Computer-readable storage medium having game program stored therein, game system, game processing method, and game

By enabling characters to be captured in various states and conditions, the game enhances gameplay variety and engagement through strategic capture mechanics.

JP2026015149APending Publication Date: 2026-01-29NINTENDO CO LTD +1
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Patent Information

Application Number
JP2024214604
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-07-17
Filing Date
2024-12-09
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Existing games do not provide clear mechanisms for capturing defeated characters in virtual battles, limiting gameplay variety and entertainment value.

Method used

Implementing various configurations that allow characters to be captured in different states, including combat and non-combat modes, with specific conditions for capture success and failure, and providing opportunities for capture even after defeat, enhancing gameplay dynamics.

Benefits of technology

Increases the chances of capturing characters in diverse scenarios, improves gameplay interest and enjoyment by offering multiple capture opportunities and strategic depth.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026015149000001_ABST
    Figure 2026015149000001_ABST
Patent Text Reader

Abstract

To provide a game program, a game system, a game device, and a game processing method capable of capturing a character in various scenes.SOLUTION: In accordance with a first instruction, a player character is made to perform a capture action of releasing a capture item, a capture success determination is made as to whether or not the capture by the capture action is successful when the capture item is released toward a first field character, the first field character is brought into a state in which the player possesses the first field character when the capture is successful, a first battle character among the characters possessed by the player is made to perform an attack action against the first field character in accordance with a second instruction, and when the first field character is subdued on the basis of the attack action, the first field character can be captured in a first period after the subjugation, and the first field character is brought into a state in which the first field character cannot be captured after the first period has elapsed.SELECTED DRAWING: Figure 46
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Description

[Technical Field]

[0001] The present disclosure relates to game processing that performs processing on a character in a virtual space. [Background technology]

[0002] Conventionally, a player character throws a ball at a character in a virtual space, and the character A game in which characters can be captured and set as owned by the player character Also, instead of a ball, a fighting character is used as a character in the virtual space. By firing it at the target, you can start a battle between that character and the combat character. Such a game is known (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 07398425 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above game, if you defeat a character in the above virtual space in the above battle, There was no specific mention of whether or not this was possible. [Means for solving the problem]

[0005] In view of the above, the following configuration example can be given.

[0006] (Configuration 1) In the configuration 1, a computer of an information processing device is configured to perform a virtual space operation based on an operation input. A player controls a player character and moves the player character on the field in response to a first instruction based on an operation input. Capture one or more field characters placed in the specified direction. The player character performs a capture action to release the first field character. In a scene where the field character can be captured, the first field character is captured in response to the capture operation. When a capture item is released towards a character, the capture is successful. If the capture is successful, the first field character The player is allowed to own the object, and the player is allowed to own the object in response to a second instruction based on an operation input. A character that has the ability to fight on the field. causing the first combat character to perform an attack action against the first field character; The first field character is defeated based on the attacking action of the first combat character. If the first field character is defeated, During a first period, a first field character is made captureable, and after the first period has elapsed and making the first field character unable to be captured. do.

[0007] According to the above configuration, even if the first field character is defeated, there is no chance of capturing it. It is possible.

[0008] (Configuration 2) In a second aspect of the present invention, in the first aspect, the first field character is In the case of combat state among combat state and non-combat state, the first field character the player character or the first combat character to perform an attack action, When the field character is not in combat, the first combat character When an attack action is performed against a field character, the first field character is You can put them into combat mode.

[0009] According to the above configuration, the player can move the first field character out of combat at any timing. It can be used to transition from fighting state to combat state.

[0010] (Configuration 3) A third aspect of the present invention is the above-mentioned second aspect, wherein the first field character is a non-combat character. In the fighting state, the first field character may be made captureable.

[0011] According to the above configuration, the chances of catching the monster can be increased, and the entertainment value of the game can be improved.

[0012] (Configuration 4) A fourth aspect of the present invention is the above-mentioned third aspect, wherein the computer further comprises: In the case of a non-combat state, in response to a capture action on the first field character If the capture success determination fails, the first field character may be put into a combat state. .

[0013] According to the above configuration, even if the capture fails in a non-combat state, the capture can be continued in the subsequent combat state. By defeating the first field character, you will have the opportunity to capture them, so This can improve the interest of the user.

[0014] (Configuration 5) Configuration 5 is the above-mentioned configuration 2, wherein the first field character is in the battle. In this state, the first field character may be made captureable.

[0015] According to the above configuration, opportunities to capture the first field character are provided in a wider variety of scenes. This can improve the enjoyment of the game.

[0016] (Configuration 6) A sixth aspect of the present invention is the method of the fifth aspect, further comprising the step of: Based on the attack action against the field character, set to the first field character The more the stamina decreases, the more likely it is that the capture will be successful. When the physical strength of the first field character falls below a predetermined value, A subjugation determination may be made that the monster has been subjugated.

[0017] According to the above configuration, the success rate of capture is increased by reducing the strength of the first field character. This can increase the interest of the battle with the first field character. Even if the first field character is defeated, it can be captured during the first period. Opportunities are provided.

[0018] (Configuration 7) A seventh aspect of the present invention is the sixth aspect, further comprising the step of: The second character is put into a state where he cannot attack or move against the first combat character. It may be possible.

[0019] According to the above configuration, a capture item is temporarily released aimed at the first field character. This makes it easier to use.

[0020] (Configuration 8) In the configuration 8, in the configuration 2, the computer further includes a first combat character. When the character does not appear in the game world, the first character is displayed in response to a third instruction based on an operation input. Shoots a combat character in a specified direction. The first combat character may be caused to appear on the field.

[0021] According to the above configuration, the position where the first fighting character appears can be specified to some extent.

[0022] (Configuration 9) A configuration 9 is the above-mentioned configuration 8, wherein the computer further performs a command based on the appearance action of the combat character. When a first combat character is launched towards a first field character, 1. A field character may be put into combat mode.

[0023] (Configuration 10) Configuration 10 is the configuration 8, further comprising: the computer further executing a command based on the appearance action of the combat character. The first combat character that appeared on the field based on this is controlled on the field. When the positional relationship between the first field character and the first combat character satisfies a predetermined condition, In this case, the first field character may be placed in a combat state.

[0024] (Configuration 11) Aspect 11 is any one of aspects 1 to 10, wherein the computer is configured to: In this case, the first field character can be captured more often than in periods other than the first period. The check may be made more likely to succeed.

[0025] According to the above configuration, the success rate of capture is higher when the first field character is defeated. Therefore, it is possible to provide motivation for fighting the first field character.

[0026] (Configuration 12) Aspect 12 is any one of aspects 1 to 10, further comprising: After the time has elapsed, the first field character is made to be in a state where it cannot be captured, and the first The field character may be erased from the field.

[0027] According to the above configuration, if the capture fails within the first period, the first field character This will mean losing the opportunity to capture the monster, so players are urged to catch it within this period. This gives a sense of tension and increases the interest of the game.

[0028] (Configuration 13) A configuration 13 is any one of the above configurations 1 to 10, wherein the computer determines whether the capture was successful. If successful, the field character will become a battle character owned by the player. It may be put into this state.

[0029] According to the above configuration, the player can enjoy collecting various field characters. At the same time, it also provides opportunities for capture in a variety of situations, making the game more interesting.

[0030] (Configuration 14) A configuration 14 is any one of the above configurations 1 to 10, wherein the computer is configured to If you make a character perform an attack, that character will be placed in an attack standby state where they cannot perform that attack again. As time passes, the attack standby state is released and the attack is enabled. When a predetermined operation input is made in the active state, it is regarded as a second instruction, and an attack action is performed. Good too.

[0031] According to the above configuration, it is possible to provide the player with room to perform other actions while in the attack standby state. Therefore, when attacking, it is not necessary to repeat the same attack command. This prevents the game from becoming a flop, improves the strategic nature of attacks, and increases the fun of the game. do.

[0032] (Configuration 15) A configuration 15 is any one of the above configurations 1 to 10, further comprising: causing the computer to time the first period. The process may be terminated after a certain period of time has elapsed.

[0033] According to the above configuration, the first period in which the capture success rate is high is limited. In order to set a time limit, players are made to feel tense about catching the fish within that time limit, which increases the interest of the game. It can improve sexuality.

[0034] (Configuration 16) The configuration 16 is the configuration 15, further comprising: a step of causing the computer to determine that a capture operation is to be performed during a first period. The first period may be terminated when the number of times has been reached.

[0035] According to the above configuration, the player is given a greater sense of tension regarding the capture within the first period. This can increase the interest of the game. [Effects of the Invention]

[0036] According to this embodiment, characters on the field can be captured in a wider variety of situations. We can provide games that allow this. [Brief explanation of the drawings]

[0037] [Figure 1] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are attached to the main unit 2. [Figure 2] FIG. 10 shows an example of a state in which the left controller 3 and the right controller 4 are detached from the main unit 2. [Figure 3] Six-sided views showing an example of the main unit 2 [Figure 4]Six-sided diagram showing an example of the left controller 3 [Figure 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] An example of a game screen according to this embodiment [Figure 9] An example of a game screen according to this embodiment [Figure 10] An example of a game screen according to this embodiment [Figure 11] An example of a game screen according to this embodiment [Figure 12] An example of a game screen according to this embodiment [Figure 13] An example of a game screen according to this embodiment [Figure 14] An example of a game screen according to this embodiment [Figure 15] An example of a game screen according to this embodiment [Figure 16] An example of a game screen according to this embodiment [Figure 17] An example of a game screen according to this embodiment [Figure 18] An example of a game screen according to this embodiment [Figure 19] An example of a game screen according to this embodiment [Figure 20] An example of a game screen according to this embodiment [Figure 21] An example of a game screen according to this embodiment [Figure 22] An example of a game screen according to this embodiment [Figure 23] An example of a game screen according to this embodiment [Figure 24] An example of a game screen according to this embodiment [Figure 25] An example of a game screen according to this embodiment [Figure 26] An example of a game screen according to this embodiment [Figure 27]An example of a game screen according to this embodiment [Figure 28] A memory map showing an example of various data stored in the DRAM 85 [Figure 29] An example of the data configuration of the character master data 309 [Figure 30] An example of the data structure of the owned character data 310 [Figure 31] An example of the data configuration of FC management data 318 [Figure 32] A flowchart showing details of game processing according to the present embodiment. [Figure 33] Flowchart showing details of PC control processing [Figure 34] Flowchart showing details of movement control processing [Figure 35] Flowchart showing details of appearance control processing [Figure 36] Flowchart showing details of stance-related processing [Figure 37] Flowchart showing details of lock-on related processing [Figure 38] Flowchart showing details of capture action processing [Figure 39] Flowchart showing details of capture determination processing [Figure 40] Flowchart showing details of BC control processing [Figure 41] Flowchart showing details of BC control processing [Figure 42] Flowchart showing details of FC control processing [Figure 43] Flowchart showing details of non-combat state processing [Figure 44] Flowchart showing details of combat state processing [Figure 45] Flowchart showing details of combat state processing [Figure 46] Flowchart showing details of chance state processing DETAILED DESCRIPTION OF THE INVENTION

[0038] An embodiment of the present invention will be described below. FIG. 1 shows the appearance of a game system according to this embodiment. An example of the game system 1 in this embodiment is a main unit (information processing device) In this embodiment, the left controller 2 functions as the game device main body, and the right controller 3 The main unit 2 includes a left controller 3 and a right controller 4. That is, the game system 1 is detachable from the left controller 3 and the right controller 4 can be attached to the main unit 2 and used as an integrated device. The system 1 uses a main unit 2, a left controller 3, and a right controller 4 as separate units. (See FIG. 2.) In the following, the hardware of the game system 1 of this embodiment will be described. The configuration of the game system 1 will be described first, followed by the control of the game system 1 of this embodiment. .

[0039] FIG. 1 shows the main unit 2 with the left controller 3 and right controller 4 attached. As shown in FIG. 1, the left controller 3 and the right controller 4 are Each of them is attached to the main unit 2 and integrated into the game system 1. The main unit 2 is a device that executes various processes (for example, game processes) in the The left controller 3 and the right controller 4 are used by the player to input. It is a device equipped with an operating unit for

[0040] FIG. 2 shows the main unit 2 with the left controller 3 and right controller 4 removed. 1 and 2, the left controller 3 and the right controller 4 are connected to each other. The left controller 3 and the right controller 4 are detachable from the main unit 2. The right and left controllers 4 are sometimes collectively referred to as "controllers."

[0041] 3 is a six-sided view showing an example of the main body device 2. As shown in FIG. In this embodiment, the housing 11 has a plate-like housing 11. For example, the front surface (i.e., the surface on which the display 12 is provided) is generally rectangular. be.

[0042] The shape and size of the housing 11 are arbitrary. The main device 2 may be of a portable size. The integrated device equipped with the right controller 3 and the left controller 4 may be a portable device. The main device 2 or the all-in-one device may be a handheld device. The device 2 or the integrated device may be a portable device.

[0043] As shown in FIG. 3, the main body device 2 includes a display 1 provided on the main surface of the housing 11. The display 12 displays an image generated by the main device 2. In this example, the display 12 is a liquid crystal display (LCD). 12 can be any type of display device.

[0044] The main device 2 also includes a touch panel 13 on the screen of the display 12. In terms of form, the touch panel 13 is a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type. For example, it may be a type that allows single-touch input (for example, a resistive type). .

[0045] The main unit 2 includes a speaker (i.e., the speaker shown in FIG. 6) inside the housing 11. As shown in FIG. 3, the main surface of the housing 11 is provided with a speaker hole 11. The output sound of the speaker 88 is emitted from these speaker holes 11a and 11b. These are output from 1a and 11b respectively.

[0046] The main unit 2 also has a terminal for wired communication between the main unit 2 and the left controller 3. a left terminal 17 for connecting the main unit 2 to the right controller 4; and a right terminal 21 for connecting the main unit 2 to the right controller 4 via a wired connection. Equipped with.

[0047] As shown in Figure 3, the main unit 2 includes a slot 23. The slot 23 is The slot 23 is provided on the upper side of the housing 11. The slot 23 is shaped so that a predetermined type of storage medium can be inserted. The predetermined type of storage medium includes, for example, a game system 1 and the like. A storage medium dedicated to the processing device (for example, a dedicated memory card). For example, data used in the main unit 2 (for example, application save data) etc.), and / or a program executed on the main device 2 (e.g., an application The main unit 2 is used to store the programs, etc. Prepare.

[0048] The main unit 2 includes a lower terminal 27. The lower terminal 27 is used to connect the main unit 2 to the cradle. In this embodiment, the lower terminal 27 is a terminal for transmitting data. Specifically, it is a female connector. When the main unit 2 is placed on the table, the game system 1 transfers the image generated and output by the main unit 2 to the stationary unit. In this embodiment, the cradle can display the The cradle also has a function of charging the all-in-one device or the main device 2 alone. It has the functionality of a hub device (specifically, a USB hub).

[0049] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. The roller 3 includes a housing 31. In this embodiment, the housing 31 is a vertically long 4 (the y-axis direction in FIG. 4). The controller 3 is held in a vertically long orientation when removed from the main unit 2. The housing 31 can be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 has a shape and size that can be held by hand. When the left controller 3 is held in a landscape orientation, may be held with both hands.

[0050] The left controller 3 is a left analog stick (hereinafter referred to as the left analog stick) which is an example of a direction input device. As shown in FIG. 4, the left stick 32 is mounted on a housing The left stick 32 is a direction input unit that can input a direction. The player can tilt the left stick 32 to It is possible to input a direction according to the direction (and a magnitude according to the tilt angle). The left controller 3 uses a cross key instead of an analog stick as a directional input unit. Alternatively, a slide stick or the like that allows slide input may be provided. In this embodiment, an input can be made by pressing the left stick 32.

[0051] The left controller 3 is provided with various operation buttons. The left controller 3 is attached to a housing 31. On the main surface of the device, there are four operation buttons 33 to 36 (specifically, right button 33, down button 34, up button 35, and left button 36). The left controller 3 has a record button 37 and a - (minus) button 47. The housing 31 has a first L button 38 and a ZL button 39 on the upper left side. The controller 3 is attached to the side of the housing 31 on which the controller 3 is attached when attached to the main unit 2. The second L button 43 and the second R button 44 are provided on the front surface. Various programs executed by device 2 (for example, OS programs and application programs) It is used to give instructions according to the program.

[0052] The left controller 3 is also a terminal for wired communication between the left controller 3 and the main unit 2. It has a child 42.

[0053] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. The roller 4 includes a housing 51. In this embodiment, the housing 51 is a vertically long 5 (the y-axis direction in FIG. 5). The controller 4 is held in a vertically long orientation when removed from the main unit 2. When the housing 51 is held in a vertical orientation, it can be easily held in one hand, particularly in the right hand. The right controller 4 has a shape and size that can be held by hand. When the right controller 4 is held in a landscape orientation, may be held with both hands.

[0054] The right controller 4, like the left controller 3, uses the right analog stick as a directional input. In this embodiment, the right stick 52 is 2 has the same configuration as the left stick 32 of the left controller 3. Instead of an analog stick, it uses a cross key or a slide stick that can be used for slide input. The right controller 4 may be provided with a lock, etc., similar to the left controller 3. On the main surface of the housing 51, four operation buttons 53 to 56 (specifically, A button 53, The right controller 4 has a B button 54, an X button 55, and a Y button 56. The right controller 4 has a + (plus) button 57 and a home button 58. The housing 51 has a first R button 60 and a ZR button 61 at the top right of its side. In addition, the right controller 4, like the left controller 3, has a second L button 65 and a second R button. It is equipped with a 66-speed.

[0055] The right controller 4 is also a terminal for the right controller 4 to perform wired communication with the main unit 2. It has a child 64.

[0056] FIG. 6 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 is similar to the main unit 2 shown in FIG. In addition to the configuration shown in FIG. 6, the device is equipped with the components 81 to 91, 97, and 98 shown in FIG. Some of the components 81 to 91, 97, and 98 are mounted on an electronic circuit board as electronic components. It may be mounted and housed in the housing 11.

[0057] The main device 2 includes a processor 81. The processor 81 executes the program The information processing unit executes various information processing operations, for example, a CPU (Central Processing Unit). It may consist of only a CPU function and a GPU. (Graphics Processing Unit) function and other functions. The processor 81 may be configured as a system-on-a-chip (C). Specifically, an internal storage medium such as a flash memory 84 or a storage medium in a slot 23 An information processing program (for example, a game program) stored in an external storage medium (such as an external storage medium attached to the device) By executing the program, various information processing operations are performed.

[0058] The main device 2 includes a flash memory 84 and a and DRAM (Dynamic Random Access Memory)85 The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 mainly stores various data (programs, The DRAM 85 is a memory used to store data in information processing. This is memory used to temporarily store various data used.

[0059] The main unit 2 is provided with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. A predetermined type of storage medium (for example, a dedicated The processor 81 reads and writes data from and to the memory card. This is done.

[0060] The processor 81 is connected to a flash memory 84 and a DRAM 85, as well as to the above-mentioned storage media. The above information processing is performed by appropriately reading and writing data between the body and the device.

[0061] The main device 2 includes a network communication unit 82. The network communication unit 82 is The network communication unit 82 is connected to an external device via a network. In this embodiment, the network communication unit 82 The first communication method is to connect to a wireless LAN using a method that complies with the Wi-Fi standard. The network communication unit 82 communicates with an external device using a predetermined second communication mode. The communication method (for example, communication using a proprietary protocol or infrared communication) The wireless communication according to the second communication mode is performed in a closed state. The wireless communication is possible between the main device 2 and other devices 2 located within the local network area. In other words, data is transmitted and received by direct communication between multiple main units 2. This will realize a function that enables "local communication."

[0062] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is The controller communication unit 83 is connected to the left controller 3 and / or the right controller 81. The main unit 2 communicates with the left controller 3 and the right controller 4 wirelessly. 4 can be communicated with in any manner. In this embodiment, the controller communication unit 83 communicates with the left Between the left and right controllers 3 and 4, Bluetooth (registered trademark) ) standard.

[0063] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 communicates with the left controller 3 via a wired connection, the processor 81 communicates with the left controller 3 via the left terminal 17. data to the left controller 3 via the left terminal 17, 3. The processor 81 also communicates with the right controller 4 via wire. When this is done, data is sent to the right controller 4 via the right terminal 21, and the right terminal The processor 81 receives operation data from the right controller 4 via the child controller 21. When communicating with the cradle, data is sent to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 includes the left controller 3 and the right controller 4. Both wired and wireless communication can be performed between the left and right controllers 4. The controller 3 and the right controller 4 are attached to the main unit 2 as an integrated unit or a main unit. When the main device 2 is attached to the cradle, the main device 2 transmits data (for example, For example, image data and audio data can be output to a stationary monitor.

[0064] Here, the main unit 2 communicates with multiple left controllers 3 simultaneously (in other words, in parallel). In addition, the main unit 2 can simultaneously communicate with multiple right controllers 4 (in other words, Therefore, multiple players can communicate with each other in parallel. The left and right controllers 3 and 4 are used to simultaneously input data to the main unit 2. For example, the first player may use the left controller 3 and the right controller At the same time as the first player inputs to the main unit 2 using the first set of controller 4, the second player A second set of controllers 3 and 4 is used to input to the main unit 2. It will be possible to do this.

[0065] The main device 2 includes a touch panel controller 8 that is a circuit for controlling the touch panel 13. The touch panel controller 86 controls the connection between the touch panel 13 and the processor 81. The touch panel controller 86 controls the touch panel 13 based on a signal from the touch panel 13. For example, data indicating the position where the touch input is made is generated and output to the processor 81. do.

[0066] The display 12 is also connected to the processor 81. The processor 81 (for example images generated (e.g., by performing the above-mentioned information processing) and / or images obtained from an external source is displayed on the display 12.

[0067] The main unit 2 includes a codec circuit 87 and speakers (specifically, left and right speakers). The codec circuit 87 is provided with a speaker 88 and an audio input / output terminal 2. 5 and also connected to the processor 81. The codec circuit 87 This is a circuit that controls the input and output of audio data to and from the audio input / output terminal 25.

[0068] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 controls the The power control unit 97 is connected to the power supply 98 and the processor 81. Each part of the main device 2 (specifically, each part that receives power from the battery 98, the left terminal 17 and the right terminal 21). The power control unit 97 is Based on this, the power supply from the battery 98 to each of the above components is controlled.

[0069] The battery 98 is connected to the lower terminal 27. An external charging device (for example, a The power cord is connected to the lower terminal 27, and power is supplied to the main unit 2 via the lower terminal 27. In this case, the supplied power is charged to the battery 98.

[0070] FIG. 7 shows an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. 6. The internal configuration of the main unit 2 is shown in detail in FIG. Therefore, it is omitted in Figure 7.

[0071] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 1, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 controls wired communication via the terminal 42 and communication without the terminal 42. The communication control unit 101 can communicate with the main device 2 both via wireless communication and the like. The controller 3 controls the communication method with the main unit 2. When the camera 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. In addition, when the left controller 3 is detached from the main unit 2, The control unit 101 communicates wirelessly with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed using, for example, a Bluetooth. This is done in accordance with the tooth (registered trademark) standards.

[0072] The left controller 3 also includes a memory 102, such as a flash memory. The control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and includes a memory 1 Various processes are performed by executing the firmware stored in 02.

[0073] The left controller 3 has buttons 103 (specifically, buttons 33 to 39, 43, 44, The left controller 3 also includes a left stick 32. The left stick 32 and the right stick 103 transmit information about the operation performed on them to the appropriate The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0074] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 detects acceleration The left controller 3 is equipped with an angular velocity sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The acceleration sensor 104 detects the magnitude of acceleration along one axis or In this embodiment, the angular velocity sensor may be one that detects acceleration in two axial directions. The sensor 105 detects angular velocities around three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are then used as appropriate. The signal is repeatedly output to the communication control unit 101 at the appropriate timing.

[0075] The communication control unit 101 controls each input unit (specifically, each button 103, the left stick 32, each The sensors 104 and 105) provide input information (specifically, information about the operation, or the detection result by the sensor). The communication control unit 101 The operation data including the acquired information (information obtained by performing a predetermined process) is transmitted to the main device 2. The operation data is transmitted repeatedly at a predetermined interval. The interval at which the information is transmitted to the main unit 2 may be the same for each input unit, or may be different. It's okay.

[0076] By transmitting the operation data to the main unit 2, the main unit 2 That is, the main unit 2 can obtain inputs made to the buttons 10. 3 and left stick 32 can be determined based on the operation data. The main unit 2 also transmits information about the movement and / or posture of the left controller 3 to the operator. Based on the operational data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105), It can be calculated based on the following.

[0077] The left controller 3 is equipped with a vibrator 107 for notifying the user by vibration. In this embodiment, the vibrator 107 is controlled by a command from the main device 2. That is, when the communication control unit 101 receives the above command from the main device 2, it performs the following operations in accordance with the command. The left controller 3 is provided with a codec unit 106. Upon receiving the command, the communication control unit 101 transmits a control signal according to the command to the codec unit. The codec unit 106 outputs the control signal from the communication control unit 101 to the transducer. A drive signal for driving the vibrator 107 is generated and given to the vibrator 107. The child 107 operates.

[0078] More specifically, the vibrator 107 is a linear vibration motor. Unlike a normal motor, it moves in a specific direction depending on the input voltage. The vibration can be generated at an amplitude and frequency according to the waveform of the input voltage. In this state, the vibration control signal transmitted from the main unit 2 to the left controller 3 is In another embodiment, the signal may be a digital signal representing the frequency and amplitude of each of the The device 2 may transmit information indicating the waveform itself, but it may also transmit only the amplitude and frequency. By transmitting the above, the amount of communication data can be reduced. Therefore, instead of transmitting the amplitude and frequency values ​​at that time, only the difference from the previous value is transmitted. In this case, the codec unit 106 may receive the A digital signal indicating the amplitude and frequency of a signal is converted into an analog voltage waveform, and the waveform is The oscillator 107 is driven by inputting a voltage in accordance with the , by changing the amplitude and frequency transmitted per unit time, oscillator 1 The amplitude and frequency of the vibration of the left controller 07 can be controlled. The amplitude and frequency sent to Controller 3 are not limited to one, but are set to two or more. In this case, the codec unit 106 may convert the received amplitudes and frequencies into By combining the waveforms shown, it is possible to generate a voltage waveform for controlling the oscillator 107. can.

[0079] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 1 The power control circuit 08 includes a battery and a power control circuit. The left controller 3 is connected to the battery, and the left controller 3 is connected to the battery. (each part that receives the signal).

[0080] As shown in FIG. 7, the right controller 4 includes a communication control unit 1 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. 11 and memory 112 are connected to the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 controls wired communication via the terminal 64 and Wireless communication without using the terminal 64 (specifically, in accordance with the Bluetooth (registered trademark) standard) The right controller 4 can communicate with the main unit 2 using both the The communication method for the physical device 2 is controlled.

[0081] The right controller 4 has input units similar to those of the left controller 3. The buttons 113, the right stick 52, the inertial sensor (acceleration sensor 114 and angular velocity sensor Each of these input units is provided with the left controller 3. It has the same function and operates in the same way.

[0082] The right controller 4 also includes a vibrator 117 and a codec unit 116. 117 and the codec unit 116 are the vibrator 107 and the codec unit 116 of the left controller 3. That is, the communication control unit 111 operates in the same manner as the unit 106 in accordance with the command from the main device 2. Then, the codec unit 116 is used to operate the vibrator 117 .

[0083] The right controller 4 includes a power supply unit 118. The power supply unit 118 is It has the same function as the power supply unit 108 of the laser 3 and operates in the same manner.

[0084] [Outline of Game Processing in This Embodiment] Next, an outline of the operation of the game processing executed by the game system 1 according to this embodiment will be described. As described above, in the game system 1, the main unit 2 includes the left controller 3 and the right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. When playing a game with the left and right controllers attached, the game image will be displayed on the display. 12. Also, when the left controller 3 and the right controller 4 are removed, When the main unit 2 alone is attached to the cradle, the main unit 2 In this embodiment, the game image can be output to a stationary monitor or the like. The following will be explained using an example of game play. The main unit 2 alone with the rollers 4 removed is attached to the cradle. In this mode, game images and the like are output to a stationary monitor or the like via a cradle.

[0085] In the following explanation, the left controller 3 and the right controller 4 will be collectively referred to as " It is also called the "controller."

[0086] [About the assumed game] Next, a game assumed in this embodiment will be described. Field characters on a virtual field (hereafter simply called a field) in virtual space The player character (hereafter referred to as PC) can capture the data (hereafter referred to as FC) and use it to More specifically, in this embodiment, the PC puts the captured item into the F By throwing it towards C, the success or failure of the capture is checked, and if successful, the FC is captured. In this embodiment, the process related to the capture will be mainly explained. .

[0087] Below, we will explain the outline of the capture process in this embodiment using screen examples. FIG. 8 shows an example of a game image of this game. In FIG. 8, a three-dimensional virtual space is , is displayed in a third-person perspective seen from the perspective behind the PC. In Figure 8, the PC, FC, and The owned character column 201 is displayed. Note that FC in FIG. 8 indicates the "non-combat" The details will be explained later, but FC is a transition from "non-combat state" to "combat state" or " In addition, the owned character column 201 indicates whether the PC has The characters owned at this time (hereafter referred to as owned characters) are displayed. In example 8, the PC is shown to have three owned characters.

[0088] Here, we will briefly explain the movement and camera operations in this game. In this game, the player operates the left stick 32 to move the P on the field in the virtual space. C can be moved in a desired direction. Also, the player can operate the right stick 52 This allows you to change the orientation of the virtual camera.

[0089] Next, an example of the operation for the above capture will be explained using a screen example. You can attempt to capture an FC by throwing an item at them. As an example of operation, in the state shown in FIG. 8, the player presses the ZR button 61 (hereinafter, As shown in Figure 10, the PC uses the "construction" to throw the capture item 202. In FIG. 10, the PC is holding a ball-shaped capture item 202 in its right hand. In the following, this state will be called the "Kamae state." The "ready state" basically continues as long as you hold down the ZR button 61. The state of the PC that is not in the "ready state" (the state in Figure 8 above) will be referred to as the "normal state" below. Call.

[0090] Also, when the PC is ready to shoot, the crosshair 203 is displayed in the center of the screen as shown in Figure 9 above. The aim 203 indicates the direction (or landing point) of the throw of the capture item 202. In this ready state, if the player stops pressing the ZR button 61 (ZR button When the player releases his / her finger from the target 61, the PC will throw the capture item at the target 203 (see below). , capture action).

[0091] Also, if you move the PC in the state shown in Figure 9 above, it will move left or right without changing the orientation of the PC. In this case, the crosshair 203 is always displayed in the center of the screen. In Figure 10, the PC is moved slightly to the right from the state shown in Figure 9 above. An example of the state after the item has been moved is shown in Fig. 2. The capture item 202 is thrown towards the target 203. Therefore, it is possible to throw the capture item 202 at a target other than the FC, for example.

[0092] [About Lock-On] Here, we will add a bit more about the lock-on function of the sight 203. In the stance shown in Figure 10, the PC presses the ZL button 39 (hereinafter referred to as the By locking the sight 203 on the nearest FC, as shown in Figure 11, When you lock on, you can see that it is locked on by pressing the aiming button. The display mode of 03 also changes slightly. Also, when you lock on, the locked-on target will appear on the screen. (i.e., the crosshair 203 remains in the center of the screen) Then, when you throw the capture item 202 while locked on, the locked-on FC item You will throw the capture item 202 off the cliff. Also, release your finger from the ZL button 39 ( The lock-on can be released by performing the following operation (called the lock-off operation below). If another FC is within a certain range, you can move the robot by operating the right stick 52. You can switch the lock-on target to another FC. In other words, while locked on, you can The virtual camera orientation cannot be changed using tick 52.

[0093] Also, if you move the PC while locked on, the aim 203 is fixed to the FC. Therefore, the movement is controlled so that the aim 203 and the locked-on FC are always displayed in the center of the screen. In other words, the direction of the PC (the direction of the virtual camera) always faces the direction of the locked-on FC. Movement control (and virtual camera control) is performed while keeping the object in place.

[0094] [About capture actions] Next, the above-mentioned capture action will be described in more detail. When the player stops pressing the ZR button 61, the capture icon will appear as shown in FIG. The following describes how the PC throws the captured item. The state from when the motion starts until the capture result is announced is called the capture action. In other words, when the player stops pressing the ZR button 61, the PC will enter the ready state. After the capture result is announced, the PC returns to normal state. 12 shows an example in which the capture item 202 is thrown in a locked-on state. Therefore, the capture item 202 moves towards the locked-on FC. As a result, as shown in FIG. 13, when the capture item 202 hits the FC, When the capture item 202 hits the FC, a determination is made as to whether the capture was successful or not (hereinafter referred to as the capture determination). In this example, the capture success rate is set in advance for each FC, and the lottery is carried out using this capture success rate. The success or failure of the capture is determined by the selection. The rate can be adjusted depending on the situation. In this case, as shown in Figure 14, the FC disappears from the field (hereinafter referred to as the disappearance effect). The capture effect shown in FIG. 15 and FIG. 16 is then displayed. In the catch performance, a ball-shaped object (a thrown catch item 202) contains an FC. A scene is displayed in which a character (indicating that the character is a character) is flying towards the owned character column 201. Then, as shown in FIG. 16, the captured FC will be displayed in the owned character column 201. In the example in Figure 16, the character captured this time is the fourth character owned. It shows that the acquired FC has been added.

[0095] On the other hand, if the capture fails as a result of the above capture check, the FC status changes from "non-combat state" to The FC in the "combat state" can be either a PC or a combat character, as explained below. They launch attacks against BC.

[0096] In this embodiment, the number of capture items 202 that can be held is limited. When you perform the above capture action once, regardless of whether the capture is successful or not, the capture item 202 will be 1 In this embodiment, the number of captured items 202 is one. However, in other embodiments, there may be multiple types of capture items 202 with different capabilities. For example, in addition to the normal capture item 202, there is also a high-performance capture item that increases the capture success rate by 10%. The capture arm 202 may be used when transitioning to the ready state. The type of item 202 may be specified.

[0097] The above-mentioned ready state can be changed by not only stopping the pressing of the ZR button 61 but also by pressing the ZR button 61. It can also be released by pressing the B button 54 while keeping the grip down (hereinafter referred to as the "release grip operation"). (called).

[0098] [About combat] Next, I will explain the combat elements with FC and the capture mentioned above. You cannot attack C directly. To fight FC, you must Specifically, you need to use a BC to appear on the field using a specific operation. It is necessary to have C fight against FC. In this game, when fighting against FC, The game will not switch to a separate battle screen such as the battle start screen, but will start once the battle start conditions are met. , the battle with FC will start seamlessly. Also, BC will C performs attacks in parallel based on a predetermined algorithm, The conditions for starting the battle are as follows: If the Capture Action fails, or if the FC is unable to take control of the PC or BC, as explained below, The first is when the FC notices that the BC has attacked them, and the second is when the FC notices that the BC has attacked them. be.

[0099] Before explaining the combat elements, let me first explain about BC. Select one of your characters that is in a state where you can fight, and The following describes how to make a BC appear on the field. The operation of bringing it into play is called the "BC appearance operation."

[0100] 17 to 19 show examples of screens (examples of appearance effects) when a BC appearance operation is performed. These screen examples are for when the PC is in the position shown in Figure 10 above and the player wants to appear. When you select a character you own with the specified operation and perform the BC appearance operation to make the BC appear, In this case, the selected character will be placed in a specific position, for example, diagonally in front of the PC. In the appearance scenes shown in Figures 17 to 19, first, B appears as in Figure 17. The ball containing the character you want to appear as C (hereafter referred to as the BC ball) will be thrown in the specified direction. After that, a smoke-like effect appears at the landing point of the BC ball, as shown in Figure 18. Then, the selected character appears as BC as shown in FIG. The player can specify the position where the BC appears and the direction in which the BC ball is thrown. For example, it may be possible to move within a predetermined range centered on the PC, and specify the appearance position. A cursor may be displayed to indicate the position, and the cursor may be operable by the player. Then, the PC aims the BC ball in the direction of the cursor or at the cursor position. You can also throw it.

[0101] In addition, with the appearance of BC, as shown in FIG. 19, a BC information column 204 and , and attack option column 205 are additionally displayed. BC information column 204 displays the face of the BC that has appeared. The image and the health bar showing the BC's health value are shown. Also, the attack option column 205 has four options. The attacking methods available to BC are shown in the diamond image. You can issue attack instructions to BC by referring to the option column 205. Specifically, in this game, Each BC (FC) has a maximum of four attack methods. The attack method is controlled by the A button 53, B button 54, X button 55, and Y button on the controller. The buttons assigned to any of the 56 buttons (hereafter collectively referred to as ABXY buttons) are , and attack options column 205. Each of the four diamond images above corresponds to the ABXY buttons. The buttons are arranged to mimic the layout of the game, making it easy to intuitively understand which attack method corresponds to which button. It is easy to hold. Therefore, the player can press any of the ABXY buttons. By doing this, you can make the BC perform an attack action using the attack method corresponding to each button. can be done.

[0102] The BC that emerged as described above operates autonomously to a certain extent based on a predetermined algorithm. For example, if there is no FC nearby, the BC will move along with the PC. If there is an FC around C, move closer to that FC, etc. Also, for BC, The player can also direct the actions.

[0103] In Figure 20, as a result of the player's instructions or the autonomous actions of BC, BC is closer to FC. In other words, the positional relationship between FC and BC is In this case, the FC is the presence of the BC. As a result, the FC moves from "not in combat" to "in combat." As shown in Figure 21, the BC will attack. A health bar showing the health value of the FC will be displayed above the head of the FC. Not only when approaching the FC, but also when the PC approaches the FC, if the FC notices the PC, This can lead to a transition to a "combat state."

[0104] Next, Figure 22 shows an example of the screen when the player presses the X button 55 to instruct BC to attack. In FIG. 22, the X button 55 is assigned based on the attack command from the player. The BC is performing an attack action against the FC using the attack method "Attack 1". Also, if the attack hits, damage according to the attack method is added to the FC. It also shows that the FC's health value has decreased.

[0105] [Charging time] In this game, a "charge time" is set for each attack method. Once an attack method is used, it cannot be used again until the charge time has elapsed. Once the charge time has elapsed, it will be ready to use. In other words, if you look at a certain attack method, While charging, it is in attack standby state, and when not charging, it is in attack ready state. For example, when the player issues an attack command using the attack method corresponding to the A button 53, If the method is charging, wait for the charging time and then press the A button once the attack is ready. Therefore, in this game, it is not possible to use the same attack method consecutively. This also applies to the control of FC's attacking actions. During the page, for example, as shown in Figure 22, a diamond-shaped image corresponding to the attack method used above is displayed. A display will appear showing the charge meter filling up from bottom to top.

[0106] [About the chance state] If the BC attacks the FC as described above, and the FC's physical strength eventually reaches 0, If this FC is defeated, the FC will transition from "Battle State" to "Chance State" This "chance state" lasts for a certain period of time. In the "chance state," the FC cannot take action. In addition, the "chance state" is The capture success rate is improved compared to when there is no chance (for example, the default success rate). When the "chance state" is reached, a star mark appears around the FC, as shown in Figure 23. The "Capture Chance" effect will be displayed, where the FC moves and attacks. This "chance state" indicates a state of mind where you are not thinking. By having the PC perform a capture action as shown in Figure 24, the above "non-combat state" can be achieved. You can try to capture it with a higher success rate than when you are in combat mode. This allows for a higher success rate of capture attempts. As a result, if the capture is successful, the As shown in 5, the capture effect as described above is displayed and the FC is added to the owned character. It is possible.

[0107] Also, during the "chance state," the player can have the PC perform capture actions as many times as they like. Therefore, if the first capture action fails during the "chance state", Even if the capture action is successful, you can have the PC perform a second capture action and attempt to capture the animal again. do.

[0108] On the other hand, if the capture is not successful or if you do not perform the capture action at all, After a certain period of time has passed, the "chance state" ends. In this case, as shown in Figure 26, The above disappearance animation will be displayed, and the FC will disappear from the field. This results in a poor condition.

[0109] In addition, it is possible to issue an attack command to the BC without the FC noticing, and to attack the FC. For example, you can approach an FC from behind and try to capture them. It is also possible to launch a preemptive attack from behind without being noticed. When the conditions for starting a battle are met, the FC will change from "non-combat state" to "combat state" (if there is any remaining stamina). In addition, if the FC's strength is reduced to 0 by a preemptive attack, If you do this, you will move directly from the "non-combat state" to the "chance state." If you approach from behind and perform a capture action from behind without the FC noticing If the target is aware of the FC, the chance of success of the capture check may be higher than if the target is aware of the FC.

[0110] In addition, when throwing the BC ball to make the BC appear, the landing point of the BC ball is set to "Non-battle It may also be possible to specify the position of the FC in the "battle state." In other words, the PC should In this case, if the BC ball hits the FC, the FC As if attacked by BC, FC will transition to "combat mode." Even if the hit is not successful, the BC will appear near the FC, and the FC will be aware of the BC's presence. If this happens, you will enter a "combat state."

[0111] In this game, as shown in Figure 27, the above capture can also be performed on FCs in a "battle state." In this case, the remaining FC's health value at that time will be The capture success rate has been adjusted. Specifically, the lower the stamina, the higher the success rate. will be done.

[0112] In this way, in this embodiment, it is possible to attempt to directly capture an FC that is not in combat. Also, by challenging the FC to a battle and defeating them, you can create a chance to capture more effectively. You can also try to capture an enemy with a higher success rate. In this way, in the game according to this embodiment, there are various opportunities to catch things. This is a game that will be offered.

[0113] [Details of the game processing of this embodiment] Next, with reference to FIGS. 28 to 46, the game processing in this embodiment will be described in more detail. This section mainly explains the process of capturing, and details of other game processes are also explained. I will not go into detail about this.

[0114] [About data usage] First, various data used in this game process will be explained. 1 is a memory map showing an example of various data stored in the DRAM 85 of the main device 2. The DRAM 85 stores a game program 301, PC data 302, and captured item data. 305, character master data 309, owned character data 310, BC management data 311, FC management data 318, operation data 319, lock-on target data 320, capture Candidate data 321, lock-on flag 322, appearance effect flag 323, etc. are stored. do.

[0115] The game program 301 is a program for executing the game processing in this embodiment. It is.

[0116] The PC data 302 is data related to the PC. This includes position and posture data 303, PC status data 304, etc. Other data not shown in the figure However, the PC data 302 includes data showing the appearance of the PC (polygon data, etc.), Various motion data (animation data) required for game processing Species data is also included.

[0117] Current position and posture data 303 is the current position and posture of the PC on the field. The PC status data 304 is data indicating the current status of the PC. Specifically, the PC state data 304 includes the above-mentioned "normal state" and "ready state" , or "capture action state."

[0118] The capture item data 305 is data relating to the capture item 202. The item data 305 includes movement trajectory data 306, current position data 307, and the like. The movement trajectory data 306 is calculated based on the position of the target 203. The current position data 307 indicates the current location of the captured item 202. The captured item data 305 also includes, for example, the captured item. It also includes data indicating the appearance of the item 202.

[0119] The character master data 309 is for characters (FC) that appear in this game other than PCs. , BC). FIG. 29 shows the character master data 30. 9. The character master data 309 includes a character ID 33 1. Character appearance data 332, performance data 333, initial success rate 334, behavior algorithm 335, a database consisting of a set of records having at least the following items: The character ID 331 is an ID for identifying each character. The character data 332 is data that indicates the character's appearance. This data defines the Rakuta's performance and initial status. For example, its stamina and attack power. The initial success rate 334, which is the data defining the method, is the default for that character. The behavior algorithm 335 is the data showing the success rate of capturing the character. The data defines the algorithm. When the character is FC, when it is BC, In addition, although not shown in the figure, the game It also includes various data required for processing.

[0120] Returning to FIG. 28, the owned character data 310 is the character owned by the PC (i.e., The data of the possessed character data 310 is shown in FIG. The owned character data 310 uniquely identifies the owned character. It is composed of a set of records that have at least the possession ID 341 and the character type 342. The character type 342 is a database of the character IDs 331. In this embodiment, characters of the same type (character ID3 31) multiple characters with the same ID may appear as separate FCs And you can also own the same type of character as your own character. In this case, different ownership IDs 341 are assigned to the same type of characters. The character will be managed as a separate character.

[0121] Returning to FIG. 28, the BC management data 311 is data for managing the BC. The C management data 311 includes the BC ID 312, BC status data 313, and BC position and attitude data. Data 314, BC status 315, attack target data 316, designated attack method data 317, etc. The initial value of the BC management data 311 is null data. indicates that it does not exist (does not appear).

[0122] BCID312 is the above-mentioned owned character that corresponds to the owned character currently appearing as BC. The ID 341 is set. The BC status data 313 is data indicating the current status of the BC. The BC state includes, for example, the above-mentioned "non-combat state" and "combat state". The C position and attitude data 314 is data indicating the current position and attitude of the BC. The status 315 is data showing the current strength value of the BC. The attack target data 316 is , is data that specifies the FC that the BC will attack. The specified attack method data 317 is , which indicates the current attack method specified by the player. It is used to calculate damage to enemies.

[0123] Next, the FC management data 318 is data for managing the FC. 3 shows an example of the data structure of the management data 318. The FC management data 318 includes the FCID 351. ,FC type 352, FC appearance status 353, FC current position 354, FC current status 355, F Records that have at least the items C Status 356 and FC Attack Flag 357 FCID351 is a database that consists of a set of F The FC type 352 is an ID for uniquely identifying each individual C. This is an ID to identify the type of character, and one of the above character IDs 331 is set. The FC appearance status 353 indicates whether the FC is currently appearing on the field (placed). For example, if it appears on the field, it is "YES", If it does not appear, "NO" is set. The FC current position 354 is the field of the FC. The FC current status 355 indicates the current position of the FC. This is data indicating whether the state is "state," "battle state," or "chance state." The FC status 356 is data showing the current strength value of each FC. 357 is currently checking whether the FC is performing an attack action (playing an attack motion). In addition, although not shown in the figure, a flag that manages FC in game processing The various data required for this purpose are also included in the FC management data 318.

[0124] Returning to FIG. 28, next, the operation data 319 is a list of various operations performed on the controller. This data indicates the state of each button pressed on the controller and the input state of each stick. It contains data indicating:

[0125] The lock-on target data 320 is data that identifies the FC that is the lock-on target. be.

[0126] The capture candidate data 321 is a data of the FC (hereinafter referred to as a capture candidate) that is the target for determining whether or not the capture is successful. It is data that identifies the

[0127] The lock-on flag 322 indicates whether or not the target is locked on in the above-mentioned ready state. If it is on, it means that the specified FC is locked on. This indicates that the state is correct.

[0128] The entrance effect flag 323 is a flag indicating whether or not the entrance effect is being performed.

[0129] Although not shown in the figure, various data necessary for game processing is also stored in the DRAM 85. do.

[0130] [Details of the processing performed by Processor 81] Next, the game processing in this embodiment will be described in detail. The above is just an example of a process, so if you would like to achieve similar results, The order of processing each step may be changed. Also, the values ​​of variables and the values ​​used in the decision step may be changed. The threshold values ​​shown are merely examples, and other values ​​may be used as needed.

[0131] FIG. 32 is a flowchart showing details of the game processing according to this embodiment. The processing loop relating to steps S1 to S8 is repeated a predetermined number of times per second according to the frame rate. Before the process starts, various data is initialized and fields are It is assumed that the process of placing various FCs and PCs on the board has been completed.

[0132] In FIG. 32, first, in step S1, the processor 81 acquires the operation data 319. do.

[0133] Next, in step S2, the processor 81 executes a PC control process. 33 is a flowchart showing the details of the PC control process. In step 1, the processor 81 determines whether the PC is in a capture action state based on the PC state data 304. If the result of the determination is that the robot is not in a capture action state (step S11 If NO in step S12, the processor 81 executes the movement operation based on the operation data 319. As a result of the determination, it is determined whether or not a movement operation (operation of the left stick 32) has been performed. If it has been performed (YES in step S12), in step S13, processor 81 Executes dynamic control processing.

[0134] Fig. 34 is a flowchart showing the details of the movement control process. First, in step S31, the processor 81 determines whether the PC is in a standby state based on the PC state data 304. If the result of the determination is that the player is not in the ready state (N in step S31), O) In step S32, the processor 81 controls the movement of the PC based on the operation content. On the other hand, if the player is in a ready state (YES in step S31), the process proceeds to step S33. The sensor 81 determines whether it is currently locked on to a specific FC based on the lock-on flag 322. If the result of the determination is that the lock-on state is established (YES in step S33), ES), in step S35, processor 81 determines whether the direction of the PC is facing the lock-on target. While doing so, the movement of the PC is controlled based on the operation data 319. The controller 81 then ends the movement control process.

[0135] On the other hand, if the result of the determination in step S33 is that the lock-on is not in progress (step S3 3), in step S37, processor 81 controls PC based on operation data 319. As an example, processor 81 may select the following to make the above strife move: After that, the processor 81 ends the movement control process.

[0136] Returning to FIG. 33, if the result of the determination in step S12 is that no moving operation has been performed (step S12: If the answer is NO in step S12, then in step S14, processor 81 determines whether an appearance-related operation is being performed. It is determined whether or not the appearance-related operation has been performed based on the operation data 319. It is either a BC appearance operation or an operation to cancel the BC appearance state (return operation). If any of these operations is performed (YES in step S14), At 15, the processor 81 executes an appearance control process.

[0137] 35 is a flowchart showing the details of the above-mentioned appearance control process. First, step S4 In step 1, the processor 81 determines whether the operation content is a BC entry operation based on the operation data 319. It is determined whether the operation is a return operation. If the result of the determination is a BC entry operation (step S41 If the answer is YES, in step S42, the processor 81 For example, in the character column 201, A cursor is provided that can be moved left and right using the right direction button 33 and the left direction button 36. When performing the BC appearance operation, the character you own where the cursor is located can be selected and set as the BC. Specifically, processor 81 determines whether or not a character is selected based on data relating to the selected character. In addition, the position where the BC appears, The trajectory of the BC ball is also determined.

[0138] Next, in step S43, processor 81 sets entrance effect flag 323 to ON. In the next step S44, processor 81 performs the entrance performance as shown in FIGS. In this effect, the BC ball moves along the trajectory of the BC ball determined above. After that, the processor 81 performs the appearance control. End processing.

[0139] On the other hand, if the result of the determination in step S41 is that the operation is a return operation (step S4 If the answer is NO in step S41, the processor 81 initializes the BC management data 311. This will remove BC from the field. Then, the specified effect of erasing the currently appearing BC from the field begins. 1 ends the appearance control process.

[0140] Returning to FIG. 33, if the result of the determination in step S14 above is that no appearance-related operation has been performed, If the answer is NO in step S14, then in step S16, processor 81 executes stance-related processing. Implement the theory.

[0141] 36 is a flowchart showing the details of the stance-related processing. First, step S51 Then, the processor 81 determines whether the PC is ready to play based on the PC state data 304. If the result of the determination is that the player is not in a ready state (NO in step S51), the step In step S52, processor 81 determines whether the above-described readying operation has been performed. The operation data records whether the ZR button 61 has been changed from the OFF state to the ON state. If the result of the determination is that a stance operation has been performed (step S If the result of the determination in step S52 is YES, in step S53, the processor 81 adds "Standby" to the PC status data 304. Next, in step S54, the processor 81 sets the "state" at the position that will be the center of the screen. The aim 203 is positioned so that it is displayed. Then, the processor 81 performs stance-related processing. Exit.

[0142] On the other hand, if the result of the determination in step S52 is that the take-ready operation has not been performed (step S52), If NO in S52, the processes in steps S53 and S54 are skipped.

[0143] On the other hand, if the result of the determination in step S51 is that the PC is in a ready state (step S5 1 (YES), in step S55, processor 81 determines Z It is determined whether or not an operation to change the R button 61 from an ON state to an OFF state has been performed. That is, it is determined whether or not the finger is released from the ZR button 61 that has been continuously pressed. As a result of the setting, if the finger is released from the ZR button 61 (YES in step S55), In step S56, the processor 81 sets the PC state data 304 to the "capture action state." The processor 81 also causes the PC to start an operation related to the capture action, that is, The PC starts the motion of throwing the capture item 202 as shown in Figure 12 above. Next, in step S57, the processor 81 calculates the position of the aim 203 at this time. Based on this, the trajectory of the captured item 202 is calculated and set as the movement trajectory data 306 .

[0144] Next, in step S58, processor 81 erases the sight 203 from the screen. Thereafter, processor 81 ends the stance-related processing.

[0145] On the other hand, as a result of the determination in step S55, the finger has not yet been released from the ZR button 61. If the answer is NO in step S55, in step S59, the processor 81 It is determined whether or not an operation has been performed. If the result of this determination is that a release operation has been performed ( If the answer is YES in step S59, then in step S60, processor 81 checks PC status data 304 is set to "normal state." Then, the process proceeds to step S58.

[0146] On the other hand, if the result of the determination in step S59 is that the stance release operation has not been performed (step S59: If the answer is NO in step S59, then in step S61, processor 81 executes lock-on related processing. do.

[0147] FIG. 37 is a flowchart showing the details of the lock-on related processing. First, in step S71, processor 81 determines whether the current Determine whether or not the target is currently locked on. If the result of this determination is that the target is not currently locked on, (NO in step S71), in step S72, processor 81 executes the lock-on operation Whether or not a lock-on operation has been performed is determined based on the operation data 319. If the operation has been performed (YES in step S72), in step S73, processor 81 Then, in step S74, processor 81 sets lock-on flag 322 to ON. specifies the lock-on target and sets the lock-on target data 320. For example, At this point, Sessa 81 sets the nearest FC to the position of the target 203 as the lock-on target. do.

[0148] Next, in step S75, the processor 81 adjusts the position of the sight 203 to the F The processor 81 then sets the position so that the crosshair 203 overlaps with the crosshair C. The virtual camera parameters are adjusted so that the locked-on FC is always displayed in the center of the screen. After that, processor 81 ends the lock-on related processing.

[0149] On the other hand, if the lock-on operation has not been performed (NO in step S72), the above steps are repeated. The processes of steps S73 to S75 are skipped.

[0150] On the other hand, if the result of the determination in step S71 is that the lock-on is in progress (Y in step S71), In step S76, processor 81 determines whether the lock-off operation has been performed. If the result of the determination is that the operation has been performed (YES in step S76), the process advances to step S7 In step 7, processor 81 sets lock-on flag 322 to OFF. The step S81 ends the lock-on related processing.

[0151] On the other hand, if the result of the determination in step S76 is that the lock-off operation has not been performed (step S76), If NO in step S76, in step S78, processor 81 switches the lock-on target. It is determined whether or not a right operation (in this example, an operation of the right stick 52) has been performed. If the result is "YES" in step S78, then in step S79, processor 81 The lock-on target is changed based on the operation content, and the contents of the lock-on target data 320 are rewritten. After that, the process proceeds to step S75.

[0152] On the other hand, if the operation to switch the lock-on target has not been performed, the process proceeds to step S79. The process is skipped and the lock-on related process ends.

[0153] Returning to FIG. 36, once the lock-on related processing is completed, the stance related processing ends.

[0154] Returning to FIG. 33, next, in step S17, processor 81 issues an attack instruction operation to BC. In other words, when BC is in play, the ABXY buttons are pressed. It is determined whether any of the buttons has been pressed. If the answer is YES in step S17, then in step S18, processor 81 Based on the content, the specified attack method data 317 is set. In this case, the specified FC is used as the attack target data 31. The process of setting it to 6 is also performed.

[0155] On the other hand, if no attack instruction operation has been performed (NO in step S17), Step 18 is skipped.

[0156] Next, in step S19, the processor 81 controls the virtual camera 319 based on the operation data 319. That is, the processor 81 determines whether or not the PC is in a normal orientation change state. When the right stick 52 is in the "OFF" state, it is determined whether or not the right stick 52 has been operated. If it has been performed (YES in step S19), in step S20, processor 81 The virtual camera parameters (direction of the virtual camera) are changed based on the content of the work. If the camera direction has not been changed (NO in step S19), The process of S20 is skipped. After that, processor 81 ends the PC control process.

[0157] Next, as a result of the determination in step S11, if the PC is in a capture action state (step In this case, in step S21, the processor The step S81 executes the capture action process.

[0158] FIG. 38 is a flowchart showing the details of the capture action process. First, in step S81, the processor 81 moves the capture item 202 along the above-mentioned movement trajectory. The robot is moved based on the data 306. Accordingly, the current position data 307 is also updated. Also, if the motion related to the PC's capture action has not yet finished, The session will also continue.

[0159] Next, in step S82, processor 81 determines whether capture item 202 hits FC. The hit determination is made by determining whether or not a hit has occurred when the capture item 202 and the FC collide. In other embodiments, even if there is no collision strictly speaking, it is possible to determine that a capture action has occurred. When Item 202 and FC are positioned close to each other, It may be configured to determine that a hit has occurred even if the target is hit.

[0160] As a result of the above determination, if the capture item 202 hits the FC (YES in step S82), In step S83, the processor 81 determines the hit FC as a capture candidate. Set data to 321.

[0161] Next, in step S84, the processor 81 performs a capture determination process on the capture candidate. FIG. 39 is a flowchart showing the details of the capture determination process. In step S91, processor 81 first , and obtains the initial success rate 334 corresponding to the capture candidate.

[0162] Next, in step S92, the processor 81 determines whether the capture candidate is a It is determined whether the current state is a "chance state." If "YES" in step S92, in step S93, processor 81 The success rate of the catch is adjusted to be higher than the initial success rate 334. Processing proceeds to step S96.

[0163] On the other hand, if it is not a "chance state" (NO in step S92), then step S At 94, processor 81 determines whether the capture target is in a "combat state." If the "battle state" is reached (YES in step S94), then in step S95, processor 8 1 adjusts the success rate of capture according to the remaining vitality of the target. In this example, the vitality is The smaller the number, the higher the initial success rate 334 will be. Thereafter, the process proceeds to step S96, which will be described later.

[0164] On the other hand, if the "battle state" is not established (NO in step S94), the process of step S95 is repeated. In this case, the capture check is performed in a "non-combat state" Therefore, the judgment will be made based on the initial success rate.

[0165] Next, in step S96, the processor 81 adjusts the value of the value adjusted in steps S92 to S95. The capture success rate was calculated using the initial capture success rate or the initial capture success rate. Make a judgment.

[0166] Next, in step S97, the processor 81 determines whether the capture was successful or not. If the result of the determination is that the capture was successful (YES in step S97), In step S98, processor 81 erases the capture target from the field. The processor 81 then checks the FC appearance status 35 of the capture candidate in the FC management data 318. Set 3 to "NO".

[0167] Next, in step S99, the processor 81 performs the process of Set up the display of the destruction and capture effects.

[0168] Next, in step S100, processor 81 converts the capture candidate into the owned character data. 310. Then, processor 81 ends the capture determination process.

[0169] On the other hand, if the result of the determination in step S97 is that the capture has failed (N in step S97), O) The processing of steps S98 to S100 is skipped and the capture determination processing ends. .

[0170] Returning to FIG. 38, next, in step S85, the processor 81 sets the PC status data 304 as follows: The "normal state" is set. After that, processor 81 ends the capture action process.

[0171] On the other hand, if the result of the determination in step S82 above is that the captured item did not hit the FC, (NO in step S82), in step S86, processor 81 In other words, it is determined whether the capture item 202 has hit the FC. If the result of this determination is that the movement has ended (state If the answer is YES in step S86, the process proceeds to step S85. The result of the capture action is determined as the ball did not hit the target. If the movement has not ended (NO in step S86), the capture action process ends. do.

[0172] Returning to FIG. 33, when the capture action process is completed, the processor 81 ends the PC control process. Complete.

[0173] Returning to FIG. 32, next, in step S3, processor 81 executes the BC control process. 40 and 41 are flowcharts showing the details of the BC control process. In step S111, the processor 81 determines whether or not there is a BC currently appearing based on the BC management data 311. If the result of the determination is that there is no BC (NO in step S111), ), the processor 81 ends the BC control process.

[0174] On the other hand, if there is an appearing BC (YES in step S111), In step 112, the processor 81 determines whether the entrance performance is currently being performed based on the entrance performance flag 323. If the entrance performance is in progress (YES in step S112), the process advances to step S11. In step S114, processor 81 continues the entrance performance. 81 determines whether the entrance performance has ended. If it has ended (Y in step S114), ES), in step S115, processor 81 sets entrance effect flag 323 to OFF. Thereafter, the process proceeds to step S116.

[0175] On the other hand, if the result of the determination in step S114 is that the entrance performance has not yet ended (step If NO in step S114, processor 81 ends the BC control process.

[0176] On the other hand, if the result of the determination in step S112 is that the entrance performance is not in progress (step S1 12), in step S116, the processor 81 selects the following attack methods from among those that the BC has: If there is an attack method currently being charged, the charge of that attack method will proceed.

[0177] Next, in step S117, processor 81 determines whether an attack from any FC has been ordered to BC. If the result of the determination is that the shot has hit (YES in step S117), ), processor 81 calculates the damage value based on the attack method that hit. The BC status 315 is updated so that the physical strength value is reduced by the amount of the damage value.

[0178] On the other hand, if the attack from FC does not hit (NO in step S117), The process of step S118 is skipped.

[0179] Next, in step S119, the processor 81 determines whether the BC It is determined whether the physical strength value of the character is 0. If the result of the determination is 0 (YES in step S119), In step S120, processor 81 erases the currently appearing BC from the field. Specifically, processor 81 executes the process for removing the BC from the field. The disappearance effect is started, and the BC management data 311 is initialized. After that, the processor 81 C Ends the control process.

[0180] On the other hand, if the physical strength value is not 0 (NO in step S119), then the step in FIG. In step S121, processor 81 determines whether BC is currently performing an attack. That is, it is determined whether or not an attack motion corresponding to a predetermined attack method is being played. If the result of the determination is that an attack is in progress (YES in step S121), then in step S122 Then, processor 81 causes BC to continue attacking. The control process ends.

[0181] On the other hand, if the player is not in an attacking action (NO in step S122), then step S12 In step 3, the processor 81 determines whether an attack instruction has been issued based on the operation data 319. If the result of the determination is that no attack instruction has been issued (NO in step S123), In step S124, the processor 81 calculates the BC based on the behavioral algorithm 335. For example, the movement of BC is controlled, and the nearest FC is set as the target of attack. 316. After that, the BC control process ends.

[0182] On the other hand, if an attack instruction has been issued (YES in step S123), then in step S125: Processor 81 determines whether the specified attack method is currently charging. If so (YES in step S125), processor 81 ends the BC control process. This means that even if you press the button corresponding to the attack method during charging, BC will not do anything. On the other hand, if charging is not in progress (NO in step S125), The processor 81 sets information indicating the designated attack method in the designated attack method data 317. The BC will then start attacking according to the specified attack method. The charge meter for the attack method is emptied and the charge begins. The S81 ends the BC control process.

[0183] Returning to FIG. 32, after the BC control process, in step S4, processor 81 executes the FC control process. FIG. 42 is a flowchart showing the details of the FC control process. In step S131, the processor 81 determines whether the FC appearance state 3 in the FC management data 318 is Among the FCs for which 53 is "YES", select one FC to be subjected to the processing described below. Hereinafter, this FC will be referred to as the processing target FC.

[0184] Next, in step S132, processor 81 determines the processing target based on FC current state 355. Determine whether the elephant FC is in a non-combat state. If the result of this determination is that it is in a non-combat state, If YES in step S132, processor 81 executes non-combat state processing. Thereafter, the process proceeds to step S137, which will be described later.

[0185] FIG. 43 is a flowchart showing the details of the non-battle state processing. First, step S In step 141, the processor 81 determines the movement of the processing target FC based on the behavior algorithm 335. Perform dynamic control.

[0186] Next, in step S142, the processor 81 checks whether the attack from BC is executed on the target FC. If the result of the determination is that the shot has not hit the target (step S14 On the other hand, if the target is hit (NO in 2), processor 81 ends the non-combat state processing. If the answer is YES in step S142, in step S143, the processor 81 The damage value is calculated according to the attack method specified by the parameter 317. updates the FC status 356 so that the health value decreases by the amount of the damage value.

[0187] Next, in step S144, processor 81 determines whether the stamina value of the processing target FC has reached 0. If the result of the determination is 0 (YES in step S144), In step S146, the processor 81 sets the FC current state 355 of the FC to be processed to "Chance Next, in step S147, the processor 81 sets the "state" shown in FIG. After that, processor 81 ends the non-battle state processing. do.

[0188] On the other hand, if it is not 0 (NO in step S144), the program The processor 81 sets the FC current state 355 of the FC to be processed to "battle state." Then, processor 81 ends the non-combat state processing.

[0189] Returning to FIG. 42, if the result of the determination in step S132 above is that it is not a "non-combat state" ( If NO in step S132, then in step S134, processor 81 C judges whether it is in a "chance state" or not. If the result of this judgment is not a "chance state", If so (NO in step S134), in step S135, processor 81 executes battle state processing. On the other hand, if it is a "chance state" (YES in step S134), the process is executed. In step S136, processor 81 executes chance state processing.

[0190] 44 and 45 are flowcharts showing the details of the above-mentioned battle state processing. First, in step S151, processor 81 selects the currently available attacking methods of FC. If there is an attack method currently being charged, the charge of that attack method will proceed.

[0191] Next, in step S152, the processor 81 checks whether the target FC is attacked by the BC. If the result of the determination is that the target has been hit (Y in step S152), ES), in step S153, the processor 81 executes the specified attack method data 317. Then, processor 81 calculates a damage value according to the attack method. Update the FC status 356 so that the physical strength value decreases by the amount of the hit. If not (NO in step S152), processor 81 executes the process of step S153. Skip.

[0192] Next, in step S154, processor 81 determines whether the stamina value of the processing target FC has reached 0. If the result of the determination is 0 (YES in step S154), In step S155, the processor 81 sets the FC current state 355 of the FC to be processed to "Chance Next, in step S156, the processor 81 sets the "state" shown in FIG. Thereafter, processor 81 ends the battle state process. do.

[0193] On the other hand, if the result of the determination in step S154 is that the physical strength value is not 0 (step S1 If NO in step S154, in step S157, processor 81 determines whether the processing target FC is in an attacking action. It is determined whether the attack is in progress based on the FC attack flag 357. If the result of this determination is that the attack is in progress, (YES in step S157), in step S159, processor 81 If the attack operation ends as a result, processor 8 1 sets the FC attacking flag 357 to OFF. After that, the processor 81 End processing.

[0194] On the other hand, if the player is not in an attacking action (NO in step S157), then in step S158, The processor 81 determines the attack method based on the behavior algorithm 335.

[0195] Next, in step S160 of FIG. 45, the processor 81 determines whether the attack method is If the battery is being charged (YES in step S160), In S161, the processor 81 makes the processing target FC wait until charging is completed. On the other hand, if charging is not in progress (NO in step S160), the process The controller 81 causes the target FC to start an attacking action corresponding to the determined attacking method. At this time, the charge meter for the attack method is emptied and the charge begins. do.

[0196] Next, in step S163, processor 81 sets the FC attacking flag 35 of the FC to be processed. 7 is set to ON. Then, processor 81 ends the combat state processing.

[0197] Next, the chance state process will be described. FIG. 46 shows the details of the chance state process. 46. ​​In FIG. 46, first, in step S171, the processor The step S81 determines whether a certain period of time has passed since the chance state was entered. As a result, if the time has not elapsed (NO in step S171), the process Processor 81 continues to display the capture chance effect. Ends the instance state processing.

[0198] On the other hand, if a certain period of time has passed since the chance state was entered (YES in step S171), In step S173, the processor 81 Set the target FC's appearance state to "NO". This will remove the target FC from the field. This means that the settings have been made so that this will no longer be the case.

[0199] Next, in step S174, processor 81 starts the disappearance effect for the FC to be processed. After that, processor 81 ends the chance state processing.

[0200] Returning to FIG. 42, once the processing of any one of steps S133, S135, and S136 is completed, For example, in step S137, the processor 81 determines whether the FC Has the above process been performed for all FCs whose appearance status 353 is "YES"? If there are still unprocessed FCs remaining (NO in step S137), The process returns to step S131 and is repeated. If so (YES in step S137), processor 81 ends the FC control process.

[0201] Returning to FIG. 32, next, in step S5, processor 81 performs various game systems other than those described above. For example, various collision detections other than those mentioned above are performed, and the following processing is performed based on the results of the collision detection. In addition, for example, slip damage such as damage from poison can be reduced by BC or Processing to be added to FC and operation control processing of various gimmicks installed on the field are also performed appropriately. It will be carried out appropriately.

[0202] Next, in step S6, the processor 81 executes a virtual camera control process. Now, control the virtual camera based on the virtual camera parameters set by the above process. The process is performed.

[0203] Next, in step S7, the processor 81 generates a game image that reflects the above processing content. and output it.

[0204] Next, in step S8, processor 81 determines whether or not an instruction to end the game has been given. If it has not been performed (NO in step S9), the process returns to step S1. On the other hand, if it has been performed (YES in step S9), processor 81 Ends the game process.

[0205] In this way, in this embodiment, even if you defeat an FC as a result of fighting with it, This provides an opportunity to capture the FC. Also, there is an opportunity to capture the FC even when it is not in combat. It also provides an opportunity to capture the FC even when the FC and BC are in combat. This allows you to capture FC in a variety of situations, It can improve interest.

[0206] [Variations] In the above embodiment, an example was shown in which capture is possible even when the FC is in a "battle state." In an embodiment, the FC may be configured to not allow capture when it is in a "combat state." For example, even if you perform a capture action, the captured item may be rejected by the FC. The above operation may be performed.

[0207] In the above embodiment, a certain period of time has passed since the FC entered the "chance state." This example shows how the "chance state" ends when the player In this example, it is possible to try to capture even if the target is a monster. A limit may be placed on the number of capture attempts during the "snap state." For example, if the number of attempts is set to three, If you try to capture the Pokémon three times during the "chance state" and are unable to do so, the "chance state" will end. Even if a certain period of time has not passed since the "Chance State" was entered, the "Chance State" will end at that point. It may be possible to make it so.

[0208] In addition, in the above embodiment, when the FC's physical strength value becomes 0, it is considered to have been defeated and the following occurs: The monster has transitioned to a "chance state." In this regard, the determination of whether it has been defeated is made when the stamina value reaches 0. It is not limited to being defeated if the HP falls below a certain value, for example, if the HP falls below 10%. It may be determined that:

[0209] In the above embodiment, the result of the capture action when the FC is in a "non-combat state" In this example, if the capture fails, the state shifts to "battle state." If the capture fails, the FC may be allowed to escape. Depending on the species, you can set it in advance to either enter "combat mode" or flee, or if you fail to capture it, When this occurs, it may be determined by lottery whether to enter a "battle state" or to flee.

[0210] In addition, in the above embodiment, the case where only one BC appears is exemplified. So, it would be possible to have multiple BCs appear.

[0211] In the above embodiment, the game processing as described above is executed by a single main unit 2. The main device 2 may include multiple storage devices and processors. The above game processing may be executed by dividing the processing among these. The above processing is executed in a distributed system consisting of multiple information processing devices including a server. Good too. [Explanation of symbols]

[0212] 1. Game System 2 Main unit 3 Left Controller 4 Right Controller 81 processors 84 Flash memory 85 DRAM 1000 servers

Claims

1. The computer of the information processing device Controlling a player character in a virtual space based on an operational input; In response to a first instruction based on an operation input, one or more fields arranged on the field are The player performs a capture action to capture a character by throwing a capture item in a specified direction. Have the character do it, A scene in which a first field character among the field characters can be captured. In response to the capturing action, the capturing icon is directed toward the first field character. When a target is released, a capture success determination is made to determine whether the capture is successful or not. If the capture is successful, the player will own the first field character. Let it be, a character owned by a player in response to a second instruction based on an operation input, A first combat character among the combat characters capable of fighting on the field causing the player character to perform an attack action against the first field character; Based on the attacking action of the first combat character, a subjugation determination as to whether the first field character has been subjugated or not; In case, During a first period after the subjugation, the first field character is made captureable. 、 After the first period has elapsed, the first field character is no longer captureable. A game program that puts the player into a state of mind.

2. The computer, The first field character is in a combat state among a combat state and a non-combat state. In this case, the first field character is assigned to the player character or the first Make the combat character perform an attack action, When the first field character is in the non-combat state, When a character performs an attack action against the first field character, 2. The game program according to claim 1, wherein the game program causes a field character to enter the combat state.

3. The computer, When the first field character is in the non-combat state, 3. The game program according to claim 2, wherein the game program allows a world character to be captured.

4. The computer further comprises: When the first field character is in the non-combat state, When the capture success determination in response to the capture operation for the world character fails, 4. The game program according to claim 3, wherein the first field character is brought into the combat state. Hmm.

5. The computer, When the first field character is in the combat state, 3. The game program according to claim 2, wherein the game program allows a player to capture a character.

6. The computer, an attack action by the first combat character against the first field character; and reducing the physical strength set for the first field character based on the The lower the physical strength, the easier it is to make the capture success determination in response to the capture operation. Let, When the physical strength falls below a predetermined value, the first field character is defeated. The game program according to claim 5, wherein the subjugation determination is performed assuming that the target is a monster.

7. The computer, During the first period, the first field character is 7. The game player according to claim 6, wherein the character is put into a state where the attack action and movement are not performed. Program.

8. The computer further comprises: When the first combat character does not appear on the field, The first combat character is designated in response to a third instruction based on an operation input. the player character performs a combat character appearance action of shooting in the first combat direction, 3. The game program according to claim 2, wherein a character appears on the field.

9. The computer further comprises: Based on the combat character appearance action, When the first combat character is released, the first field character is 9. The game program according to claim 8, wherein the game program puts the player into a fighting state.

10. The computer further comprises: The first combat character that has appeared on the field based on the combat character appearance action Controlling a character on the field; The positional relationship between the first field character and the first combat character is determined under a predetermined condition. and when a condition is satisfied, the first field character is put into the combat state.

8. A game program as described in 8.

11. The computer, During the first period, the first field character that can capture the first field character 11. The method according to claim 1, wherein the determination of success in capturing is made easier to be made than in a period other than the period. The game program described above.

12. The computer further comprises: After the first period has elapsed, the first field character is made uncatchable. and erasing the first field character from the field.

11. The game program according to claim 1.

13. The computer, If the capture success determination is successful, 11. The game according to claim 1, wherein the player owns the item as a kuta. program.

14. The computer, When the first combat character is made to perform the attack action, the first combat character is made to perform the attack action again. It puts the enemy into an attack standby state, which they cannot attack. As time passes, the attack standby state is released and the state becomes attackable, When a predetermined operation input is performed in the attack enabled state, the second instruction is The game program according to claim 1 , further comprising: causing the player to perform the attacking action.

15. The computer, The method according to claim 1 , wherein the first period is terminated by the passage of time. Game program.

16. The computer, When the capturing operation is performed a predetermined number of times during the first period, the first period is terminated. The game program according to claim 15,

17. A gaming system including a computer, The computer Controlling a player character in a virtual space based on an operational input; In response to a first instruction based on an operation input, one or more fields arranged on the field are The player performs a capture action to capture a character by throwing a capture item in a specified direction. Have the character do it, A scene in which a first field character among the field characters can be captured. In response to the capturing action, the capturing icon is directed toward the first field character. When a target is released, a capture success determination is made to determine whether the capture is successful or not. If the capture is successful, the first field character is brought into the player's possession. death, a character owned by a player in response to a second instruction based on an operation input, A first combat character among the combat characters capable of fighting on the field causing the player character to perform an attack action against the first field character; Based on the attacking action of the first combat character, If the first field character is defeated, In that case, During a first period after the subjugation, the first field character can be captured; After the first period has elapsed, the first field character is no longer captureable. A game system that changes the state of the game.

18. The computer The first field character is in a combat state among a combat state and a non-combat state. In this case, the first field character is assigned to the player character or the first Make the combat character perform an attack action, When the first field character is in the non-combat state, When a character performs an attack action against the first field character, 18. The game system according to claim 17, wherein the game system puts field characters into the combat state.

19. The computer When the first field character is in the non-combat state, 20. The game system of claim 18, wherein the game system allows the world character to be captured.

20. The computer further comprises: When the first field character is in the non-combat state, When the capture success determination in response to the capture operation for the world character fails, 20. The game system according to claim 19, wherein the first field character is brought into the combat state. Hmm.

21. The computer When the first field character is in the combat state, 20. The game system of claim 18, wherein the game character is made captureable.

22. The computer an attack action by the first combat character against the first field character; Based on the above, the physical strength set for the first field character is reduced, The lower the physical strength, the easier it is to make the capture success determination in response to the capture operation. death, When the physical strength falls below a predetermined value, the first field character is defeated. The game system according to claim 21, wherein the subjugation determination is made assuming that the target is a monster.

23. The computer During the first period, the first field character is 23. The game of claim 22, wherein the attack action and movement to the character are disabled. system.

24. The computer further comprises: When the first combat character does not appear on the field, The first combat character is designated in response to a third instruction based on an operation input. the player character performs a combat character appearance action of shooting in the first combat direction, 19. The game system according to claim 18, wherein a character appears on the field.

25. The computer further comprises: Based on the combat character appearance action, When the first combat character is released, the first field character is 25. The game system of claim 24, wherein the game system is in a combat state.

26. The computer further comprises: The first combat character that has appeared on the field based on the combat character appearance action Controlling a character on the field; The positional relationship between the first field character and the first combat character is determined under a predetermined condition. and when a condition is satisfied, the first field character is put into the combat state.

25. The game system according to claim 24.

27. A game processing method executed by a computer of an information processing device, comprising: The computer, Controlling a player character in a virtual space based on an operational input; In response to a first instruction based on an operation input, one or more fields arranged on the field are The player performs a capture action to capture a character by throwing a capture item in a specified direction. Have the character do it, A scene in which a first field character among the field characters can be captured. In response to the capturing action, the capturing icon is directed toward the first field character. When a target is released, a capture success determination is made to determine whether the capture is successful or not. If the capture is successful, the player will own the first field character. Let it be, a character owned by a player in response to a second instruction based on an operation input, A first combat character among the combat characters capable of fighting on the field causing the player character to perform an attack action against the first field character; Based on the attacking action of the first combat character, a subjugation determination as to whether the first field character has been subjugated or not; In case, During a first period after the subjugation, the first field character is made captureable. 、 After the first period has elapsed, the first field character is no longer captureable. A game processing method that puts the game into a state where the player is in a certain state.

28. The computer, The first field character is in a combat state among a combat state and a non-combat state. In this case, the first field character is assigned to the player character or the first Make the combat character perform an attack action, When the first field character is in the non-combat state, When a character performs an attack action against the first field character, 28. The game processing method according to claim 27, wherein the field characters are brought into the combat state.

29. The computer, When the first field character is in the non-combat state, 29. The game processing method according to claim 28, further comprising making the world character captureable.

30. The computer further comprises: When the first field character is in the non-combat state, When the capture success determination in response to the capture operation for the world character fails, 30. The game processing method according to claim 29, wherein the first field character is brought into the combat state. Law.

31. The computer, When the first field character is in the combat state, 29. A game processing method according to claim 28, further comprising making the world character captureable.

32. The computer, an attack action by the first combat character against the first field character; and reducing the physical strength set for the first field character based on the The lower the physical strength, the easier it is to make the capture success determination in response to the capture operation. Let, When the physical strength falls below a predetermined value, the first field character is defeated. The game processing method according to claim 31, wherein the subjugation determination is made assuming that the target is a monster.

33. The computer, During the first period, the first field character is 33. The game of claim 32, wherein the attack action and movement to the character are disabled. Processing method.

34. The computer further comprises: When the first combat character does not appear on the field, The first combat character is designated in response to a third instruction based on an operation input. the player character performs a combat character appearance action of shooting in the first combat direction, 29. The game processing method according to claim 28, further comprising making a character appear on the field.

35. The computer further comprises: Based on the combat character appearance action, When the first combat character is released, the first field character is 35. The game processing method according to claim 34, wherein a fighting state is established.

36. The computer further comprises: The first combat character that has appeared on the field based on the combat character appearance action Controlling a character on the field; The positional relationship between the first field character and the first combat character is determined under a predetermined condition. and when a condition is satisfied, the first field character is put into the combat state.

34. The game processing method according to claim 34.

37. The computer, During the first period, the first field character that can capture the first field character 37. Any of claims 27 to 36, wherein the determination of success in capturing is more likely to be successful than in a period other than the period. Any of the game processing methods described above.

38. The computer further comprises: After the first period has elapsed, the first field character is made uncatchable. and erasing the first field character from the field.

37. A game processing method according to any one of claims 27 to 36.

39. The computer, If the capture success determination is successful, 37. The game of claim 27, wherein the player owns the game object as a character. Processing method.

40. The computer, When the first combat character is made to perform the attack action, the first combat character is made to perform the attack action again. It puts the enemy into an attack standby state, which they cannot attack. As time passes, the attack standby state is released and the state becomes attackable, When a predetermined operation input is performed in the attack enabled state, the second instruction is 37. A game processing method according to claim 27, further comprising causing the player to perform the attacking action.

41. The computer, 37. The method according to claim 27, wherein the first period of time is terminated by the lapse of time. How the game is processed.

42. The computer, When the capturing operation is performed a predetermined number of times during the first period, the first period is terminated.

42. The game processing method according to claim 41, further comprising:

43. A gaming device including a computer, The computer Controlling a player character in a virtual space based on an operational input; In response to a first instruction based on an operation input, one or more fields arranged on the field are The player performs a capture action to capture a character by throwing a capture item in a specified direction. Have the character do it, A scene in which a first field character among the field characters can be captured. In response to the capturing action, the capturing icon is directed toward the first field character. When a target is released, a capture success determination is made to determine whether the capture is successful or not. If the capture is successful, the first field character is brought into the player's possession. death, a character owned by a player in response to a second instruction based on an operation input, A first combat character among the combat characters capable of fighting on the field causing the player character to perform an attack action against the first field character; Based on the attacking action of the first combat character, If the first field character is defeated, In that case, During a first period after the subjugation, the first field character can be captured; After the first period has elapsed, the first field character is no longer captureable. A game device that can be played in various modes.

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