Game program, game system, game device, and game processing method

The game system enhances gameplay diversity by allowing multiple support characters with shared appearance and behavior, controlled automatically and visually distinct, addressing the limitation of single-unit control in existing games.

JP2025098742AActive Publication Date: 2025-07-02NINTENDO CO LTD
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Patent Information

Application Number
JP2023215079
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-20
Publication Date
2025-07-02
Estimated Expiration
2043-12-20

AI Technical Summary

Technical Problem

Existing games limit the diversity of support characters, as they are typically controlled by a single operation unit, restricting the variety and complexity of gameplay.

Method used

A game system that allows for multiple types of dynamic and simulated objects with shared appearance and behavior characteristics, where simulated objects can be controlled automatically and interact with the player character, and their display modes can differ, enabling varied gameplay mechanics.

Benefits of technology

Enables diverse gameplay scenarios using multiple support characters, enhancing player interaction and strategic depth through automatic control and visual differentiation of objects, improving user experience and game progression.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a game system, a game device, and a game processing method capable of progressing a game using a variety of characters.SOLUTION: A processor is caused to control a player character in a virtual space on the basis of an operation input; automatically control a plurality of types of dynamic objects arranged on a field in the virtual space on the basis of a behavior set for each type; cause the player character to perform a predetermined action according to a first instruction based on the operation input about a simulation object in which at least part of an outer appearance and the set behavior is in common with at least any one type of the plurality of types of dynamic objects, and a display mode is different, and cause a designated simulation object designated out of the plurality of types of simulation objects to appear on the field; and automatically control the simulation object by the set behavior on the field.SELECTED DRAWING: Figure 40
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Description

Technical Field

[0001] The present disclosure relates to game processing using a player character and a character that supports the player character.

Background Art

[0002] Conventionally, games in which a main character and a sub-character having a function of supporting the main character appear are known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above game, the main character operates based on the input from the 1P operation unit, and the sub-character operates based on the input from the 2P operation unit. Therefore, the sub-character that supports the main character has a configuration of only one unit.

[0005] Regarding this point, there is room to provide a game in which the game progress can be made using more diverse characters as support characters.

Means for Solving the Problems

[0006] In order to achieve the above object, for example, the following configuration examples can be cited.

[0007] (Configuration 1) Configuration 1 is a game program that causes a computer of an information processing apparatus to execute the following. That is, based on an operation input, a player character is controlled in a virtual space, and a plurality of types of dynamic objects arranged on a field in the virtual space are automatically controlled based on behaviors set for each type. For at least some of the plurality of types of dynamic objects, and for simulated objects that have at least a part of their appearance and set behaviors in common and have different display modes, in response to a first instruction based on an operation input, the player character is made to perform a predetermined action, and a designated simulated object among the plurality of types of simulated objects is made to appear on the field, and on the field, the simulated object is automatically controlled according to the set behavior.

[0008] According to the above configuration, the game progress can be made by making use of a plurality of types of simulated objects whose appearance and behavior are at least partly common with the dynamic objects on the field. Also, by making the display mode of the simulated object different from that of the dynamic object, even when the simulated object and the dynamic object are mixed, they can be easily distinguished.

[0009] (Configuration 2) In Configuration 2, in the above Configuration 1, a cost required for appearance may be set for each of the simulated objects. Then, the computer may be made to arrange a set cost index indicating the cost set for the simulated object at a position associated with the simulated object in the virtual space.

[0010] According to the above configuration, an index is arranged as one method of making the display mode of the simulated object different. Thereby, it becomes easier to identify the simulated object, and the cost of the simulated object can be grasped by the index.

[0011] (Configuration 3) Configuration 3 is such that, in Configuration 2 above, within the range where the total cost based on the costs set for all simulated objects on the field does not exceed the upper limit cost set for the player character, multiple simulated objects may be simultaneously placed on the field. Then, on the computer, at a position linked to the player character within the virtual space, a remaining cost indicator showing the remaining cost obtained by subtracting the total cost from the upper limit cost is placed. When a specified simulated object appears on the field in response to a first instruction, at least a part of the remaining cost indicator is moved and placed as a set cost indicator set for the specified simulated object, thereby reducing the remaining cost indicator.

[0012] According to the above configuration, the remaining cost becomes easier for the user to visually recognize. Also, through the movement effect of the indicator, it is possible to clearly convey to the user that a simulated object has appeared.

[0013] (Configuration 4) Configuration 4 is such that, in Configuration 3 above, when a second instruction based on an operation input is further given to the computer, a specified simulated object to be deleted among the simulated objects on the field is deleted, and the set cost indicator linked to the simulated object to be deleted is moved so as to become a part of the remaining cost indicator to increase the remaining cost indicator.

[0014] According to the above configuration, among the simulated objects that have appeared, any one can be specified and deleted. This makes it easier to adjust what to delete and what to leave while checking the cost, thereby improving the convenience for the user.

[0015] (Configuration 5) Configuration 5 is such that, in Configuration 4 above, when a first instruction is given and the cost set for the specified simulated object exceeds the remaining cost, the simulated object that first appeared on the field is deleted, and the specified simulated object is made to appear on the field.

[0016] According to the above configuration, at least the simulated object that the user wants to present at that time can be presented.

[0017] (Configuration 6) Configuration 6 is based on the above Configuration 5. When a first instruction is further given to the computer and the position on the field where the specified simulated object is to be presented is a position where the simulated object cannot be placed, the specified simulated object may be displayed for a predetermined period without erasing the simulated object on the field and then erased.

[0018] According to the above configuration, the simulated object related to the first instruction can be made visible to the user, for example, by being displayed for a moment and then immediately erased, so that the user can visually recognize that the position is a position where it cannot be presented.

[0019] (Configuration 7) Configuration 7 is based on the above Configurations 1 to 6. The computer is further caused to present a first list from which a plurality of types of simulated objects can be selected in response to a third instruction based on an operation input. While the first list is being presented, the behavior of the objects in the virtual space including at least the player character, dynamic objects, and simulated objects may be stopped. Then, in response to a fourth instruction based on an operation input while the first list is being presented, a specified simulated object is selected and specified from the plurality of types of simulated objects, and the presentation of the first list is ended and the behavior of the objects in the virtual space is resumed.

[0020] According to the above configuration, with only the first instruction, a single simulated object can be quickly presented without stopping the game progress. On the other hand, when the user is selecting the simulated object to be presented, the game progress is stopped. Thus, compared to a mode in which a plurality of simulated objects are used in real time using a plurality of instruction operations, the user can be made to carefully consider what to use according to the scene.

[0021] (Configuration 8) Configuration 8, in the above Configuration 7, the third instruction may be to turn on the input to the first operation key, and the fourth instruction may be to turn off the input to the first operation key. Then, while the input to the first operation key is on, the computer is caused to present the first list and change the simulated object selected in the first list according to a fifth instruction based on an operation input, and when the fourth instruction is given, the simulated object selected at that time may be designated as the designated simulated object.

[0022] According to the above configuration, by canceling the operation key input, the first list can be closed and the subsequent object can be designated. As a result, the user can quickly select a simulated object with less operation effort. In addition, it is possible to provide an operability suitable for using while switching various simulated objects.

[0023] (Configuration 9) Configuration 9, in the above Configuration 8, when a sixth instruction based on an operation input is given while the computer is presenting the first list, the computer is further caused to present a second list instead of the first list, and while the second list is being presented, change the simulated object selected in the second list according to a seventh instruction based on an operation input, and according to an eighth instruction based on an operation input, designate the selected simulated object as the designated simulated object and end the presentation of the second list. Also, the first list may be a list in which icons of a plurality of types of simulated objects are arranged in a column, and the second list may be a list in which icons of a plurality of types of simulated objects are arranged two-dimensionally and in which text regarding the simulated object being selected is displayed.

[0024] According to the above configuration, in a situation where it is difficult to quickly select a simulated object, after changing the display to a screen with a list and an explanation, the user can be allowed to select a simulated object calmly.

[0025] (Configuration 10) In Configuration 10, in the above Configurations 1 to 9, the computer may further transition the player character to the first mode in response to a ninth instruction based on an operation input. In the first mode, in response to the first instruction, instead of the appearance of the simulated object, an attack action may be performed on the player character, and the simulated objects already placed on the field may be automatically controlled with the above-set behavior, and the first mode may be canceled in response to a tenth instruction based on an operation input.

[0026] According to the above configuration, for example, it is possible to prevent the occurrence of a situation where the user's operation becomes complicated by increasing the number of objects to be operated simultaneously, while increasing the variations of actions that the user can take. On the other hand, since it is also possible to perform an attack action together with the simulated object according to the scene, it is possible to improve the strategic nature of the game in terms of when to switch to the first mode and the like, and to provide a way of playing that makes the user enjoy switching to the first mode.

[0027] (Configuration 11) In Configuration 11, in the above Configuration 10, the computer may further change the first parameter according to the passage of time in the first mode, and cancel the first mode when the first parameter satisfies a predetermined condition.

[0028] According to the above configuration, a time limit can be set for being in the first mode, which can give the game a sense of tension and improve the interestingness. In addition, a game element of managing the change of the first parameter can also be provided to improve the interestingness of the game.

[0029] (Configuration 12) In Configuration 12, in the above Configurations 1 to 11, when the player character performs a predetermined action on a dynamic object on the field, the computer may further add a plurality of types of simulated objects that can specify the type of simulated object corresponding to the dynamic object.

[0030] According to the above configuration, by having the player character perform a predetermined action on a certain dynamic object, the simulated object corresponding to the dynamic object can be made available. As a result, for example, compared to the case where the simulated object is made available by a predetermined event such as clearing a quest, the places and opportunities for making it available are not necessarily limited to just one, so the degree of freedom in game strategies can be increased. On the other hand, at least after observing the behavior of the dynamic object on the field, the simulated object corresponding to the dynamic object can be started to be used. For example, when the dynamic object is an enemy character, after confirming its behavior such as the attack method, the simulated object corresponding to the enemy character can be used. Therefore, through battles with enemy characters, the behavior of the simulated character can be grasped by the user in advance.

[0031] (Configuration 13) In Configuration 13, among the above Configurations 1 to 12, the field may include at least a top - view field which is the field in a scene where the virtual camera is set to the top - view, and a side - view field which is the field in a scene where the virtual camera is set to the side - view. And the behaviors set for the dynamic object and the simulated object may be the behaviors in the top - view field and the side - view field.

[0032] According to the above configuration, in a game that uses the top - view field and the side - view field, a common operation feeling and game properties can be provided for the simulated object. [Effect of the Invention]

[0033] According to the present embodiment, a game can be provided in which the game progress can be carried out using various simulated objects having the same appearance and behavior as the dynamic object on the field. [Brief Explanation of the Drawings]

[0034]

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Best Mode for Carrying Out the Invention

[0035] Hereinafter, an embodiment will be described.

[0036] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; which functions as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The main body device 2 is detachable from the left controller 3 and the right controller 4 respectively. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. Further, the game system 1 can also be used with the main body device 2, the left controller 3, and the right controller 4 separated (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.

[0037] FIG. 1 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with operation units for the player to input.

[0038] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are respectively removed from the main body device 2. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as a "controller".

[0039] Figure 3 is a six-sided view showing an example of the main body device 2. As shown in Figure 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front surface, that is, the surface on which the display 12 is provided) is generally rectangular in shape.

[0040] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device with the left controller 3 and the right controller 4 attached to the main body device 2 may be a portable device. Further, the main body device 2 or the integrated device may be a hand-held device. Also, the main body device 2 or the integrated device may be a transportable device.

[0041] As shown in Figure 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0042] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, the capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, the resistive film type).

[0043] The main body device 2 includes a speaker (that is, the speaker 88 shown in Figure 6) inside the housing 11. As shown in Figure 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. Then, the output sound of the speaker 88 is output from these speaker holes 11a and 11b respectively.

[0044] The main body device 2 also includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.

[0045] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a storage medium of a predetermined type. The storage medium of the predetermined type is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and information processing devices of the same type. The storage medium of the predetermined type is used to store, for example, data used in the main body device 2 (e.g., save data of an application, etc.) and / or programs executed by the main body device 2 (e.g., programs of an application, etc.). Further, the main body device 2 includes a power button 28.

[0046] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display an image generated and output by the main body device 2 on a stationary monitor. Further, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Also, the cradle has a function of a hub device (specifically, a USB hub).

[0047] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the vertical direction (the z-axis direction shown in FIG. 4) in FIG. 4. The left controller 3 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Further, the left controller 3 can also be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.

[0048] The left controller 3 includes a left analog stick (hereinafter referred to as the left stick) 32, which is an example of a direction input device. As shown in FIG. 4, the left stick 32 is provided on the main surface of the housing 31. The left stick 32 can be used as a direction input unit capable of inputting a direction. The player can input a direction corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the left stick 32. Note that the left controller 3 may be provided with a cross key or a slide stick capable of slide input, etc. instead of the analog stick as the direction input unit. Further, in the present embodiment, it is possible to input by pressing the left stick 32.

[0049] The left controller 3 is provided with various operation buttons. The left controller 3 has four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 is provided with a recording button 37 and a -(minus) button 47. The left controller 3 has a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 has a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side that is attached when the left controller 3 is attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.

[0050] Also, the left controller 3 is provided with a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.

[0051] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction (the z-axis direction shown in FIG. 5) in FIG. 5. The right controller 4 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be gripped with one hand, particularly the right hand, when gripped in a vertically long orientation. Also, the right controller 4 can be gripped in a horizontally long orientation. When the right controller 4 is gripped in a horizontally long orientation, it may be gripped with both hands.

[0052] Similar to the left controller 3, the right controller 4 includes a right analog stick (hereinafter referred to as the right stick) 52 as a direction input unit. In this embodiment, the right stick 52 has the same configuration as the left stick 32 of the left controller 3. Further, the right controller 4 may be provided with a cross key or a slide stick capable of slide input instead of the analog stick. Also, similar to the left controller 3, the right controller 4 includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 includes a + (plus) button 57 and a home button 58. Also, the right controller 4 includes a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 includes a second L button 65 and a second R button 66.

[0053] Also, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.

[0054] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. In addition to the configuration shown in FIG. 3, the main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.

[0055] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes to be executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium mounted on the slot 23, etc.).

[0056] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0057] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23 and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 according to an instruction from the processor 81.

[0058] The processor 81 appropriately reads and writes data between the flash memory 84 and the DRAM 85, and the above-mentioned storage media to execute the above-mentioned information processes.

[0059] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In the present embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as a first communication mode. Further, the network communication unit 82 performs wireless communication with another main body device 2 of the same type by a predetermined communication method (for example, communication by a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode enables wireless communication with another main body device 2 arranged within a closed local network area, and realizes a function enabling so-called "local communication" in which data is transmitted and received by direct communication between a plurality of main body devices 2.

[0060] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0061] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27 described above. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0062] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of players can simultaneously perform inputs to the main body device 2 using sets of the left controller 3 and the right controller 4, respectively. As an example, while the first player performs an input to the main body device 2 using the first set of the left controller 3 and the right controller 4, it is possible for the second player to perform an input to the main body device 2 using the second set of the left controller 3 and the right controller 4.

[0063] The main body device 2 includes a touch panel controller 86 which is a circuit for controlling the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on the signal from the touch panel 13, the touch panel controller 86 generates, for example, data indicating the position where the touch input was made, and outputs it to the processor 81.

[0064] Also, the display 12 is connected to the processor 81. The processor 81 displays the image generated (for example, by executing the above information processing) and / or the image acquired from the outside on the display 12.

[0065] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit for controlling the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.

[0066] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Also, although not shown, the power control unit 97 is connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.

[0067] Also, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is charged to the battery 98.

[0068] Figure 7 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration regarding the main body device 2 are shown in Figure 6, so they are omitted in Figure 7.

[0069] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 by both wired communication via the terminal 42 and wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is removed from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.

[0070] In addition, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is composed of, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.

[0071] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Also, the left controller 3 includes a left stick 32. Each button 103 and the left stick 32 output information regarding an operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.

[0072] The left controller 3 is provided with an inertial sensor. Specifically, the left controller 3 is provided with an acceleration sensor 104. Further, the left controller 3 is provided with an angular velocity sensor 105. In the present embodiment, the acceleration sensor 104 detects the magnitude of acceleration along a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the acceleration sensor 104 may detect acceleration in one-axis or two-axis directions. In the present embodiment, the angular velocity sensor 105 detects the angular velocity around a predetermined three axes (for example, the xyz axes shown in FIG. 4). Note that the angular velocity sensor 105 may detect the angular velocity around one-axis or two-axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. Then, the detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

[0073] The communication control unit 101 acquires information regarding an input (specifically, information regarding an operation or a detection result by a sensor) from each input unit (specifically, each button 103, the left stick 32, and the sensors 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the intervals at which the information regarding the input is transmitted to the main body device 2 may be the same or different for each input unit.

[0074] By transmitting the above operation data to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine operations on each button 103 and the left stick 32 based on the operation data. Further, the main body device 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0075] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power supply from the battery).

[0076] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 by both wired communication via the terminal 64 and wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method performed by the right controller 4 with respect to the main body device 2.

[0077] The right controller 4 includes the same input parts as the input parts of the left controller 3. Specifically, it includes each button 113, the right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input parts have the same functions as the input parts of the left controller 3 and operate in the same manner.

[0078] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0079] [Overview of game processing in the present embodiment] Next, an overview of the operation of the game processing executed by the game system 1 according to this embodiment will be described. As described above, in the game system 1, the main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. When playing a game with the left controller 3 and the right controller 4 attached to the main unit 2, game images are output to the display 12. In addition, when the main unit 2 alone with the left controller 3 and the right controller 4 removed is attached to a cradle, the main unit 2 can also output game images to a stationary monitor or the like via the cradle. In this embodiment, the latter mode of game play will be described as an example. Specifically, the main unit 2 alone with the left controller 3 and the right controller 4 removed is attached to a cradle, and the main unit 2 outputs game images to a stationary monitor or the like via the cradle.

[0080] [About the assumed game] Next, an outline of the game assumed in this embodiment will be described. The game assumed in this embodiment is, for example, an action RPG. FIG. 8 shows an example of a game image of this game. The game image shown in FIG. 8 is drawn from a viewpoint of looking down on a field in a virtual game space (hereinafter, virtual space). Hereinafter, such a game image from a viewpoint from above will be called a top view image. In the case of FIG. 8, the composition is as if looking down diagonally. This is also called a top view because it is a viewpoint of looking down from above. In another embodiment, the top view image may be an image seen from a viewpoint directly above. In another embodiment, it may be a quarter view. In this game, the user operates a player character (hereinafter, referred to as a PC) to be operated by the user in such a virtual space to progress through the game. At this time, the user makes full use of "simulated objects" to be described later to overcome various gimmicks in the game, attack enemy characters, and so on, thereby progressing through the game.

[0081] In Fig. 8, the PC 201 is displayed approximately at the center of the screen. Also, near the PC 201, an auxiliary character object (hereinafter referred to as the auxiliary character) 202 and a plurality of indicator objects (hereinafter referred to as indicators) 203 are also displayed. Fig. 9 shows an enlarged view of the PC 201, the auxiliary character 202, and the indicator 203. The auxiliary character 202 is smaller than the PC 201 and is a character object that floats, for example, near the head or shoulders of the PC. Also, the indicator 203 is an object having an inverted triangle shape. Also, the indicator 203 also floats at approximately the same height as the auxiliary character 202. The auxiliary character 202 is controlled to move so as to follow the PC 201. Also, the indicator 203 is basically controlled to move so as to follow the auxiliary character 202. That is, the auxiliary character 202 and the indicator 203 are controlled to follow the movement of the PC 201. Details of the indicator 203 will be described later.

[0082] Returning to Fig. 8, a designated frame 211 is displayed near the upper right corner of the game image. Also, near the upper left corner, a stamina mark 212 and a transformation gauge 213 are displayed. The stamina mark 212 indicates the stamina of the PC 201. The transformation gauge 213 will be described later.

[0083] [Regarding Dynamic Objects] Also, in Fig. 8, on the above field, a pot-shaped object 221 (hereinafter referred to as the pot) and an enemy character object (hereinafter referred to as the enemy character) 222 are displayed. In Fig. 8, the pot 221 also has an effect (hereinafter referred to as the glittering effect) that glitters around it, which will be described later.

[0084] Here, in the present embodiment, among the objects in the virtual space, static objects such as terrain objects, and virtual objects other than the PC 201, auxiliary character 202, and indicator 203 that are the operation targets of the player, a plurality of predetermined types of objects that can be placed in the field are collectively referred to as "dynamic objects". Therefore, the above-mentioned pot 221 and enemy character 222 are also a type of dynamic object. That is, the above-mentioned pot 221 is a dynamic object of the type "pot". Further, the above-mentioned enemy character 222 is a dynamic object of the type "enemy character". More precisely, the type of "enemy character" is further subdivided, for example, into "enemy A", "enemy B", "enemy C", etc. The enemy character 222 in FIG. 8 is a dynamic object of the type "enemy A", for example.

[0085] In the present embodiment, the above-mentioned dynamic objects are controlled to take predetermined behaviors based on behavior data predetermined for each type. Here, the "behavior" is not limited to behaviors in which the dynamic object acts autonomously and spontaneously, but also includes reactive behaviors. That is, the case where a certain reaction or response is returned to a predetermined action performed by the PC 201 is also included in the behavior referred to here. For example, in the case of the above-mentioned pot 221, when the PC 201 performs the action of lifting it, the behavior of "being lifted" occurs. Further, as an example of the behavior of the above-mentioned enemy character 222, for example, moving within a predetermined range in the virtual space, and when the PC 201 approaches it to a certain extent, performing an attack action on the PC, etc.

[0086] In addition, as other examples of the above-mentioned dynamic objects, for example, there are rocks, boxes, tables, beds, trampolines, and so on.

[0087] [Regarding the viewpoint of the game image] Here, we supplement the perspective (the position of the virtual camera) for rendering the game images in this game. In this game, in addition to the game scenes where the top - view images as described above are field - displayed, there are also game scenes where the field is displayed with so - called side - view images. For example, when the PC201 enters the "entrance of the cave" displayed on the top - view image field (top - view field), as the game image inside the cave, a game image of a side - view field (side - view field) as shown in FIG. 10 is displayed. That is, a game image as if the PC201 is viewed from a horizontal perspective is drawn. Thus, in this game, depending on the game scene, the game image switches between a top - view image and a side - view image. However, even if the perspective of the virtual camera is different, in any case, the control of various objects such as the above - mentioned PC201 and dynamic objects is performed with the same control. In the following, the explanation is based on the scene of the top - view image, but the various processes described below are also similarly applicable to the scene of the side - view image. In the following explanation, regardless of whether it is a top - view or a side - view, the screen on which the above - mentioned game field is displayed and the user can operate the PC201 is collectively referred to as the "field screen".

[0088] [Actions that the PC can perform] Next, the operations that the PC 201 can perform (operation examples) and the operation examples that the user can perform in the game space will be described. In this game, the user can cause the PC 201 to perform two types of actions: an action (hereinafter, "first action") for making a simulation object, which will be described later, available, and an action (hereinafter, "second action") for causing the simulation object to appear on the field. The first action is an action that can be performed on a predetermined dynamic object to make the "simulation object" corresponding to the dynamic object available. In other words, it is an action for changing the simulation object from an "unavailable" state to an "available" state. In the following description, the operation for causing the PC 201 to perform the first action is called the "activation operation", and the operation for causing the PC 201 to perform the second action is called the "appearance instruction operation".

[0089] [Regarding the simulation object] Here, the above-mentioned "simulation object" will be described. Briefly speaking, the simulation object is an object that can be said to be an "imitation (with a different display mode)" of various types of the above-mentioned dynamic objects. Specifically, it is an object in which at least a part of the appearance of various types of dynamic objects and the behavior content set for each type of dynamic object are common, and the display mode is different from that of the corresponding dynamic object. In the case of an object in which the simulation object can act autonomously, it is controlled from the position of an ally of the PC 201. For example, the simulation object corresponding to the enemy character 222 is treated as an ally of the PC 201 and is controlled to perform an attack action against the enemy character 222.

[0090] FIG. 11 shows an example of the difference in the display modes of dynamic objects and simulated objects. In FIG. 11, for example, in the case of the above-mentioned kettle 221, the simulated object corresponding to the kettle 221 (hereinafter sometimes referred to as the simulated kettle) is an object that has the same shape but a different surface color from the kettle 221. Similarly, for the simulated object corresponding to the enemy character 222 (enemy A) (hereinafter sometimes referred to as the simulated enemy), although the shape is the same, the display mode is changed by making its surface color different. As a method of changing the color, for the same model as the dynamic object, when drawing, in addition to or instead of the original texture, a predetermined texture may be further reflected for drawing, or the color may be corrected by a predetermined method for drawing. Note that the method of changing the display mode is not limited to such a change in surface color. For example, as shown in FIG. 12, a predetermined image effect may be added, such as displaying a predetermined image effect along the outer frame of the shape of the simulated character. Alternatively, the simulated character may be made to blink or semi-transparent to have a display mode different from that of the dynamic character. Also, as described above, the simulated object may be an object that has only a part in common with the dynamic character in terms of its appearance. Also, although details will be described later, in this game, the above-mentioned indicator 203 is arranged at a position above the simulated object. The arranged indicator 203 is controlled to follow the movement of the simulated object. In other words, it is controlled to be interlocked with the simulated object. Since the indicator 203 is not arranged for the dynamic object, it can be said that by arranging the indicator 203, the simulated object is given a display mode different from that of the dynamic object. Also, different display modes may be expressed by combining a plurality of these methods and other methods.

[0091] Also, regarding the behavior of the simulated character, at least a part thereof is common to the behavior of the dynamic character as described above. In other words, the simulated character may perform a behavior that the corresponding dynamic character does not perform. For example, taking the case of the above enemy character 222 as an example, the enemy character 222 as a dynamic object attacks the PC 201 as an attack target. However, in the case of the simulated enemy, as described above, it attacks the enemy character 222 that is in an adversarial relationship with the PC 201 as an attack target. Therefore, a behavior in which the simulated enemy attacks the enemy character 222 may also occur. In this case, the "attack action" itself is a common behavior. For example, the control common to the enemy character 222 and the simulated enemy is performed for the attack method (e.g., the weapon used, the action, etc.). Also, regarding the movement control, in the case of the enemy character 222, control is performed so that it wanders near the initial placement position on the field, while in the case of the simulated enemy, movement control such as following the PC 201 may be performed. However, the control common to the enemy character 222 and the simulated enemy is performed for the movement method itself (e.g., running, walking, flying, etc.). In this way, the simulated object can perform behaviors that are different from the corresponding dynamic object while having at least some behaviors in common with the dynamic object.

[0092] [Regarding the First Action] Returning to the description of the operation of the PC201, as described above, by performing a "first action" on a predetermined dynamic object, a simulated object corresponding to the type of the dynamic object becomes available. Here, the dynamic object on which the "first action" can be performed is, in other words, also a dynamic object for which the simulated object is not available. And in the present embodiment, for the dynamic object on which the "first action" can be performed, a predetermined image effect indicating that is added. In this example, a "sparkling effect" as shown in FIG. 8 above is added. Also, for the type of dynamic object for which the simulated object has once been made available, the sparkling effect is not displayed thereafter. That is, the first action only needs to be performed once for a certain type of dynamic object, and there is no need to perform the first action multiple times for the same type of dynamic object. In this way, by making it possible to use the simulated object corresponding to the dynamic object after performing the first action, it is possible to provide an exploration element during the game as compared to making the simulated object available from the beginning. Also, since the first action only needs to be performed for any one of the same type of dynamic object, it is possible to provide a highly flexible exploration element.

[0093] Next, examples of operations and screen displays related to the first action will be described with reference to FIGS. 13 to 18. Here, an example of performing the first action on the above-mentioned kettle 221 will be described. When the PC 201 is brought closer to the kettle 221 from the state shown in FIG. 8, the state shown in FIG. 13 is obtained. In FIG. 13, a guide image 231 is displayed at the bottom of the screen. The guide image 231 is an image indicating that a predetermined simulated object becomes available by performing the operation of the first action and showing an operation guide for executing the first action. In the example of FIG. 13, it is shown that by pressing the ZR button 61, the PC 201 can be made to perform the first action. Hereinafter, the guide image 231 as shown in FIG. 13 will be referred to as the "ZR guide". In the state as shown in FIG. 13, when the user presses the ZR button 61, the PC 201 performs a predetermined motion (not shown) related to the first action, and a predetermined effect (not shown) indicating that the simulated object (simulated kettle) corresponding to the kettle 221 has become available is displayed. Further, after the first action, as shown in FIG. 14, the glitter effect displayed on the kettle 221 is no longer displayed. Also, as the first action ends, as shown in FIG. 14, the display content of the guide image 231 changes. Specifically, a guide image 231 that prompts the user to "set" the simulated object that has become available this time, in the example of FIG. 14, the simulated kettle, into the designated frame 211 displayed in the upper right of the screen is displayed. Hereinafter, the guide image 231 as shown in FIG. 14 will be referred to as the "quick designation guide". In the example of FIG. 14, it is guided that by pressing the A button 53, the simulated kettle can be "set" into the designated frame 211. The quick designation guide may be erased after a predetermined time has elapsed. By the user pressing the A button 53 while the quick designation guide is being displayed, the simulated kettle is set into the designated frame 211. Specifically, as shown in FIG. 15, an image indicating the simulated kettle is displayed within the designated frame 211. Along with this, the guide image 231 is also erased. Then, with an image of some simulated object being displayed in the designated frame 211, by causing the PC 201 to perform the "second action" described below, the simulated object set in the designated frame 211 can be made to appear on the field.In other words, it can be said that the designated frame 211 indicates what kind of simulated object can be made to appear on the field by the "second action".

[0094] [Regarding the "first action" against the enemy character] Note that in the above example, an example of performing the first action on the non-autonomously moving pot 221 was given. Here, a screen example of performing the first action on the enemy character 222 will be described. In the case of the enemy character 222, when performing the first action, it is first necessary to attack the enemy character 222 and reduce its physical strength to 0 to defeat it. That is, by defeating the enemy character 222, an opportunity to perform the first action regarding that enemy character 222 is obtained. For example, assume a case where the enemy character 222 is attacked and defeated by a predetermined method from the state shown in FIG. 16. When the enemy character 222 is defeated, a game image as shown in FIG. 17 is displayed. In FIG. 17, a spirit object 223 corresponding to the defeated enemy character 222 is displayed, and the above-mentioned glittering effect is displayed around it. Also, as a guide image 231, a ZR guide is shown in the same manner as in the case of FIG. 13 above. In this state, when the user presses the ZR button 61, a simulated object corresponding to the type of the enemy character 222 becomes available. Also in this case, as in the case of FIG. 14 above, the content of the guide image 231 changes to a quick designation guide. And when the user presses the A button 53, as shown in FIG. 18, the image within the designated frame 211 changes to an image of a simulated object (simulated enemy) corresponding to the type of the enemy character 222. Note that for the type of enemy character 222 for which a simulated object has once been made available, even if it is defeated again later, the above-mentioned spirit object 223 is not displayed. In this way, for the enemy character 222, by making it available as a simulated object after defeating it once, in the game play, it can be used after understanding its behavior through combat. Also, it provides the motivation to fight against a strong enemy so that a strong simulated object can be used.

[0095] [Regarding the second action] Next, the "second action" will be described. The second action is an action for causing a simulated object "set" in the designated frame 211 to appear on the field. In the present embodiment, by pressing the Y button 56, the PC 201 is caused to perform a motion related to the second action. Along with this, one simulated object set in the designated frame 211 appears at a position adjacent to the PC 201 and in the front position.

[0096] Here, in the present embodiment, an "appearance cost" for causing a simulated object to appear is set. For example, the appearance cost of a simulated pot is "1", and the appearance cost of a simulated enemy is "2". The appearance cost is set for each type of simulated object. When causing a simulated object to appear, the appearance cost corresponding to each simulated object is used. And in the present embodiment, the above-mentioned index 203 also serves as an indicator showing the appearance cost. So to speak, the index 203 is also an index of the appearance cost. Specifically, one index 203 corresponds to the appearance cost "1". Hereinafter, the maximum value of the appearance cost that the PC 201 can have is referred to as the "upper limit cost". Also, the cost indicated by the index 203 currently being followed by the PC 201 is referred to as the "remaining cost". For example, the example in FIG. 8 above is a state where no simulated object has appeared. And since a total of 4 indexes 203 are displayed, this state indicates that both the upper limit cost and the remaining cost that the PC 201 has are "4". And in the present embodiment, within a range not exceeding the upper limit cost, a plurality of simulated objects can be caused to appear on the field. In the example of FIG. 8, the simulated objects that can appear simultaneously are limited to those whose total cost is 4 or less. For example, in the case of a simulated pot with an appearance cost of "1", up to 4 can appear simultaneously. Also, for example, in the case of a simulated enemy with an appearance cost of "2", up to 2 can appear simultaneously. Also, as long as it is within the range of the upper limit cost, it is also possible to cause different types of simulated objects to appear. For example, it is possible to cause 2 simulated pots with an appearance cost of "1" and 1 simulated enemy with an appearance cost of "2" to appear.

[0097] Note that the upper limit cost can be increased as the game progresses. For example, the auxiliary character 202 has a growth factor, and when the auxiliary character 202 levels up, the number of the index 203 can be increased, that is, the upper limit cost can be increased.

[0098] [Regarding the deletion of simulation objects] Next, the case where the simulation objects that are currently on the scene are deleted will be described. In this embodiment, first, when the user performs a predetermined "deletion operation", the simulation objects adjacent to the front of the PC 201 can be deleted integrally. The deletion operation is, for example, pressing the ZR button 61. Also, regardless of whether the deletion operation is performed, when the simulation object satisfies a predetermined deletion condition, the simulation object is also deleted. For example, when the simulated enemy is attacked by the enemy character 222 and is defeated. Also, for example, when the PC 201 picks up and throws the simulated pot and the simulated pot breaks, etc. And with the occurrence of such deletion of the simulation object, the appearance cost of the deleted simulation object returns to the PC 201 (the remaining cost increases).

[0099] Also, in this example, by performing the "all-delete operation", all the simulation objects that are currently on the scene can be deleted together. The "all-delete operation" is, for example, a long-press operation of the ZR button 61. Note that in this embodiment, the operation of the ZR button 61 is used separately as any one of the operations of executing the first action, deleting one simulation character, and deleting the simulation objects together according to the situation.

[0100] [Operation examples and screen examples regarding the second action] The following describes an example of the screen when the second action is performed. First, for example, in the situation of FIG. 19, when the user performs the second action operation, as shown in FIG. 20, a simulated pot appears in front of the PC 201. At this time, the movement of any one of the indicators 203 above the simulated pot (hereinafter referred to as the movement effect) is also displayed. By showing such movement of the indicator 203 to the user, it is visually shown that the appearance cost of "1" is used when the simulated pot appears. Also, the moved indicator 203 moves following the simulated object as described above. For example, when an action of lifting the simulated pot in which the PC 201 is placed and moving it, or when the simulated pot that appears in the air falls, etc., it moves following the movement of the simulated pot. Therefore, the indicator 203 is always in a state of being above the simulated object. Thereby, the user can recognize that the object is a simulated object by checking whether the indicator 203 is attached. It can also be said that the indicator 203 after moving above the simulated object is an indicator showing how much the appearance cost set for the simulated object is. Therefore, the user can grasp the appearance cost required for the simulated object by checking the number of the indicators 203.

[0101] Also, in FIG. 20, as a result of only one of the indicators 203 moving, there are three indicators 203 following the PC 201. That is, the user can also recognize that the remaining cost of the PC 201 is "3".

[0102] Also, when the user performs a deletion operation in the situation of FIG. 20, as shown in FIG. 21, the simulated pot is deleted, and the indicator 203 attached to the simulated pot returns to a position following the auxiliary character 202. This shows that the appearance cost has returned with the deletion. In FIG. 21, it is shown that the remaining cost has become 4.

[0103] Also, FIG. 22 shows an example of the case where a simulated enemy with an appearance cost of "2" appears. In this case, two indicators 203 will be arranged at positions above the simulated enemy's head. As a result, there are two indicators 203 following the PC201, and it is also shown that the remaining cost of the PC201 is "2". Although not shown in the figure, if the user performs an erasing operation in the same manner as above, or when the simulated enemy is defeated, the two indicators 203 will return.

[0104] Next, a case will be described where a second action is further performed with the simulated objects being present up to the upper limit cost. In such a case, in the present embodiment, the existing simulated objects are automatically deleted in the order of oldest to secure the appearance cost, and control is performed to make a new simulated object appear using this appearance cost. In other words, control is performed so that nothing will happen even if the second action is performed. When the user performs the second action operation, it is because the user wants to make a simulated object appear (in front of the PC 201), so by prioritizing the appearance of a new simulated object over leaving the already arranged simulated objects, smooth operation becomes possible. FIG. 23 shows an example of a screen when four simulated pots are made to appear up to the upper limit cost. In FIG. 23, an index 203 is arranged for each of the plurality of simulated pots. Therefore, the remaining cost of the PC 201 is 0. Here, in FIG. 23, only one of the simulated pots is displayed with a display mode different from that of the other simulated pots. This indicates that it is the simulated pot that was made to appear the oldest among the currently appearing ones. In this state, for example, as shown in FIG. 24, it is assumed that the user performs an appearance instruction operation to make a simulated pot appear with the PC 201 facing left. In the case of FIG. 24, the position on the left side of the PC 201 becomes the planned appearance position of the simulated pot. In this case, in the present embodiment, as shown in FIG. 25, the simulated pot that was made to appear the oldest is deleted, and a new simulated pot is made to appear using the appearance cost associated with the deleted simulated pot. Therefore, the index 203 also appears to move above the newly appeared simulated pot. Along with this, the simulated pot that was made to appear the oldest will be changed, and its display mode will be changed. Thus, in the present embodiment, when a second action is further performed with the simulated objects being present up to the upper limit cost, instead of control to prevent further appearance of simulated objects, control is performed to delete the existing simulated objects in the order of oldest and make a new simulated object appear. Also, as described above, by making the display mode of the oldest simulated object different from that of the other simulated objects, it is easier for the user to grasp which simulated object will be deleted when the appearance instruction operation is performed.

[0105] In the state of FIG. 24, when the all-clear operation is performed, as shown in FIG. 26, all the indicators 203 attached to each simulated pot return to positions where they follow the auxiliary character 202. This indicates that the remaining cost has returned to the upper limit cost.

[0106] Here, a supplement regarding the appearance position of the simulated object will be given. In this embodiment, in principle, the simulated object is made to appear at the front position of the PC 201. However, if this front position is a place where the simulated object cannot be placed, the following control is performed in this embodiment. First, the simulated object is temporarily displayed at the front position, ignoring collision determination with the terrain and the like. Next, after the display, the simulated object is immediately erased. For example, it is displayed for about 1 second and then erased. Also, at this time, no change in the appearance cost occurs. That is, by performing an effect of displaying the simulated object for only a short period and then immediately erasing it, the user is informed that the position is an inappearance position.

[0107] In the following description, regarding the above-mentioned indicator 203, the indicator 203 that is controlled to follow the PC 201 is collectively referred to as the "remaining indicator", and the indicator 203 that is arranged above the simulated object and is controlled to move followingly may also be collectively referred to as the "in-use indicator". Also, the position when the indicator 203 moves followingly to the PC 201 (auxiliary character 202) is sometimes referred to as the "following position", and the position when the indicator 203 moves followingly to the simulated object is sometimes referred to as the "in-use position".

[0108] [Regarding the set operation to the designated frame 211] Next, an operation for setting a simulation object in the above-mentioned designated frame 211 will be described. Regarding the setting in the designated frame 211, first, as described above, there is a method of operating along the quick designation guide displayed when a simulation object is newly made available. In this case of the operation, as a result, only the newly available simulation object can be designated. In the present embodiment, a predetermined simulation object can be designated from a plurality of available simulation objects and set in the above-mentioned designated frame 211 by the following operations. Specifically, there are an operation using the "Quick List" and an operation using the "Illustrated Encyclopedia".

[0109] [Regarding the Quick List] First, the operation using the "Quick List" will be described. In the present embodiment, when a predetermined operation is performed on the field screen, a quick list object (hereinafter simply referred to as the quick list) 251 as shown in FIG. 27 is presented. The predetermined operation is to press a predetermined button (hereinafter referred to as the quick list button) assigned for the quick list. In the present embodiment, it is assumed that the quick list button is the right direction button 33. While the right direction button 33 is being pressed (while the input is on), the quick list 251 as shown in FIG. 27 is presented. The quick list 251 is presented so as to overlap the image of the field as shown in FIG. 8 and the like. Then, when the user stops pressing the right direction button 33 (when the input is turned off), the presentation of the quick list 251 ends and the screen returns to the field screen. Also, while the quick list 251 is being presented, the behavior of each object in the virtual space is stopped. That is, during the presentation of the quick list 251, control is performed so as to substantially pause the progress of the game. Also, while the quick list 251 is being presented, the display mode of the image of the virtual space is made different from the case where the quick list 251 is not displayed. Specifically, there may be a mode such as blurring, but in FIG. 27, the difference in the display mode is indicated by a dotted line. This makes it easier for the user to grasp that the behavior of each object has stopped, that is, the progress of the game has stopped. Then, when the presentation of the quick list 251 ends, the paused state is released and the behavior of each object is resumed. Hereinafter, the screen in the state where the quick list 251 (and the sort designation area object 252 described later) is presented is referred to as the "quick list screen".

[0110] In the Quick List 251, a one-dimensional array list is presented in which the icon images of the simulation objects that have been made available at that time are arranged in a horizontal row. Also, for each icon image of the simulation object, an image indicating the appearance cost required to make it appear is also shown together. The icon image may be a 3D model of a dynamic object that appears in the game, or it may be a 2D image. The user can select a desired simulation object from the Quick List 251. Specifically, the user can move the cursor 253 horizontally within the Quick List 251 by operating the right stick 52 while keeping the right direction button 33 pressed. Then, when the user stops pressing the right direction button 33, the simulation object selected by the cursor 253 at that time is set in the specified frame 211.

[0111] Also, on the Quick List screen, the user can change the order of the simulation characters displayed in the Quick List 251. Specifically, the definition of the order within the Quick List 251 is prepared in advance as a preset. Then, each time the user presses a predetermined button (hereinafter referred to as the sort button) assigned for changing the order, the preset order can be sequentially applied. In this embodiment, it is assumed that the button assigned as the sort button is the Y button 56. Also, on the Quick List screen of FIG. 27, a sort designation area object (hereinafter referred to as sort designation) 252 for indicating the current order is also presented. In the sort designation 252, which of the preset orders is currently applied is shown. Examples of the preset orders include, for example, "in the order selected", "in the order obtained", "in alphabetical order", "in cost order", etc. Each time the user presses the Y button 56, the order to be applied can be switched in a predetermined order, for example, "in the order selected" → "in alphabetical order" → "in cost order". Along with this, the display content of the sort designation 252 also changes to indicate the currently selected order.

[0112] Also, on the Quick List screen, by pressing the Encyclopedia button, the user can switch to the screen where the "Encyclopedia" described below is presented instead of the Quick List 251. In this embodiment, it is assumed that the button assigned as the Encyclopedia button is the + button 57. Note that even when not on the Quick List screen, the user can switch to the "Encyclopedia" screen by pressing the + button 57.

[0113] [Regarding the Encyclopedia Screen] Next, the operation using the "Encyclopedia" will be described. FIG. 28 shows an example of a screen in a state where the "Encyclopedia" is presented (hereinafter referred to as the Encyclopedia screen). In FIG. 28, the display area of the Encyclopedia screen is largely divided into left and right parts. In the roughly left half, a list area 261 is displayed, and in the roughly right half, a detailed information area 262 is displayed. Also, in the central part that forms the boundary between the two areas, a scroll bar 263 for vertically scrolling the list area 261 is displayed. In this example, the general term for these areas and the like is called the "Encyclopedia".

[0114] In the list area 261, icon images of simulation objects that are available at that time are displayed in the form of a list in a two-dimensional array. Also, a cursor 264 is displayed in the list area 261. The user can move the cursor 264 within the list area 261 by operating the right stick 52. Also, in the detailed information area 262, detailed information on the simulation object currently selected by the cursor 264 is shown. For example, an enlarged image of the simulation object, text such as the name and description of the simulation object are displayed in the detailed information area 262.

[0115] The user can move the cursor 264 to select a predetermined virtual object from within the list area 261. Then, by pressing the A button 53, the currently selected virtual object can be set in the designation frame 211. Also, by pressing the B button 54, the user can end the illustrated book screen and return to the field screen. Note that, similar to the case of the quick list, in the case of the illustrated book screen, the behavior of each object in the virtual space is temporarily stopped. And when the illustrated book screen is ended with the B button 54, the paused state is released.

[0116] Here, in the case of the quick list screen, when the pressing of the right direction button 33 is stopped, the designation frame 211 is set and the user returns to the field screen. However, in the illustrated book screen, the user does not return to the field screen unless the B button 54 is pressed. Therefore, in the illustrated book screen, it is possible to redo the setting operation to the designation frame 211 without any particular screen transition. So to speak, in the quick list screen, the user can quickly change the content of the designation frame 211 by a simple operation of only turning the right direction button 33 on and off and operating the right stick 52 (only in the left - right direction). Also, for example, when applying "in the order selected" which is one of the above sorting orders, the most recently introduced virtual object is displayed at the top of the quick list 251. Therefore, when it is desired to introduce several types of virtual objects in combination, for example, when it is desired to introduce two types alternately, etc., the designation can be switched with only a very small number of operations of the cursor 253, and they can be introduced quickly. For such a quick list screen that provides such simple and quick operability, in the illustrated book screen, the user can carefully select the virtual object to be set in the designation frame 211 while considering the characteristics of each virtual object.

[0117] Regarding the selection operation on the above-mentioned illustrated book screen, in other embodiments, it may be an operation as follows, for example. In the above list area 261, when moving the cursor 264 with the right stick 52 and pressing the A button 53, only the simulated object to be "selected" may be changed, and it may not be set to the designated frame 211 yet. Then, when the B button 54 is pressed, the simulated object "selected" at that time may be set to the designated frame 211 to end the illustrated book screen.

[0118] Also, in this example, it is assumed that the sorting order like the above quick list cannot be changed on the illustrated book screen. However, in other embodiments, the sorting order may be changeable in the same manner as in the case of the above quick list.

[0119] Further, in this embodiment, an example is shown in which only the simulated objects available at that time are displayed in the above list area 261. Therefore, as the number of available simulated objects increases, the content displayed in the list area 261 will also increase. In this regard, in other embodiments, all types of simulated objects, including those not yet available, may be displayed in the list area 261 from the beginning, and for the simulated objects that are not available, control may be performed such that they cannot be set to the designated frame 211 by changing the display mode or the like.

[0120] In this way, in this embodiment, a plurality of methods are provided for the method of setting the simulated object to the designated frame 211, and by making it possible to selectively use them according to the situation, the convenience of the user is improved.

[0121] [Regarding the transformation gauge] Next, the transformation gauge 213 will be described. In this game, when the transformation gauge 213 is filled and the user performs a "transformation operation", as shown in FIG. 29, the PC 201 can be "transformed" into a different character. The PC 201 in this state is called the "transformed state". The transformation operation is, for example, pressing the up button 35. During the transformed state, the transformation gauge 213 gradually decreases. And when the transformation gauge 213 becomes empty (reaches 0), the transformed state is released. That is, a time limit is set for the transformed state. Also, in the transformed state, the user can release the transformed state at any timing by performing the transformation operation again. Note that the transformation gauge 213 can be filled with a predetermined amount, for example, by defeating the enemy character 222 or obtaining a predetermined item.

[0122] In the transformed state, the performance of the PC 201 changes, and the operable content also changes. Specifically, the PC 201 in the transformed state cannot perform the first action or the second action mentioned above. Instead, the PC 201 can perform attack actions. Conversely, the PC 201 not in the transformed state cannot perform direct attack actions. When it wants to attack the enemy character 222, for example, it is necessary to use a simulated object (such as a simulated enemy) to attack.

[0123] In this game, the user can make the PC 201 in the transformed state perform attack actions using the three buttons: the Y button 56, the X button 55, and the A button 53. In this example, different attack methods are assigned to these three buttons respectively. Also, on the screen, as shown in FIG. 29, instead of the instruction frame 211, three attack operation frames 215 are displayed near the upper right corner of the screen. An image indicating the attack method corresponding to each button is displayed in each attack operation frame 215.

[0124] Here, the Y button 56 is used to make the PC 201 perform the second action when the PC 201 is not in the transformed state. That is, when the PC 201 is in the transformed state, the operation of the Y button 56 becomes an operation to make an attack action instead of executing the second action.

[0125] Also, the above-mentioned simulated objects that have appeared exist even while the PC 201 is transformed, and are controlled based on the behavior data set for each of them. Therefore, for example, if the PC 201 transforms while a simulated enemy is appearing, as shown in FIG. 30, it is also possible to have the PC 201 and the simulated enemy fight together. In this way, by advancing the game while having simulated objects appear or switching between two modes, various play styles can be provided.

[0126] [Details of the game processing of the present embodiment] Next, with reference to FIGS. 31 to 63, the game processing in the present embodiment will be described in more detail.

[0127] [Regarding the data used] First, various data used in this game processing will be described. FIG. 31 is a memory map showing an example of various data stored in the DRAM 85 of the main body device 2. In the DRAM 85 of the main body device 2, a game program 301, PC data 302, sub-character data 303, index data 304, dynamic object master 305, field object data 306, simulated object master 307, appearing object data 308, operation data 309, pause flag 310, non-appearing production flag 311, non-appearing designated data 312, designated frame data 313, all-erase flag 314, quick list flag 315, encyclopedia flag 316, quick list data 317, encyclopedia data 318, etc. are stored.

[0128] The game program 301 is a program for executing the game processing in the present embodiment.

[0129] The PC data 302 is data related to the above-mentioned PC 201. Fig. 32 shows an example of the data configuration of the PC data 302. The PC data 302 at least includes PC position and orientation data 321, PC movement parameters 322, PC state data 323, upper limit cost data 324, remaining cost data 325, and transformation flag 326. Also, although not shown in the figure, various data necessary for game processing, such as image data showing the appearance of the PC 201, the physical strength value of the PC 201, data showing the appearance and performance when the PC 201 is in a transformed state, and various motion data (animation data) performed by the PC 201, are also included.

[0130] The PC position and orientation data 321 is data indicating the current position and current orientation of the PC 201 in the virtual game space.

[0131] The PC movement parameters 322 are data used for movement control of the PC 201. For example, the PC movement parameters 322 include parameters indicating the movement direction and movement speed of the PC 201.

[0132] The PC state data 323 is data indicating the PC state, which is the current state of the PC 201. In the PC state data 323, for example, data indicating various PC states, such as moving, jumping, waiting, in the first action, in the second action, etc., can be appropriately set. Also, for various motions performed by the PC 201, motions corresponding to the PC state can be reproduced. For example, if the PC state is "in the first action", the motion related to the first action is reproduced.

[0133] The upper limit cost data 324 is data indicating the upper limit value (upper limit cost) of the cost that the PC 201 has.

[0134] The remaining cost data 325 is data indicating the remaining cost (the number of remaining indicators) as described above.

[0135] The transformation flag 326 is a flag indicating whether the PC 201 is in the above transformation state. The initial value is off, and when the transformation flag 326 is on, it indicates the transformation state.

[0136] Returning to FIG. 31, the auxiliary character data 303 is data related to the above auxiliary character 202. The auxiliary character data 303 includes, for example, data indicating the current position and posture of the auxiliary character 202, movement parameters, information indicating the level of the auxiliary character 202, and the like.

[0137] Next, the pointer data 304 is data for controlling the above pointer 203. FIG. 33 shows an example of the data configuration of the pointer data 304. The pointer data 304 is data defined in a table format including at least a pointer ID 331, pointer position information 332, pointer movement parameters 333, pointer state 334, and follow target information 335. Since the number of pointers 203 is variable, the number of records in the pointer data 304 can increase according to the number of pointers 203. The pointer ID 331 is an ID for identifying each of the pointers 203. The pointer position information 332 is information indicating the current position of each pointer 203. The pointer movement parameters 333 are movement control parameters indicating the movement direction and movement speed of each pointer 203. The pointer state 334 is information indicating whether the pointer 203 is the remaining pointer or the in-use pointer. Assume that the initial value of the pointer state 334 is information indicating the remaining pointer. The follow target information 335 is information for specifying the target to which the pointer 203 follows. When the pointer 203 is the remaining pointer, information indicating the PC 201 is set. For example, a special ID indicating the PC 201 or the like. When the pointer 203 is the in-use pointer, information indicating the simulated object to be followed is set. Specifically, this information is the AOID 371 described later.

[0138] Returning to FIG. 31, next, the dynamic object master 305 is master data defined for each type of all the dynamic objects used in this game. FIG. 34 shows an example of the data configuration of the dynamic object master 305. The dynamic object master 305 is data in a table format that includes at least items of a dynamic object ID 341, dynamic appearance data 342, dynamic behavior data 343, usage target information 344, and corresponding simulation ID 345. The dynamic object ID 341 is an ID for identifying each dynamic object. The dynamic appearance data 342 is image data such as model data and textures showing the appearance of the dynamic object. The dynamic behavior data 343 is data defining the behavior of the dynamic object. Each dynamic object existing on the field (hereinafter, referred to as a field object, abbreviated as FO) will be operationally controlled based on the defined content of the dynamic behavior data 343. The usage target information 344 is information indicating whether a dynamic object of that type is a target of the first action. In this game, for some types of dynamic objects such as NPCs, etc., no simulation object is prepared. That is, there are also dynamic objects that are not targets of the first action. The usage target information 344 indicates whether or not it corresponds to such a type of dynamic object. Therefore, the usage target information 344 defines information indicating whether a dynamic object of that type is a usage target or not. The corresponding simulation ID 345 is information for designating a simulation object corresponding to the dynamic object. Specifically, any one of the simulation object IDs 361 of the simulation object master 307 described later is designated.

[0139] Returning to FIG. 31, next, field object data (hereinafter referred to as FO data) 306 is data for managing the above-mentioned FOs that are dynamic objects currently arranged in the game field (within the virtual space). For example, in the case of the above-mentioned pot 221, by referring to the data of "pot" from the dynamic object master 305, a plurality of pots 221 can be generated and arranged on the field. The FO data 306 is data for managing these arranged plurality of pots 221.

[0140] FIG. 35 shows an example of the data configuration of the FO data 306. As shown in FIG. 35, the FO data 306 is data in a table format including at least items of an FOID 351, a reference source ID 352, FO position information 353, and an FO state 354. The FOID 351 is an ID for uniquely identifying each FO. The reference source ID 352 is information indicating what type of dynamic object the FO is. Specifically, any one of the dynamic object IDs 341 of the above-mentioned dynamic object master 305 is specified. The FO is controlled based on the above-mentioned dynamic behavior data 343 of the type of dynamic object specified by the reference source ID 352. The FO position information 353 is information indicating the current position of each FO. The FO state 354 is information indicating the current state of the FO. For example, it is data indicating the state such as the action that the FO is currently performing, such as during an attack or moving. Also, various motions to be played back by the FO can be determined based on the FO state 354.

[0141] Returning to FIG. 31, next, the simulated object master 307 is master data defined for the above-described simulated object. FIG. 36 shows an example of the data configuration of the simulated object master 307. The simulated object master 307 is data in a table format that includes at least the items of a simulated object ID 361, simulated appearance data 362, simulated behavior data 363, required cost information 364, and utilized flag 365. The simulated object ID 361 is an ID for identifying various types of simulated objects. The simulated appearance data 362 is model data showing the appearance of the simulated object, image data such as textures, etc. For example, the model data may be common with the corresponding dynamic object. In addition, drawing settings necessary for different display modes, data such as texture images, etc. may be included. The simulated behavior data 363 is data defining the behavior of that type of simulated object. In the present embodiment, as described above, for the behavior defined by the simulated behavior data 363, at least a part of it is defined as being common with the behavior defined by the above-described dynamic behavior data 343. The required cost information 364 defines the appearance cost required to make one unit of that type of simulated object appear. The utilized flag 365 is information indicating whether or not the above-described utilization by the first action has been completed for that type of simulated object. Also, although not shown, the simulated object master 307 includes, in addition to the above, various types of information necessary in the game process, such as explanatory text displayed in the detailed information area 262 of the above-described illustrated book screen.

[0142] Returning to FIG. 31, next, the appearing object data 308 is data for managing each simulated object that has appeared in the current field by the above-described second action. Hereinafter, the simulated objects that have appeared in the current field are collectively referred to as appearing objects (hereinafter, AO). FIG. 37 shows an example of the data configuration of the appearing object data 308. The appearing object data 308 is data in a table format including at least items of AOID 371, reference source simulation ID 372, AO position information 373, and AO state 374. The AOID 371 is an ID for uniquely identifying each AO. The reference source simulation ID 372 is information indicating what kind of simulated object the AO is. Specifically, any one of the simulated object IDs 361 of the above-described simulated object master 307 is specified. The AO can be controlled based on the simulation behavior data 363 of the type of simulated object specified by the reference source simulation ID 372. Also, the appearance of the AO is based on the simulation appearance data 362 of the type of simulated object specified by the reference source simulation ID 372. The AO position information 373 is information indicating the current position of each AO. The AO state 374 is information indicating the current state of each AO. For example, it is data indicating a state such as an action that the AO is currently performing, such as during an attack or during movement. Also, data indicating a state such as "preparing to appear", which indicates that the AO is in an appearance effect (hereinafter, appearance effect), or "being erased", which indicates that the AO is in an erasing effect (hereinafter, erasing effect), can be appropriately set. Also, based on the AO state 374, various motions to be reproduced for the AO can be determined.

[0143] Returning to FIG. 31, next, the operation data 309 is data obtained from a controller operated by a user. That is, it is data indicating the content of the operation performed by the user. FIG. 38 shows an example of the data configuration of the operation data 309. The operation data 309 at least includes digital button data 381, right stick data 382, and left stick data 383. The digital button data 381 is data indicating the pressed state of various buttons of the controller. The right stick data 382 is data for indicating the content of the operation on the right stick 52. The left stick data 383 is data for indicating the content of the operation on the left stick 32.

[0144] Returning to FIG. 31, next, the pause flag 310 is a flag for indicating whether the current play state is a state in which the quick list screen or the encyclopedia screen is being displayed. The initial value of the pause flag 310 is off. When the pause flag 310 is on, it indicates that the quick list screen or the encyclopedia screen is being displayed and the progress of the game is substantially in a paused state.

[0145] The non - appearance performance flag 311 is a flag for indicating whether a performance indicating that the above - mentioned simulated object cannot appear is being played. Also, the non - appearance specification data 312 is data for specifying a simulated object to be displayed only for an instant in the non - appearance performance.

[0146] The designated frame data 313 is data (simulated object ID 361) for identifying the simulated object currently designated in the above - mentioned designated frame 211. In other words, the simulated object set in the designated frame data 313 is displayed in the designated frame 211.

[0147] The all - erase flag 314 is a flag for determining whether the above - mentioned all - erase operation has been performed. When the all - erase flag 314 is on, it indicates that the all - erase operation has been performed.

[0148] The quick list flag 315 is a flag for determining whether to present the quick list 251 as shown in FIG. 27 above. Also, the illustrated dictionary flag 316 is a flag for determining whether to present the illustrated dictionary as shown in FIG. 28 above.

[0149] The quick list data 317 is the data that forms the basis of the quick list 251 as shown in FIG. 27 above. That is, it is the data in which a list of available simulation objects is stored. Also, the quick list data 317 includes information indicating the currently selected content within the quick list. Also, when the number of available simulation objects increases, the content of the quick list data 317 is updated.

[0150] The illustrated dictionary data 318 is the data that forms the basis of the illustrated dictionary screen as shown in FIG. 28 above. Similar to the quick list data 317 above, the illustrated dictionary data 318 is the data in which a list of available simulation objects is stored. Also, the illustrated dictionary data 318 includes information indicating the currently selected content on the illustrated dictionary screen. Also, when the number of available simulation objects increases, the content of the illustrated dictionary data 318 is updated.

[0151] In addition, various data necessary for the game processing are appropriately generated and stored in the DRAM 85.

[0152] [Details of the processing executed by the processor 81] Next, the details of the game processing in this embodiment will be described. Here, mainly, the control regarding the above simulation object will be centered on for explanation, and detailed explanations for other various game processes will be omitted. Also, the flowchart shown below is merely an example of the processing process. Therefore, if the same result can be obtained, the processing order of each step may be swapped. Also, the values of the variables and the threshold values used in the determination steps are also merely examples, and other values may be adopted as necessary.

[0153] FIG. 39 is a flowchart showing details of the game processing according to the present embodiment. The processing according to the flowchart is started in response to an instruction to start the game play by the user. In FIG. 39, first, in step S1, the processor 81 executes a preparation process. In this process, a virtual space is constructed based on predetermined stage data (not shown) in which the terrain and the like in the virtual space are defined, the PC 201 and various dynamic objects (FO) and the like are generated and arranged at predetermined positions. Also, initialization of various data used in the following processes is performed. Then, a game image obtained by imaging the virtual space with a virtual camera from the viewpoint of the top view is displayed. Then, the game play is started by waiting for an operation from the user. Note that the following processes are common processes whether the game image is a top view image or a side view image as described above.

[0154] Next, in step S2, the processor 81 acquires the operation data 309.

[0155] Next, in step S3, the processor 81 determines whether the pause flag 310 is on. As a result of the determination, if it is not on (NO in step S3), in step S4, the processor 81 executes the field play process.

[0156] FIG. 40 is a flowchart showing details of the field play process. In FIG. 40, first, in step S11, the processor 81 executes a PC control process for controlling the PC 201.

[0157] [PC 201 Control Process] FIG. 41 shows details of the PC control process. In FIG. 41, first, in step S31, the processor 81 refers to the transformation flag 326 and determines whether the PC 201 is in a transformed state. As a result of the determination, if it is in the transformed state (YES in step S31), in step S33 described later, the processor 81 executes a transformation mode process. On the other hand, if it is not in the transformed state (NO in step S31), in step S32, the processor 81 executes a normal mode process.

[0158] [Processing When PC201 Is Not in Transformed State] Figure 42 is a flowchart showing details of the normal mode processing. In Figure 42, first, in step S41, the processor 81 executes movement control processing. Figure 43 shows details of the movement control processing. In Figure 43, first, in step S52, the processor 81 determines whether a movement operation has been performed based on the operation data 309. As a result of this determination, if it has been performed (YES in step S52), in step S53, the processor 81 sets the PC movement parameter 322 based on the operation content. If the movement operation has not been performed (NO in step S52), the processing of step S53 is skipped. Next, in step S54, the processor 81 performs movement control of the PC201 based on the PC movement parameter 322. Along with this, the processor 81 updates the movement parameters of the auxiliary character data 303 and the pointer data 304 so that the auxiliary character 202 and the remaining pointer follow the PC201. Then, based on the contents of the auxiliary character data 303 and the pointer data 304, movement control of the auxiliary character 202 and the remaining pointer is performed. Thus, the PC movement control processing ends.

[0159] [Control Processing Related to the First Action] Returning to Figure 42, next, in step S42, the processor 81 executes first action control processing. Figure 44 is a flowchart showing details of this processing. In Figure 44, first, in step S61, the processor 81 determines whether an FO that can be enabled by the first action, in this example, an FO with the above-mentioned glitter effect and the PC201 are in a predetermined positional relationship. For example, it is determined whether such an FO exists within a predetermined distance in the front direction of the PC201. As a result of this determination, if it does not exist (NO in step S61), the processor 81 ends the first action control processing. On the other hand, if it exists (YES in step S61), in step S62, the processor 81 makes settings for displaying the ZR guide as shown in Figure 13 while maintaining the above-mentioned positional relationship.

[0160] Next, in step S64, the processor 81 determines whether or not the above-described enabling operation (pressing of the ZR button 61) has been performed based on the above operation data 309. As a result of this determination, if it has not been performed (NO in step S64), the processor 81 ends the first action control process. If the enabling operation has been performed (YES in step S64), in step S65, the processor 81 makes settings to reproduce the motion related to the first action of the PC 201. Further, the processor 81 makes the type of simulation object corresponding to the type of dynamic object that is the target of the enabling operation available. That is, the processor 81 sets the used flag 365 of the corresponding type of simulation object in the simulation object master 307 to ON.

[0161] Next, in step S66, the processor 81 updates the quick list data 317 and the illustrated dictionary data 318 so that the newly available simulation object is reflected. Specifically, the processor 81 adds the available type of simulation object to the quick list data 317 and the illustrated dictionary data 318.

[0162] Next, in step S67, the processor 81 makes a display setting for displaying the quick designation guide as shown in FIG. 14 above for a predetermined time instead of the above ZR guide. Then, the processor 81 ends the first action control process.

[0163] [Second Action Control Process] Return to FIG. 42. Next, in step S43, the processor 81 executes the second action control process. This process is a process executed when the above-mentioned appearance instruction operation is performed. FIGS. 45 to 46 are flowcharts showing the details of this process. In FIG. 45, first, in step S72, the processor 81 determines whether or not the above-mentioned appearance instruction operation (pressing of the Y button 56) has been performed based on the operation data 309. As a result of this determination, if the appearance instruction operation has not been performed (NO in step S72), the processor 81 ends the AO appearance control process. On the other hand, if the appearance instruction operation has been performed (YES in step S72), in step S73, the processor 81 determines whether or not the above-mentioned planned appearance position is a position where an AO can be arranged. As a result of this determination, if the planned appearance position is a position where an AO cannot be arranged (NO in step S73), in step S74, the processor 81 sets the appearance impossible effect flag 311 to ON. Further, the processor 81 sets the ID of the simulation object currently specified by the designated frame data 313 (hereinafter, the designated object) to the appearance impossible designation data 312. Then, the processor 81 ends the second action control process.

[0164] On the other hand, if the planned appearance position is a position where an AO can be arranged (YES in step S73), in step S75, the processor 81 determines whether or not the required cost of the designated object is greater than the above-mentioned upper limit cost. That is, it is determined whether or not an attempt is being made to make a simulation object that cannot be made to appear at that time without further increasing the upper limit cost. As a result of this determination, if the required cost is greater than the upper limit cost that the PC201 has at that time (YES in step S75), the processor 81 ends the second action control process. At this time, control may be performed to display that the cost is insufficient.

[0165] On the other hand, when the necessary cost is less than or equal to the upper limit cost of the PC 201 at that time (NO in step S75), in step S76, the processor 81 determines whether the remaining cost is equal to or greater than the necessary cost of the above-specified object. That is, it is determined whether the current remaining cost is sufficient. As a result of this determination, if it is not sufficient (NO in step S76), in step S77, the processor 81 determines the AO that appeared earliest as the object to be deleted. Next, in step S78, the processor 81 adds the appearance cost of the AO determined as the deletion target (hereinafter referred to as the deletion target AO) to the remaining cost. In the subsequent step S79, the processor 81 sets "deleting" in the AO state 374 of the deletion target AO. Also, the processor 81 sets the display mode of the second oldest AO among the deletion target AOs to be different from that of other AOs so that it can be understood that this becomes the oldest AO. Then, the process returns to step S76 above, and the process is repeated.

[0166] On the other hand, as a result of the determination in step S76 above, if the remaining cost is sufficient (YES in step S76), in step S80 of FIG. 46, the processor 81 generates AO data based on the data of the above-specified object and registers it in the appearance object data 308. At this time, "preparing to appear" is set in the AO state 374. Also, the coordinates of the above-scheduled appearance position are set in the AO current position. In addition, when a plurality of AOs are to appear, for the AO that appears earliest, the display mode is also set to be different from that of other AOs. Also, the processor 81 makes settings for the PC 201 to reproduce the motion related to the second action.

[0167] Next, in step S81, the processor 81 subtracts the appearance cost related to the AO that appeared this time from the remaining cost. Then, the processor 81 ends the second action control process.

[0168] Next, in step S82, the processor 81 sets operation parameters for performing a movement effect as shown in FIGS. 20 and 22 above. Specifically, the processor 81 determines the number of indicators 203 corresponding to the appearance cost of the AOs to be presented from among the remaining indicators. Next, the processor 81 sets information indicating "in-use indicator" in the indicator state 334 of these determined indicators 203, and sets the AOID 371 of the AO presented this time in the follow-up destination information 335. Then, the processor 81 appropriately sets the indicator position information 332 and the indicator movement parameters 333 so that these indicators 203 move to the in-use position above the presented AO.

[0169] [Processing of AO deletion instruction] Returning to FIG. 42, next, in step S44, the processor 81 executes an AO deletion instruction process. This process is executed when the above-described deletion operation or all-clear operation is performed. FIGS. 47 to 48 are flowcharts showing the details of the AO deletion instruction process. In FIG. 47, first, in step S92, the processor 81 determines whether or not the button input related to the deletion instruction is on based on the operation data 309. In this example, since the case where the ZR button 61 is used for the deletion instruction is taken as an example, it is determined whether or not the ZR button 61 is on. As a result of this determination, if the ZR button 61 is on (YES in step S92), in step S93, the processor 81 determines whether or not the ZR button 61 is in a long-press state where it is pressed continuously for a predetermined time or more, that is, whether or not the above-described all-clear operation has been established. As a result of this determination, if the all-clear operation has been performed (YES in step S93), in step S94, the processor 81 sets on in the all-clear flag 314. Then, the processor 81 ends the deletion instruction. On the other hand, if the all-clear operation has not yet been established (NO in step S93), the process of step S94 is skipped.

[0170] On the other hand, if as a result of the determination in step S92, the ZR button 61 is not on (NO in step S92), in step S95, the processor 81 determines whether it is the state immediately after the ZR button 61 has turned off from on. As a result of this determination, if it is not the state immediately after the ZR button 61 has turned off from on (NO in step S95), since the state where the ZR button 61 is not pressed continues, the processor 81 ends the deletion instruction process.

[0171] On the other hand, if it is the state immediately after the ZR button 61 has turned off from on (YES in step S95), in step S96, the processor 81 determines whether the all-deletion flag 314 is on. That is, it is determined whether the input in the long-press state has been released or the normal on / off operation of the ZR button has been performed. As a result of this determination, if the all-deletion flag 314 is on (YES in step S96), in step S97, the processor 81 sets "deleting" in the AO state 374 for all the AOs that have appeared.

[0172] Next, in step S98, the processor 81 sets operation parameters for moving all of the above-mentioned in-use indicators to the above-mentioned follow-up position. Specifically, the processor 81 sets information indicating "remaining indicators" in the indicator state 334 for all the in-use indicators. Also, information indicating the PC201 is set in the follow-up destination information 335. Next, the processor 81 sets parameters such that the in-use indicators return to the above-mentioned follow-up position in the indicator movement parameter 333. Also, at this time, the processor 81 also makes a setting to cause the PC201 to reproduce a motion related to the deletion of the PC201.

[0173] Next, in step S99, the processor 81 adds the appearance costs of all the AOs to the remaining costs.

[0174] Next, in step S100, the processor 81 sets the all-deletion flag 314 to off. At this time, the processor 81 may make a setting to cause the PC201 to reproduce a motion dedicated to all deletion. Then, the processor 81 ends the deletion instruction process.

[0175] On the other hand, if as a result of the determination in step S96, the all-erasure flag 314 is off (NO in step S96), a process for erasing one AO is performed. First, in step S101 of FIG. 48, the processor 81 determines whether there is an AO located in front of the PC201. If there is (YES in step S101), then in step S102, the processor 81 determines the AO as the AO to be erased, and sets "erasing" in the AO state 374 of the AO to be erased.

[0176] Next, in step S103, the processor 81 makes settings for moving the in-use indicator attached to the AO to be erased to the above follow-up position. Specifically, the processor 81 sets information indicating "remaining indicators" in the indicator state 334 for the in-use indicator. The processor 81 sets information indicating the PC201 in the upper follow-up destination 335. Further, the processor 81 sets parameters for moving the in-use indicator to the above follow-up position in the indicator movement parameter 333. Also, at this time, the processor 81 also makes settings for reproducing a motion for erasing the AO to be erased on the PC201.

[0177] Next, in step S104, the processor 81 adds the appearance cost of the AO to be erased to the remaining cost. Then, the processor 81 ends the erasing instruction process.

[0178] On the other hand, if as a result of the determination in step S101, there is no AO located in front of the PC201 (NO in step S101), the processes in steps S102 to S104 are skipped.

[0179] [Processing When a Transformation Operation is Performed] Return to FIG. 42. Next, in step S45, the processor 81 executes transformation control processing. This processing is the processing executed when the above-described transformation operation is performed. FIG. 49 is a flowchart showing the details of this processing. In FIG. 49, first, in step S112, the processor 81 determines whether or not a transformation operation has been performed based on the operation data 309. As a result of this determination, if it has been performed (YES in step S112), in step S113, the processor 81 sets the transformation flag 326 to ON. Also, at this time, the processor 81 makes a setting to cause the PC 201 to reproduce a motion for transformation. Further, the processor 81 also makes a setting to change the display of the designation frame 211 in the upper right of the screen to the attack frame 215 as shown in FIG. 29 above. On the other hand, if it has not been performed (NO in step S112), the processing is skipped. Thereafter, the processor 81 ends the transformation control processing.

[0180] [Quick Designation Control Processing] Return to FIG. 42. Next, in step S46, the processor 81 executes quick designation processing. This processing is the processing executed when the A button 53 is pressed while the quick designation guide as shown in FIG. 14 above is being displayed. FIG. 50 is a flowchart showing the details of this processing. In FIG. 50, first, in step S121, the processor 81 determines whether or not the above-described quick designation guide is being displayed. As a result of this determination, if the quick designation guide is not being displayed (NO in step S121), the processor 81 ends the quick designation control processing.

[0181] On the other hand, if the quick designation guide is being displayed (YES in step S121), in step S123, the processor 81 determines whether or not a designation operation (pressing of the A button 53) has been performed based on the operation data 309. As a result of this determination, if it has been performed (YES in step S123), in step S125, the processor 81 sets the ID of the simulated character newly made available to the designation frame data 313. Next, in step S126, the processor 81 erases the quick designation guide. Thereafter, the quick designation control processing ends.

[0182] On the other hand, if no specified operation is being performed (NO in step S213), in step S124, the processor 81 determines whether or not a predetermined time has elapsed since the start of displaying the quick specification guide. If the time has elapsed (YES in step S124), the process proceeds to the above step S126. If the time has not elapsed yet, the processor 81 ends the quick specification control process.

[0183] [Temporary Stop Setting Process] Returning to FIG. 42, next, in step S47, the processor 81 executes a temporary stop setting process. This process is executed when the above quick list button (the right direction button 33 in this example) is turned on, or when the encyclopedia screen button (the + button 57 in this example) is turned on. FIG. 51 is a flowchart showing the details of this process. In FIG. 51, first, in step S132, the processor 81 determines whether or not the quick list button has been turned on based on the above operation data 309. As a result of this determination, if the quick list button has been turned on (YES in step S131), in step S133, the processor 81 sets the temporary stop flag 310 to on. Next, in step S134, the processor 81 temporarily stops the operation control of each object in the virtual space. As a result, the progress of the game is in a temporarily stopped state. Next, in step S135, the processor 81 sets the quick list flag 315 to on and sets the encyclopedia flag 316 to off. Thereafter, the processor 81 ends the temporary stop control process.

[0184] On the other hand, when the quick list button is not turned on (NO in step S132), in step S136, the processor 81 determines whether the encyclopedia screen button is turned on. As a result of this determination, if the encyclopedia screen button is turned on (YES in step S135), in step S137, the processor 81 sets the pause flag 310 to on. Next, in step S138, the processor 81 pauses the operation control of each object in the virtual space. Next, in step S139, the processor 81 sets the quick list flag 315 to off and sets the encyclopedia flag 316 to on. Thereafter, the processor 81 ends the pause control process. On the other hand, if the encyclopedia screen button is not turned on (NO in step S136), the processes in steps S137 to S139 are skipped and the pause control process ends.

[0185] Return to FIG. 42. Next, in step S48, the processor 81 performs control to reproduce various motions for the PC 201, the auxiliary character 202, and the pointer 203 based on the above processing results. For example, control is performed to reproduce various motions such as a motion in which the PC 201 moves, a first action, a second action, a motion for erasing AO, a motion in which the auxiliary character 202 moves, and a motion in which the pointer 203 moves, based on the above processing results. Thus, the processor 81 ends the normal mode process.

[0186] [Processing when PC201 is in the transformed state] Next, the transformation mode process in step S33 of FIG. 41 will be described. FIG. 52 is a flowchart showing the details of this process. First, in step S141, the processor 81 executes a PC movement control process in the same manner as in step S41 above. That is, based on the movement operation performed by the user, a process for controlling the movement of the transformed PC 201, the auxiliary character 202, and the pointer 203 is executed.

[0187] Next, in step S142, the processor 81 executes attack action processing. FIG. 53 is a flowchart showing the details of this processing. First, in step S152, based on the operation data 309, the processor 81 determines whether an attack operation has been performed. In this example, the attack operation is the pressing of any one of the three buttons, i.e., the Y button 56, the X button 55, and the A button 53. If the result of this determination is that an attack operation has been performed (YES in step S152), then in step S153, the processor 81 makes settings for playing the attack motion corresponding to the pressed button. On the other hand, if no attack operation has been performed (NO in step S152), the processing of step S153 is skipped. Thus, the attack action processing ends.

[0188] Returning to FIG. 52, next, in step S143, the processor 81 determines whether the condition for ending the transformation state (transformation end condition) is satisfied. In this example, when the transformation gauge 213 becomes empty or when the user performs an instruction operation to cancel the transformation, it is determined that the transformation end condition is satisfied. If the result of this determination is that the transformation end condition is not satisfied (NO in step S143), the processor 81 reduces the transformation gauge 213 by a predetermined amount and then proceeds to step S145 described below. On the other hand, if the transformation end condition is satisfied (YES in step S143), then in step S144, the processor 81 sets the transformation flag 326 to OFF.

[0189] Next, in step S145, the processor 81 controls the reproduction of various motions of the PC 201 in the transformation state, the auxiliary character 202, the indicator 203, etc., based on the above processing results. Thus, the transformation mode processing ends.

[0190] [AO Control Processing] Returning to FIG. 40, in the next step of the PC control process, at step S12, the processor 81 executes an AO control process for controlling AO. FIG. 54 is a flowchart showing the details of the AO control process. In FIG. 54, first, at step S161, the processor 81 executes an erasure effect control process. FIG. 55 is a flowchart showing the details of the process. In FIG. 55, first, at step S171, the processor 81 determines whether there is an AO whose AO state 374 is "erasing". As a result of the determination, if not (NO at step S171), the processor 81 ends the erasure effect control process. If there is an AO in the "erasing" state (YES at step S171), at step S172, the processor 81 performs control to cause the "erasing" AO to perform an erasure effect operation. Next, at step S173, the processor 81 determines whether there is an AO for which the erasure effect has ended. If so (YES at step S173), at step S174, the processor 81 deletes the record related to the AO from the appearance object data 308. If there is no AO for which the erasure effect has ended (NO at step S173), the process of step S174 is skipped. Thereafter, the erasure effect control process ends.

[0191] Return to FIG. 54. Next, in step S162, the processor 81 executes the production control process. FIG. 56 is a flowchart showing the details of this process. In FIG. 56, first, in step S181, the processor 81 determines whether there is an AO in the AO state 374 of "preparing for appearance". As a result of this determination, if not (NO in step S181), the processor 81 ends the production control process. If there is an AO in the "preparing for appearance" state (YES in step S181), in step S182, the processor 81 controls the production in which the AO appears. Next, in step S183, the processor 81 determines whether there is an AO for which the production has ended. If so (YES in step S183), in step S184, the processor 81 sets the content based on the corresponding simulated behavior data 363 for the AO state 374 related to the AO in the appearance object data 308. For example, the state of the AO set as the initial value in the simulated behavior data 363 is set. On the other hand, if there is no AO for which the production has ended (NO in step S183), the process of step S184 is skipped. After that, the production control process ends.

[0192] Returning to FIG. 54, next, in step S163, the processor 81 executes non-appearance performance control processing. FIG. 57 is a flowchart showing the details of this processing. In FIG. 57, first, in step S191, the processor 81 determines whether the non-appearance performance flag 311 is on. If it is off (NO in step S191), the processor 81 ends the non-appearance performance control processing. If it is on (YES in step S191), in step S192, the processor 81 performs control of a non-appearance performance that reproduces a series of movements of displaying the virtual object specified by the non-appearance specification data 312 for a predetermined period and then immediately erasing it. Next, in step S193, the processor 81 determines whether the non-appearance performance has ended. If it has ended (YES in step S193), in step S194, the processor 81 sets the non-appearance performance flag 311 to off and erases the content of the non-appearance specification data 312. On the other hand, if the non-appearance performance has not ended yet (NO in step S193), the processing of step S194 is skipped. Thereafter, the appearance performance control processing ends.

[0193] Returning to FIG. 54, next, in step S164, for AOs where the AO state 374 is other than "preparing for appearance" or "erasing", the processor 81 controls based on the corresponding virtual behavior data 363. Also, the processor 81 controls the movement of the in-use indicators attached to each AO so as to follow the movement of these AOs. Thus, the AO control processing ends.

[0194] [Control of FO] Returning to FIG. 40, next, in step S13, the processor 81 controls each FO based on the dynamic behavior data 343. At this time, for an FO that can be the target of the first action and for which the utilization flag 365 of the corresponding simulation object is still off, the processor 81 also performs a setting to display with a sparkling effect as described above. Therefore, for example, when a plurality of pots 221 that have not yet been made available are simultaneously displayed, a sparkling effect is added to all of these pots 221. And if a first action is performed on any one of these pots 221, then thereafter, control is performed so that a sparkling effect is not added to the pot 221.

[0195] [Other various game processes] Next, in step S14, the processor 81 executes various game processes other than the above. FIGS. 58 to 59 are flowcharts showing the details of the process. In FIG. 58, first, in step S201, the processor 81 performs a collision determination of each object. Next, in step S202, the processor 81 sets the operation parameters of each object based on the collision determination result. For example, operation parameters can be set such that an object that has received an attack knocks back. Also, accordingly, various parameter calculations such as adding a predetermined damage value or subtracting physical strength are appropriately performed.

[0196] Next, in step S203, the processor 81 determines whether there is an AO that newly satisfies the deletion condition in addition to the deletion operation by the user as described above. For example, it is determined whether an AO has occurred whose physical strength has become 0 due to an attack from the enemy character 222. As a result of this determination, if there is no such AO (NO in step S203), the process proceeds to step S207 described later. On the other hand, if such an AO has occurred (YES in step S203), in step S204, the processor 81 sets "deleting" in the AO state 374 in order to make the AO the AO to be deleted. Next, in step S205, the processor 81 sets the operation parameters for moving the index 203 attached to the AO to the above follow position. Next, in step S206, the processor 81 adds the appearance cost of the AO to be deleted to the remaining cost.

[0197] Next, in step S207 of FIG. 59, the processor 81 determines whether there is an enemy character 222 that has not yet been made available and has been defeated by the attack of the PC201 or AO as a result of the process based on the above collision determination. As a result of this determination, if it has not occurred (NO in step S207), the process proceeds to step S210 described later. If it has occurred (YES in step S207), in step S28, the processor 81 updates the content of the FO data 306 so that the spirit object 223 as shown in FIG. 17 above is arranged in place of the enemy character 222. As a result, the spirit object 223 will be displayed. At this time, the above-mentioned glitter effect is also added and displayed.

[0198] Next, in step S209, the processor 81 makes settings for displaying the quick specification guide as shown in FIG. 14 above for a predetermined time.

[0199] Next, in step S210, the processor 81 determines whether or not the above-described enabling operation has been performed on the spirit object 223 existing on the field. That is, it is determined whether or not the first action control process has been executed for the spirit object 223. As a result of this determination, if the enabling operation for the spirit object 223 has not been performed (NO in step S210), the process proceeds to step S212 described later. On the other hand, if it has been performed (YES in step S210), in step S211, the processor 81 deletes the record corresponding to the spirit object 223 from the FO data 306. Thereby, the spirit object 223 is erased from the field. At this time, if a plurality of spirit objects 223 of the same type are displayed, all of them are also controlled to be erased.

[0200] Next, in step S212, the processor 81 appropriately executes various game processes that do not rely on the above-described collision determination. For example, when the PC 201 reaches the entrance object of the cave, the PC 201 is moved to the area corresponding to "inside the cave", and the parameters of the virtual camera are set so that the "inside the cave" area is displayed in the above side view image.

[0201] Thus, the various game processes according to step S14 are completed.

[0202] Returning to FIG. 40, thus, the field play process is completed.

[0203] Returning to FIG. 39, next to the field play process, in step S5, the processor 81 generates and outputs a game image that reflects the result of the above-described field play process or the quick list process or the encyclopedia process described later. Next, in step S6, the processor xx determines whether or not the game end condition is satisfied. If it is not satisfied (NO in step S5), the process returns to step S2 above and repeats. If it is satisfied, the processor 81 ends the game process according to the present embodiment.

[0204] Next, the process when the pause flag 310 is on as a result of the determination in step S3 above (YES in step S3) will be described. In this case, in step S7, the processor 81 determines whether the quick list flag 315 is on. As a result of this determination, if it is on (YES in step S7), in step S8, the processor 81 executes the quick list process. On the other hand, if it is off (NO in step S7), in step S9, the processor 81 executes the atlas process. The details of these processes will be described below.

[0205] [Processing of Quick List Screen] First, the above quick list process will be described. FIG. 60 is a flowchart showing the details of the quick list process. In FIG. 60, first, in step S221, the processor 81 determines whether the quick list 251 is being presented. That is, it is determined whether it is the state immediately after the quick list button (right arrow button 33) is turned on (the state where the quick list 251 has not been generated yet). As a result of this determination, if it has not been presented yet (NO in step S221), in step S222, the processor 81 generates the above quick list 251 (and the sort specification 252) based on the above quick list data 317. As a result, in the process of step S5 above, the above-described quick list screen is output. After that, the processor 81 ends the quick list process.

[0206] Return to FIG. 60. If, as a result of the determination in step S221, the quick list 251 is already being presented (YES in step S221), then, in step S224, based on the operation data 309, the processor 81 determines whether the input of the quick list button has been turned off. If, as a result of this determination, the input of the quick list button has not been turned off (NO in step S224), then, in step S225, the processor 81 determines whether a selection operation has been performed. The selection operation is an operation of moving the cursor 253 with the right stick 52. If, as a result of this determination, a selection operation has been performed (YES in step S225), then, in step S226, the processor 81 moves the cursor 253 according to the operation content and changes the current selection content. Also, if necessary, control is performed to scroll the display content of the quick list 251 horizontally and change its display content. Then, the process proceeds to step S230 above.

[0207] On the other hand, if a selection operation has not been performed (NO in step S225), then, in step S227, the processor 81 determines whether a sorting operation has been performed. In this embodiment, the sorting operation is the pressing of the Y button 56. If, as a result of this determination, a sorting operation has been performed (YES in step S227), then, in step S228, the processor 81 selects the sorting order to be applied this time from the preset sorting orders. Then, the selected sorting order is applied to the quick list data 317. Then, the processor 81 changes the content displayed as the quick list 251 based on the quick list data 317 after the sorting order has been changed. Note that, as described above, each time the user presses the Y button 56, the sorting order to be applied is selected in a predetermined order. Therefore, each time the Y button 56 is pressed, the content (sorting order) displayed as the quick list 251 can also change. Then, the process proceeds to step S230 above.

[0208] On the other hand, as a result of the determination in step S227, if the sorting operation has not been performed as a result of the determination (NO in step S227), in step S229 of FIG. 61, the processor 81 determines whether the encyclopedia screen button (+ button 57) has been turned on. As a result of the determination, if the encyclopedia screen button has not been turned on (NO in step S229), the process proceeds to step S230 above.

[0209] On the other hand, as a result of the determination in step S229, if the encyclopedia screen button has been turned on (YES in step S229), in step S231, the processor 81 sets the quick list flag 315 to off and sets the encyclopedia flag 316 to on. Next, in step S232, the processor 81 deletes the quick list 251. After that, the processor 81 ends the quick list process.

[0210] Next, a description will be given of the case where, as a result of the determination in step S224, the input of the quick list button has been turned off (YES in step S224). In this case, a process for determining the selected content is performed. First, in step S233 of FIG. 61, the processor 81 sets the simulated object currently selected in the quick list 251 to the designated frame data 313. Next, in step S234, the processor 81 sets the quick list flag 315, the encyclopedia flag 316, and the pause flag 310 to off. Next, in step S235, the processor 81 deletes the quick list 251. Next, in step S236, the processor 81 releases the state in which the operation control of each object is paused. After that, the processor 81 ends the quick list process.

[0211] [Processing of Encyclopedia Screen] Next, the above-mentioned illustrated book process will be described. FIGS. 62 to 63 are flowcharts showing the details of the illustrated book process. In FIG. 62, first, in step S241, the processor 81 determines whether the above-mentioned illustrated book is being presented. That is, it is determined whether it is the state immediately after the illustrated book screen button is turned on. As a result of this determination, if it has not been presented yet (NO in step S241), in step S242, the processor 81 sets the display content of the initial state illustrated book screen based on the above-mentioned illustrated book data 318. Specifically, the processor 81 sets the list of available simulation objects at that time as a two-dimensional array as the display content of the above-mentioned list area 261. In addition, the processor 81 arranges the cursor 264 at a predetermined position, and sets the explanatory text of the simulation object at the predetermined position as the display content of the above-mentioned detailed information area 262. Thereby, in the process of step S5 above, the illustrated book screen as described above is output. After that, the processor 81 ends the illustrated book process.

[0212] On the other hand, as a result of the determination in step S241, if the illustrated book has already been presented (YES in step S241), in step S244, the processor 81 determines whether a selection operation has been performed based on the above-mentioned operation data 309. That is, it is determined whether an operation of moving the cursor 264 with the right stick 52 has been performed. As a result of this determination, if a selection operation has been performed (YES in step S244), in step S245, the processor 81 moves the cursor 264 according to the operation content and changes the current selection content in the list area 261. Along with this, the processor 81 also changes the display content of the detailed information area 262. In addition, if the scroll bar 263 has been operated, the processor 81 also performs control to scroll the list area 261 in the vertical direction and change its display content. After that, the processor 81 ends the illustrated book process.

[0213] On the other hand, when no selection operation has been performed (NO in step S244), in step S246, the processor 81 determines whether a designation operation (pressing of the A button 53) to the designation frame 211 of the simulation object has been performed. As a result of this determination, when the designation operation has been performed (YES in step S246), in step S247, the processor 81 sets the currently selected simulation object to the designation frame data 313. Thereafter, the processor 81 ends the encyclopedia process.

[0214] On the other hand, when no designation operation has been performed (NO in step S246), in step S248, the processor 81 determines whether an encyclopedia end operation (pressing of the B button 54) has been performed. As a result of this determination, when it has not been performed (NO in step S248), the processor 81 ends the encyclopedia process. When it has been performed (YES in step S248), in step S250 of FIG. 63, the processor 81 sets OFF to the quick list flag 315, the encyclopedia flag 316, and the pause flag 310. Next, in step S251, the processor 81 erases the above encyclopedia from the screen. Next, in step S252, the processor 81 releases the state in which the operation control of each object is paused. Thereafter, the processor 81 ends the encyclopedia process.

[0215] Thus ends the detailed description of the game process according to this embodiment.

[0216] In this way, in this embodiment, a game in which game progress is possible using a plurality of various types of simulation objects can be provided. In particular, in the case of a character where the normal state PC 201 has no attack ability, a way of enjoying the game by having it fight instead of the simulation object can be provided.

[0217] In addition, the simulated object shares some of the appearance and behavior with the dynamic object. Therefore, for example, in the case of an enemy character, by fighting against the enemy, the user can directly observe the behavior of the enemy. Therefore, to a certain extent, it is possible to predict or grasp in advance how the simulated object corresponding to this enemy character moves in the normal game progression, improving the convenience for the user. Also, by making the display mode of the simulated object different from that of the dynamic object, it is easier to distinguish between the two even when the dynamic object and the simulated object are mixed.

[0218] In addition, when there is a setup cost for the appearance of the simulated object, an effect is performed to move the above-mentioned index 203 at the time of its appearance. This makes it possible to visually and clearly convey the cost variation to the user. Also, control is performed so that the index 203 follows above the appeared simulated object. As a result, the index 203 is always attached to the appeared simulated object, providing a display mode different from that of the dynamic object. Therefore, the user can also distinguish between the dynamic object and the simulated object by paying attention to the presence or absence of the index 203.

[0219] Also, by making the index 203 for the remaining cost follow and move with the PC201, the information on the remaining cost is displayed near the PC201. In this regard, it is also possible to display the information indicating the remaining cost, for example, in the upper right corner of the screen. However, it is considered that the viewpoint of the user during play focuses on the PC201. Therefore, by displaying it near the PC201 rather than causing the user's line of sight to move towards the corner of the screen, it is possible to make it easier for the user to grasp the usage status of the cost.

[0220] [Modification Example] In the above-described embodiment, the appearance cost and the remaining cost were represented by the number of the indicators 203. In this regard, in other embodiments, for example, the "size" of a predetermined object corresponding to the cost may be used to represent the remaining cost or the like. For example, by changing the "size" of the auxiliary character 202, the magnitude of the remaining cost may be represented.

[0221] Regarding the quick list screen, in the above example, a control example was shown in which the quick list screen was once "ended" when the input of the right direction button 33 was turned off. In this regard, in other embodiments, instead of "ending", the quick list may be put into a so-called "minimized" state. That is, control may be performed to iconify and display it in a corner of the screen while retaining the display content of the quick list.

[0222] Regarding the quick list screen, a control example was shown in which the designation frame 211 was set when the input of the right direction button 33 was turned off. In other embodiments, for example, each time the cursor 253 is moved, a simulated object may be set in the designation frame 211 each time. In this case, the display content of the designation frame 211 may change each time the cursor 253 is moved.

[0223] Regarding the simulated object that appears, an instruction operation for performing a predetermined action may be enabled. For example, when the above-described simulated enemy appears, the user may be able to specify the enemy character 222 that the simulated enemy targets for attack. For example, the user may be configured to be able to perform a lock-on operation for specifying a predetermined enemy character 222, and the simulated object may be controlled in such a manner that the enemy locked on by the user is preferentially attacked.

[0224] In addition, in the above-described embodiment, the case where the game processing as described above is executed by a single main body device 2 has been described. The main body device 2 may include a plurality of storages and processors. Then, the game processing may be executed with each of these sharing the processing. The above processing may be executed in a distributed system including a plurality of information processing devices including a server.

Explanation of Signs

[0225] 1 Game system 2 Main body device 3 Left controller 4 Right controller 81 Processor 84 Flash memory 85 DRAM

Claims

1. In a computer of an information processing apparatus, based on an operation input, a player character is controlled in a virtual space, a plurality of types of dynamic objects arranged on a field in the virtual space are automatically controlled based on behaviors set for each type, for at least some of the plurality of types of the dynamic objects, with at least a part of the appearance and the set behavior being common and the display mode being different for simulation objects, in response to a first instruction based on an operation input, the player character is made to perform a predetermined action, and a designated simulation object among the plurality of types of simulation objects is made to appear on the field, A game program that automatically controls the simulation object on the field with the set behavior.

2. A cost required for appearance is set for each of the simulation objects, In the computer, At a position associated with the simulation object in the virtual space, a setting cost index indicating the cost set for the simulation object is arranged. The game program according to claim 1.

3. Within a range where the total cost based on the costs set for all the simulation objects on the field does not exceed the upper limit cost set for the player character, a plurality of the simulation objects can be arranged simultaneously on the field, In the computer further, At a position associated with the player character in the virtual space, a remaining cost index indicating the remaining cost obtained by subtracting the total cost from the upper limit cost is arranged, When the designated simulation object appears on the field in response to the first instruction, at least a part of the remaining cost index is moved and arranged as the setting cost index set for the designated simulation object, thereby reducing the remaining cost index. The game program according to claim 2.

4. In the computer further, When a second instruction based on an operation input is given, a designated simulation object to be deleted among the simulation objects on the field is deleted, The setting cost index associated with the simulation object to be deleted is moved so as to be a part of the remaining cost index, thereby increasing the remaining cost index. The game program according to claim 3.

5. The computer further When the first instruction is given and the cost set for the designated simulation object exceeds the remaining cost, the game program according to claim 4, which causes the simulation object that first appeared on the field to be erased and the designated simulation object to appear on the field.

6. The computer further When the first instruction is given and the position on the field where the designated simulation object is to appear is a position where the simulation object cannot be placed, the game program according to claim 5, which causes the designated simulation object to be displayed for a predetermined period and then erased without erasing the simulation object on the field.

7. The computer further In response to a third instruction based on an operation input, present a first list from which the plurality of types of simulation objects can be selected, While the first list is being presented, stop the behavior of the objects in the virtual space including at least the player character, the dynamic object, and the simulation object, In response to a fourth instruction based on an operation input while the first list is being presented, select and designate the designated simulation object from the plurality of types of simulation objects, end the presentation of the first list, and resume the behavior of the objects in the virtual space. The game program according to claim 1.

8. The third instruction is to turn on the input to the first operation key, The fourth instruction is to turn off the input to the first operation key, The computer, While the input to the first operation key is on, present the first list and change the simulation object selected in the first list in response to a fifth instruction based on an operation input, The game program according to claim 7, which designates the simulation object selected at the time when the fourth instruction is given as the designated simulation object.

9. The computer further When a sixth instruction based on an operation input is given while the first list is being presented, present a second list instead of the first list. While the second list is being presented, change the simulated object selected in the second list in response to a seventh instruction based on an operation input, and in response to an eighth instruction based on an operation input, designate the selected simulated object as the designated simulated object and end the presentation of the second list. The first list is a list in which icons of the plurality of types of simulated objects are arranged in a column. The second list is a list in which icons of the plurality of types of simulated objects are arranged two-dimensionally, and is a list in a mode in which text regarding the simulated object being selected is displayed. The game program according to claim 8.

10. Further, the computer In response to a ninth instruction based on an operation input, transition the player character to a first mode. In the first mode In response to the first instruction, instead of the appearance of the simulated object, cause the player character to perform an attack action. Automatically control the simulated object arranged on the field with the set behavior. In response to a tenth instruction based on an operation input, cancel the first mode. The game program according to claim 1.

11. Further, the computer In the first mode Change a first parameter according to the passage of time. When the first parameter satisfies a predetermined condition, cancel the first mode. The game program according to claim 10.

12. Further, the computer When the player character performs a predetermined action on the dynamic object on the field, add the simulated object of the type corresponding to the dynamic object to the plurality of types of simulated objects that can be designated. The game program according to claim 1.

13. The field includes at least a top view field which is a field in a scene where a virtual camera is set to a top view, and a side view field which is a field in a scene where a virtual camera is set to a side view. The behaviors set for the dynamic object and the simulated object are behaviors in the top view field and the side view field. The game program according to claims 1 to 12.

14. A game system including a computer, wherein the computer controls a player character in a virtual space based on an operation input, automatically controls a plurality of types of dynamic objects arranged on a field in the virtual space based on behaviors set for each type, for at least some of the plurality of types of dynamic objects, with at least a part of the appearance and the set behavior being common and the display modes being different, for a simulated object, in response to a first instruction based on an operation input, causes the player character to perform a predetermined action and causes a designated simulated object among the plurality of types of simulated objects to appear on the field, and automatically controls the simulated object on the field with the set behavior, the game system.

15. A cost required for appearance is set for each of the simulated objects, wherein the computer arranges a set cost index indicating the cost set for the simulated object at a position associated with the simulated object in the virtual space, the game system according to claim 14.

16. wherein the computer further presents a first list in which the plurality of types of simulated objects can be selected in response to a second instruction based on an operation input, stops the behaviors of the objects in the virtual space including at least the player character, the dynamic object, and the simulated object while the first list is being presented, selects and designates the designated simulated object from the plurality of types of simulated objects in response to a third instruction based on an operation input while the first list is being presented, and ends the presentation of the first list and resumes the behaviors of the objects in the virtual space, the game system according to claim 14.

17. wherein the computer further transitions the player character to a first mode in response to a fourth instruction based on an operation input, and in the first mode causes the player character to perform an attack action instead of the appearance of the simulated object in response to the first instruction, and automatically controls the simulated object already arranged on the field with the set behavior, The game system according to claim 14, which releases the first mode in response to a tenth instruction based on an operation input.

18. A game apparatus including a computer, wherein the computer controls a player character in a virtual space based on an operation input, automatically controls a plurality of types of dynamic objects arranged on a field in the virtual space based on behaviors set for each type, for at least some of the plurality of types of the dynamic objects, and for simulated objects having at least a part of the appearance and the set behavior in common and different display modes, in response to a first instruction based on an operation input, causes the player character to perform a predetermined action, and causes a designated simulated object among the plurality of types of simulated objects to appear on the field, A game apparatus that automatically controls the simulated object on the field with the set behavior.

19. In a computer of an information processing apparatus, controls a player character in a virtual space based on an operation input, automatically controls a plurality of types of dynamic objects arranged on a field in the virtual space based on behaviors set for each type, for at least some of the plurality of types of the dynamic objects, and for simulated objects having at least a part of the appearance and the set behavior in common and different display modes, in response to a first instruction based on an operation input, causes the player character to perform a predetermined action, and causes a designated simulated object among the plurality of types of simulated objects to appear on the field, A game processing method that automatically controls the simulated object on the field with the set behavior.

20. Costs required for appearance are set for each of the simulated objects, In the computer, The game processing method according to claim 19, wherein a set cost index indicating the cost set for the simulated object is arranged at a position associated with the simulated object in the virtual space.

21. Within the range where the total cost based on the costs set for all the simulation objects on the field does not exceed the upper limit cost set for the player character, a plurality of the simulation objects can be arranged simultaneously on the field. Furthermore, the computer arranges a remaining cost indicator indicating the remaining cost obtained by subtracting the total cost from the upper limit cost at a position associated with the player character within the virtual space. When the designated simulation object appears on the field in response to the first instruction, at least a part of the remaining cost indicator is moved and arranged as the set cost indicator set for the designated simulation object, thereby reducing the remaining cost indicator. The game processing method according to claim 20. **Claim 22** Furthermore, the computer when a second instruction based on an operation input is given, deletes a designated simulation object to be deleted among the simulation objects on the field. The game processing method according to claim 21, wherein the set cost indicator associated with the simulation object to be deleted is moved to become a part of the remaining cost indicator to increase the remaining cost indicator. **Claim 23** Furthermore, the computer when the first instruction is given and the cost set for the designated simulation object exceeds the remaining cost, deletes the simulation object that first appeared on the field and causes the designated simulation object to appear on the field. The game processing method according to claim 22. **Claim 24** Furthermore, the computer when the first instruction is given and the position on the field where the designated simulation object is to appear is a position where the simulation object cannot be arranged, the designated simulation object is displayed for a predetermined period and then deleted without deleting the simulation object on the field. The game processing method according to claim 23. **Claim 25** Furthermore, the computer presents a first list that allows selection of the plurality of types of simulation objects in response to a third instruction based on an operation input. While the first list is being presented, the behavior of the objects within the virtual space including at least the player character, the dynamic object, and the simulation object is stopped. In response to a fourth instruction based on an operation input while the first list is being presented, select and designate the designated simulation object from the plurality of types of simulation objects, and end the presentation of the first list and resume the behavior of the objects in the virtual space, the game processing method according to claim 19.

26. The third instruction is to turn on the input to the first operation key, The fourth instruction is to turn off the input to the first operation key, To the computer, While the input to the first operation key is on, present the first list and change the simulation object selected in the first list in response to a fifth instruction based on an operation input, Designate the simulation object selected at the time when the fourth instruction is given as the designated simulation object, the game processing method according to claim 25.

27. To the computer further, When a sixth instruction based on an operation input is given while the first list is being presented, present a second list instead of the first list, While the second list is being presented, change the simulation object selected in the second list in response to a seventh instruction based on an operation input, and in response to an eighth instruction based on an operation input, designate the selected simulation object as the designated simulation object and end the presentation of the second list, The first list is a list in which icons of the plurality of types of simulation objects are arranged in a column, The second list is a list in which icons of the plurality of types of simulation objects are arranged two-dimensionally, and is a list in a mode in which text regarding the simulation object being selected is displayed, the game processing method according to claim 26.

28. To the computer further, In response to a ninth instruction based on an operation input, transition the player character to a first mode, In the first mode, In response to the first instruction, cause the player character to perform an attack action instead of the appearance of the simulation object, Automatically control the simulation objects already arranged on the field with the set behavior, In response to a tenth instruction based on an operation input, cancel the first mode, the game processing method according to claim 19.

29. The computer is further configured to in the first mode, change a first parameter according to the passage of time, and when the first parameter satisfies a predetermined condition, release the first mode. The game processing method according to claim 28. **Claim 30** The computer is further configured to when the player character performs a predetermined action on the dynamic object on the field, add the plurality of types of simulation objects that can specify the type of simulation object corresponding to the dynamic object. The game processing method according to claim 19. **Claim 31** The field includes at least a top view field that is a field in a scene where a virtual camera is set to a top view, and a side view field that is a field in a scene where the virtual camera is set to a side view. The behaviors set for the dynamic object and the simulation object are behaviors in the top view field and the side view field. The game processing method according to claims 19 to 30.

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