Game processing device, game processing method, and game processing program
The game processing device allows dynamic difficulty level changes during gameplay by switching modes, improving entertainment value and catering to diverse player skills through adaptive enemy behavior and environmental adjustments.
Patent Information
- Application Number
- JP2024041187
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-15
- Publication Date
- 2025-09-29
AI Technical Summary
Conventional video games allow difficulty level changes only through stage selection or predetermined progression, limiting flexibility and entertainment value.
A game processing device that enables dynamic difficulty level adjustment during gameplay by switching between modes with different difficulty levels through a switching process, controlled by player input, altering enemy behavior and environmental factors without interrupting the game flow.
Enhances gameplay entertainment by allowing players to adjust difficulty levels at will, catering to various skill levels and providing strategic depth without interrupting the game experience.
Smart Images

Figure 2025141309000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game processing device, a game processing method, and a game processing program. [Background technology]
[0002] Generally, video games are provided with a plurality of stages with different levels of difficulty, allowing the player to play the game at any stage according to his or her level of skill.
[0003] For example, Patent Document 1 describes a game system that provides multiple stages of varying difficulty levels to satisfy both beginners and advanced players. In this game system, by selecting a normal stage from the main menu, the game of stages is executed in a predetermined order, and the player's character's abilities improve as the game progresses. In addition, by selecting any stage from the main menu, the player's character's abilities are initialized, which results in the character's abilities being lower than would be expected if each stage were played in order, resulting in a higher difficulty level for the stage. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 3486180 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in conventional technology, although multiple stages of different difficulty levels are available, the difficulty level can only be changed by selecting a stage of a certain difficulty level from a menu before starting the game, or by progressing through the stages in a predetermined order.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide a game processing device, a game processing method, and a game processing program that enable the difficulty level to be changed at will during the game, thereby improving the entertainment value of the game. [Means for solving the problem]
[0007] In order to solve the above problem, the game processing device in this embodiment has a first game processing means for executing a game in a first mode including a first object whose behavior is controlled in response to an input operation and a second object whose behavior is not controlled in response to an input operation, a switching processing means for executing a switching process to switch from the first mode to a second mode game when an input operation during execution of the game in the first mode indicates a predetermined mode switching operation, and a second game processing means for executing a game in a second mode with a changed difficulty level by changing the behavior of the second object while continuing the game status of the first mode after the switching process has been performed. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the entertainment value of a game by allowing the difficulty level to be changed at will during the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention. [Figure 2] 1 is a diagram showing an example of the external configuration of a game device according to an embodiment of the present invention. [Figure 3] FIG. 1 is a block diagram showing the configuration of a game device according to an embodiment of the present invention. [Figure 4] 4 is a flowchart showing game processing executed by the game device according to the present embodiment. [Figure 5] 10 is a flowchart showing a display switching process executed in the game process in this embodiment. [Figure 6]10 is a flowchart showing a shot process (burst process function) executed in the game process in this embodiment. [Figure 7] FIG. 3 is a diagram showing an example of a game screen according to the present embodiment. [Figure 8] 3A and 3B are diagrams for explaining operations on a touch panel in the embodiment. [Figure 9] 10A to 10C are diagrams showing examples of displays during a display switching process in the present embodiment. [Figure 10] 10A and 10B are diagrams for explaining an image of a style change performance A in this embodiment. [Figure 11] 10A and 10B are diagrams for explaining the video of style change performance B in this embodiment. [Figure 12] FIG. 4 is a diagram showing an example of a game screen during game processing in this embodiment. [Figure 13] FIG. 4 is a diagram showing an example of a game screen during game processing in this embodiment. [Figure 14] 4A to 4C are diagrams showing an example of changes in enemy bullet firing patterns between the first mode and the second mode in this embodiment. [Figure 15] 4A to 4C are diagrams showing an example of changes in enemy bullet firing patterns between the first mode and the second mode in this embodiment. [Figure 16] FIG. 10 is a diagram showing an example of a game screen in which a burst is activated in this embodiment. [Figure 17] FIG. 10 is a diagram showing an example of a game screen when a burst occurs in this embodiment. [Figure 18] FIG. 10 is a diagram for explaining a burst beam emitted when a burst is activated in this embodiment. [Figure 19] 4A and 4B are diagrams for explaining the movement of a burst beam in the present embodiment. [Figure 20] 10A and 10B are diagrams showing an example of a display in which the game space displayed on the game screen in this embodiment is expressed in two dimensions. [Figure 21] 10A and 10B are diagrams showing an example of a display in which a game space displayed on a game screen in this embodiment is expressed in three dimensions. [Figure 22]FIG. 10 is a diagram for explaining an example in which style change is applied to an action game. [Figure 23] FIG. 10 is a diagram for explaining an example in which style change is applied to a shooting game. [Figure 24] FIG. 10 is a diagram for explaining an example of applying style change to a strategy game. [Figure 25] A diagram to explain an example of applying style changes to an RPG. [Figure 26] FIG. 10 is a diagram for explaining an example in which style change is applied to a puzzle game. [Figure 27] FIG. 10 is a diagram for explaining an example in which style change is applied to a tennis game. [Figure 28] FIG. 10 is a diagram for explaining an example in which style change is applied to a racing game. [Figure 29] FIG. 10 is a diagram for explaining an example in which style change is applied to a music game. [Figure 30] FIG. 10 is a diagram for explaining an example in which style change is applied to a crane game. [Figure 31] FIG. 10 is a diagram for explaining an example in which style change is applied to a medal pusher game. [Figure 32] FIG. 10 is a diagram for explaining an example in which style change is applied to a driving simulation game. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0011] Fig. 1 is a diagram showing a schematic configuration of a game system according to this embodiment. As shown in Fig. 1, the game system according to this embodiment includes a server 5, a network 8, and a plurality of game devices 10 (10-1, 10-2, ..., 10-n).
[0012] In the game system of this embodiment, the game processing device that performs game processing according to a game program is realized by the server 5 or the game device 10.
[0013] When a game processing device is realized by a server 5, the server 5 provides a game service to game devices 10 connected via a network 8. The server 5 executes a game program in accordance with data input in response to input operations by a player on the game device 10, and causes the game device 10 to display images (video) and output sound in accordance with game processing. The server 5 manages information about players who use the game service and data for controlling the games played by each player.
[0014] When a game processing device is realized by the game device 10, a game program is pre-installed on the game device 10, and the game device 10 executes the game program in response to data input in response to input operations by a player on an input device (such as a controller), and displays images (moving images) and outputs sounds in response to game processing. The game program may be provided from the server 5 via the network 8, or may be provided by being stored on various recording media.
[0015] The game device 10 can be realized by various electronic devices such as a smartphone, a personal computer (PC), a tablet PC, a mobile phone, a portable game machine, a home game machine, or a large game machine for an amusement facility.
[0016] The network 8 includes various communication means such as the Internet and public line networks (wired and wireless).
[0017] Fig. 2 is a diagram showing an example of the external configuration of the game device 10 in this embodiment. The game device 10 (game processing device) shown in Fig. 1 is realized by, for example, a smartphone. Note that the game device 10 is not limited to a smartphone, and can be realized by other electronic devices as described above.
[0018] 2, a touch screen 12 is provided on the top surface of the game device 10 as an input device and display device, and data corresponding to a touch position can be input in response to a user's touch operation on the input surface. By executing a game program, the game device 10 in this embodiment can execute a game controlled in response to data input from the touch screen 12.
[0019] Furthermore, the game device 10 may be operable not only by the touch screen 12 but also by external controllers 14-1 and 14-2 connected via short-range wireless communication (e.g., Bluetooth (registered trademark)). The controllers 14-1 and 14-2 may be provided with, for example, a touch screen, buttons, switches, joysticks, or keys as input devices operated by the user. The game device 10 can implement simultaneous play or cooperative play in which two users simultaneously play the game by receiving data corresponding to user operations from, for example, two controllers 14-1 and 14-2. Note that while FIG. 2 shows two controllers 14-1 and 14-2, three or more controllers 14 may be used simultaneously.
[0020] In addition, if the game device 10 (game processing device) is realized not by a smartphone but by other electronic devices (such as a PC, a portable game console, a home game console, or a large game console for an amusement facility), it may be possible to operate it using controllers 14-3 and 14-4 connected by wire.
[0021] Fig. 3 is a block diagram showing the configuration of the game device 10 in this embodiment. As shown in Fig. 3, the game device 10 has a CPU 20, a recording unit 21 (game program 22), a display control unit 23, an input control unit 24, an audio control unit 25, a communication control unit 26, a display 27, a touch panel 28, a speaker 29, a microphone 30, and a communication interface 31.
[0022] The CPU 20 is responsible for overall control of the game device 10, and controls each section by executing a basic program and various application programs (including a game program 22) recorded in the recording section 21. By executing the game program 22 recorded in the recording section 21, the CPU 20 controls game processing in accordance with data input by touch operations on the touch screen 12 or data input from the controllers 14-1 to 14-4.
[0023] The game device 10 in this embodiment executes, for example, a shooting game based on the program 22 downloaded from the server 5. A shooting game is a game in which, for example, the movement of a player's own object (first object) is controlled in response to input operations by the player, and enemy objects (enemy aircraft, enemy weapons, enemy bullets, enemy characters, etc.) are shot with attacks (bullets, laser beams, bombs, etc.) from the player's object. The movement of the enemy objects is not controlled in response to input operations by the player, but is controlled in accordance with a predetermined algorithm by the game program.
[0024] In order to realize the game, the CPU 20 uses the game program 22 to realize a music output function that outputs music (BGM (background music)) according to music data while the game is being played, a display function that displays game images on the display 27, and a game processing function (first game processing, second game processing) that executes a shooting game according to input operations made by the player on the touch screen 12 (touch panel 28).
[0025] In the game processing of this embodiment, a switching processing function (style change) is realized in which, when the player performs a predetermined mode switching operation during game execution, the game can be switched from a first mode (ADVANCE mode) to a second mode (BULLET HELL mode) with a changed difficulty level while maintaining the game situation of the first mode, or from the second mode to the first mode while maintaining the game situation of the second mode (see FIG. 5). In the following description, for example, the difficulty level of the second mode is set to be higher than that of the first mode. Note that the difficulty level of the second mode may be set to be lower than that of the first mode, or among the multiple elements that change the difficulty level, elements that increase the difficulty level and elements that decrease the difficulty level may be mixed.
[0026] Here, the difficulty level is changed, for example, not by changing the abilities of the player (character, weapon, etc.), but by changing the environment surrounding the player. For example, the difficulty level is changed by changing the environment surrounding the player, such as the type of enemy attack (such as a change in weapon), the method of attack, the enemy's status (such as enemy movement), attributes (such as the impact of enemy attacks), and specs (performance), the shape (display form) and movement of the target object, and the screen display state (such as background type, brightness, display color, etc.). The difficulty level may also be changed by changing factors that change the difficulty level other than those described above.
[0027] In addition, in the game processing of this embodiment, when an attack from an enemy object comes into contact with the player's object, a burst processing function (burst, burst finish) is realized which is executed if a preset condition is met (see FIG. 6).
[0028] The recording unit 21 records various application programs and various data, including a basic program and a game program 22. The game program 22 includes various data such as images of various objects and characters of a shooting game for displaying game images, images (including still images and moving images) for displaying effect images according to the game's progress, images of various icons and graphs, music (BGM) and sound effects for effect output during the game, and data for game control.
[0029] The music data for the music (BGM) output during the game is prepared for each of the first mode (ADVANCE mode) and the second mode (BULLET HELL mode), for example, for one song. The music data for the first mode and the second mode are created to play the song with the same rhythm and the same length, but the arrangements are different (for example, the original song and the arranged song). Furthermore, the music data for the first mode and the second mode have a data structure that allows playback to start at any rhythmic timing, making it possible to switch between them without interrupting the playback of the song at any rhythmic timing.
[0030] The music data for the first and second modes are the same songs with different arrangements, but they may also be songs with different rhythms. In this case, too, switching between the two modes is possible without interrupting playback of the songs at any rhythmic timing. The playback start position when switching may be the beginning of the song, the same playback position from the beginning, a randomly selected position, a preset playback position, or the like.
[0031] The game control data includes, for example, evaluation values that indicate the abilities (power values) of the player's ship, such as the score acquired by destroying enemy objects, the number of remaining enemy ships the player owns (the number of times the player can tolerate attacks from enemy objects before the game ends), the number of chains (the number of times enemy objects are shot down (hit) in succession), and the attack power of the player's ship, which is increased or decreased (powered up / down) depending on the operation of the player's ship. These data (evaluation values) are updated in real time during game processing according to the game situation.
[0032] There is also script setting data including enemy bullet firing patterns that are set in advance for game control. Enemy bullet firing patterns are set for each type of enemy object in the first mode (ADVANCE mode) and the second mode (BULLET HELL mode). Enemy bullet firing patterns define, for example, the type of attack, the number of shots, the size of the explosion, the bullet firing interval, the bullet rapid-fire interval, and the bullet speed.
[0033] The display control unit 23 controls the display on the display 27 under the control of the CPU 20 .
[0034] Under the control of the CPU 20, the input control unit 24 controls data input in response to a touch operation on the touch panel 28. In response to a touch operation on the touch panel 28 by the user, the input control unit 24 generates data indicating a touch position and outputs the data to the CPU 20.
[0035] The audio control unit 25 controls audio output from the speaker 29 and audio input from the microphone 30 under the control of the CPU 20 .
[0036] The communication control unit 26 connects to the network 8 via the communication interface 31 and controls communication with other electronic devices.
[0037] The display 27 has a touch panel 28 superimposed on its display surface, thereby forming the touch screen 12.
[0038] The communication interface 31 communicates with the server 5, other game devices 10, etc. via the network 8.
[0039] Next, the operation of the game device 10 in this embodiment will be described.
[0040] Fig. 4 is a flowchart showing game processing executed by the game device 10 in this embodiment. Fig. 5 is a flowchart showing display switching processing executed in the game processing in this embodiment. Fig. 6 is a flowchart showing shot processing (burst processing function) executed in the game processing in this embodiment.
[0041] When an instruction to execute game processing is given by operating the touch panel 28, for example, the CPU 20 starts game processing based on the game program 22 (step A1).
[0042] The CPU 20 displays a game screen for executing the game on the display 27, and also causes the audio control unit 25 to output music for the game (BGM) from the speaker 29 in accordance with the music data. In the initial stage, the CPU 20 displays a game screen for game processing in the first mode (ADVANCE mode), and outputs music (BGM) based on the music data for the first mode.
[0043] Fig. 7(A) is a diagram showing an example of a game screen in the first mode displayed on the display 27 in this embodiment. In the example of the game screen shown in Fig. 7(A), a player's object (first object) 40, whose movement is controlled in response to an input operation by the player, is displayed at the bottom center of the screen, and a plurality of different enemy objects (second objects) are displayed around the player's object 40. In addition, background objects according to the stage are displayed (not shown).
[0044] The game screen displays (not shown) the score gained by destroying enemy objects, the number of remaining aircraft owned by the player, the number of chains, etc. Also displayed (not shown) are buttons (UI) for receiving instructions operated by the player.
[0045] In the game processing of the first mode, the CPU 20 moves the display position of the enemy object and fires attacking enemy shots 60 (flying objects) from the enemy object downward toward where the player's object 40 (first object) is located, in a pattern (direction, frequency, etc.) determined according to the type of enemy object (step A2). Note that flying objects representing attacking enemy shots include various types of objects in the game space, such as beams, bombs, lasers, and missiles. Furthermore, the enemy shots 60 may not only be fired in a pattern determined according to the type of enemy object, but may also be fired randomly or in a manner that changes according to the status of the player's object 40 (first object).
[0046] During game processing, score items that allow players to gain scores and power-up items that allow players to gain power are displayed according to the game situation. For example, in the second mode, score items are converted from enemy shots by causing the enemy shots to explode. Power-up items are released from the player's ship object 40 after burst processing, which will be described later, or appear when a specific enemy object (e.g., a UFO object) is destroyed.
[0047] When an input operation is performed by the player (step A3, Yes), the CPU 20 executes processing in accordance with the input operation. The input operation during the game processing includes an input operation for controlling the operation of the player's object 40, an input operation for instructing the execution of a style change (switching processing function), and the like.
[0048] If an input operation for controlling the movement of the player's object 40 has been performed (step A3, Yes -> step A4, No), the CPU 20 controls the movement of the player's object 40 in accordance with the input operation (step A5).
[0049] For example, when the input device to be used for input operation is the touch panel 28, the player can instruct the player's object 40 to move by swiping (moving the panel while still touching it).
[0050] FIG. 8 is a diagram for explaining operations on the touch panel 28 in this embodiment.
[0051] FIG. 8(A) shows an example of movement control of the player's object 40 in response to a swipe operation on the touch panel 28 in this embodiment.
[0052] The CPU 20 detects the movement direction and movement speed of a swipe operation on the touch panel 28, and moves the player's aircraft object 40 on the game screen in accordance with the movement direction / speed. In the example shown in Fig. 8(A), by moving the hand H1 diagonally upward to the right while touching the touch panel 28 with the fingertip, the display position of the player's aircraft object 40 is controlled to move diagonally upward to the right on the game screen in accordance with the movement direction and movement speed of the touch position. Therefore, for example, by performing a quick swipe operation, the display position of the player's aircraft object 40 can be moved quickly.
[0053] In this case, it is not necessary to touch the display position of the player's aircraft object 40, but it is sufficient to touch and swipe any position on the touch panel 28 as shown in FIG. 8(A).
[0054] Furthermore, when the touch panel 28 is used, the CPU 20 automatically fires an attacking player's shot 60 (flying object) from the player's object 40 (auto shot) without requiring any operation by the player. Note that the flying object representing the attacking player's shot 60 includes various types of objects in the game space, such as a beam, a bomb, a laser, and a missile.
[0055] FIG. 8B shows an example of control of firing a shot from the player's aircraft object 40.
[0056] The CPU 20, for example, continuously fires (continuously fires) player shots 62 from the player object 40. Therefore, the player can attack the enemy object simply by performing an operation to change the position of the player object 40 so that the player shots 62 from the player object 40 reach the enemy object.
[0057] In the game processing, the CPU 20 executes a shot determination process for determining whether an attack from an enemy object has hit the player's object 40, or whether an attack from the player's object 40 has hit the enemy object.
[0058] When it is determined that an attack from an enemy object has contacted (hit) the player's object 40, the CPU 20 executes burst processing (burst, burst finish) if a preset condition is met. Details of the burst processing will be described later (see FIG. 6).
[0059] On the other hand, when it is determined that an attack from the player's object 40 has come into contact with (hit) an enemy object, the CPU 20 adds a score according to the type of enemy object and other conditions (such as the number of chains). The player attempts to increase the score by attacking the enemy object while moving the position of the player's object 40 so as to avoid attacks from the enemy object.
[0060] In the first mode, enemy shots (beams, bombs, lasers, missiles, etc.) fired from enemy objects can be destroyed by player shots fired from the player object 40. Therefore, in scenes where many enemy shots are fired, the player can efficiently gain points by attacking with the player object 40 in the first mode.
[0061] Furthermore, if the input operation by the player on the touch panel 28 is an input operation instructing execution of a style change (switching processing function) (step A4, Yes), the CPU 20 executes a switching display process for mode switching (step A6). When the touch panel 28 is used, the input operation instructing execution of a style change is a simultaneous two-point touch on the touch panel 28.
[0062] FIG. 8(C) shows an example of simultaneous two-point touch on the touch panel 28. As shown in FIG. 8(C), execution of a style change can be instructed by touching any position on the touch panel 28 with the fingertips of, for example, different positions of each of hands H1 and H2. For example, a style change can be instructed by touching a second point while performing an operation to move the position of the player's aircraft object 40 with a first touch. Therefore, a style change can be quickly performed at the timing intended by the player during the game.
[0063] When the simultaneous two-point touch is detected, the CPU 20 starts the display switching process.
[0064] Fig. 5 is a flowchart showing the display switching process in this embodiment. Fig. 9(A), (B), and (C) show examples of displays during the display switching process in this embodiment.
[0065] The CPU 20 draws a circle, for example, clockwise, around the display position of the player's object 40 at that time in accordance with the timing at which the second touch of the simultaneous two-point touch is detected (step B1). Fig. 9(A) shows the display state while the circle is being drawn.
[0066] If movement (swipe) of the first touch position by the hand H1 is detected while drawing this circle 72 (step B3, Yes), the CPU 20 moves the display position of the player's object 40 in accordance with the movement of the first touch position (step B4). At this time, the circle 72 displayed around the player's object 40 is also moved in accordance with the display position of the player's object 40.
[0067] Furthermore, even if the touch position is moved, the simultaneous two-point touch state is not canceled unless the finger of the hand H2 that touches at the second point is removed from the touch panel 28. Furthermore, even if the second-point touch position is moved, it is assumed that this does not affect the display position of the player's object 40.
[0068] When it is detected that the finger of hand H2 at the second touch has been released from touch panel 28 (step B5, Yes), CPU 20 erases circle 72, ends the switching display process (step B6), and returns to game processing (step A2). Here, because the game processing was in the first mode before the simultaneous two-point touch was detected, the process returns to game processing in the first mode.
[0069] It should be noted that, when only the finger of the hand H1 that touched the first point is removed from the touch panel 28, the game process similarly returns to the first mode.
[0070] On the other hand, when the drawing of the circle 72 is completed while the simultaneous two-point touch state remains (step B2, Yes), the CPU 20 maintains that state. During this time, if movement (swipe) of the first-point touch position by the hand H1 is detected (step B7, Yes), the CPU 20 moves the display position of the player's aircraft object 40 in accordance with the movement of the first-point touch position, in the same manner as described above (step B8).
[0071] When it is detected that the finger of the hand H2 has been released from the touch panel 28 at the second touch point (step B9, Yes), the CPU 20 enlarges and displays the circle 72 (step B10). FIG. 9(B) shows a state in which the finger of the hand H2 has been released from the touch panel 28 at the second touch point. FIG. 9(C) shows a state in which the circle 72 is being enlarged and displayed. If the enlarged drawing of the circle 72 has not been completed (step B11, No), the CPU 20 continues to enlarge and display the circle 72 (step B10). For example, the CPU 20 enlarges and displays the circle 72 from the size at which the drawing of the circle 72 shown in FIG. 9(B) was completed to outside the screen, for example, in a short period of time (a period that the player perceives as an instant).
[0072] When the CPU 20 completes the enlarged drawing of the circle 72 (Yes in step B11), the CPU 20 completes the display switching process.
[0073] In this way, in the switching display processing, when an operation (simultaneous two-point touch) instructing execution of a style change that switches the game processing mode is detected, the circle 72 is drawn (enlarged) to prevent an erroneous style change operation and enable the player to change the style at any timing. In other words, even if an erroneous simultaneous two-point touch is made on the touch panel 28, a style change will not be executed at that point. Furthermore, while the circle 72 is displayed, the player can continue to control the player's ship object 40 by performing a first-point touch operation. Then, the player can execute a style change by releasing the second-point touch at the timing intended by the player.
[0074] In the above description, the touch panel 28 (touch screen 12) is used as an input device operated by the player, but various controllers 14-1 to 14-4 can be used as other input devices.
[0075] In this case, input operations by the player are detected according to the type, shape, configuration, etc. of the various controllers 14-1 to 14-4. For example, in game machines such as portable game machines and dedicated home game machines, operations such as shot, movement (forward, backward, left, right), style change, menu selection, pause, etc. are assigned to multiple buttons and directional keys (sticks) provided on a dedicated controller. When firing a shot from the player's character by button operation, it may be controlled so that the shot is not fired automatically but only while the shot button is pressed.
[0076] When a mouse is used as an input device, for example, left button click is assigned to confirm, right button click to change style / go back, and movement operations are assigned to moving the player's ship / selecting a menu.
[0077] As a result, even in game processing devices using the various controllers 14-1 to 14-4, input operations by the player can be detected in the same way as in the case where the touch panel 28 described above is used.
[0078] Next, the CPU 20 switches the background music that has been output during the game processing in the first mode (ADVANCE mode) to that for the second mode (BULLET HELL mode) (step A7).
[0079] In game processing, the CPU 20 plays back and outputs background music with different arrangements in the first mode and the second mode. The music data for the first mode and the second mode are created to play music with the same rhythm and the same length. Therefore, when changing styles, the rhythm of the background music being played during game processing in the first mode can be synchronized with the rhythm of the background music being played during game processing in the first mode, and the background music for game processing in the second mode can be switched to without interrupting the playback of the background music. In other words, the rhythm of the background music can be prevented from being disrupted when switching from the first mode to the second mode.
[0080] Note that when switching background music during a style change, the transition may be performed using a crossfade. That is, when switching from the first mode to the second mode, the background music for the first mode fades out while the background music for the second mode simultaneously fades in. This allows for a smooth, continuous transition between background music.
[0081] Furthermore, when the background music is switched, predetermined sound effects (SE) may be output so that the player can clearly recognize the mode switch.
[0082] Furthermore, the CPU 20 displays an image of style change effect A for switching from the first mode to the second mode (step A8).
[0083] FIG. 10 is a diagram for explaining the video of style change performance A in this embodiment.
[0084] In style change performance A, for example, a performance object is generated from the center of the screen to the left and right edges of the screen, rotating at a pitch as it spreads out, and an image representing a spiral is displayed across the entire screen, as shown in Figure 10, and then the object is erased starting from the object in the center of the screen.
[0085] In Fig. 10, the object spreads from the center of the screen (originating point) to the left and right edges of the screen, but it may also spread diagonally, for example. Also, although the object spreads from the center of the screen, it may also spread from other random positions, such as the left, center, or right side of the screen. Furthermore, at the center of the screen (originating point), it may not only be generated near the center of the spiral as shown in Fig. 10, but also generated from the intersection point.
[0086] The direction in which the object spreads, the origin and location of the object may be changed randomly each time a style change from the first mode to the second mode is executed, or may be determined according to the orientation and position of the player object 40 when the style change is instructed.
[0087] In this way, the background music changes and the video of the style change effect is played back in accordance with the timing of the operation to instruct the execution of the style change, thereby emphasizing the realism of the style change (change in game mode) and providing the fun of operating like a DJ (Disk Jockey) or VJ (Video Jockey).
[0088] The CPU 20 reproduces and outputs style change effect A for a predetermined time (for example, 1 second) (step A9, No), and does not accept any style change instructions during this reproduction and output. When the reproduction of style change effect A ends (step A9, Yes), the CPU 20 transitions to game processing in the second mode (step A10).
[0089] In the game processing of the second mode after the style change, the CPU 20 changes the difficulty level by changing the behavior of the enemy object (second object) while continuing the game situation of the first mode.
[0090] FIG. 7(B) is a diagram showing an example of a game screen in the second mode displayed on the display 27 in this embodiment.
[0091] On the game screen after the style change, the objects are controlled according to the second mode, with the player's object 40 and enemy objects displayed on the game screen as they were when the style change was instructed. That is, while the display position of the enemy object is moved, attacking enemy shots (flying objects) are fired from the enemy object in a downward direction from where the player's object 40 (first object) is positioned, in a pattern (direction, frequency, etc.) determined according to the type of enemy object. Note that the enemy shots 60 may not only be fired in a pattern determined according to the type of enemy object, but may also be fired randomly or with a different pattern depending on the status of the player's object 40 (first object).
[0092] Therefore, when a style change is instructed, if an attacking enemy shot 60 (flying object) is fired from the enemy object and the enemy object is moving, the enemy object is displayed as if it is still moving on the game screen that has been switched to the second mode.
[0093] Furthermore, by transitioning to the game processing of the second mode, the behavior of the enemy objects is changed in order to change the difficulty level. Here, the attacks from the enemy objects are changed so that the difficulty level is higher in the second mode than in the first mode. For example, the enemy bullets fired from the enemy objects are changed to special enemy shots 61 (Hell bullets), and the number of shots is greatly increased (creating a so-called barrage shooting state).
[0094] For example, for each of multiple types of enemy objects, two types of enemy bullet firing patterns (attack type, number of shots, explosion size, etc.) are set for the first mode (ADVANCE mode) and the second mode (BULLET HELL mode), and the enemy bullet firing pattern is switched depending on the mode.
[0095] In addition, in the game processing of the second mode, the difficulty level is increased by changing the enemy bullet firing pattern, but processing is performed so that a high score can be obtained by performing appropriate operations on the player's ship object 40. Therefore, it is possible to enjoy playing the game strategically by switching to a mode that makes it easier to obtain a score at an appropriate time depending on the game situation. Details will be described later (FIGS. 12 and 13).
[0096] When an input operation is performed by the player (step A11, Yes), the CPU 20 executes processing according to the input operation. As in the first mode, input operations during game processing include input operations for controlling the behavior of the player's object 40, input operations for instructing execution of a style change (switching processing function), and the like.
[0097] If an input operation for controlling the movement of the player's object 40 is performed (step A11, Yes → step A12, No), the CPU 20 controls the movement of the player's object 40 in accordance with the input operation, as in the first mode (step A13).
[0098] Furthermore, if the input operation by the player on the touch panel 28 is an input operation instructing execution of a style change (switching processing function) (step A12, Yes), the CPU 20 executes a switching display process for mode switching (step A14). The switching display process is executed in the same manner as when switching from the first mode to the second mode described above, and a detailed description thereof will be omitted (FIG. 5).
[0099] Next, the CPU 20 switches the BGM that has been output during the game processing in the second mode (BULLET HELL mode) (step A15). When changing the style from the second mode to the first mode, the BGM is switched to the BGM for the game processing in the first mode in synchronization with the rhythm of the BGM that has been played during the game processing in the second mode, in the same manner as when switching from the first mode to the second mode described above.
[0100] Furthermore, the CPU 20 displays an image of style change effect B for switching from the second mode to the first mode (step A16).
[0101] FIG. 11 is a diagram for explaining the video of style change performance B in this embodiment.
[0102] In style change effect B, for example, as shown in FIG. 11, effect objects are randomly generated across the entire screen, and then randomly transformed and enlarged, and then faded out and disappears.
[0103] In this way, even when changing from the second mode to the first mode, the sense of reality of the style change can be emphasized, and the fun of operating like a DJ or VJ can be provided. Furthermore, because style change performance B, which is different from that when changing from the first mode to the second mode, is played back, the changed mode can be easily recognized visually.
[0104] The CPU 20 plays back and outputs style change effect B for a predetermined time (for example, 1 second) (step A17, No), and does not accept any style change instructions during this playback output. When the playback of style change effect B ends (step A17, Yes), the CPU 20 transitions to game processing in the first mode (step A2).
[0105] In the game processing of the first mode after the style change, the CPU 20 changes the difficulty level by changing the behavior of the enemy object (second object) while continuing the game situation of the second mode. Here, as shown in Fig. 7(A), the attack from the enemy object is changed so that the difficulty level is lower than that of the second mode.
[0106] In this way, the game processing device of this embodiment can execute a style change that switches modes at any timing in response to an input operation by the player during the game. That is, the difficulty level can be changed at will while the game situation continues, without having to perform an operation such as stopping the game before the game starts or during the game and selecting a mode or style from a menu, thereby improving the entertainment value of the game.
[0107] For example, a command to execute a style change can be given by simultaneously touching two points on the touch panel 28 while maintaining a first touch to control the movement of the player's object 40 during the game. Therefore, the game is not interrupted by switching modes. This also allows for deeper strategic consideration of when to switch between the two modes in the game situation.
[0108] Furthermore, because the difficulty level can be adjusted by the player by changing the style, players of all skill levels, from beginners to advanced players, can enjoy the game in a way that suits their own skill level.
[0109] Furthermore, the video and music (BGM) change in sync, allowing you to experience the feeling of being a DJ or VJ while playing the game.
[0110] Next, a specific example of changing the difficulty level (enemy bullet firing pattern) and gaining a score by changing the style will be described. Figures 12 and 13 are diagrams showing an example of a game screen during game processing in this embodiment.
[0111] Fig. 12(A) shows an example of a game screen in the first mode. As shown in Fig. 12(A), during a game in the first mode, enemy objects 50 fire attacking enemy shots 60 (enemy bullets) toward the player's object 40. When the style is changed from the first mode to the second mode, the enemy bullet firing pattern of the enemy shots 60 fired by the enemy object 50 changes, and dedicated enemy shots 61 (hell bullets) are fired, as shown in Fig. 12(B). Note that the enemy shots 60 fired before the style change remain on the screen without being replaced by the enemy shots 61 (hell bullets).
[0112] While the enemy shots 60 in the first mode are fired one at a time, the enemy shots 61 (Hell bullets) shown in FIG. 12(B) are fired three at a time, making it easier to hit the player object 40 and increasing the difficulty of the game.
[0113] The difficulty level increases by changing the enemy bullet firing pattern of the enemy shots 61, but on the other hand, a higher score can be obtained by changing to the enemy shots 61. For example, when an enemy object is defeated by an attack from the player's object 40 (when the player's shot hits), a score determination is performed that will result in a higher score.
[0114] In the game processing, when an enemy object is destroyed by an attack from the player's object 40, an explosion object is displayed that indicates the range of the explosion that represents the destruction of the enemy. The size and shape of the explosion object that indicates the range of the explosion and the destruction of the enemy are changed depending on the type of enemy object and the situation. For example, explosion objects corresponding to the explosion ranges of "large explosion," "medium explosion," and "small explosion" are displayed in descending order of the explosion range.
[0115] For example, in the second mode, an enemy object near an enemy shot 61 (Hell bullet) is destroyed to display a "large explosion" object, and a high score can be obtained by including (entangling) the enemy shot 61 (Hell bullet) in the range in which this object is displayed.
[0116] FIG. 12(C) shows the state in which the "large explosion" object 70 is displayed in the second mode. The explosion object 70 is represented by a circle with a lens flare (a thin, elongated object extending horizontally). The "large explosion" object in the first mode is represented by a simple circle with no lens flare. In other words, by making the shape of the explosion object 70 in the second mode different from that of the explosion object in the first mode, it is made easier to understand that score acquisition (absorption of score items 80 by the player's ship object 40), which will be described below, is possible.
[0117] As shown in Fig. 12(C), when an enemy shot 61 (Hell bullet) is included within the circle of the explosion object 70, the CPU 20 changes the enemy shot 61 into a score item, which is an object that can be used to add up the score. Fig. 13(A) shows a state in which the enemy shot 61 has been changed into a score item 80.
[0118] After an enemy shot 61 is fired from the enemy object 50, even if you change the style to the first mode and the enemy shot 61 gets caught in the explosion object "large explosion", it will not change into a score item, but if you change the style again to the second mode and the enemy shot 61 gets caught in the explosion object 70, it will change into a score item.
[0119] When the player's input operation causes the player's object 40 or the score item 80 to move, so that the distance between the player's object 40 and the score item 80 falls within a predetermined standard, the CPU 20 displays an effect in which the score item 80 is absorbed into the player's object 40 (moves rapidly in the direction of the player's object 40 and is erased), as shown in Fig. 13(B). In addition, the CPU 20 displays the score 90 acquired by absorbing the score item 80 near the player's object 40, as shown in Fig. 13(B).
[0120] In this way, by changing the style from the first mode to the second mode, the enemy bullet firing pattern is changed and the difficulty level increases, but in the second mode, a high score can be obtained by using the enemy shots 61 (Hell bullets) fired from the enemy object 50. On the other hand, in the first mode, a score can be obtained by destroying the enemy shots (beams, bombs, lasers, missiles, etc.) fired from the enemy object 50 with the player's shot from the player's object 40.
[0121] For this reason, even advanced players may choose to play in the first mode when there are many enemy shots that can be destroyed by the player's shots, earning chains by destroying the enemy shots and increasing the score multiplier, or when an enemy object 50 that fires enemy shots that cannot be destroyed by the player's shots appears even in the first mode, switching to the second mode and earning scores by using score items.
[0122] Therefore, the game processing of the game processing device in this embodiment can provide a gameplay that allows the player to understand the characteristics of the enemy, such as which enemy object 50 will fire what kind of enemy shot and what kind of explosion (explosion object 70) will occur, and to develop a strategy for defeating the enemy.
[0123] Next, a specific example of a change in enemy bullet firing pattern due to a style change will be described.
[0124] In the game processing of this embodiment, for example, the timing at which enemy shots are fired from the enemy object 50 is the same in the first mode and the second mode. In other words, the setting of the trigger timing (firing trigger) of enemy shots is assumed to be shared between the first mode and the second mode. Therefore, when a style change is made from the first mode to the second mode, the timing at which enemy shots are fired from the enemy object 50 in the first mode is carried over, and enemy shots are fired at the same timing in the second mode. Similarly, when a style change is made from the second mode to the first mode, the timing at which enemy shots are fired from the enemy object 50 in the second mode is carried over, and enemy shots are fired at the same timing (firing trigger) in the first mode. However, to increase the difficulty level of the second mode, it is assumed that enemy shots are not fired in the first mode, but that an enemy object 50 or a firing trigger that fires enemy shots exists in the second mode.
[0125] When changing the style, the CPU 20 controls the firing of enemy objects by changing to the enemy bullet firing pattern set for each of the first mode and the second mode.
[0126] 14 and 15 show examples (1) to (4) of changes in enemy bullet firing patterns between the first mode and the second mode in this embodiment.
[0127] (1) In the example shown in Figure 14(A), one beam (enemy shot) is fired at one firing timing in the first mode. On the other hand, in the example shown in Figure 14(B), two small hell bullets are fired at one firing timing in the second mode. As shown in Figures 14(A) and 14(B), by switching modes through style changes, enemy shots with different enemy bullet firing patterns are fired at the same timing (firing trigger).
[0128] (2) When the enemy bullet firing pattern in the second mode is "n-shot", all n enemy shots are fired in the same direction.
[0129] For example, if an enemy bullet firing pattern is set to "fire two small hell bullets at the player's object," as shown in FIG. 14(C), after the first bullet is fired at the player's object 40B, even if the player's object 40 moves before the second bullet is fired, the second bullet will also be fired in the same direction as the first bullet.
[0130] 14(D), even if the style is changed from the second mode to the first mode after firing the first shot toward the player object 40B and before firing the second shot, the shots continue to be fired in the same direction until all two shots (n shots) have been fired. The type of enemy shot 60 (Hell bullet (small)) also does not change.
[0131] After the style change to the first mode, at the next firing timing, the enemy object 50 fires an enemy shot according to the enemy bullet firing pattern set in the first mode.
[0132] (3) When the enemy bullet firing pattern in the second mode is "n shots," n enemy shots are fired while setting the firing direction each time.
[0133] For example, if an enemy bullet firing pattern is set to "fire small hell bullets twice at the player's aircraft object," then, after the first enemy shot 63 is fired at the player's aircraft object 40B, if the player's aircraft object 40 moves before the second shot is fired, the second enemy shot 63 will be fired in the direction of the player's aircraft object 40 to which it has moved, as shown in FIG. 14(E).
[0134] Also, as shown in FIG. 14(F), after firing the first enemy shot 63 at the player's aircraft object 40B, if a style change is made from the second mode to the first mode before firing the second shot, the firing of the second shot is canceled.
[0135] After the style change to the first mode, at the next firing timing, the enemy object 50 fires an enemy shot according to the enemy bullet firing pattern set in the first mode.
[0136] If the enemy bullet firing pattern is "n continuous shots," firing the first shot determines that n shots will be fired, so even if the style is changed before all shots are fired, the enemy shots before the style change will continue until all shots are fired. On the other hand, if the enemy bullet firing pattern is "n shots," enemy shots are individually controlled for each shot, so if the style is changed before all shots are fired, the enemy shots will be fired at the same timing (firing trigger) according to the enemy bullet firing pattern of the style changed mode.
[0137] In this way, when the mode is changed by a style change, the timing (firing trigger) for firing enemy shots is maintained, and the firing of enemy shots is controlled according to the enemy bullet firing pattern. In other words, the difficulty level can be changed by controlling enemy shots according to the enemy bullet firing pattern while maintaining the game situation by changing the style.
[0138] (4) In the above (1) to (3), examples are shown in which the enemy bullet firing pattern remains almost unchanged between the first mode and the second mode, but the enemy bullet firing pattern may be changed to a significantly different pattern depending on the type of enemy object.
[0139] In the example shown in FIG. 15(A), in the first mode, a plurality of homing bullets 65 are fired simultaneously at a firing timing from the enemy object 52 as enemy shots. The movement direction of the homing bullets 65 is changed so as to follow the player's aircraft object 40 in accordance with the movement of the player's aircraft object 40. On the other hand, in the example shown in FIG. 15(B), in the second mode, 18 large hell bullets 66 are fired simultaneously in 18 directions from the enemy object 52 at a single firing timing.
[0140] In this way, the enemy bullet firing pattern changes depending on the type of enemy object 50, 52, so the player can instantly change their style depending on the enemy object that appears on the game screen, determining, for example, which style will make it easier to gain points or avoid enemy shots, etc. This allows for strategic gameplay enjoyment.
[0141] Next, the shot processing executed in the game processing will be described.
[0142] FIG. 6 is a flowchart showing the shot processing (burst processing function) in this embodiment.
[0143] In the game processing, the CPU 20 determines whether or not an attack from an enemy object has hit the player's object 40.
[0144] When it is determined that an attack from an enemy object has contacted (hit) the player's object 40 (step C1, Yes), the CPU 20 determines whether the condition for executing burst processing by the burst processing function is satisfied, i.e., whether the power value (evaluation value) currently acquired by the player's object 40 is in a preset state. Here, for example, it is determined whether the power value is the strongest (MAX). Note that the preset state is not limited to the case where the power value is the strongest (MAX), and other states can also be set as conditions, such as a power value of 95% or more of the strongest (MAX). Furthermore, instead of using the power value as the condition for determination (evaluation value), the determination criterion can be either the score at that time or the number of remaining player's objects, or any combination of the power value, score, and remaining number. Furthermore, other conditions can also be used as the determination criterion.
[0145] Here, if it is determined that the power value is not the strongest (MAX) (step C2, No), the CPU 20 executes a mistake process according to a hit by an attack from an enemy object (step C11). For example, the CPU 20 executes a process to reduce the number of remaining player objects, clear the number of chains, reduce the power value, etc. Note that if an attack from an enemy hits the player object 40, other mistake processes may be executed.
[0146] On the other hand, if it is determined that the power value is at the maximum (MAX) (step C2, Yes), the CPU 20 executes burst processing using the burst processing function. In the game processing of this embodiment, burst refers to a state in which, for example, when the player's object 40 is powered up to the maximum and comes into contact with an enemy bullet, all power is lost in exchange for one mistake (the remaining number is not reduced), and a powerful counter attack different from the attack during normal game processing executed in response to an input operation by the player is launched.
[0147] FIG. 16 shows an example of a game screen in which a burst is activated in this embodiment.
[0148] For example, during a burst, the player's object 40 fires a number of burst beams that can destroy not only enemy objects but also enemy shots. Furthermore, the player's object 40 becomes invincible, and even if an attack from an enemy object hits the player, it is not counted as a miss. Furthermore, all explosions of enemy objects during a burst are made to be accompanied by lens flares, and as described above, enemy shots caught in the explosion objects are treated as score items. To reduce the processing load, it is also possible to not treat enemy shots caught in explosion objects as score items, and instead only add points for the destruction of the enemy shots.
[0149] In addition, as a display effect on the game screen while a burst is being activated, for example, when the burst beam hits an enemy object, a special hit effect is generated (even if the target is not destroyed), and a video specially for the burst is displayed in the background. Also, in conjunction with the display effect on the game screen while a burst is being activated, background music and sound effects are output while the burst is being activated.
[0150] Here, the process when a burst occurs will be described.
[0151] FIG. 17 is a diagram showing an example of a game screen when a burst occurs in this embodiment.
[0152] During game processing, when the power value for the player's object 40 is in a state where it can be shifted to burst processing, i.e., is at the strongest (MAX), the CPU 20 equips the player's object 40 with an object called a bit, for example. For example, as shown in Fig. 17(A), two bit objects 42 are displayed around the player's object 40 so as to constantly yaw rotate clockwise.
[0153] When an enemy bullet hits the player's aircraft object 40 in a state where it is ready to transition to burst processing as shown in Fig. 17(A) and a burst is activated, the CPU 20 displays an image of a burst occurrence effect as shown in Fig. 17(B) (step C3). For example, the entire game screen is displayed in slow motion for a certain period of time, the player's aircraft object 40 is rolled 360° clockwise, and at the same time, the bit objects 42 are illuminated and displayed aligned left and right. Here, the player's aircraft object 40 is made invincible.
[0154] Next, the CPU 20 displays an effect image in which the player's ship object 40 (bit object 42) continuously fires player's ship shots 62 (for example, burst beams) (step C4). For example, as shown in Fig. 17(c), the bit object 42 continuously fires player's ship shots 62 using burst beams while emitting flare light and rolling counterclockwise at high speed.
[0155] An example of firing the player's shot 62 (burst beam) when a burst is activated will be described.
[0156] As shown in Figure 18, the burst beam fired when a burst is activated basically extends in a straight line from the player's aircraft object 40 in a forward direction (upward on the game screen) for a certain distance, then branches out and extends diagonally to the left and right, and after extending a certain distance, extends in a forward direction again.
[0157] For example, the burst beams extending diagonally to the left and right include one that extends diagonally a basic length (maximum length) and then extends forward, and one that extends diagonally half the basic length and then extends forward. This allows the burst beam to be emitted over a wide area in front of the player object 40 to destroy the enemy object 50. Note that the burst beams may extend not only half (1 / 2) of the basic length in the diagonal direction and then extend forward, but also one that extends forward by another length such as 1 / 3 or 1 / 4.
[0158] Furthermore, the burst beams are not simultaneously fired from the bit objects 42 arranged on the left and right of the player's ship object 40, but are controlled to be fired alternately, for example. This allows the next burst beam to be fired while the previously fired burst beam is still remaining, and burst beams are fired one after another, creating the effect of many burst beams flying simultaneously on the game screen.
[0159] 19(A), if there is an enemy object 50 or enemy shot in the front direction (upper part of the game screen) while the burst beam is extending diagonally upward, the burst beam is refracted in the front direction (toward the enemy object 50, etc.) from that moment on, even if it has not extended the originally planned distance (shown by the dashed line in FIG. 19(A)). This ensures that the burst beam always hits the enemy object 50.
[0160] When the player's shot 62 hits the enemy object 50, the CPU 20 displays an impact effect image. For example, as shown in Fig. 17(D), a hit effect 70 with a dedicated lens flare is generated in correspondence with each enemy object 50 hit by the player's shot 62.
[0161] The CPU 20 adds a score according to the enemy objects 50 destroyed by the player's shots 62 fired in the burst (step C6).
[0162] In this way, by exchanging the entire power value for avoiding a single mistake and executing a burst process that activates a powerful counter attack, even if the power value is reset, the player's shots 62 can be fired in rapid succession to attack a large number of enemy objects at once, thereby earning a large score. This is particularly effective when many enemy characters are generated, providing the fun of thinking about tactics during the game.
[0163] Activating a burst not only makes things more difficult as the power value is reset, but also makes it harder to aim for consecutive defeat (chain) bonuses, so you need to activate the burst in the right situation, allowing you to enjoy deeper tactics and strategy.
[0164] Also, after activating a burst, you can obtain a power-up item again and power up the power value to the strongest (MAX) to activate another burst, so you can repeatedly get the sense of accomplishment of reaching a state where you can activate a burst.
[0165] Furthermore, once the power value of the player's object 40 has been increased to the maximum (MAX), the player can no longer enjoy the pleasure of powering up again unless he makes a mistake, but the player can enjoy the pleasure of powering up again without passing through the negative situation of a mistake. This adds further waves of tension and relaxation to the gameplay, allowing the player to enjoy the game with more emotional ups and downs.
[0166] The CPU 20 determines whether the player's shot 62 fired by the burst will destroy (hit) a specific enemy object set in advance, for example, an enemy object corresponding to a boss (or mid-boss). Here, if a specific enemy object (boss) appears on the game screen when the burst is activated, it is determined that the enemy object (boss) will be destroyed by the burst.
[0167] If the specific enemy object (boss) is not defeated (step C7, No), the CPU 20 erases the bit object 42 attached to the player's aircraft object 40, and returns the player's aircraft object 40 to the normal shot 62 and fires it, as shown in Fig. 17(E). The CPU 20 also resets (initializes) the power value of the player's aircraft object 40 (step C10). This ends the burst process (shot process).
[0168] On the other hand, when a specific enemy object (boss) is defeated by activating a burst (step C7, Yes), the CPU 20 generates a defeat effect (burst finish effect) that is different from that during normal times or bursts (step C8), and executes a burst finish that adds special bonus points (step C9).
[0169] When a burst finish is executed, the CPU 20 controls the player's shot 62 (burst beam) fired from the player's object 40 (bit object 42) so that it homes in on the enemy object 52 (boss) (changes direction to track it), as shown in Figures 19(B) and 19(C). For example, after the burst beam is fired, as shown in Figure 19(B), it deviates from the normal route midway and homes in on the enemy object 52 (boss or mid-boss) until it hits the boss in line with its movement, as shown in Figure 19(C). Note that if the enemy object 52 (boss) does not hit the boss for, for example, five seconds or more because the enemy object 52 (boss) moves too fast or warps (disappears from the game screen), it is determined that all shots have hit the boss, and a defeat effect is performed.
[0170] Here, a specific example of a burst finish effect will be described.
[0171] FIG. 20 shows an example of a display in which the game space displayed on the game screen in this embodiment is expressed in two dimensions.
[0172] FIG. 20(A) shows that the player's shot 62 (burst beam) is being homed in accordance with the movement of the enemy object 52, as shown in FIG. 19(C) described above.
[0173] When the player's shot 62 (burst beam) hits the enemy object 52, for example, the entire game screen is flashed, and the enemy objects (other than the boss) around the enemy object 52 are transformed into explosion objects 70, as shown in FIG. 20(B).
[0174] 20(C), multiple spiral beams of light 71 are successively generated as if erupting from the enemy object 52 (boss). Furthermore, as shown in Fig. 20(D), an object representing a ray of light 72 in a geometric shape (representing, for example, an electronic circuit) is displayed extending downward from the top of the game screen.
[0175] After that, the game screen goes dark for a moment (for example, 0.2 seconds), and as shown in FIG. 20(E), a white lens flare is generated in the center of the position where the enemy object 52 (boss) was displayed (the game screen is filled with black except for the lens flare). Then, the game screen is inverted black and white, and the entire game screen is shaken to represent vibration, creating an impact, while an effect image of the enemy object 52 exploding is displayed. Furthermore, as shown in FIG. 20(F), a text message 73 about the special bonus obtained by activating a burst finish is flashed for, for example, 3 seconds. After that, the entire game screen goes into slow motion, and a clear effect image indicating that the burst finish has been completed is displayed.
[0176] FIG. 21 shows an example of a display in which the game space displayed on the game screen in this embodiment is expressed in three dimensions.
[0177] When the game space is represented in three dimensions, the camera position (viewpoint position) relative to the player's ship object 40 in three-dimensional space is switched at the moment a burst finish is activated. Fig. 21(A) shows the state immediately after the player's ship object 40 starts to fire a series of player's ship shots 62 (burst beams). Thereafter, as shown in Fig. 19(C) described above, the camera position is moved to display an image tracking the player's ship shots 62 (burst beams), as shown in Fig. 21(B), so as to show that the player's ship shots 62 (burst beams) are homing in on the enemy object 52 in accordance with its movement.
[0178] Just before the player's shot 62 (burst beam) hits the enemy object 52, as shown in FIG. 21(C), the camera position is moved to capture an image of the enemy object 52, and an image of the player's shot 62 (burst beam) homing toward the enemy object 52 is displayed.
[0179] When the player's shot 62 hits the enemy object 52, as shown in FIG. 21(D), multiple spiral lights 71 are generated one after another as if they are erupting from the enemy object 52 (boss), and the enemy objects (other than the boss) existing around the enemy object 52 are transformed into explosion objects 70.
[0180] Furthermore, as shown in Figure 21(E), the entire game screen is flashed twice, and an object representing a ray of light 72 with a geometric shape (e.g., representing an electronic circuit) is displayed extending downward from the top of the game screen.
[0181] After that, the game screen goes dark for a moment (for example, 0.2 seconds), and as shown in Fig. 21(F), a white lens flare appears in the center of the position where the enemy object 52 (boss) was displayed (the game screen is filled with black except for the lens flare). Then, the game screen is inverted from black to white, and the entire game screen is shaken to express a vibration, and an image of the enemy object 52 exploding is displayed.
[0182] Furthermore, as shown in Figure 21(G), a text message 73 about the special bonus obtained by activating a burst finish is displayed flashing for, for example, three seconds. After that, as shown in Figure 21(H), the entire game screen is displayed in slow motion, and a clear effect image indicating that the burst finish has been completed is displayed.
[0183] When the burst finish effect ends, the CPU 20 adds the score of the special bonus acquired by the burst finish (step C9). In addition, the CPU 20 resets the power value of the player's object 40 (step C10). This ends the burst process (shot process).
[0184] In this way, by defeating a specific enemy object (boss) by activating a burst, a burst finish can be executed. In a burst finish, a defeat effect (burst finish effect) different from that in normal times or during a burst is generated, and a special bonus score can be added. Therefore, as an element of challenge, it can further increase the player's interest in the game and give a sense of satisfaction when executing a burst finish.
[0185] In the above description, the burst process is activated when the power value of the player's ship object 40 reaches the maximum (MAX), but it may also be activated at any time when a specified input operation is performed, without the condition of the power value being the maximum. Also, although the burst finish is executed when a specific enemy object (boss) is defeated by burst activation, it may also be executed when other predetermined conditions are met. For example, the conditions may be the score obtained by burst activation, the number of enemy objects destroyed at the same time, the score or number of player's ships remaining at that time, or any combination of the power value, score, and remaining number.
[0186] Furthermore, although the above-mentioned burst processing is intended for games in which a player competes against an enemy object whose movements are controlled according to a predetermined algorithm by a game program, it can also be applied to games in which a player competes against an enemy object whose movements are controlled by the operations of other players.
[0187] Next, a modified example of the style change in the game processing device of this embodiment will be described.
[0188] In the above description, the game device 10 (game processing device) executes a shooting game based on the program 22, but the style change described above can be applied to other types of games. Specific examples (1) to (12) will be described below.
[0189] (1) Application example: Applying style change to action games.
[0190] As shown in FIGS. 22(A) and 22(B), in an action game, for example, a player character 102 and an enemy character 101 fight each other using weapons.
[0191] In a first mode shown in FIG. 22(A), the enemy character 101 uses a weapon 103 (sword). An attack 104 made with the weapon 103 has a narrow attack range but is fast and difficult to avoid. In a second mode shown in FIG. 22(B), the enemy character 101 uses a weapon 105 (great sword). An attack 106 made with the weapon 105 has a wide attack range but is slow and easy to avoid. In other words, in an action game, the difficulty level can be changed by changing the type of enemy attack (changing the weapon) through style changes.
[0192] In this example, by changing the weapon of the enemy character 101 through style change, the player's character 102 can overcome the enemy character 101 by using an action that the player is good at. For example, if the distance between the player's character 102 and the enemy character 101 is short, the player cannot avoid the attack 104 of the enemy character 101 in the first mode, but by changing the style to the second mode, the player can easily avoid the attack 106 with the weapon 105. The player can conquer the game by executing a style change at an appropriate timing depending on the game situation.
[0193] Note that the difficulty level can be changed by switching between weapon 103 (sword) and weapon 105 (great sword), for example, by setting the weapon 103 (sword) to have a fast attack speed that is difficult to avoid but can be blocked with a shield, and the weapon 105 (great sword) to have a slow attack speed that is easy to avoid but cannot be blocked with a shield, or by setting the weapon 103 (sword) to have a fast attack speed that is difficult to avoid but results in little damage, and the weapon 105 (great sword) to have a slow attack speed that is easy to avoid but results in great damage. Other applications are also possible.
[0194] (2) Application example: Applying style change to shooting games (including FPS (first-person shooters) and TPS (third-person shooters)).
[0195] As shown in FIGS. 23(A) and 23(B), in a shooting game, for example, a player character 102 and an enemy character 101 fight each other using weapons.
[0196] In a first mode shown in FIG. 23(A), an enemy character 101 uses a weapon 110 (gun). Attacks 111 with the weapon 110 are made by firing only one bullet at a time, but the bullets are fast and difficult to avoid. In a second mode shown in FIG. 23(B), attacks 112 with the weapon 110 are made by firing many bullets at once, but the bullets are slow and easy to avoid. In other words, in a shooting game, the difficulty level can be changed by changing the enemy's attack method through style changes.
[0197] In this example, by changing the style, the attack method of the weapon 110 used by the enemy character 101 is changed, allowing the player's character 102 to overcome the enemy character 101 by using an action that the player is good at. For example, if the distance between the player's character 102 and the enemy character 101 is short, the player cannot avoid the attack 111 with the weapon 110 of the enemy character 101 in the first mode, but by changing the style to the second mode, the player can easily avoid the attack 112 with the weapon 110. The player can conquer the game by changing the style at an appropriate timing depending on the game situation.
[0198] In addition, changing the difficulty level by changing the attack method using weapon 110 can also be applied in other ways, such as firing many bullets at once but making them shot down, firing many bullets at once but making them short-range, or firing many bullets at once but making them less damaging.
[0199] (3) Application example: Applying style change to strategy games.
[0200] As shown in FIGS. 24(A) and 24(B), in a strategy game, for example, a player character 102 and an enemy character 101 fight each other using weapons while moving through a game space, and compete for control of the game space.
[0201] In a first mode shown in FIG. 24(A), the enemy character 101 is an infantryman using a weapon 113. The enemy character 101 (infantryman) is weak but has a large amount of movement, making it easy to reach the target of attack. In a second mode shown in FIG. 24(B), the enemy character 101 is a heavy infantryman using a weapon 115 that is more powerful than the weapon 113. The enemy character 101 (heavy infantryman) is strong but has a small amount of movement, making it difficult to reach the target of attack. In other words, in a strategy game, the difficulty level can be changed by changing the enemy's status (movement ability) through style changes.
[0202] In this example, style changes can be used to change the status of the enemy character 101 in accordance with the battle situation, thereby turning the situation to an advantage for the player's character 102. The player can conquer the game by executing style changes at appropriate times according to the game situation.
[0203] (4) Application example: Applying style change to RPG (role-playing game).
[0204] As shown in FIGS. 25(A) and 25(B), in an RPG, for example, a player's character 102 is attacked by an enemy.
[0205] In the first mode shown in Figure 25(A), the enemy uses black magic 121 (attack magic), so the damage is heavy but can be defeated quickly. In the second mode shown in Figure 25(B), the enemy uses white magic 122 (recovery magic), so the damage is light but it is difficult to defeat. In other words, in RPGs, the difficulty can be changed by changing the attributes of the enemy's attacks through style changes, which changes the effects of the enemy's attacks.
[0206] In this example, style changes can be used to change the attributes of enemy characters according to the battle situation, thereby turning the situation in favor of the player's character 102. The player can conquer the game by executing style changes at appropriate times according to the game situation.
[0207] Note that changing the difficulty level by changing the enemy attributes can also be applied in other ways, such as making the enemies stronger but increasing the rewards (experience points, dropped items, etc.) when defeated.
[0208] (5) Application example: Applying style change to puzzle games.
[0209] As shown in Figures 26(A) and 26(B), in a puzzle game (drop-type), for example, puzzle blocks (pieces) 131 falling from the top of the screen are stacked at the bottom of the screen by manipulating the falling speed and landing point of the blocks, and when the arrangement of the stacked blocks 130 satisfies a predetermined condition (for example, a predetermined number or more of the same type of blocks are consecutive), they are erased and a score is awarded.
[0210] In the first mode shown in Fig. 26(A), the size of the falling blocks 131 is the same as the size of the stacked blocks 130. In the second mode shown in Fig. 26(B), the size of the falling blocks 132 is made larger than the size of the blocks 131 in the first mode. That is, in the puzzle game, by changing the size of the blocks through a style change, it is possible to change the difficulty of stacking the stacked blocks 130 so as to satisfy the conditions.
[0211] In this example, the style change makes it easier to stack blocks to satisfy the conditions by reducing (first mode) or increasing (second mode) the block size (shape of the target object) to match the size of the gaps formed by already stacked blocks 130. The player can easily earn a high score by executing a style change at the appropriate time according to the current state of the stacked blocks 130.
[0212] In addition, changing the difficulty by changing the size (shape of the target object) can also be applied in other ways, such as making the blocks standard size but giving standard points when they are cleared, or doubling the size of the blocks so that they are easier to stack and the risk of game over increases, but clearing them gives twice the points as when clearing normal blocks.
[0213] 26(A) and 26(B) show an example of a puzzle game with falling blocks, but the present invention can also be applied to a shooting puzzle game, as shown in FIG. 26(C). FIG. 26(C) shows the state in the second mode. In a shooting puzzle game, a character 135 at the bottom of the screen aims at a plurality of blocks 133 piled up at the top of the screen and shoots out blocks 134 to attach them to the blocks 133 so that the arrangement satisfies a predetermined condition.
[0214] In a shooting puzzle game, the difficulty level can also be changed by changing the size of the blocks 133 in the first mode and the size of the blocks 134 in the second mode.
[0215] (6) Application example: Applying style change to a tennis game.
[0216] 27(A)(B), in a tennis game, for example, a player character 141 and an opponent character 142 (opponent player) each operate a racket to hit the ball. The racket size of the opponent character 142 is changed by a style change.
[0217] In the first mode shown in FIG. 27(A), the enemy character 142 uses a small-sized racket 143. The smaller size of the racket 143 makes it lighter, and therefore the enemy character 142 moves faster. Therefore, even if the player's character 141 hits a ball in a direction far from the enemy character 142, the ball is more likely to be returned. In the second mode shown in FIG. 27(B), the enemy character 142 uses a racket 144 that is larger than the racket 143 in the first mode. The larger size of the racket 144 makes it heavier, and therefore the enemy character 142 moves slower. Therefore, the ball hit by the player's character 141 is more difficult to return, but if it is returned, the ball will move faster. In other words, in a tennis game, the difficulty level can be changed by changing the enemy's attacking method and actions through style changes.
[0218] In this example, by changing the style, the attacking method and movement (movement power) of the enemy character 142 can be changed to suit the situation while hitting the ball, allowing the player's character 141 to overcome the situation by using an action that the player is good at. For example, changing the style to the second mode is effective when the enemy character 142 (opponent player) is moving too fast or when the player has difficulty hitting the ball to the intended position.
[0219] (7) Application example: Applying style change to racing games.
[0220] As shown in FIGS. 28(A) and 28(B), in a racing game, for example, a player races on a course together with rival cars 151 and competes for ranking.
[0221] In the first mode shown in Figure 28(A), the rival car 151 is less likely to slip but has a standard speed. In the second mode shown in Figure 28(B), the rival car 151 is more likely to slip but has a higher speed. In other words, in a racing game, the difficulty level can be changed by changing the specifications of the rival car 151 through style changes.
[0222] In this example, the style change changes the specifications of the rival car 151 and changes its performance when driving on the course, so that it is possible to gain an advantage depending on the state of the course and the situation when competing with the rival car 151 (for example, when overtaking). The player can master the game by executing a style change at an appropriate timing depending on the game situation.
[0223] (8) Application example: Applying style change to a music game.
[0224] As shown in Figures 29(A) and (B), in a music game (rhythm game), for example, points are earned if a predetermined input operation is performed correctly when notes 156 (marks indicating input timing) flowing from above along a line 155 arranged on the game screen reach a predetermined position.
[0225] In the first mode shown in Figure 29(A), there are few notes 156, making it difficult to earn points, but it is difficult to make mistakes and the game is unlikely to end. In the second mode shown in Figure 29(B), there are many notes 157, making it easy to aim for a high score, but it is easy to make mistakes and end the game. In other words, in a music game, the difficulty level can be changed by changing the number of notes that represent input timing through style changes.
[0226] In this example, by switching to the first mode, it becomes less likely to make a mistake when input operations are difficult, and by switching to the second mode, it becomes easier to aim for a high score by increasing the number of notes. By switching styles at the appropriate time depending on the game situation, the player can avoid mistakes and earn a high score.
[0227] Note that changing the difficulty level by changing notes may involve changing the type of note that represents the input operation method, for example, when the notes represent not only the input timing but also the input operation method (continuous touch, flick in a specific direction, long press, etc.). For example, a note representing a comment that can be input by simply touching (or pressing a button) may be changed to a note that requires flicking in a specific direction (or operating a directional key). By assigning a high score to a node with an input operation method that is difficult to operate, it is possible to change it to a high-scoring node by changing the style, making it easier to earn points.
[0228] The difficulty level can also be changed by changing the speed at which the notes flow. In the second mode, the speed can be made faster than in the first mode, making it more difficult to time the input operations, but other applications are also possible, such as making notes with higher scores easier to earn points.
[0229] (9) Application example: Applying style change to crane games.
[0230] As shown in Figures 30(A) and (B), a crane game is a game in which, for example, a prize 172 placed on a prize table 170 can be won by operating a crane 171 to catch the prize and drop it into a drop hole. In some crane games, the game screen is generated by computer graphics (CG), while in others, the game screen is an image of an actual crane game device taken by a camera.
[0231] When generated using computer graphics, an image representing the game device is displayed as shown in Figures 30(A) and (B), and an image is displayed in which an object representing a crane 171 is moved in response to player operations to catch a prize 172 and transport it to a drop hole.
[0232] When an actual crane game machine is photographed with a camera, a crane 171 provided on the crane game machine is moved to above a prize 172 in response to a player's operation, and the crane 171 is operated to catch the prize 172 and carry it to a drop hole. When an actual crane game machine is used, a mechanism for rotating the prize table 170 and a function for controlling the rotation are provided.
[0233] In the first mode shown in Figure 30(A), the prize table 170 is not rotated, allowing the crane 171 to be calmly controlled, making it easier to catch the prize 172. In the second mode shown in Figure 30(B), the prize table 170 is rotated, making it more difficult for the crane 171 to catch the prize 172, but allowing the prize 172 placed at a position far from the crane 171 on the prize table 172 to be caught, and also making it easier for the crane 171 to drop the prize 172 by simply hooking it using centrifugal force.
[0234] In this example, switching to the first mode makes it easier for the crane 171 to catch the prize 172, and if the prize 172 on the prize table 170 is placed in a position that makes it difficult to obtain in the first mode, switching to the second mode makes it possible to obtain the desired prize 172 even if it becomes difficult to operate the crane 171.
[0235] (10) Application example: Applying style change to a medal pusher game.
[0236] As shown in Figures 31(A) and (B), in a medal pusher game, for example, a pusher 181 at the top (back) of the screen moves back and forth, and when the pusher 181 is in the rear position, additional medals are inserted between the medal 183 on the stage 180 and the pusher 181 in response to the player's operation. Then, as the pusher 181 moves forward, the additionally inserted medals push the multiple medals 183 on the stage 180 in a domino effect, causing them to fall into medal pitfalls 182 provided at the bottom (front) of the screen, allowing the player to win medals. Medals that fall into medal pitfalls 184 provided on the left and right sides of the stage cannot be won.
[0237] 31(A)(B) is similar to the crane game ((9) Application Example) described above, and the medal pusher game shown in Figure 31(A)(B) may provide a game screen generated by computer graphics (CG), or may provide a game screen that is an image of an actual medal pusher game device photographed by a camera. When an actual medal pusher game device is used, a mechanism and control function for changing the size (opening and closing) of the medal pitfalls 184 provided on the left and right sides of the stage, and a function for controlling the distance traveled in the forward and backward directions of the pusher 181 are provided.
[0238] In the first mode shown in Figure 31(A), the pusher 181 does not move very far, making it difficult to drop the medal 183 into the medal pit 182, but the medal pits 184 provided on the left and right sides of the stage are narrowed to reduce the possibility of dropping the medal into this medal pit 184. In the second mode shown in Figure 31(B), the pusher 181 moves more than in the first mode, making it easier to drop the medal 183 into the medal pit 182, but the medal pits 184 provided on the left and right sides of the stage are wider than in the first mode to increase the possibility of dropping the medal into this medal pit 184. In other words, in a medal pusher game, the difficulty level can be changed by changing the movement range of the pusher 181 and the size of the medal pit 184.
[0239] In this example, style changes are performed at appropriate times depending on the current density, overlapping state, and arrangement of the multiple medals 183 placed on the stage 180, and medals can be effectively acquired by switching between the first mode and the second mode and inserting additional medals.
[0240] In addition to changing the arrangement of the medals 183 by changing the style, it is also possible to change the difficulty level by changing the speed at which the pusher 181 moves back and forth. By increasing the speed at which the pusher 181 moves, it becomes difficult to insert a medal between the medal 183 on the stage 180 and the pusher 181 when the pusher 181 is in the rear position, and the difficulty level increases. Furthermore, if the speed at which the pusher 181 moves is slowed, objects other than medals, such as balls, may be placed on the stage 180 to adjust the game balance so that the number of medals that fall into the medal traps is the same.
[0241] (11) Application example: Applying style change to a driving simulation game.
[0242] In the driving simulation game shown in Figures 32(A) and (B), for example, the player controls a train driver and can earn a high score if he or she operates the train correctly. The game screen shown in Figures 32(A) and (B) displays a scenic image of the train traveling direction from the driver's seat, as well as meters that display the speed, distance traveled, time, etc. required for driving.
[0243] In the first mode shown in Fig. 32(A), a scenic image of good weather is displayed, making it easier to see landmarks and get a feel for the ride, making it easier to control the train, but the score that can be earned is lower. In the second mode shown in Fig. 32(B), a scenic image of bad weather (all darkened) is displayed, making it more difficult to control the train, but the score that can be earned is higher. In other words, in a driving simulation game, the difficulty level is changed by changing the screen display state (here, background type, brightness, etc.) through style changes.
[0244] In this example, for example, in areas where driving control is not possible correctly unless the target is confirmed, the first mode is used, and in areas where driving control is easy for the player even in landscape images of bad weather, the style can be changed to the second mode, allowing the player to avoid mistakes and earn a high score.
[0245] In the example above, the image changes to show the difference in weather between the first mode and the second mode, but it is also possible to include an image in which the weather gradually changes and the sky gradually changes, so that the image does not immediately change to the image after the mode change even when an instruction to execute a style change is given. In other words, by providing a time lag from the instruction to execute a style change to the state after the style change, the player may be prompted to execute the style change earlier, anticipating the time lag. This increases the difficulty of issuing an instruction to execute a style change at the correct time, thereby improving the game's appeal.
[0246] In this way, the style change executed by the game processing device of this embodiment is not limited to shooting games, but can also be applied to other types of games.
[0247] Furthermore, the present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.
[0248] Furthermore, the methods described in the embodiments can be stored as a computer-executable program (software means) on a recording medium such as a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, Blu-ray (registered trademark), etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.), and can also be distributed by transmitting it via a communication medium. The program stored on the medium also includes a configuration program that configures the software means (including not only execution programs but also tables and data structures) that the computer executes. A computer that realizes this device reads the program stored on the recording medium and, in some cases, configures the software means using the configuration program, and executes the above-mentioned processing by controlling the operation of this software means. The term "recording medium" as used herein is not limited to recording media for distribution, but also includes recording media such as magnetic disks and semiconductor memories installed inside the computer or in devices connected via a network. [Explanation of symbols]
[0249] 10...game device, 12...touch screen, 14-1, 14-2, 14-3, 14-4...controller, 20...CPU, 21...recording unit, 22...game program, 23...display control unit, 24...input control unit, 25...audio control unit, 26...communication control unit, 27...display, 28...touch panel, 29...speaker, 30...microphone, 31...communication interface.
Claims
1. a first game processing means for executing a game in a first mode including a first object whose action is controlled in response to an input operation and a second object whose action is not controlled in response to an input operation; a switching processing means for executing a switching process for switching from the first mode to a second mode game when an input operation during execution of the game in the first mode indicates a predetermined mode switching operation; second game processing means for executing a game in a second mode in which the difficulty level is changed by changing the action of the second object while maintaining the game situation in the first mode after the switching process has been performed; A game processing device having:
2. the switching processing means executes a switching process for switching from the second mode to the first mode game when an input operation during execution of the game in the second mode indicates a predetermined mode switching operation; the first game processing means, after the switching process has been performed, executes a game in the first mode in which the difficulty level has been changed by changing the action of the second object while continuing the game situation in the second mode; The game processing device according to claim 1.
3. The switching processing means 3. A game processing device according to claim 1, wherein the first music and the second music are switched by synchronizing the rhythms of the first music output during execution of the game in the first mode and the second music output during execution of the game in the second mode.
4. The switching processing means displaying a first switching effect image corresponding to switching from the first mode to the second mode in response to a mode switching operation during execution of the game in the first mode; displaying a second switching effect image corresponding to switching from the second mode to the first mode game in response to a mode switching operation during execution of the game in the second mode; 3. The game processing device according to claim 2.
5. The switching processing means In a state where a mode switching operation is being performed, a first image is displayed for a first time period; 3. The game processing device according to claim 1, wherein after the display of the first image is completed and the mode switching operation is released, the second image is displayed for a second period of time.
6. a first game processing step of executing a game in a first mode including a first object whose action is controlled in response to an input operation and a second object whose action is not controlled in response to an input operation; a switching processing step of executing a switching process for switching from the first mode to a second mode game when an input operation during execution of the game in the first mode indicates a predetermined mode switching operation; a second game processing step of executing a game in a second mode in which the difficulty level is changed by changing the action of the second object while maintaining the game situation in the first mode after the switching process has been performed; A game processing method comprising:
7. Computer, a first game processing means for executing a game in a first mode including a first object whose action is controlled in response to an input operation and a second object whose action is not controlled in response to an input operation; a switching processing means for executing a switching process for switching from the first mode to a second mode game when an input operation during execution of the game in the first mode indicates a predetermined mode switching operation; a game processing program for causing the program to function as a second game processing means for executing a game in a second mode in which the difficulty level is changed by changing the action of the second object while continuing the game situation in the first mode after the switching process has been performed;
Citation Information
Patent Citations
Game system and computer program
JP3486180B2