Information processing program, information processing system, information processing device, and information processing method

The information processing program enhances game engagement by dynamically updating the game situation based on player operation timing within a predetermined range, addressing the challenge of presenting input timing without impairing the gaming experience.

JP2024179049AActive Publication Date: 2024-12-26NINTENDO CO LTD
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Patent Information

Application Number
JP2023097549
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-14
Publication Date
2024-12-26
Estimated Expiration
2043-06-14

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  • Figure 2024179049000001_ABST
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Abstract

To present timing when a player should perform operation input without losing fun of a game.SOLUTION: A game device (10) includes a processor (20), and the processor executes predetermined operation to a player object on the basis of a player's operation input. It is determined whether the player's predetermined operation input is performed at timing correlated with predetermined operation in advance during a period for executing the predetermined operation. A game situation of a virtual game is updated in a different mode according to a determination result. The timing is presented to a player by displaying a guide image 106, and a state in which a guide image is not displayed is selected when the number of times when a player's operation input is performed satisfies a switching condition at the timing. A state in which a guide image is displayed is selected when the number of times when a player's predetermined operation input is not performed satisfies a switching condition at the timing.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing system, an information processing device, and an information processing method, and more particularly to an information processing program, an information processing system, an information processing device, and an information processing method for causing a character object to execute a predetermined action in a virtual space, for example. [Background technology]

[0002] An example of this type of information processing device is disclosed in Patent Document 1. In the game device disclosed in Patent Document 1, a CPU acquires data corresponding to the type of enemy object and performs operation processing. When the count value is equal to or greater than the chance timing start count value and less than the chance timing end count value set in the corresponding motion table, the CPU performs action icon display processing and judges whether the A button is turned on. When the A button is turned on, the CPU performs special attack processing based on the corresponding motion table. In the game device of Patent Document 1, when the chance timing period is a period during which a special attack is possible, an action display processing is performed and an icon object indicating a chance timing state is displayed on the CRT. This icon object indicating the chance timing state is displayed as an icon so that the player can easily visually recognize the input unit similar to that of the icon object in normal mode, but the instruction content given to the game device is different. Therefore, the player knows from the display of the icon object that it is a period during which a special attack is possible. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2004-174090 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game device disclosed in Patent Document 1, the representation of the icon object changes every time during the chance timing period, so the player does not look at the enemy object's action to gauge the timing of the operation input, but only looks at the representation of the icon object and inputs the operation, which may be perceived as a chore by the player. On the other hand, if the icon object is not represented, it is difficult to understand the chance timing period, and there is a risk that the specifications may be unreasonable for the player.

[0005] Therefore, a primary object of the present invention is to provide a novel information processing program, an information processing system, an information processing device, and an information processing method.

[0006] Another object of the present invention is to provide an information processing program, an information processing system, an information processing device, and an information processing method that can present the timing at which the player should perform operational input without compromising the interest of the game. [Means for solving the problem]

[0007] (Configuration 1) Configuration 1 is an information processing program executed on a computer of an information processing device capable of executing a game, and causes the computer to function as: action execution means for causing a character object used in the game to execute a predetermined action; acquisition means for acquiring operation input data by a player to an operation input unit; determination means for determining based on the operation input data whether an operation input by the player has been made at a timing pre-associated with the predetermined action during a period in which the character object is executing the predetermined action; game status update means for updating the game status of the game in a first manner if it is determined that no operation input has been made by the player at the timing, and for updating the game status of the game in a second manner different from the first manner if it is determined that the operation input has been made by the player at the timing; guide presentation means for presenting a guide corresponding to the timing if a guide presentation flag is on at the timing; storage means for storing in a storage unit the number of times that the operation input by the player has been successful at the timing; and switching means for turning off the guide presentation flag if the number of successes satisfies a first switching condition.

[0008] According to the configuration 1, when the number of successes satisfies the first switching condition, the guide presentation flag is switched off and the guide is not presented at the timing previously associated with the predetermined action, so that it is possible to prevent the player from being perceived as merely performing an operation input at the right timing. In other words, it is possible to present the timing at which the player should perform the operation input without losing the interest of the game.

[0009] (Configuration 2) Configuration 2 is in configuration 1, wherein the storage means stores in the storage unit the number of failures in which no operation input is made by the player at the timing, and the switching means turns on the guidance presentation flag if the number of failures in which no operation input is made by the player at the timing after the guidance presentation flag is turned off satisfies a second switching condition.

[0010] According to the second configuration, when the number of failures satisfies the second switching condition, the guidance presentation flag is switched on and a guidance is presented at a timing previously associated with a predetermined action, so that the timing can be presented when it is considered necessary. In other words, the timing at which the player should perform an operation input can be presented without impairing the interest of the game.

[0011] (Configuration 3) Configuration 3 is the same as configuration 1 or 2, in which the game status update means updates the game status based on one of a plurality of specified actions, and the memory means stores the number of successes for each of the plurality of specified actions in the memory unit.

[0012] According to the third aspect, it is possible to present or not present the timing for each of a plurality of predetermined actions.

[0013] (Configuration 4) Configuration 4 is any one of configurations 1 to 3, in which the game situation update means updates the game situation to be more advantageous to the player when it is determined that an operation input has been performed at the timing than when it is not determined that an operation input has been performed at the timing.

[0014] According to the fourth aspect, the player can enjoy not only simply controlling the movement of the character object but also performing operational input at a timing associated in advance with a predetermined action.

[0015] (Configuration 5) Configuration 5 is a configuration in which, in any one of configurations 1 to 4, the game is a game in which an enemy character object and a character object fight each other, and the game status update means updates the game status by changing a stamina parameter associated with the enemy character object using a first value corresponding to a predetermined action.

[0016] Configuration 6 is based on configuration 5, and when it is determined that an operational input has been made by the player at the timing, the game situation update means updates the game situation by changing the stamina parameter by using a value larger than the first value.

[0017] According to configuration 6, when a player performs an operation input at a timing previously associated with a predetermined action, the strength parameter of the enemy character object can be reduced by a greater amount than when the player does not perform an operation input at that timing.

[0018] (Configuration 7) Configuration 7 is the information processing program of claim 5, wherein in configuration 5, the action executing means further causes an enemy character object to execute an enemy character action, the determination means further determines based on the operation input data whether an operation input has been performed by the player at a timing pre-associated with the enemy character action during the period in which the enemy character object is executing the enemy character action, the game situation updating means further updates the game situation by updating the vitality parameter corresponding to the character object using a second value corresponding to the enemy character action when it is determined that no operation input has been performed, and updating the vitality parameter corresponding to the character object using a value smaller than the second value when it is determined that operation input has been performed, and the guide presenting means further causes a guide corresponding to the enemy character action to be presented when a guide presenting flag corresponding to the enemy character action is on at the timing pre-associated with the enemy character action.

[0019] According to configuration 7, when a player performs an operation input at a timing that is pre-associated with an enemy character action, the physical strength parameter of the character object can be reduced less than when the player does not perform an operation input at that timing.

[0020] (Configuration 8) Configuration 8 is a game in which the character object fights against a plurality of enemy character objects, and the game status update means updates the game status by changing a stamina parameter associated with a first number of enemy character objects among the plurality of enemy character objects when it is determined that no operational input has been made by the player at the timing, and by changing a stamina parameter associated with a second number of enemy character objects, which is greater than the first number, among the plurality of enemy character objects when it is determined that an operational input has been made by the player at the timing.

[0021] According to configuration 8, when a player performs an operational input at a timing that is pre-associated with a specified action, instead of changing the vitality parameter of the attacked enemy character object, the number of enemy character objects whose vitality parameters are to be changed can be increased.

[0022] (Configuration 9) Configuration 9 is an information processing system capable of executing a game, comprising: an action execution means for causing a character object used in the game to execute a predetermined action; an acquisition means for acquiring operation input data by a player to an operation input unit; a determination means for determining based on the operation input data whether an operation input by the player has been made at a timing pre-associated with the predetermined action during a period in which the character object is executing the predetermined action; a game status update means for updating a game status of the game in a first manner if it is determined that no operation input has been made by the player at the timing, and for updating a game status of the game in a second manner different from the first manner if it is determined that the operation input has been made by the player at the timing; a guide presentation means for presenting a guide corresponding to the timing if a guide presentation flag is on at the timing; a storage means for storing in a storage unit the number of times that the operation input by the player has been successful at the timing; and a switching means for turning off the guide presentation flag if the number of successes satisfies a switching condition.

[0023] (Configuration 10) Configuration 10 is an information processing device capable of executing a game, the information processing device comprising: action execution means for causing a character object used in the game to execute a predetermined action; acquisition means for acquiring operation input data input by a player to an operation input unit; determination means for determining based on the operation input data whether an operation input has been made by the player at a timing pre-associated with the predetermined action during a period in which the character object is executing the predetermined action; game status update means for updating a game status of the game in a first manner if it is determined that no operation input has been made by the player at a timing, and for updating a game status of the game in a second manner different from the first manner if it is determined that the operation input has been made by the player at that timing; guide presentation means for presenting a guide corresponding to the timing if a guide presentation flag is on at the timing; storage means for storing in a storage unit the number of times that the operation input has been successfully made by the player at the timing; and switching means for turning off the guide presentation flag if the number of successes satisfies a switching condition.

[0024] (Configuration 11) Configuration 11 is an information processing method of an information processing device capable of executing a game, in which a computer of the information processing device executes a predetermined action with a character object used in the game, acquires operation input data by the player to an operation input unit, determines whether an operation input has been made by the player at a timing pre-associated with the predetermined action during a period in which the character object executes the predetermined action based on the operation input data, and if it is determined that the operation input has not been made by the player at the timing, updates the game status of the game in a first manner, and if it is determined that the operation input has been made by the player at the timing, updates the game status of the game in a second manner different from the first manner, and if a guide presentation flag is on at the timing, presents a guide corresponding to the timing, stores the number of times the operation input has been successfully made by the player at the timing in a memory unit, and if the number of successes satisfies a switching condition, turns off the guide presentation flag.

[0025] In configurations 9 to 11, similarly to configuration 1, the timing at which the player should perform an operational input can be presented without compromising the entertainment value of the game. Effect of the Invention

[0026] According to this invention, it is possible to present the timing at which the player should perform an operational input without compromising the entertainment value of the game.

[0027] The above objects, other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings. [Brief description of the drawings]

[0028] [Figure 1] FIG. 1 is a block diagram showing a non-limiting example of the electrical configuration of a game device. [Diagram 2] FIG. 2 is a diagram showing a non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Diagram 3] FIG. 3 is a diagram showing another non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a non-limiting example of a change over time in animation frames when a player object performs a punching motion. [Diagram 5] FIG. 5 is a diagram showing another non-limiting example of the game screen displayed on the display device of the game device shown in FIG. [Figure 6] FIG. 6 is a diagram showing a non-limiting example of a memory map of the RAM built into the game device shown in FIG. [Figure 7] FIG. 7 is a diagram showing a non-limiting example of the specific contents of the data storage area of ​​the RAM shown in FIG. [Figure 8] FIG. 8 is a flow diagram showing a non-limiting example of the overall processing of a virtual game by a processor built into the game device shown in FIG. [Figure 9] FIG. 9 is a flowchart showing a first part of the game control process of the processor built into the game device shown in FIG. [Figure 10] FIG. 10 is a flowchart showing a second part of the game control process of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 11] FIG. 11 is a flowchart showing a third part of the game control process of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 12] FIG. 12 is a flowchart showing a fourth part of the game control processing of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 13] FIG. 13 is a flowchart showing a fifth part of the game control processing of the processor built in the game device shown in FIG. 1, and follows FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0029] 1, a game device 10, which is a non-limiting example of an information processing device, includes a processor 20, to which are connected a RAM 22, a flash memory 24, a communication module 26, an input device 30, a display control circuit 32, and a D / A converter 34. A display device 36 is connected to the display control circuit 32, and a speaker 38 is connected to the D / A converter 34.

[0030] The processor 20 is responsible for the overall control of the game device 10. Specifically, the processor 20 is a SoC (System-on-a-chip) incorporating the functions of a CPU and a GPU. The RAM 22 is a volatile storage medium, and is used as a work memory or buffer memory for the processor 20. The flash memory 24 is a non-volatile storage medium, and is used to store various application programs and to store (save) various data. For example, the application programs and necessary data are read from the flash memory 24 and stored in the RAM 22.

[0031] However, the applications include various information processing applications such as game applications, document creation applications, email applications, drawing applications, writing practice applications, language training applications, and learning applications.

[0032] The communication module 26 has a function of connecting to a wireless LAN, for example, in accordance with the IEEE802.11.b / g standard. Therefore, for example, the processor 20 uses the communication module 26 to transmit and receive data to and from other devices via an access point and a network such as the Internet. For example, the other devices are computers such as a server or other game devices 10. However, the communication module 26 can also be used to transmit and receive data directly to and from other devices.

[0033] However, the communication module 26 may have a function of performing short-distance wireless communication, different from the function of connecting to a wireless LAN. Specifically, the communication module 26 has a function of transmitting and receiving infrared signals with other devices by a predetermined communication method (for example, infrared method), and a function of performing wireless communication with the same type of game device according to a predetermined communication protocol (for example, multilink protocol). In this case, for example, the processor 20 can directly transmit and receive data with the same type of other game device using the communication module 26. However, instead of the infrared short-distance wireless communication, short-distance wireless communication according to another wireless communication standard such as Bluetooth (registered trademark) may be performed.

[0034] The input device 30 is, for example, a game controller equipped with various push buttons, keys, or switches provided on the game device 10, and is used by a user or player (hereinafter simply referred to as "player") for various operations such as menu selection and application instructions. For example, the game controller is provided with an A button, a B button, an X button, a Y button, an L button, an R button, a cross button (or / and a slide stick), and the like. However, in the case of a portable game device 10, a touch panel may be provided as the input device 30 in addition to the push buttons, keys, or switches.

[0035] The display control circuit 32 includes a GPU, a VRAM, etc., and under the direction of the processor 20, the GPU generates image data in the VRAM for displaying various screens on the display device 36 using image generation data 504b (see Figure 13) stored in the RAM 22, and outputs the generated image data to the display device 36.

[0036] The D / A converter 34 converts the audio data provided by the processor 20 into an analog audio signal and outputs it to a speaker 38. The audio data is data about sounds generated by characters or objects, sound effects, background music, and the like.

[0037] 1 is merely an example, and the electrical configuration of the game device 10 is not limited to this. For example, the communication module 26 may be omitted.

[0038] The input device 30 may be a game controller provided separately from the main unit 10a of the game device 10, and may be communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10a and the input device 30 are communicatively connected.

[0039] Furthermore, in addition to the input device 30, the display device 36 may also be provided separately from the main unit 10b of the game device 10 and communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10b, the input device 30, and the display device 36 are communicatively connected. The display device 36 may be a stationary monitor such as an LCD or EL display.

[0040] Furthermore, game device 10 may be not only a portable or stationary game console, but also other information processing devices such as a PC, tablet terminal, wearable terminal, mobile phone, and smartphone that also function as a game console.

[0041] The game device 10 also functions as an image processing device, and generates and outputs (displays) image data corresponding to various screens such as game screens. Briefly, the GPU built into the display control circuit 32 models various character objects in a three-dimensional virtual space under the instruction of the processor 20. That is, various character objects are created or placed in the virtual space, and a certain scene is generated. An image of this scene taken by a virtual camera (seen from a viewpoint) is displayed on the display device 36. To explain the specific image processing, first, a certain scene is generated in a three-dimensional (or world coordinate system) virtual space, and the scene generated in the virtual space is converted into a coordinate system captured by the virtual camera (i.e., camera coordinate system). For example, the image seen from the viewpoint is perspectively projected onto a virtual screen. Next, clipping and hidden surface removal processing are performed. Next, shading is performed to express the brightness (shadow) of the surface of the character object. Furthermore, shadowing (i.e., casting a shadow) is performed to express the shadow caused by the character object. Then, texture mapping is performed. In this manner, a two-dimensional image of a certain scene generated in a three-dimensional virtual space is generated (rendered), and two-dimensional image data corresponding to the generated two-dimensional image is output to the display device .

[0042] In generating a three-dimensional image, instead of applying shadowing, a shadow texture having a simple shape (for example, a circle, an ellipse, a triangle, or a rectangle) may be pasted.

[0043] When a player instructs execution of a game application of the virtual game of this embodiment using the game device 10, the virtual game is started. The virtual game can be started from the beginning or from a previously saved point.

[0044] The virtual game of this embodiment is a so-called RPG, in which a player character object (hereinafter referred to as "player object") moves in a virtual space according to the player's operation, and when the player encounters an enemy character object (hereinafter referred to as "enemy object"), the player fights against the enemy object. However, the enemy object is operated by the opponent's computer (i.e., processor 20).

[0045] 2 shows a non-limiting example of a game screen 100 in a battle scene. In the game screen 100, a player object 102 and an enemy object 104 are displayed facing each other. Background objects are omitted. As an example, in the battle scene, processing of a battle between a player object and an enemy object proceeds in a turn-based manner.

[0046] In the player's turn, as shown in Fig. 3, a selection screen 110 for selecting and deciding a command is displayed in front of the game screen 100. Items, i.e., commands, for selecting the type of attack (or the type of attack technique) and the type of recovery are displayed on the selection screen 110. Note that the type of recovery is a type of skill that recovers the vitality parameter (hereinafter referred to as "HP") of the player object 102.

[0047] On the selection screen 110, attack A, attack B, attack C, ... are displayed. However, there may be one type of attack, or two or more types of attacks. The types of attacks are increased as the player object 102 learns techniques, and are also increased or changed according to the weapon equipped by the player object 102. However, the types of attacks are preset, and do not need to be increased or changed.

[0048] Furthermore, the selection screen 110 displays Recovery A, Recovery B, Recovery C, .... However, there may be one type of recovery skill, or two or more types. The types of recovery skills are increased when the player object 102 acquires a recovery skill, and are also increased or changed according to an item possessed or used by the player object 102. However, the types of recovery skills are preset, and do not need to be increased or changed.

[0049] When the player object 102 attacks the enemy object 104 or recovers HP, a predetermined effect is obtained. However, when the player object 102 attacks the enemy object 104, the player uses the input device 30 to select one command from among attack A, attack B, attack C, etc. displayed on the selection screen 110 and decides to execute the selected command. Then, an attack corresponding to the executed command is executed. When the player object 102 recovers HP, the player uses the input device 30 to select one command from among recovery A, recovery B, recovery C, etc. displayed on the selection screen 110 and decides to execute the selected command. Then, a recovery skill corresponding to the executed command is executed.

[0050] Specifically, when the player object 102 attacks the enemy object 104, the HP of the enemy object 104 is decreased by a value (hereinafter referred to as a "reference value") according to the type of attack. However, if the attack of the player object 102 does not hit the enemy object 104 or is ineffective against the enemy object 104, the HP of the enemy object 104 may not be decreased.

[0051] Furthermore, when the player object 102 executes recovery of HP, the HP of the player object 102 is recovered, that is, increased, by a value according to the type of recovery skill (hereinafter, referred to as a "reference value").

[0052] In this embodiment, during a period in which a command is executed by the player and the player object 102 performs an action in response to the command, it is determined whether or not a predetermined operation input is performed by the player at a timing previously associated with the action. If it is determined that the player has not performed a predetermined operation input at the above timing, the game situation of the virtual game is updated in a first manner, and if it is determined that the player has performed a predetermined operation input at the above timing, the game situation of the virtual game is updated in a second manner different from the first manner.

[0053] In this embodiment, the animation of the action of the player object 102 in response to a command is composed of a plurality of frames (hereinafter referred to as "animation frames") so that the action is performed from an initial state. A predetermined range of animation frames (hereinafter referred to as "success range") is assigned to a portion of the plurality of animation frames constituting the animation of the action of the player object 102. This success range is a timing previously associated with the action of the player object 102. A frame is a unit time for updating the screen, and may be set to 1 / 30 seconds or 1 / 60 seconds, for example.

[0054] 4 shows a non-limiting example of some animation frames when the player object 102 executes a punching motion. As shown in FIG 4, the animation of the punching motion is made up of 120 animation frames.

[0055] When the animation frame is the 0th frame, the player object 102 is in an upright state (i.e., an initial state). When an animation frame of a punching motion is played back, the posture of the player object 102 is changed so that the player object 102 assumes a posture ready to punch as the animation frame number increases from the 1st frame. When the animation frame is the 30th frame, the player object 102 assumes a posture ready to punch.

[0056] Subsequently, as the animation frame number increases from the 31st frame, the posture of the player object 102 is changed so that the player object 102 changes from a ready state to a punching state. When the animation frame is the 60th frame, the player object 102 is in a state of extending its left hand, i.e., a state of punching with the left hand.

[0057] Furthermore, as the animation frame number increases from the 61st frame, the posture of the player object 102 is changed so that the player object 102 changes from a state in which the left hand is extended to a posture in which the player object 102 is ready to strike. When the animation frame is the 90th frame, the player object 102 is in a posture in which the player object 102 is ready to strike.

[0058] As the animation frame number increases from the 91st frame, the posture of the player object 102 is changed so that the player object 102 returns to the initial state from the ready state. When the animation frame is the 120th frame, the player object 102 is in the initial state, that is, standing upright.

[0059] As shown in FIG. 4, in a plurality of animation frames constituting the animation of a punching motion, a success range of a predetermined number of frames (here, 20) centered on the 60th frame is set in correspondence with the punching motion.

[0060] When the player object 102 is executing a predetermined action corresponding to a command determined by the player, if a predetermined operation (in this embodiment, operation of the A button) is performed by the player at a timing corresponding to the success range, the game status of the virtual game is updated in a manner different from the case where the player does not operate the A button at the timing corresponding to the success range.

[0061] As an example, if the player does not operate the A button at a timing corresponding to a successful range during a period in which the player object 102 is executing a punching action in response to a punch attack command, that is, if the player fails to operate the A button, when the punch of the player object 102 hits the enemy object 104, damage of a reference value for the punching action is inflicted on the enemy object 104. Specifically, the reference value for the punching action is subtracted from the HP of the enemy object 104. That is, when the player object 102 executes a punching action, the game situation of the virtual game is updated in a first manner.

[0062] On the other hand, when the player operates the A button at a timing corresponding to the success range during the period when the player object 102 is performing a punching action in response to the punch attack command, that is, when the player's operation of the A button is successful, when the punch of the player object 102 hits the enemy object 104, damage obtained by correcting the reference value for the punch is inflicted on the enemy object 104. Specifically, a reference value corrected by adding a predetermined first correction value to the reference value for the punch is subtracted from the HP of the enemy object 104. Therefore, when the player's operation of the A button is successful, a larger damage A is inflicted on the enemy object 104 than when the player's operation of the A button is unsuccessful. That is, when the player object 102 performs a punching action, the game situation of the virtual game is updated in a second mode different from the first mode.

[0063] However, when the operation of the A button is successful, instead of correcting the reference value for decreasing the HP of the enemy object 104, the critical rate of the attack of the player object 102 can be corrected, so that the damage inflicted on the enemy object 104 is increased as a result.

[0064] This is just one example, and instead of increasing the damage inflicted on the enemy object, or in addition to increasing the damage inflicted on the enemy object, the range in which the damage is inflicted, i.e., the range of the attack, may be increased. For example, when the player object 102 is fighting against a plurality of enemy objects 104, the range in which the damage is inflicted can be increased by inflicting damage on one enemy object 104 and one or more enemy objects 104 adjacent to this enemy object 104, or by inflicting damage on all enemy objects 104 on the field.

[0065] In another example, instead of increasing the damage inflicted on the enemy object, or in addition to increasing the damage inflicted on the enemy object, the amount by which a status such as the ability value of the player object 102 is increased (i.e., the buff amount) may be increased, or the number of statuses to be buffed may be increased.

[0066] The punch is an example, and the same applies to other attacks such as a kick. The other attacks include attacks using weapons and / or magic attacks. In the case of attacks using weapons, the success range is set corresponding to the movement of the player object 102 when using weapons such as a sword, spear, whip, and gun. In the case of attacks using magic, the success range is set corresponding to the movement of the player object 102 when using magic. However, the reference value is set individually for each of the multiple types of attacks.

[0067] As another example, when the player object 102 does not operate the A button at a timing corresponding to the success range during a period in which the player object 102 is performing a recovery action in response to a command of a recovery skill, that is, when the player's operation of the A button is unsuccessful, the HP of the player object 102 is restored by a value determined by a reference value for the recovery action (hereinafter referred to as a "recovery value"). In other words, when the player object 102 performs a recovery action, the game situation of the virtual game is updated in a first manner.

[0068] On the other hand, when the player operates the A button at a timing corresponding to the success range during the period when the player object 102 is performing a recovery action in response to the command of the recovery skill, that is, when the operation of the A button by the player is successful, the HP of the player object 102 is recovered by a recovery value determined by the corrected reference value. Specifically, a predetermined second correction value is added to the reference value, so that the recovery value for recovering the HP of the player object 102 is increased. Therefore, when the operation of the A button by the player is successful, the HP of the player object 102 is recovered by a recovery value larger than that when the operation of the A button by the player is unsuccessful. In other words, when the player object 102 performs a recovery action, the game situation of the virtual game is updated in a second mode different from the first mode. The second correction value may be the same value as or different from the first correction value. However, there are multiple types of recovery skills, and reference values ​​are set individually for the multiple types of recovery skills.

[0069] In this way, when the player object 102 is executing a predetermined action corresponding to a command determined by the player, if the player performs a predetermined operation (in this embodiment, operation of the A button) at a timing corresponding to the success range, the game situation can be updated to be advantageous to the player, compared to a case in which the player does not operate the A button at a timing corresponding to the success range.

[0070] However, the game situation does not have to be updated to favor the player, as long as the game situation is updated in a manner that differs between when the A button is successfully operated and when the A button is unsuccessfully operated.

[0071] As an example, when the player object 102 is executing a predetermined action corresponding to a command determined by the player, if the player performs a predetermined operation (in this embodiment, operation of the A button) at a timing corresponding to the success range, a predetermined sound effect may be output, unlike when the player does not operate the A button at a timing corresponding to the success range.

[0072] In addition, instead of outputting a predetermined sound effect, or in conjunction with outputting a predetermined sound effect, after playback of the animation of the movement of the player object 102 corresponding to the command has finished, an animation of the movement of the player object 102 and / or the enemy object 104 may be played to indicate that the operation of the A button has been successful.

[0073] However, it is also possible to output a different sound effect depending on whether or not the player operates the A button at a timing corresponding to the success range. Similarly, after the playback of the animation of the action of the player object 102 corresponding to the command is completed, animation of the action of the player object 102 and / or the enemy object 104 may be played to perform different effects depending on whether or not the player operates the A button at a timing corresponding to the success range.

[0074] However, since the movement of the player object 102 differs for each command, that is, the animation of the movement of the player object 102 differs, the number of animation frames constituting the animation differs for each command, and the position and length at which the success range is set may also differ. The same applies to each movement of the enemy object 104 and the success range corresponding to each movement of the enemy object 104.

[0075] Here, the above-mentioned success range is set at a position that the developer or the like considers to be a good timing for each action of the player object 102 corresponding to each command, but the interpretation of good timing varies from person to person. For this reason, if no signal is given, a specification that allows a virtual game to be advantageously advanced when the A button is successfully operated may become unreasonable for a player who does not know the timing to operate the A button during the action of the player object 102. On the other hand, if a signal is given every time at a good timing, the player may perceive it as a task of simply watching the signal and operating the A button, rather than gauging the timing by watching the action of the player object 102.

[0076] For this reason, in this embodiment, a cue or guide is presented for each action of the player object 102 corresponding to each command to encourage the player to operate the A button within the success range, and when the number of times the player successfully operates the A button (hereinafter referred to as the "number of successes") reaches a first predetermined number (five times in this embodiment), the state is switched to one in which the guide is not presented. In other words, the number of successes satisfies a switching condition for switching from a state in which the guide is presented to a state in which the guide is not presented, and a guide presentation flag, which will be described later, is turned off.

[0077] On the other hand, when the number of times the player fails to operate the A button for an action of the player object 102 for which no guide is being presented (hereinafter referred to as the "number of failures") reaches a second predetermined number (five times in this embodiment), the state is switched to one in which a guide is being presented. That is, the number of failures meets a switching condition for switching from a state in which no guide is being presented to a state in which a guide is being presented, and the guide presentation flag is turned on. Therefore, a guide can be appropriately presented for each action of the player object 102 corresponding to each command without compromising the appeal of the virtual game.

[0078] In this embodiment, the first predetermined number of times and the second predetermined number of times are set to the same number of times, but they may be set to different numbers of times.

[0079] In this embodiment, when the player object 102 executes a predetermined action corresponding to a command determined by the player, at the timing of the success range, a guide corresponding to the timing of this success range is presented. Specifically, at the timing before a first predetermined number of frames (in this embodiment, 5 frames) of the start timing of the success range, that is, at the start timing of the presentation of the guide, the guide image 106 is displayed (see FIG. 5). That is, the display of the guide image 106 starts. In the example shown in FIG. 4, the start timing of the presentation of the guide (hereinafter, referred to as the "start timing of presentation") is the 45th frame, which is 5 frames before the 50th frame, which is the start timing of the success range.

[0080] The guide image 106 is displayed to encourage the operation of the A button within the success range, so the presentation start timing is set to a position that is neither too early nor too late compared to the start timing of the success range. However, since the success range has a certain amount of time, the presentation start timing may be the same as the start timing of the success range. Also, in order to prevent the operation of the A button from exceeding the success range, the guide image 106 is erased at a timing a second predetermined number of frames (in this embodiment, 5 frames) before the end timing of the success range, that is, at the end timing of the presentation of the guide (hereinafter referred to as the "end timing of presentation").

[0081] In this embodiment, the first predetermined number of frames and the second predetermined number of frames are set to the same number of frames, but they may be set to different numbers of frames.

[0082] FIG. 5 shows a non-limiting example of the game screen 100 on which the guide image 106 is displayed. As shown in FIG. 5, the guide image 106 is displayed above the player object 102. The guide image 106 is an image of a jagged circle with an exclamation mark written in it. This is only an example, and other images may be displayed as long as they can present the timing for operating the A button, and the guide image 106 may be displayed at a position other than above the player object 102. As can be seen from FIG. 5, the guide image 106 is displayed when the player object 102 is in a state between a ready state and a punching state. That is, the presentation of the timing for operating the A button is started. Although not shown in the figure, the guide image 106 is erased when the player object 102 starts to return from a punching state to a ready state.

[0083] In this embodiment, the guide image 106 is displayed at the timing of the success range, but instead of displaying the guide image 106, or in addition to displaying the guide image 106, the timing for operating the A button can be presented with a specified sound.

[0084] In addition, in the opponent's turn, depending on the opponent, the enemy object 104 attacks the player object 102 or recovers the HP of the enemy object 104. In this case, the player can defend against the attack of the enemy object 104 against the player object 102 or hinder the recovery of the HP of the enemy object 104.

[0085] When the player object 102 defends against an attack by the enemy object 104, the damage caused by the attack is reduced even if the player object 102 is attacked by the enemy object 104. Therefore, the HP of the player object 102 is reduced by a smaller amount than when the attack by the enemy object 104 is not defended against.

[0086] Furthermore, if the player object 102 obstructs the recovery of the HP of the enemy object 104, even if the enemy object 104 recovers its HP, the recovery value of the recovered HP is reduced.

[0087] The animation of the enemy object 104's movement is composed of a plurality of animation frames, similar to the movement of the player object 102. The above-mentioned success range is also pre-associated with the movement of the enemy object 104. Therefore, when the enemy object 104 is executing a movement, if the player performs a predetermined operation (in this embodiment, the operation of the A button) at a timing corresponding to the success range, the game situation of the virtual game is updated in a manner different from the case where the player does not operate the A button at the timing corresponding to the success range.

[0088] During the period when the enemy object 104 is performing an attack action against the player object 102, if the player does not operate the A button at a timing corresponding to the success range, that is, if the operation of the A button by the player is unsuccessful, when the attack of the enemy object 104 hits the player object 102, damage of the reference value of the attack of the enemy object 104 is given to the player object 102. Specifically, the reference value of the attack of the enemy object 104 is subtracted from the HP of the player object 102. In other words, when the enemy object 104 attacks the player object 102, the game situation of the virtual game is updated in a first manner.

[0089] On the other hand, when the player operates the A button at a timing corresponding to the success range during the period when the enemy object 104 is performing an attack action against the player object 102, that is, when the player's operation of the A button is successful, the player object 102 defends against the attack of the enemy object 104, and damage obtained by correcting the reference value of the attack of the enemy object 104 is given to the player object 102. Specifically, the reference value corrected by adding a predetermined third correction value to the reference value of the attack of the enemy object 104 is subtracted from the HP of the player object 102. Therefore, when the operation of the A button by the player is successful, damage smaller than that when the operation of the A button by the player is unsuccessful is given to the enemy object 104. That is, when the player object 102 performs a defensive action, the game situation of the virtual game is updated in a second mode different from the first mode. The third correction value may be the same value as the first correction value and the second correction value or may be a different value. However, the enemy object 104 has a plurality of types of attacks, and the reference values ​​are set individually for the plurality of types of attacks.

[0090] If the player does not operate the A button at a timing corresponding to the success range while the enemy object 104 is performing an action to recover HP, that is, if the player's operation of the A button is unsuccessful, the HP of the enemy object 104 is recovered by a recovery value determined by the reference value for the recovery action. In other words, when the enemy object 104 performs an action to recover HP, the game situation of the virtual game is updated in the first manner.

[0091] On the other hand, when the player operates the A button at a timing corresponding to the success range during the period when the enemy object 104 is performing an action to recover HP, that is, when the player's operation of the A button is successful, the HP of the enemy object 104 is recovered by a recovery value determined by the corrected reference value. Specifically, the recovery value for recovering the HP of the enemy object 104 is reduced by subtracting a predetermined fourth correction value from the reference value. Therefore, when the player's operation of the A button is successful, the HP of the enemy object 104 is recovered by a smaller recovery value than when the player's operation of the A button is unsuccessful. In other words, when the enemy object 104 performs a recovery action, the game situation of the virtual game is updated in a second mode different from the first mode. The fourth correction value may be the same value as or different from the first correction value, the second correction value, and the third correction value. However, since there are multiple types of recovery actions of the enemy object 104, the reference value may be different for each type of recovery action.

[0092] In this way, even when the enemy object 104 is performing an action, if the player performs a specified operation (in this embodiment, operation of the A button) at a timing corresponding to the success range, the game situation can be updated to be advantageous to the player, compared to a case in which the player does not operate the A button at a timing corresponding to the success range.

[0093] However, just like when the player object 102 attacks or recovers, when the enemy object 104 attacks or recovers, the game situation does not have to be updated to be advantageous to the player. In other words, it is sufficient that the game situation is updated so that the result differs between when the A button is successfully operated and when the A button is unsuccessfully operated.

[0094] As an example, when the enemy object 104 is performing an attack or recovery action, if a predetermined operation (in this embodiment, an operation of the A button) is performed by the player at a timing corresponding to the success range, a predetermined sound effect may be output, unlike the case where the player does not operate the A button at a timing corresponding to the success range. Instead of outputting the predetermined sound effect, or in addition to outputting the predetermined sound effect, after the playback of the animation of the attack or recovery action of the enemy object 104 has ended, an animation of the action of the player object 102 and / or the enemy object 104 may be played to give the impression that the operation of the A button has been successful.

[0095] However, it is also possible to output a different sound effect depending on whether the player operates the A button or not at a timing corresponding to the success range. Similarly, after the playback of the animation of the attack or recovery action of the enemy object 104 is completed, animation of the action of the player object 102 and / or the enemy object 104 may be played to provide a different effect depending on whether the player operates the A button or not at a timing corresponding to the success range.

[0096] Also, when the enemy object 104 is performing an attack or recovery action, the guide image 106 is displayed so as to encourage the user to operate the A button within a success range that is pre-associated with the action.

[0097] In this embodiment, a cue or guide is presented for each action of the enemy object 104 to encourage the player to operate the A button within the success range, and when the player successfully operates the A button a third predetermined number of times (five times in this embodiment), the state is switched to one in which the guide is not presented. In other words, the number of successes meets the switching condition for switching from a state in which the guide is presented to a state in which the guide is not presented, and the guide presentation flag is turned off.

[0098] On the other hand, when the number of failures by the player in operating the A button for an action of the player object 102 for which no guide is being presented reaches a fourth predetermined number (five times in this embodiment), the state is switched to one in which a guide is being presented. That is, the number of failures meets a switching condition for switching from a state in which no guide is being presented to a state in which a guide is being presented, and the guide presentation flag is turned on. Therefore, a guide can be presented appropriately for each action of the enemy object 104 without compromising the entertainment value of the virtual game.

[0099] In this embodiment, the third and fourth predetermined numbers are set to the same number, but they may be set to different numbers. The third predetermined number may be the same as the first predetermined number or may be a different number. The fourth predetermined number may be the same as the second predetermined number or may be a different number.

[0100] Although not shown in the figures, when the enemy object 104 is executing a predetermined action determined by the computer, the guide image 106 is displayed as shown in Fig. 5 at the start timing of presentation a third predetermined number of frames (in this embodiment, five frames) before the start timing of the successful range. Also, the guide image 106 is erased at the end timing of presentation a fourth predetermined number of frames (in this embodiment, five frames) before the end timing of the successful range.

[0101] In this embodiment, the third and fourth predetermined number of frames are set to the same number of frames, but they may be set to different numbers of frames. The third predetermined number of frames may be the same as the first predetermined number of frames or may be a different number of frames. Furthermore, the fourth predetermined number of frames may be the same as the second predetermined number of frames or may be a different number of frames.

[0102] Fig. 6 is a diagram showing an example of a memory map 500 of the RAM 22 of the game device 10 shown in Fig. 1. As shown in Fig. 6, the RAM 22 includes a program storage area 502 and a data storage area 504. The program storage area 502 stores an application program (i.e., a game program) of a virtual game of this embodiment, which is an example of an information processing program, and the game program includes a main processing program 502a, an image generating program 502b, an image display program 502c, an operation input detection program 502d, a game control program 502e, a success determination program 502f, a success count update program 502g, a failure count update program 502h, and a guide presentation determination program 502i.

[0103] The information processing program may be stored in advance in the flash memory 24, or may be acquired from an external server or another game device 10 via a network such as the Internet. The information processing program may also be acquired from an external memory such as an optical disk, USB memory, or memory card that is detachable from the game device 10. However, a part of the information processing program may be stored in the flash memory 24, and the other part may be acquired from an external server, another game device 10, or an external memory. The same applies to image generation data 504b described later.

[0104] The main processing program 502a is a program for processing the main routine of the game program of this embodiment. The image generation program 502b is a program for generating game image data corresponding to various screens using the image generation data 504b. The image display program 502c is a program for outputting the game image data generated according to the image generation program 502b to the display device 36. Therefore, various screens such as the game screen 100 are displayed on the display device 36.

[0105] The operation input detection program 502d is a program for detecting operation input data 504a input by the player to the operation input unit. In this embodiment, the operation input unit is various push buttons, keys, or switches provided on the input device 30.

[0106] The game control program 502e is a program for executing game control processing of the virtual game of this embodiment.

[0107] The success determination program 502f is a program for determining whether or not a predetermined button (in this embodiment, the A button) has been operated by the player within a preset success range for the action being executed while the player object 102 is executing a predetermined action corresponding to a command determined by the player, or while the enemy object 104 is executing an attack or recovery action, i.e., whether or not the operation of the predetermined button has been successful.

[0108] The success count update program 502g is a program for incrementing the number of successes for the action being performed by one when it is determined in accordance with the success determination program 502f that the operation of a predetermined button is successful in a state in which the guide image 106 is presented for an action being performed by the player object 102 or an action being performed by the enemy object 104.

[0109] The failure count update program 502h is a program for incrementing the number of failures for the action being performed by one when it is determined in accordance with the success determination program 502f that the operation of a predetermined button is not successful (i.e., is a failure) in a state in which the guide image 106 is not presented for the action being performed by the player object 102 or the action being performed by the enemy object 104.

[0110] The guide presentation determination program 502i is a program for determining whether or not to present the guide image 106 for an action being executed by the player object 102 or an action being executed by the enemy object 104.

[0111] Although not shown in the figure, the program memory area 502 also stores other programs such as a communication program for communicating with a server or other game devices 10, a sound output program for generating and outputting sounds required in the virtual game, and a program for changing the orientation of the virtual camera in accordance with the player's operational input.

[0112] Fig. 7 shows a non-limiting example of the specific contents of the data storage area 504 of the RAM 22 shown in Fig. 6. As shown in Fig. 7, the data storage area 504 stores operation input data 504a, image generation data 504b, player object data 504c, animation frame number data 504d, player object action management data 504e, enemy object action management data 504f, and a determined flag 504g.

[0113] The operation input data 504a is data input from the input device 30, and is stored in chronological order. After being used for processing by the processor 20, the operation input data 504a is erased.

[0114] The image generation data 504b includes data for various screens, that is, data such as polygon data and texture data for generating game image data.

[0115] The player object data 504c is data about a player object in a virtual game, and is updated by the game control process. As an example, the player object data 504c is data about parameters such as a three-dimensional position of the player object in the virtual space, HP, the type of items possessed, and the number of items possessed.

[0116] The animation frame number data 504d is data indicating the current frame number of the animation frames for the attack or recovery action being performed by the player object 102, or the current frame number of the animation frames for the attack or recovery action being performed by the enemy object 104.

[0117] The player object action management data 504e is composed of management data for each action corresponding to each command instructing various actions of the player object 102. The management data for each action includes reference value data, success range data, number of successes data, number of failures data, a guide presentation flag, and a success flag. Specifically, the player object action management data 504e includes management data 510 for attack A, management data 512 for attack B, .... The management data 510 for attack A includes reference value data 510a, success range data 510b, number of successes data 510c, number of failures data 510d, a guide presentation flag 510e, and a success flag 510f.

[0118] The reference value data 510a is data regarding the damage to be inflicted on the enemy object 104, that is, the reference value by which the HP of the enemy object 104 is reduced, when the player object 102 performs an action corresponding to attack A and this attack A hits the enemy object 104.

[0119] The success range data 510b is data regarding the range of animation frames, i.e., the success range, for determining whether or not the player operates the A button at a preset timing during the period in which the player object 102 performs an action corresponding to attack A.

[0120] The success count data 510c is data regarding the number of times the player operates the A button within the success range while the player object 102 is executing an action corresponding to attack A in a case where a guide presentation flag 510e described later is on.

[0121] The failure count data 510d is data regarding the number of times the player does not operate the A button within the success range while the player object 102 is executing an action corresponding to attack A in a case where the guide presentation flag 510e is off.

[0122] The guide presentation flag 510e is flag data for presenting a signal that it is time to operate the A button when the player object 102 is performing an action corresponding to attack A, that is, for determining whether or not it is a state in which the guide image 106 is to be displayed, when the player object 102 is performing an action corresponding to attack A. When it is a state in which the guide image 106 is to be displayed during the execution of an action of the player object 102 corresponding to attack A, the guide presentation flag 510e is turned on. On the other hand, when it is a state in which the guide image 106 is not to be displayed during the execution of an action of the player object 102 corresponding to attack A, the guide presentation flag 510e is turned off.

[0123] The success flag 510f is flag data for determining whether or not the player operates the A button within the success range while the player object 102 is executing an action corresponding to attack A. When the player operates the A button within the success range while the player object 102 is executing an action corresponding to attack A, the success flag 510f is turned on. On the other hand, when the player does not operate the A button within the success range while the player object 102 is executing an action corresponding to attack A, the success flag 510f is turned off.

[0124] Although illustration and detailed description are omitted, the same applies to the management data 512 of attack B and the management data of the actions of the player object 102 corresponding to other commands. In this way, for each action of the player object 102 corresponding to each command, whether or not the guide image 106 is presented is managed.

[0125] However, when the command corresponds to a recovery action of the player object 102 , the reference value data is data on a reference value for determining a recovery value for recovering the HP of the player object 102 .

[0126] The enemy object action management data 504f is composed of management data for each action of the enemy object 104, and is similar to the management data for each action of the player object 102. Like the player object action management data 504e, the enemy object action management data also includes management data for each attack and recovery action of the enemy object 104, and the management data for each attack and recovery action includes reference value data, success range data, number of successes data, number of failures data, a guide presentation flag, and a success flag.

[0127] However, in the case of an attack action of the enemy object 104, the reference value data is data on a reference value of damage that the player object 102 receives when the enemy object 104 attacks the player object 102. Also, in the case of a recovery action of the enemy object 104, the reference value data is data on a reference value for determining a recovery value for recovering HP of the enemy object 104. The success range data, the number of successes data, the number of failures data, the guide presentation flag, and the success flag are the same as those in the player object action management data 504e.

[0128] The determined flag 504g is flag data for determining whether or not it has been determined that the player has operated the A button within the success range during the execution of an action of the player object 102 corresponding to the command determined by the player, or during the execution of an action of the enemy object. When it has been determined that the player has operated the A button within the success range during the execution of an action of the player object 102 corresponding to the command determined by the player, or during the execution of an action of the enemy object, the determined flag 504g is turned on. On the other hand, when it has not been determined that the player has operated the A button within the success range during the execution of an action of the player object 102 corresponding to the command determined by the player, or during the execution of an action of the enemy object, the determined flag 504g is turned off.

[0129] Although not shown in the figure, the data storage area stores other data necessary for information processing of the virtual game, and is provided with a counter or timer, etc. For example, data on the positions and orientations of non-player objects such as enemy objects in the virtual space, background objects, and the virtual camera, etc. are also stored.

[0130] Fig. 8 is a flow diagram showing a non-limiting example of the processing (overall processing) of the game program of the processor 20 shown in Fig. 1. Figs. 9 to 13 are flow diagrams showing a non-limiting example of the game control processing of the processor 20 shown in Fig. 1.

[0131] However, the processing of each step in the flow diagrams shown in Figures 8 to 13 is merely an example, and the processing order of each step may be changed if similar results are obtained. Also, in this embodiment, the processing of each step in the flow diagrams shown in Figures 8 to 13 is basically described as being executed by the processor 20, but some steps may be executed by a processor other than the processor 20 or a dedicated circuit.

[0132] The overall processing and the game control processing will be described below with reference to Figs. 8 to 13, but duplicated descriptions of the same processing contents will be omitted.

[0133] When the power supply of the game device 10 is turned on, prior to the execution of the overall processing, the processor 20 executes a startup program stored in a boot ROM (not shown), which initializes each unit such as the RAM 22. When the execution of the game program of this embodiment is instructed by the player, the game device 10 starts the overall processing.

[0134] 8, when the overall processing starts, the processor 20 executes initial setting in step S1. Here, the processor 20 determines the positions and orientations of the player object 102, each non-player object (including the enemy object 104), each background object, and the virtual camera in the virtual space as initial positions and initial orientations.

[0135] However, when starting a virtual game from where it was last played, processor 20 determines the positions and orientations in the virtual space of player object 102, each non-player object, each background object, and the virtual camera to be the positions and orientations at the time of saving.

[0136] Therefore, player object data 504c in which the initial position data and initial orientation data of the player object 102 or the position data and orientation data at the time of saving are set as current position data and orientation data is stored in the data memory area 504. Similarly, data in which the initial position data and initial orientation data of each non-player object, each background object and virtual camera in the virtual space or the position data and orientation data at the time of saving are set as current position data and orientation data is stored in the data memory area 504.

[0137] In the next step S3, operation input data transmitted or input from the input device 30 is obtained, and in step S5, a game control process (see Figs. 9 to 12) described later is executed. In the next step S7, a game image is generated. In step S7, the processor 20 generates game image data for the game screen 100 based on the result of the game control process in step S5.

[0138] In the next step S9, a game image is displayed. Here, the processor 20 outputs the game image data generated in step S7 to the display device 36 via the display control circuit 32.

[0139] Then, in step S11, it is determined whether or not to end the virtual game. The determination in step S11 is made based on whether or not the player has instructed to end the virtual game. If "NO" in step S11, that is, if the virtual game is not to be ended, the process returns to step S3. On the other hand, if "YES" in step S11, that is, if the virtual game is to be ended, the entire process is ended.

[0140] 9, when the processor 20 starts the game control process, it determines in step S31 whether or not a battle is in progress. If "YES" in step S31, that is, if a battle is in progress, the process proceeds to step S39. On the other hand, if "NO" in step S31, that is, if a battle is not in progress, it determines in step S33 whether or not the player object 102 has encountered an enemy object 104.

[0141] If the result is "YES" in step S33, that is, if the player object 102 encounters the enemy object 104, then in step S35, a battle process is started, and the process proceeds to step S39. On the other hand, if the result is "NO" in step S33, that is, if the player object 102 does not encounter the enemy object 104, then in step S37, other game processes are executed, and the process returns to the overall process. In step S37, the processor 20 executes processes other than battle, such as moving the player object 102, moving the enemy object 104, placing an item, and causing the player object 102 to obtain an item, in accordance with an operation by the player or automatically.

[0142] In step S39, it is determined whether it is the player's turn. If it is "NO" in step S39, that is, if it is the opponent's turn, the process proceeds to step S101 shown in FIG. 12. On the other hand, if it is "YES" in step S39, that is, if it is the player's turn, it is determined in step S41 whether the action of the player object 102 has ended. If it is "NO" in step S41, that is, if the action of the player object 102 has not ended, the process proceeds to step S49 shown in FIG. 10.

[0143] On the other hand, if the result in step S41 is "YES", that is, if the action of the player object 102 has ended, in step S43, it is determined whether or not the success flag for the action of this player object 102 is on. If the result in step S43 is "NO", that is, if the success flag for the action of this player object 102 is off, the process proceeds to step S47. On the other hand, if the result in step S43 is "YES", that is, if the success flag for the action of this player object 102 is on, in step S45, the reference value for the action performed by the player object 102 is corrected, and the process proceeds to step S47. In this embodiment, in step S45, the processor 20 increases the reference value of the damage that the player object 102 inflicts on the enemy object 104, or increases the reference value of the recovery value for recovering the HP of the player object 102.

[0144] In step S47, the game process is executed according to the execution of the action of the player object 102, and the process returns to the overall process. At this time, the processor 20 ends the player's turn and starts the opponent's turn. In this step S47, if the attack of the player object 102 hits the enemy object 104, a process of decreasing the HP of the enemy object 104 is executed. If the player object 102 recovers, a process of increasing the HP of the player object 102 is executed. However, when the process of step S45 is executed, the processor 20 uses the corrected reference value to decrease the HP of the enemy object 104 by attacking, or to increase the HP of the player object 102 by recovering.

[0145] As shown in Fig. 10, in a step S49, it is determined whether or not the player object 102 is currently executing an action. If "YES" in step S49, that is, if the player object 102 is currently executing an action, in a step S51, the action of the player object 102 is advanced. Here, the animation frame for the action being executed by the player object 102 is advanced by one frame. At this time, the number of animation frames indicated by the animation frame number data 504d is incremented by one.

[0146] In the next step S53, it is determined whether or not the guide presentation flag for the action being executed by the player object 102 is on. If "NO" in step S53, that is, if the guide presentation flag for the action being executed by the player object 102 is off, the process proceeds to step S71 shown in FIG. 11. However, if the guide image 106 is being displayed, an end of the signal is requested. Therefore, when an end of the signal is requested, after returning to the overall process, game image data for the game screen 100 from which the guide image 106 has been erased is generated and output.

[0147] On the other hand, if "YES" in step S53, that is, if the guide presentation flag for the action being executed by the player object 102 is on, in step S55, it is determined whether it is the presentation start timing. Here, the processor 20 determines whether the animation frame number indicated by the animation frame number data 504d is a first predetermined number of frames (for example, 5 frames) before the start timing of the success range corresponding to the action being executed by the player object 102.

[0148] If "NO" in step S55, that is, if it is not the presentation start timing, proceed to step S71. On the other hand, if "YES" in step S55, that is, if it is the presentation start timing, a signal presentation is requested in step S57, and proceed to step S71. Therefore, when the process of step S57 is executed, after returning to the overall process, game image data for the game screen 100 including the guide image 106 is generated and output. However, the guide presentation flag for the action being executed by the player object 102 is turned off at the presentation end timing that is a second predetermined number of frames (for example, 5 frames) before the end timing of the success range corresponding to the action.

[0149] On the other hand, if "NO" in step S49, that is, if player object 102 is not executing an action, in step S59, it is determined whether or not a command has been selected. If "YES" in step S59, that is, if a command has been selected, in step S61, the selected command is placed in a selected state, and the process returns to the overall process. On the other hand, if "NO" in step S59, that is, if a command has not been selected, it is determined whether or not a command has been executed in step S63. Here, processor 20 determines whether or not the execution of the selected command has been decided by the player's operation input.

[0150] If "NO" in step S63, that is, if a command is not executed, the process returns to the overall process. On the other hand, if "YES" in step S63, that is, if a command is executed, the player object 102 is caused to start an action according to the executed command in step S65. At this time, the animation frame number data 504d is reset. That is, the animation frame number is set to 0. In the next step S67, the success flag for the action of the player object 102 started in step S65 is turned off, and in step S69, the determined flag 504g is turned off, and the process returns to the overall process.

[0151] As shown in Fig. 11, in step S71, it is determined whether or not a success determination has been made. Here, the processor 20 determines whether or not the determination-made flag 504g is on. If "YES" in step S71, that is, if a success determination has been made, the process returns to the overall process. On the other hand, if "NO" in step S71, that is, if a success determination has not been made, it is determined in step S73 whether or not the A button has been operated.

[0152] If the result is “YES” in step S73, that is, if the A button has been operated, then in step S75, it is determined whether or not the timing at which the A button was operated is within a successful range. Here, the processor 20 determines whether or not the number of animation frames indicated by the animation frame number data 504d is within a successful range corresponding to the action being executed by the player object 102.

[0153] If "NO" in step S75, that is, if the timing of operating the A button is outside the success range, the process proceeds to step S91. On the other hand, if "YES" in step S75, that is, if the timing of operating the A button is within the success range, the success flag for the action being executed by the player object 102 is turned on in step S77, and the determined flag 504g is turned on in step S79.

[0154] In a succeeding step S81, it is determined whether or not a guide presentation flag for an action being executed by the player object 102 is on. If "NO" in the step S81, that is, if the guide presentation flag for an action being executed by the player object 102 is off, the process returns to the overall process.

[0155] On the other hand, if the result is "YES" in step S81, that is, if the guide presentation flag for the action being executed by the player object 102 is on, in step S83, the number of successful attempts for the action being executed by the player object 102 is incremented by 1, and in step S85, it is determined whether or not the number of successful attempts for the action being executed by the player object 102 is a first predetermined number of attempts (five times in this embodiment).

[0156] If "NO" in step S85, that is, if the number of successes for the action being performed by the player object 102 is not the first predetermined number, the process returns to the overall process. On the other hand, if "YES" in step S85, that is, if the number of successes for the action being performed by the player object 102 is the first predetermined number, the guide presentation flag for the action being performed by the player object 102 is turned off in step S87, and the process returns to the overall process. At this time, the number of failures for the action being performed by the player object 102 is reset.

[0157] If step S73 is "NO", that is, if the A button has not been operated, then in step S89 it is determined whether or not the number of animation frames exceeds the success range for the action being executed by the player object 102. If step S89 is "NO", that is, if the number of animation frames does not exceed the success range, the process returns to the overall process. On the other hand, if step S89 is "YES", that is, if the number of animation frames exceeds the success range, then in step S91 the determined flag 504g is turned on, and in step S93 it is determined whether or not the guide presentation flag for the action being executed by the player object 102 is off.

[0158] If "NO" in step S93, that is, if the guide presentation flag for the action being performed by the player object 102 is on, the process returns to the overall process. On the other hand, if "YES" in step S93, that is, if the guide presentation flag for the action being performed by the player object 102 is off, the number of failures for the action being performed by the player object 102 is incremented by 1 in step S95, and it is determined in step S97 whether or not the number of failures for the action being performed by the player object 102 is a second predetermined number (five in this embodiment).

[0159] If "NO" in step S97, that is, if the number of failures for the action being executed by the player object 102 is not the second predetermined number, the process returns to the overall process. On the other hand, if "YES" in step S97, that is, if the number of failures for the action being executed by the player object 102 is the second predetermined number, in step S99, the guide presentation flag for the action being executed by the player object 102 is turned on, and the process returns to the overall process. At this time, the number of successes for the action being executed by the player object 102 is reset.

[0160] As described above, if it is the opponent's turn and step S39 is "NO", then in step S101 shown in Fig. 12 it is determined whether the action of the enemy object 104 has ended. If step S101 is "YES", that is, if the action of the enemy object 104 has ended, then in step S103 it is determined whether the success flag for the action of this enemy object 104 is on.

[0161] If "NO" in step S103, that is, if the success flag for the action of this enemy object 104 is off, the process proceeds to step S107. On the other hand, if "YES" in step S103, that is, if the success flag for the action of this enemy object 104 is on, the process corrects the reference value for the action performed by the enemy object 104 in step S105, and proceeds to step S107. In this embodiment, the processor 20 reduces the reference value of the damage that the enemy object 104 inflicts on the player object 102, or reduces the reference value for determining the recovery value for recovering HP of the enemy object 104, in step S105.

[0162] In step S107, game processing is performed according to the execution of the action of the enemy object 104, and the process returns to the overall process. At this time, the processor 20 ends the opponent's turn and makes it the player's turn. In this step S107, if the attack of the enemy object 104 hits the player object 102, processing is performed to decrease the HP of the player object 102. If the enemy object 104 has recovered, processing is performed to increase the HP of the enemy object 104. At this time, if the process of step S105 is being performed, the processor 20 uses the corrected reference value to decrease the HP of the player object 102 or increase the HP of the enemy object 104 by recovery.

[0163] On the other hand, if step S101 is "NO", that is, if the enemy object 104 has not finished moving, then in step S109 it is determined whether or not the enemy object 104 is currently moving. If step S109 is "NO", that is, if the enemy object 104 is not currently moving, then in step S111 the enemy object 104 starts moving. In this step S111, the enemy object 104 starts moving in accordance with the command executed by the opponent's computer, that is, the processor 20. Also, at this time, the animation frame number data 504d is reset.

[0164] In the next step S113, the success flag for the action of the enemy object 104 started in step S111 is turned off, and in step S115, the determined flag 504g is turned off, and the process returns to the overall processing.

[0165] On the other hand, if "YES" in step S109, that is, if the enemy object 104 is in the middle of executing an action, in a step S117, the action of the enemy object 104 is advanced, that is, the animation frame of the action is advanced by one frame.

[0166] In the next step S119, it is determined whether or not the guide presentation flag for the action being executed by the enemy object 104 is on. If "NO" in step S119, that is, if the guide presentation flag for the action being executed by the enemy object 104 is off, the process proceeds to step S125 shown in FIG.

[0167] On the other hand, if "YES" in step S119, that is, if the guide presentation flag for the action being executed by the enemy object 104 is on, in step S121, it is determined whether it is the presentation start timing. Here, the processor 20 determines whether the animation frame number indicated by the animation frame number data 504d is a third predetermined number of frames (e.g., 5 frames) before the start timing of the success range corresponding to the action being executed by the enemy object 104.

[0168] If "NO" in step S121, that is, if it is not the timing to start presentation, proceed to step S125. However, if the guide image 106 is being displayed, an end of the signal is requested. On the other hand, if "YES" in step S121, that is, if it is the timing to start presentation, a signal is requested in step S123, and proceed to step S125. However, the guide presentation flag for the action being performed by the enemy object 104 is turned off at the end timing of the presentation, which is a fourth predetermined number of frames (e.g., 5 frames) before the end timing of the success range corresponding to the action.

[0169] 13, in step S125, it is determined whether or not success has been determined. If "YES" in step S125, the process returns to the overall process. On the other hand, if "NO" in step S125, it is determined in step S127 whether or not the A button has been operated.

[0170] If the determination is "YES" in step S127, in step S129, it is determined whether or not the timing at which the A button was operated is within the successful range. Here, the processor 20 determines whether or not the number of animation frames indicated by the animation frame number data 504d is within the successful range corresponding to the action being executed by the enemy object 104.

[0171] If "NO" in step S129, proceed to step S145. On the other hand, if "YES" in step S129, in step S131, the success flag for the action being executed by the enemy object 104 is turned on, and in step S133, the determined flag 504g is turned on.

[0172] In a succeeding step S135, it is determined whether or not the guide presentation flag for the action being executed by the enemy object 104 is on. If "NO" in step S135, that is, if the guide presentation flag for the action being executed by the enemy object 104 is off, the process returns to the overall process.

[0173] On the other hand, if the result is "YES" in step S135, that is, if the guide presentation flag for the action being performed by the enemy object 104 is on, in step S137, the number of successful attempts for the action being performed by the enemy object 104 is incremented by 1, and in step S139, it is determined whether the number of successful attempts for the action being performed by the enemy object 104 is a first predetermined number (in this embodiment, 5 times).

[0174] If "NO" in step S139, that is, if the number of successes for the action being performed by the enemy object 104 is not the first predetermined number, the process returns to the overall process. On the other hand, if "YES" in step S139, that is, if the number of successes for the action being performed by the enemy object 104 is the first predetermined number, the guide presentation flag for the action being performed by the enemy object 104 is turned off in step S141, and the process returns to the overall process. At this time, the number of failures for the action being performed by the enemy object 104 is reset.

[0175] Also, if step S127 is "NO", then in step S143 it is determined whether or not the number of animation frames exceeds the success range for the action being performed by the enemy object 104. If step S143 is "NO", that is, if the number of animation frames does not exceed the success range, the process returns to the overall process. On the other hand, if step S143 is "YES", that is, if the number of animation frames exceeds the success range, then in step S145 the determined flag 504g is turned on, and in step S147 it is determined whether or not the guide presentation flag for the action being performed by the enemy object 104 is off.

[0176] If "NO" in step S147, that is, if the guide presentation flag for the action being performed by the enemy object 104 is on, the process returns to the overall process. On the other hand, if "YES" in step S147, that is, if the guide presentation flag for the action being performed by the enemy object 104 is off, in step S149, the number of failures for the action being performed by the enemy object 104 is incremented by 1, and in step S151, it is determined whether or not the number of failures for the action being performed by the enemy object 104 is a second predetermined number (five in this embodiment).

[0177] If "NO" in step S151, that is, if the number of failures for the action being performed by the enemy object 104 is not the second predetermined number, the process returns to the overall process. On the other hand, if "YES" in step S151, that is, if the number of failures for the action being performed by the enemy object 104 is the second predetermined number, in step S153, the guide presentation flag for the action being performed by the enemy object 104 is turned on, and the process returns to the overall process. At this time, the number of successes for the action being performed by the enemy object 104 is reset.

[0178] According to this embodiment, a signal is issued a predetermined number of frames before the success range set corresponding to the action of the player object, so that the timing for operating the predetermined button can be appropriately presented to the player. Also, when the number of times the predetermined button is operated within the success range reaches a predetermined number of times, the signal is not presented to the player, so that the game does not become a chore of merely watching the signal and operating. In other words, the timing for the player to perform an operation input can be presented without impairing the interest of the game.

[0179] In this embodiment, the command to be executed by the player object is selected and executed according to the instruction of the player, but when the player selects autoplay, the command may be selected and executed by the computer (i.e., the processor). In such a case, during the period when the player object 102 executes the action corresponding to the command executed by the processor, it is determined whether or not the A button is operated by the player within a success range preset for the action.

[0180] In this embodiment, the progress of the game situation of the virtual game is made different depending on whether the operation of the A button is within the success range, but this is not necessarily limited to this. A great success range that is shorter than the success range may be set in the success range, and when the A button is operated within this great success range, the game situation may be updated to be more advantageous to the player than when the A button is operated within the success range but outside the great success range. For example, the damage inflicted on the enemy object may be made larger, the recovery value of the HP of the player object may be increased, the damage to the player object caused by the attack of the enemy object may be made smaller, or the recovery value of the HP of the enemy object may be made smaller.

[0181] Furthermore, in the case where a range shorter than the success range is set, when the number of times the A button is operated within the short range reaches a number less than a first predetermined number of times, the guidance presentation flag for the corresponding command may be turned off.

[0182] Furthermore, in this embodiment, the number of successes and the number of failures are total numbers, but they can also be consecutive numbers.

[0183] In this embodiment, the number of successes is counted when a guide is presented, and the number of failures is counted when a guide is not presented, and the guide presentation flag is turned on and off, but this does not have to be limited to this. Regardless of whether a guide is presented or not, the accumulated values ​​of the number of successes and the number of failures can be stored, and the guide presentation flag can be turned on and off depending on the comparison result of the accumulated values. When the accumulated value of the number of successes is greater than the accumulated value of the number of failures, the guide presentation flag is turned off, and when the accumulated value of the number of successes is smaller than the accumulated value of the number of failures, the guide presentation flag is turned on. However, when the accumulated value of the number of successes and the accumulated value of the number of failures are the same, the guide presentation flag may be turned on or off.

[0184] In this embodiment, the overall processing and game control processing of the virtual game shown in Figures 8 to 12 are all executed by the processor 20 of the game device, but some or all of the processing may be executed by an external computer capable of communicating with the game device, and the game device may obtain some or all of the processing results from the external computer. In such a case, a network game system or an information processing system is formed by the game device and the external computer communicably connected to the game device.

[0185] Furthermore, the configuration of the game device, various screens, and specific numerical values ​​shown in this embodiment are merely examples and should not be considered limiting, but may be modified as appropriate depending on the actual product.

[0186] Furthermore, the order of the steps shown in the flow chart may be changed as appropriate, provided that the same effect or result is obtained. [Explanation of symbols]

[0187] 10. Gaming devices 20...Processor 22...RAM 24...Flash memory 26 ... communication module 30... Input device 36...display device 38 ... Speaker

Claims

1. An information processing program executed on a computer of an information processing device capable of executing a game, an action execution means for causing a character object used in the game to execute a predetermined action; an acquisition means for acquiring operation input data inputted by a player to an operation input unit; a determination means for determining, based on the operation input data, whether or not an operation input has been performed by the player at a timing previously associated with the predetermined action during a period in which the character object is executing the predetermined action; a game status updating means for updating a game status of the game in a first manner when it is determined that the operation input has not been performed by the player at the timing, and updating a game status of the game in a second manner different from the first manner when it is determined that the operation input has been performed by the player at the timing; a guidance presenting means for presenting a guidance corresponding to the timing when the guidance presenting flag is on at the timing; a storage means for storing in a storage unit the number of successful operation inputs made by the player at the timing; and The information processing program causes the computer to function as a switching unit that turns off a guidance presentation flag when the number of successes satisfies a first switching condition.

2. the storage means stores in a storage unit the number of failures in which no operation input is performed by the player at the timing; 2. The information processing program according to claim 1, wherein the switching means turns on the guidance presentation flag when a number of failures in which the player does not perform an operation input at the timing after the guidance presentation flag is turned off satisfies a second switching condition.

3. the game status update means updates the game status based on one of the plurality of predetermined actions; The information processing program according to claim 1 , wherein the storage means stores the number of successes for each of the plurality of predetermined actions in a storage unit.

4. 2. The information processing program according to claim 1, wherein the game status update means, when it is determined that the operation input has been performed at the timing, updates the game status to be more advantageous to the player than when it is not determined that the operation input has been performed at the timing.

5. the game is a game in which an enemy character object and the character object fight each other, 2 . The information processing program according to claim 1 , wherein the game situation update means updates the game situation by changing a vitality parameter associated with the enemy character object using a first value corresponding to the predetermined action.

6. 6. The information processing program according to claim 5, wherein the game status update means, when it is determined that the operation input has been performed by the player at the timing, updates the game status by changing the stamina parameter by a value greater than the first value.

7. the action executing means further causes the enemy character object to execute an enemy character action; the determining means further determines, based on the operation input data, whether or not an operation input has been performed by the player at a timing associated in advance with the enemy character action during a period in which the enemy character object is performing the enemy character action; The game status update means further includes: if it is determined that the operation input has not been performed, updating a vitality parameter corresponding to the character object using a second value corresponding to the enemy character action; updating the game status by updating a vitality parameter corresponding to the character object using a value smaller than the second value when it is determined that the operation input has been performed; The information processing program according to claim 5 , wherein the guide presenting means further presents a guide corresponding to a timing pre-associated with the enemy character action when a guide presenting flag corresponding to the enemy character action is on at the timing.

8. the game is a game in which the character object fights a plurality of enemy character objects, The game status update means includes: when it is determined that the operation input has not been performed by the player at the timing, changing the vitality parameters associated with a first number of enemy character objects among the plurality of enemy character objects; 6. An information processing program as described in claim 5, wherein when it is determined that the operation input has been performed by the player at the timing, the game situation is updated by changing the vitality parameters associated with a second number of enemy character objects among the plurality of enemy character objects, the second number being greater than the first number.

9. An information processing system capable of executing a game, an action execution means for causing a character object used in the game to execute a predetermined action; an acquisition means for acquiring operation input data inputted by a player to an operation input unit; a determination means for determining, based on the operation input data, whether or not an operation input has been performed by the player at a timing previously associated with the predetermined action during a period in which the character object is executing the predetermined action; a game status updating means for updating a game status of the game in a first manner when it is determined that the operation input has not been performed by the player at the timing, and updating a game status of the game in a second manner different from the first manner when it is determined that the operation input has been performed by the player at the timing; a guidance presenting means for presenting a guidance corresponding to the timing when the guidance presenting flag is on at the timing; a storage means for storing in a storage unit the number of successful operation inputs made by the player at the timing; and The information processing system further comprises a switching means for turning off a guide presentation flag when the number of successful attempts satisfies a switching condition.

10. An information processing device capable of executing a game, an action execution means for causing a character object used in the game to execute a predetermined action; an acquisition means for acquiring operation input data inputted by a player to an operation input unit; a determination means for determining, based on the operation input data, whether or not an operation input has been performed by the player at a timing previously associated with the predetermined action during a period in which the character object is executing the predetermined action; a game status updating means for updating a game status of the game in a first manner when it is determined that the operation input has not been performed by the player at the timing, and updating a game status of the game in a second manner different from the first manner when it is determined that the operation input has been performed by the player at the timing; a guidance presenting means for presenting a guidance corresponding to the timing when the guidance presenting flag is on at the timing; a storage means for storing in a storage unit the number of successful operation inputs made by the player at the timing; and The information processing device further comprises a switching means for turning off a guide presentation flag when the number of successful attempts satisfies a switching condition.

11. An information processing method of an information processing device capable of executing a game, comprising: The computer of the information processing device Executing a predetermined action on a character object used in the game; acquiring operation input data inputted by a player to an operation input unit; determining, based on the operation input data, whether or not an operation input has been performed by the player at a timing previously associated with the predetermined action during a period in which the character object is executing the predetermined action; updating a game status of the game in a first manner when it is determined that the operation input has not been performed by the player at the timing, and updating a game status of the game in a second manner different from the first manner when it is determined that the operation input has been performed by the player at the timing; If the guidance presentation flag is on at the timing, present a guidance corresponding to the timing; storing in a storage unit the number of times that the operation input by the player was successful at the timing; and When the number of successes satisfies a switching condition, a guide presentation flag is turned off.

Citation Information

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