etc.).

[0159] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the information processing system (as a specific example, the game system 1) is configured to have the following means (it can also be said that a game program, which is an example of an information processing program, causes a computer to function as the following means). A player character moving means for moving a player character on the ground and in the air in a virtual space in response to a first operation input by a user (step S1). A non-player character moving means for moving a non-player character that is an ally of the player character within the virtual space when the player character is located at least on the ground (step S21). a first control execution means for executing a first control (as a specific example, a control for performing a skill action) associated with a predetermined character that is a non-player character (as a specific example, the companion character 202) in response to a second operation input (as a specific example, an input of pressing the A button 53 twice) including an input performed in a state in which a predetermined positional relationship indicating that the player character is close to the predetermined character is performed when the player character is located on the ground (step S20); A second control execution means for executing a second control (as a specific example, a control for performing a skill action) associated with a predetermined character in response to a third operation input by the user (as a specific example, an input of pressing the A button 53 twice) when the player character is located in the air, regardless of the positional relationship between the predetermined character and the player character (step S40).

[0160] According to the above configuration, the user can select a non-player character to execute a first control by moving the player character closer to a desired non-player character on the ground, while in the air, the user can cause the non-player character to execute a second control without moving the player character. This allows the user to easily cause the non-player character to perform an action in accordance with the user's intention when controlling a player character moving on the ground and in the air.

[0161] The second control execution means is not limited to a means for always executing the second control while the player character is in the air. The second control means may be a means for executing the second control while a predetermined condition is satisfied while the player character is in the air (in the above embodiment, the player character is falling at a low speed).

[0162] The third operation input may be an input by the same input method as the second operation input as in the above embodiment, or may be an input by a different input method from the second operation input. The second control may be the same type of control as the first control as in the above embodiment (which may be said to have the same effect. In the above embodiment, it is a control that generates wind), or may be a different type of control from the first control. In the above embodiment, the first control and the second control are controls that cause a non-player character to perform some action, but they may be any control related to a non-player character.

[0163] The above-mentioned "predetermined positional relationship indicating that the player character and the predetermined character are close" refers to a relationship that is conditioned on the distance between the player character and the predetermined character, but is not limited to a relationship that is conditioned on only the distance. For example, the above-mentioned positional relationship may be a relationship that is conditioned on the orientation of the player character in addition to the distance between the player character and the predetermined character, as in the case where a companion character is located within the action range of the player character in the above-mentioned embodiment. In this way, the above-mentioned "predetermined positional relationship indicating that the player character and the predetermined character are close" does not necessarily always correspond to the positional relationship if the distance between the player character and the predetermined character is equal to or less than a certain value, and may not correspond to the positional relationship even if the distance between the player character and the predetermined character is equal to or less than a certain value.

[0164] In the above embodiment, the player character and the companion character, which is an example of a non-player character, are not interchangeable, but in other embodiments, the player character and the non-player character may be interchangeable.

[0165] 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.

[0166] 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]

[0167] The above-described embodiment can be used, for example, in a game system and a game program for the purpose of easily performing operations to cause non-player characters to perform actions when controlling a player character moving on the ground and in the air. [Explanation of symbols]

[0168] 1. Game System 2. Main Unit 81 Processor 201 Player Character 202~206 Companion Characters

Claims

1. A game program for causing a computer to execute game processing, the computer comprising: player character moving means for moving a player character on the ground and in the air within the virtual space in response to a first operation input by a user; non-player character moving means for moving a non-player character that is an ally of the player character within the virtual space so as to accompany the player character when the player character is located at least on the ground; a first control execution means for executing a first control to attack a non-player character that is associated with the first character and is an enemy of the player character in response to a second operation input including an input that is made in a state in which the first character and the player character are in a predetermined positional relationship when the player character and a first character that is an ally non-player character are located on the ground; A game program that functions as a second control execution means that, when the player character is located in the air, executes a second control that is associated with the second character, which is a non-player character that is an ally, and that affects the movement of the player character in the air, in response to a third operation input by the user, regardless of the positional relationship between the player character and the second character, which is the ally non-player character.

2. the non-player character moving means moves, within the virtual space, a plurality of non-player characters that are allies of the player character and include the first character and the second character; the first control execution means, when the player character is located on the ground, executes a control associated with one of the plurality of non-player characters in response to the second operation input being performed in a state in which a predetermined positional relationship indicating that the player character is close to the one non-player character; the second control execution means, when the player character is located in the air, does not execute a control associated with another ally non-player character different from the second character, even if the second operation input is performed; The game program according to claim 1 .

3. The non-player character moving means When the player character is located on the ground, the plurality of non-player characters are moved in accordance with the position of the player character; when the player character is located in the air, moving the second character in accordance with the position of the player character, and not causing the non-player characters other than the second character among the plurality of non-player characters to move in accordance with the position of the player character; The game program according to claim 2 .

4. the player character can be in a first falling state in the air, and a second falling state in which the player character falls at a slower speed than in the first falling state and can move further in the horizontal direction in the virtual space than in the first falling state, the player character moving means controls movement of the player character so that the player character moves under the influence of the second control when the player character falls into the second falling state in the air. The game program according to claim 1 .

5. The second control is a control that moves the player character faster than when the second control is not performed. The game program according to claim 1 .

6. the first control execution means permits execution of a new first control corresponding to the predetermined character on the condition that a predetermined time has elapsed since execution of the first control or the second control; the second control execution means permits execution of a new second control corresponding to the predetermined character on the condition that a predetermined time has elapsed since execution of the first control or the second control; The game program according to claim 1 .

7. the second operation input and the third operation input both include an input to a predetermined operation unit, The game program according to claim 1 .

8. each of the second operation input and the third operation input includes two inputs to the predetermined operation unit; The game program according to claim 7.

9. player character moving means for moving a player character on the ground and in the air within the virtual space in response to a first operation input by a user; non-player character moving means for moving a non-player character that is an ally of the player character within the virtual space so as to accompany the player character when the player character is located at least on the ground; a first control execution means for executing a first control to attack a non-player character that is associated with the first character and is an enemy of the player character in response to a second operation input including an input that is made in a state in which the first character and the player character are in a predetermined positional relationship when the player character and a first character that is an ally non-player character are located on the ground; and a second control execution means for executing, when the player character is positioned in the air, a second control that is associated with the second character, which is a non-player character that is an ally, and that affects the movement of the player character in the air, in response to a third operation input by the user, regardless of the positional relationship between the player character and the second character, which is the ally non-player character.

10. A game processing method executed by an information processing system, comprising: a player character moving step of moving a player character on the ground and in the air within the virtual space in response to a first operation input by a user; a non-player character moving step of moving a non-player character that is an ally of the player character in the virtual space so as to accompany the player character when the player character is located at least on the ground; a first control execution step of executing, in response to a second operation input including an input performed in a state in which the first character and the player character are in a predetermined positional relationship when the player character and a first character that is an ally non-player character are located on the ground, a first control for attacking a non-player character that is associated with the first character and is an enemy of the player character; a second control execution step of executing, when the player character is positioned in the air, a second control that is associated with the second character, which is a non-player character that is the ally, and that affects the movement of the player character in the air, in response to a third operation input by the user, regardless of the positional relationship between the player character and the second character, which is the ally non-player character.