Computer-readable storage medium having stored therein information processing program, information processing method, game apparatus

The system enables player objects to transition between action states with earlier return conditions when actions are performed, addressing the disengagement of low-skill players by enhancing gameplay engagement and progression.

JP2026019308APending Publication Date: 2026-02-05CYGAMES INC
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Patent Information

Application Number
JP2024120800
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-26
Publication Date
2026-02-05

AI Technical Summary

Technical Problem

Conventional competitive games fail to engage players with low skill levels, leading to a loss of motivation due to rapid defeat by more skilled opponents.

Method used

Implementing a system where player objects transition between states allowing different types of actions, with return conditions set earlier when the player performs actions in the second state, and allowing for quicker returns to the first state under certain conditions, such as elapsed time or opponent proximity.

Benefits of technology

Enhances player motivation by providing a more engaging gameplay experience that allows less skilled players to progress and contribute effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve a player's desire to play.SOLUTION: The information processing program causes the computer to execute a process of, when a predetermined parameter associated with the player object is updated to a predetermined value in a first state, shifting a state of the player object from the first state to a second state in which an action of a second type is possible, a process of, in the second state, causing the player object to execute an action of the second type based on an operation input of the player, and a process of, when a return condition for returning to the first state is satisfied in the second state, enabling the return from the second state to the first state. When the player object performs an action of the second type in the second state, the return condition is satisfied earlier than when the player object does not perform an action of the second type in the second state.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. [Background technology]

[0002] Conventionally, there has been known a fighting game in which a player competes against another player or a computer, as shown in Patent Document 1. In a typical fighting game, a battle between an object controlled by the player and an object controlled by the opponent takes place in the same virtual game space. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-057086 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional competitive games, players with low skill levels are unable to progress through the game as they wish, which can lead to a loss of motivation to play.

[0005] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that can increase a player's motivation to play. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action in the second state based on an operation input by the player; a process of enabling a return from the second state to the first state when a return condition for returning to the first state is satisfied in the second state; The computer executes the following: The process of enabling the return from the second state to the first state includes: When the player object performs the second type of action in the second state, the return condition is established earlier than when the player object does not perform the second type of action in the second state.

[0007] The return conditions include: In the second state, the notification may include that a waiting time required for returning from the second state to the first state has elapsed, setting the waiting time based on a transition from the first state to the second state; a process of timing an elapsed time since transitioning to the second state; The computer executes the following: The process of enabling the return from the second state to the first state includes: When the elapsed time since transition to the second state reaches the waiting time, the player object may be able to return from the second state to the first state, and when the player object performs the second type of action in the second state, the player object may be able to return from the second state to the first state in a time shorter than the set waiting time.

[0008] The process of setting the waiting time includes: In the first state, when the predetermined parameter is updated to the predetermined value, the standby time may be determined, and the determined standby time may be set.

[0009] The process of enabling the return from the second state to the first state includes: When the elapsed time from the transition to the second state reaches a specific time that is shorter than the waiting time, the player may be allowed to select whether or not to return to the first state, a process of returning from the second state to the first state when a player selects to return to the first state; may be performed by a computer.

[0010] The process of enabling the return from the second state to the first state includes: When the second type of action is executed, the time required to return from the second state to the first state may be shorter when there are a large number of opponent objects located within a predetermined range of the player object than when there are a small number of opponent objects.

[0011] The return conditions include: The second state may include a state in which a specific parameter associated with the player object reaches a specific value. a process of updating the specific parameter associated with the player object in accordance with a specific condition in the second state; The computer executes the following: The process of enabling the return from the second state to the first state includes: When the specific parameter reaches the specific value, the second state can be returned to the first state; The process of updating the specific parameters includes: The update rate or the update value of the specific parameter may be increased based on the player object performing the second type of action in the second state.

[0012] updating the specific parameter in accordance with a predetermined condition in the first state; a process of storing the value of the specific parameter when the predetermined parameter is updated to the predetermined value in the first state as the specific value, and updating the specific parameter to an initial value; The computer executes the following: The process of updating the specific parameter in the second state includes: The specific parameter may be updated from the initial value to the specific value.

[0013] The process of enabling the return from the second state to the first state includes: When the value of the specific parameter in the second state reaches a predetermined value between the initial value and the specific value, the player may be allowed to select whether or not to return to the first state, a process of returning from the second state to the first state when a player selects to return to the first state; The computer executes the following: The value of the specific parameter when returning from the second state to the first state may be the value of the specific parameter updated in the second state.

[0014] The process of enabling the return from the second state to the first state includes: When the second type of action is executed, the specific parameter may be updated based on the number of opponent objects located within a predetermined range of the player object.

[0015] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action in the second state based on an operation input by the player; a process of enabling a return from the second state to the first state when a return condition for returning to the first state is satisfied in the second state; and The process of enabling the return from the second state to the first state includes: When the player object performs the second type of action in the second state, the return condition is established earlier than when the player object does not perform the second type of action in the second state.

[0016] In order to solve the above problem, the game device one or more computers; The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action in the second state based on an operation input by the player; a process of enabling a return from the second state to the first state when a return condition for returning to the first state is satisfied in the second state; and The process of enabling the return from the second state to the first state includes: When the player object performs the second type of action in the second state, the return condition is established earlier than when the player object does not perform the second type of action in the second state. Carry out the following.

[0017] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action in the second state based on an operation input by the player; a process of enabling a return from the second state to the first state when a return condition for returning to the first state is satisfied in the second state; and The process of enabling the return from the second state to the first state includes: When the player object performs the second type of action in the second state, the return condition is established earlier than when the player object does not perform the second type of action in the second state. [Effects of the Invention]

[0018] According to the present invention, it is possible to increase the player's motivation to play. [Brief explanation of the drawings]

[0019] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] FIG. 3 is a diagram illustrating an example of the controller. [Figure 4] Fig. 4A is a diagram illustrating an example of a team, and Fig. 4B is a diagram illustrating players and control objects belonging to the team. [Figure 5] FIG. 5 is a diagram illustrating an example of a game screen. [Figure 6] FIG. 6 is a diagram illustrating the worldview of a competitive game. [Figure 7] FIG. 7 is a diagram illustrating an example of an area of ​​the virtual game space. [Figure 8] FIG. 8 is a diagram illustrating whether or not an operation target object can be attacked for each object type. [Figure 9] FIG. 9 is a diagram illustrating an example of parameters of an operation target object. [Figure 10] FIG. 10 is a diagram illustrating the state of the operation target object. [Figure 11] FIG. 11 is a diagram illustrating an example of the return condition. [Figure 12] FIG. 12 is a diagram illustrating an example of the acquisition condition and acquisition time for each second type of action. [Figure 13] FIG. 13 is a diagram illustrating the types of enemy objects. [Figure 14] Fig. 14A is a diagram illustrating an example of the appearance conditions of a normal enemy character E1 and a piece character E2, and Fig. 14B is a diagram illustrating an example of the activity conditions of a boss character E3. [Figure 15] Fig. 15A is a diagram illustrating an example of the disappearance condition and appearance position of the piece character E2, and Fig. 15B is a diagram illustrating an example of the activity stop condition and activity start position of the boss character E3. [Figure 16] FIG. 16 is a diagram for explaining the appearance positions of character pieces that can be selected by the player. [Figure 17] FIG. 17 is a diagram for explaining the parameters of the piece characters. [Figure 18] FIG. 18 is a diagram illustrating an example of a communication group. [Figure 19] FIG. 19 is a diagram illustrating an example of information transmitted and received to each player. [Figure 20] FIG. 20 is a diagram illustrating another example of information transmitted and received to each player. [Figure 21] FIG. 21 is a diagram illustrating a player terminal that controls an enemy object. [Figure 22] FIG. 22 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 23] FIG. 23 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 24] FIG. 24 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 25] FIG. 25 is a flowchart illustrating an example of a pre-game process in the server. [Figure 26] FIG. 26 is a flowchart illustrating an example of terminal-side fighting game control processing in a player terminal. [Figure 27] FIG. 27 is a first flowchart illustrating an example of the operation target object control process in the player terminal. [Figure 28] FIG. 28 is a second flowchart illustrating an example of the operation target object control process in the player terminal. [Figure 29] FIG. 29 is a flowchart illustrating an example of enemy object control processing in a player terminal. [Figure 30] FIG. 30 is a flowchart illustrating an example of a collision determination process in a player terminal. [Figure 31] FIG. 31 is a flowchart illustrating an example of the server-side competitive game control process in the server. DETAILED DESCRIPTION OF THE INVENTION

[0020] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values ​​and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0021] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system in which a plurality of player terminals 1 and a server 1000 are connected via a communication network N having a communication base station Na.

[0022] The player terminal 1 can establish communication with the server 1000 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include a personal computer, a smartphone, a mobile phone, a tablet device, and a dedicated game device. In this embodiment, a case will be described in which a dedicated game device is used as the player terminal 1. A display 10 on which a game screen is displayed is connected to the player terminal 1.

[0023] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates player information for each player playing the game. Furthermore, the server 1000 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0024] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.

[0025] In this embodiment, an information processing system S is provided that includes a player terminal 1 and a server 1000. The player terminal 1 that constitutes the information processing system S functions as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game. The game can progress through cooperation between the player terminal 1 and the server 1000.

[0026] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 12, a storage device 14, a bus 16, an input / output interface 18, a disc drive 20, a storage unit 22, a communication unit 24, an input unit 26, and an output unit 28.

[0027] The CPU 12 runs a program stored in a storage device 14 to control the progress of the game. The storage device 14 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required to control the progress of the game. The storage device 14 is connected to the CPU 12 via a bus 16.

[0028] An input / output interface 18 is connected to the bus 16. To the input / output interface 18, a disk drive 20, a storage unit 22, a communication unit 24, an input unit 26, and an output unit 28 are connected.

[0029] The disc drive 20 accommodates a non-transitory storage medium that stores information for executing a game, such as a program, audio data, and image data. The CPU 12 reads various information stored in the non-transitory storage medium accommodated in the disc drive 20.

[0030] The storage unit 22 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 22 are loaded into the storage device 14 by the CPU 12.

[0031] The communication unit 24 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 14 or the storage unit 22.

[0032] The input unit 26 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, etc., which inputs (accepts) player operations. Here, the input unit 26 is composed of a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. The input unit 26 may also be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 26 broadly includes devices which can input the player's intentions in a identifiable manner.

[0033] The output unit 28 includes a display 10 and a speaker connected to the player terminal 1. The output unit 28 may be connected to (externally attached to) the player terminal 1, or may be a device built into the player terminal 1.

[0034] As shown in FIG. 2B, the server 1000 includes a CPU 1012, a storage device 1014, a bus 1016, an input / output interface 1018, a disk drive 1020, a storage unit 1022, a communication unit 1024, an input unit 1026, and an output unit 1028.

[0035] The configurations and functions of the CPU 1012, storage device 1014, bus 1016, input / output interface 1018, disc drive 1020, storage unit 1022, communication unit 1024, input unit 1026, and output unit 1028 of the server 1000 are substantially the same as those of the CPU 12, storage device 14, bus 16, input / output interface 18, disc drive 20, storage unit 22, communication unit 24, input unit 26, and output unit 28 of the player terminal 1. Therefore, a description of the hardware configuration of the server 1000 will be omitted here.

[0036] FIG. 3 is a diagram illustrating an example of a controller 30. Here, the controller 30 is provided as the input unit 26. The controller 30 is communicatively connected to the input / output interface 18 wirelessly or via a wired connection. The controller 30 includes a main body 30a. The main body 30a is configured in a shape that can be held by a player with both hands. The main body 30a is also provided with a plurality of operation units that accept operations by the player. Here, some of the operation units provided on the controller 30 will be described.

[0037] The main body 30a is provided with a first button 32a, a second button 32b, a third button 32c, a fourth button 32d, and a direction indicator 34. The first button 32a, the second button 32b, the third button 32c, and the fourth button 32d are provided on the main body 30a so as to be pressable. The direction indicator 34 is provided to protrude from the main body 30a and is configured to be tiltable in all directions through 360°.

[0038] As will be described in detail later, each player is assigned a control object. Each player can control the control object assigned to them by inputting operations into the controller 30. The control object is displayed in the virtual game space, and the player can cause the control object, which is the object to be controlled, to perform various actions and behaviors. As an example, when the first button 32a is pressed, the control object performs an attack action. Furthermore, when the direction indicator 34 is tilted, the control object moves in the tilt direction of the direction indicator 34.

[0039] (Contents of the battle game) The game content of this embodiment will be described in detail below. The information processing system S and game device G of this embodiment provide a competitive game in which multiple players can participate. The competitive game of this embodiment is a team battle game.

[0040] FIG. 4A is a diagram illustrating an example of a team. FIG. 4B is a diagram illustrating players and controllable objects belonging to a team. As shown in FIG. 4A, in this embodiment, one team is made up of four players, and two different teams compete against each other. Here, in the server 1000, a total of eight players belonging to each of the two competing teams are randomly selected by a matching function from among players who wish to participate in the competitive game. However, each player may be able to create a team. Alternatively, each player may be able to recruit other players to join their team.

[0041] Here, the two competing teams are referred to as the first team TA and the second team TB. The four players belonging to the first team TA are referred to as players P1A, P2A, P3A, and P4A, and the four players belonging to the second team TB are referred to as players P1B, P2B, P3B, and P4B.

[0042] 4B, the control objects operated by players P1A, P2A, P3A, and P4A may be referred to as player objects POA1, POA2, POA3, and POA4. Similarly, the control objects operated by players P1B, P2B, P3B, and P4B may be referred to as opponent objects POB1, POB2, POB3, and POB4.

[0043] Note that when there is no need to distinguish between the player objects POA1, POA2, POA3, and POA4, they will simply be referred to as player objects. Similarly, when there is no need to distinguish between the opponent objects POB1, POB2, POB3, and POB4, they will simply be referred to as opponent objects. Furthermore, when there is no need to distinguish between the player object and the opponent object, these objects will be collectively referred to as the operation target object. Furthermore, in the following description, when there is no need to distinguish between the player object and the opponent object, the term "player" will include both the player belonging to the first team TA and the player belonging to the second team TB. The following description will be given on the case where the fighting game is played mainly by player P1A. In other words, the fighting game will be described from the perspective of player P1A.

[0044] FIG. 5 is a diagram illustrating an example of a game screen. In the battle game of this embodiment, the game screen shown in FIG. 5 is displayed on the display 10 of the player terminal 1. The game screen includes a 3D virtual game space GS. In the virtual game space GS, an operation target object that is an object to be operated by the player is displayed. Here, a player object POA1 is displayed on the display 10 of the player terminal 1 of player P1A.

[0045] An image of the virtual game space GS captured by the virtual camera within a predetermined range from the position of the controlled object is displayed on the display 10. Therefore, the virtual game space GS displayed on the display 10 differs for each player.

[0046] The player can move the control object, which is the object of the player's control, within the virtual game space GS by operating the direction indicator 34 of the controller 30. Furthermore, when the player operates the first button 32a of the controller 30, the control object performs an attack action in the virtual game space GS.

[0047] Also displayed in the virtual game space GS are various enemy objects E. The enemy objects E are computer-controlled to move within the virtual game space GS and perform attacking actions.

[0048] An attack range and a damage range are set in advance for the controllable object and the enemy object E. The attack range and the damage range are set to a predetermined range centered on the controllable object and the enemy object E, respectively. When the controllable object performs an attacking action, if the enemy object E's damage range is included within the controllable object's attack range, the controllable object's attack will hit the enemy object E. When the attack hits, damage is inflicted on the enemy object E. Similarly, when the enemy object E performs an attacking action, if the enemy object E's damage range is included within the enemy object E's attack range, damage is inflicted on the controllable object.

[0049] Although a detailed explanation will be omitted, each player may be able to select weapons and armor to be equipped by the controlled object before the start of the fighting game. In this case, an attack range may be set for each weapon, and a damage range may be set for each armor. Examples of weapons include a sword or knives with a narrow attack range and a bow and arrow or gun with a wide attack range. The controlled object may be able to equip multiple weapons. For example, if the controlled object can be equipped with two weapons, the first weapon is assigned to the first button 32a, and the second weapon is assigned to the third button 32c. In this case, the player can make the controlled object perform different attack actions by operating the first button 32a and the third button 32c.

[0050] FIG. 6 is a diagram illustrating the worldview of a competitive game. Multiple types of virtual game spaces GS are provided as the stage for the competitive game. However, only one virtual game space GS is used in one competitive game. The virtual game space GS used in the competitive game may be determined randomly before the start of the competitive game, or may be selectable by any of the players.

[0051] Here, in a competitive game, one virtual game space GS is used as the stage, but the contents of the objects displayed in the virtual game space GS differ depending on the player terminal 1. Specifically, the competitive game includes a first game and a second game, and the first game and the second game progress simultaneously in parallel. A common virtual game space GS is used for both the first game and the second game, but here, the virtual game space GS for the first game is referred to as the first game space GS1, and the virtual game space GS for the second game is referred to as the second game space GS2.

[0052] The battle game of this embodiment has a worldview in which players compete against opponents in parallel worlds. To express this worldview, the first game space GS1 and the second game space GS2 are displayed upside down on the game screen, as shown in FIG.

[0053] At the start of the competitive game, four players belonging to a first team TA participate in the first game, and four players belonging to a second team TB participate in the second game. Therefore, a first game space GS1 is displayed on the display 10 of the player terminal 1 of each of the four players belonging to the first team TA. Furthermore, at the start of the competitive game, a second game space GS2 is displayed on the display 10 of the player terminal 1 of each of the four players belonging to the second team TB.

[0054] That is, at the start of a competitive game, a common virtual game space GS is displayed on the displays 10 of the four players belonging to the same team. It can also be said that a common virtual game space GS is displayed on the displays 10 of the players participating in the same game.

[0055] At the start of the competitive game, player objects POA1, POA2, POA3, and POA4 are displayed in the first game space GS1, and player objects POB1, POB2, POB3, and POB4 are displayed in the second game space GS2. On the other hand, at the start of the competitive game, player objects POB1, POB2, POB3, and POB4 are not displayed in the first game space GS1, and player objects POA1, POA2, POA3, and POA4 are not displayed in the second game space GS2.

[0056] Therefore, at the start of the competitive game, each player belonging to the first team TA can see in the first game space GS1 one player object that is to be controlled by that player and three player objects that are to be controlled by the other three teammates. However, each player belonging to the first team TA cannot see in the first game space GS1 four opponent objects that are to be controlled by players belonging to the opponent, the second team TB.

[0057] Similarly, at the start of the competitive game, each player belonging to the second team TB can see in the second game space GS2 one opponent object that is to be controlled by the player and three opponent objects that are to be controlled by the other three teammates. However, each player belonging to the second team TB cannot see in the second game space GS2 the four player objects that are to be controlled by players belonging to the first team TA, who are their opponents.

[0058] That is, at the start of the competitive game, four player objects POA1, POA2, POA3, and POA4 exist in the first game space GS1, but four opponent objects POB1, POB2, POB3, and POB4 do not exist. Also, at the start of the competitive game, four opponent objects POB1, POB2, POB3, and POB4 exist in the second game space GS2, but four player objects POA1, POA2, POA3, and POA4 do not exist.

[0059] In other words, at the start of the competitive games, players P1A, P2A, P3A, and P4A are participating in the first game, but players P1B, P2B, P3B, and P4B are not. Similarly, at the start of the competitive games, players P1B, P2B, P3B, and P4B are participating in the second game, but players P1A, P2A, P3A, and P4A are not participating.

[0060] As will be described in detail later, the first game space GS1 and the second game space GS2 are generated by using different information when displaying the game screen. For example, the position information of the player objects POA1, POA2, POA3, and POA4 and the position information of the opponent objects POB1, POB2, POB3, and POB4 are shared by all players through communication.

[0061] However, during the competitive game, each control object exists in only one of the first game and the second game. In other words, during the competitive game, each control object exists in only one of the first game space GS1 and the second game space GS2. The player's display 10 displays only the control object that is the object of operation by the player and other control objects that exist in the same game as the control object, i.e., the virtual game space GS.

[0062] For example, at the start of a competitive game, player objects POA1, POA2, POA3, and POA4 exist in a first game space GS1, and opponent objects POB1, POB2, POB3, and POB4 exist in a second game space GS2. In this case, the player terminals 1 of the players belonging to the first team TA perform control based on at least position information so that only the player objects POA1, POA2, POA3, and POA4 are displayed in the virtual game space GS. At this time, the player terminals 1 of the players belonging to the second team TB perform control based on at least position information so that only the opponent objects POB1, POB2, POB3, and POB4 are displayed in the virtual game space GS.

[0063] As a result, one virtual game space GS is actually expressed as a first game space GS1 or a second game space GS2 for each player terminal 1. As a result, the player is given the impression that two different first game spaces GS1 and second game spaces GS2 actually exist. That is, the competitive game of this embodiment creates a world view in which the first team TA and the second team TB progress through the game in the different first game spaces GS1 and second game spaces GS2, respectively.

[0064] As described above, the first game space GS1 and the second game space GS2 are virtual game spaces GS that are actually generated based on the same terrain data, and therefore the terrain of both spaces is completely the same. Therefore, there is no difference in the degree of advantage due to the terrain between the first game space GS1 and the second game space GS2. However, the terrain of the first game space GS1 and the second game space GS2 may be partially or entirely different. In this case, it is sufficient that the first game space GS1 and the second game space GS2 are generated based on different data.

[0065] In the fighting game of this embodiment, except in some cases, the player object and the opponent object basically exist in different virtual game spaces GS. That is, the player object basically exists in the first game, and the opponent object basically exists in the second game. Therefore, the player object cannot directly attack the opponent object, and cannot be directly attacked by the opponent object.

[0066] That is, the fighting game of this embodiment is an indirect fighting format rather than a direct fighting format, so that players cannot be directly attacked by opposing players, and therefore, a situation that often occurs in direct fighting formats, such as a player with low playing skills being quickly defeated by a player with high playing skills and losing motivation to play, does not occur.

[0067] Fig. 7 is a diagram illustrating an example of the areas of the virtual game space GS. As shown in Fig. 7, the virtual game space GS is made up of four areas: a first area 40, a second area 42, a third area 44, and a fourth area 46. Two cores 50 are located in each of the first area 40, the second area 42, and the third area 44, and one main core 52 is located in the fourth area 46.

[0068] Furthermore, a gate 54 is provided between the first area 40 and the second area 42, between the second area 42 and the third area 44, and between the third area 44 and the fourth area 46. Two adjacent areas are connected by the gate 54. Furthermore, an entrance 56 is provided in the first area 40. An enemy object E enters the first area 40 through the entrance 56. Furthermore, at the start of the fighting game, the controllable object is located in the main citadel core 52 in the fourth area 46.

[0069] Furthermore, the control object and enemy object E can move between adjacent areas through the gate 54. However, the gate 54 is closed at the start of the fighting game, and the enemy object E cannot pass through the gate 54. On the other hand, the control object can always pass through the gate 54, regardless of whether the gate 54 is closed or not. Therefore, the control object can move freely within the virtual game space GS from the start of the fighting game.

[0070] Furthermore, the cores 50 and the main enclosure core 52 are configured to be destructible by attacks from a predetermined enemy object E. When all of the cores 50 in an area are destroyed, gates 54 connecting to adjacent areas are opened. For example, when all of the cores 50 placed in the first area 40 are destroyed, the gate 54 connecting the first area 40 and the second area 42 is opened. This allows the enemy object E to move to the second area 42. Similarly, when all of the cores 50 placed in the second area 42 are destroyed, the gate 54 connecting the second area 42 and the third area 44 is opened, and when all of the cores 50 placed in the third area 44 are destroyed, the gate 54 connecting the third area 44 and the fourth area 46 is opened.

[0071] Therefore, at the start of the fighting game, only the first area 40 is a released area, and the second area 42, third area 44, and fourth area 46 are unreleased areas. The enemy object E can only act in the released areas and cannot move into unreleased areas. As the fighting game progresses, the areas are gradually released in the order of first area 40 → second area 42 → third area 44 → fourth area 46, and the enemy object E's range of action expands.

[0072] Then, when the main enclosure core 52 placed in the fourth area 46 is destroyed by the enemy object E, the competitive game ends at that point. In other words, in the competitive game, the team whose main enclosure core 52 is destroyed first is defeated. Therefore, if the main enclosure core 52 in the first game space GS1 is not destroyed before the main enclosure core 52 in the second game space GS2 is destroyed, the first team TA wins. Therefore, each player belonging to the first team TA needs to defend the main enclosure core 52 in the first game space GS1 so that it does not get destroyed, and each player belonging to the second team TB needs to defend the main enclosure core 52 in the second game space GS2 so that it does not get destroyed.

[0073] 8 is a diagram illustrating whether or not an operation target object can attack each type of object. As described above, objects that appear in the virtual game space GS are broadly classified into a player object, an opponent object, the core 50, the main enclosure core 52, and an enemy object E. An operation target object cannot attack a player object, an opponent object, the core 50, or the main enclosure core 52. More precisely, an attack action of an operation target object is invalid against a player object, an opponent object, the core 50, or the main enclosure core 52.

[0074] Therefore, the controlled object cannot be damaged by the controlled object of another player on the same team. The controlled object also cannot be damaged by the controlled object of a player on the opposing team. Furthermore, a player cannot directly destroy core 50 or main enclosure core 52 through their own operation.

[0075] An enemy object E appears in each of the first game space GS1 and the second game space GS2 according to a predetermined appearance condition. The target that the player object and the opponent object can attack, that is, the target that the player can attack by operating the controller 30, is limited to the enemy object E.

[0076] In this way, the target of attack by the controlled object is limited to enemy objects E, and only predetermined enemy objects E can destroy the core 50 and the main enclosure core 52 placed in the virtual game space GS. In other words, in the fighting game of this embodiment, the main objective of players P1A, P2A, P3A, and P4A is to attack and eliminate enemy objects E that invade the first game space GS1, and to prevent the core 50 and the main enclosure core 52 from being destroyed. Conversely, the main objective of players P1B, P2B, P3B, and P4B is to attack and eliminate enemy objects E that invade the second game space GS2, and to prevent the core 50 and the main enclosure core 52 from being destroyed.

[0077] 9 is a diagram illustrating an example of parameters of an operation target object. The operation target object is associated with parameters of experience points, level, stamina, attack power, and energy points. Note that the parameters shown in FIG. 9 are just an example, and parameters other than those shown in FIG. 9 may also be provided.

[0078] The experience value of the operation target object increases by performing an attack action against the enemy object E or by inflicting damage on the enemy object E.

[0079] The level of the controllable object ranges from an initial value of 0 to a maximum value of 10. However, at the start of the fighting game, the level of the controllable object is set to 1. Then, each time the experience value reaches a preset threshold, the level increases by 1. As the level increases, the attack power of the controllable character increases, and the player gains an advantage in the progression of the fighting game. Note that the conditions for increasing the experience value are not limited to these. For example, the experience value may increase by eliminating enemy object E or over time.

[0080] The vitality of the controllable object is set, for example, to a minimum value of 0 and a maximum value of 100. At the start of the fighting game, the vitality of the controllable object is set to the maximum value, and when an attack from enemy object E hits, the vitality decreases. When the vitality of the controllable object reaches 0, the controllable object's predetermined actions and movements are restricted. Thereafter, when a return condition is met, the vitality recovers to a predetermined value, and the controllable object becomes able to take predetermined actions and movements. The maximum vitality value may increase as the level increases, or may be fixed at a predetermined value.

[0081] As described above, the attack power of the controllable object is a parameter for calculating damage to be inflicted on the enemy object E. Here, the attack power is a value obtained by adding an additional value set for each weapon, which is an equipment, to a base value set for each level of the controllable object. Note that the higher the level of the controllable object, the higher the base value.

[0082] The energy points of the operation target object are parameters that increase as the player acquires drop souls. Drop souls are dropped into the virtual game space GS when an attack hits an enemy object E or when the enemy object E disappears. The player can then effect a "state change" by performing a predetermined operation when the energy points have reached a predetermined value. That is, the energy points required for a "state change" are set in advance, and the player can effect a "state change" by consuming energy points. The details of the "state change" will be described later.

[0083] As shown in FIG. 5, a parameter display section 36 is displayed in the lower left corner of the game screen. The parameter display section 36 includes, for example, a gauge that allows the player to grasp the ratio of the current energy points to the energy points required for a "status change." The parameter display section 36 also displays the player's current level and allows the player to visually grasp the remaining experience points required to increase the level. Although omitted from FIG. 5, the game screen also displays various information in addition to the parameter display section 36, such as the stamina associated with the controlled character.

[0084] An area map 38a showing the first game space GS1 is displayed in the upper left part of the game screen, and an area map 38b showing the second game space GS2 is displayed in the upper right part of the game screen. The area maps 38a and 38b show the positions of the control object, enemy object E, core 50, and main enclosure core 52 that exist in the first game space GS1 and the second game space GS2, respectively.

[0085] FIG. 10 is a diagram illustrating the states of a controlled object. During a fighting game, the controlled object is in either a first state or a second state. Here, the first state includes a first normal state and a first special state. Therefore, it can be said that the controlled object is in one of the three states: the first normal state, the first special state, and the second state.

[0086] The first normal state is the basic state of the controllable object. At the start of the fighting game, all controllable objects are in the first normal state. Then, as described above, when the player consumes energy points to perform a "state change," the state of the controllable object transitions from the first normal state to the first special state. The first special state is a more advantageous state than the first normal state and continues for a predetermined time. After the predetermined time has elapsed, the first special state ends and the controllable object transitions to the first normal state. In the first special state, for example, the attack power is higher than in the first normal state, and the controllable object is in a so-called invincible state in which attacks from enemy object E are nullified.

[0087] 10 shows a case where the operation target object is a player object. When the player object exists in the first game, that is, when the virtual game space GS in which the player object acts is the first game space GS1, the state of the player object is either the first normal state or the first special state. In other words, when the player object exists in the first game, the player object is in either the first normal state or the first special state.

[0088] On the other hand, when the opponent object exists in the second game, i.e., when the virtual game space GS in which the opponent object acts is the second game space GS2, the state of the opponent object is either the first normal state or the first special state. In other words, when the opponent object exists in the second game, the state of the opponent object is either the first normal state or the first special state.

[0089] The controllable object can perform a first type of action in the first state. Here, the first type of action content includes a moving action and an attacking action. Therefore, the player object can perform a moving action and an attacking action in the first game. Also, the opponent object can perform a moving action and an attacking action in the second game.

[0090] Here, as described above, a vitality parameter is associated with the controllable object. The controllable object is in a first state when its vitality is greater than 0. Therefore, the player object can perform a first type of action in the first game when its vitality is greater than 0. Similarly, the opponent object can perform a first type of action in the second game when its vitality is greater than 0.

[0091] In contrast, when the control target object is attacked by enemy object E, its stamina decreases. When its stamina reaches 0, the control target object transitions from the first state to the second state. By transitioning from the first state to the second state, i.e., when its stamina reaches 0, the control target object's first type of action is restricted.

[0092] Here, when the stamina of the controlled object reaches 0, it is sent into the virtual game space GS of the opponent team. Therefore, if the controlled object is a player object, the player object whose stamina has reached 0 is sent from the first game space GS1 to the second game space GS2. In other words, the player object whose stamina has reached 0 in the first game is sent from the first game to the second game. Similarly, if the controlled object is an opponent object, the opponent object whose stamina has reached 0 is sent from the second game space GS2 to the first game space GS1. In other words, the opponent object whose stamina has reached 0 in the second game is sent from the second game to the first game.

[0093] In this way, the first state can be said to be a state in which the player object exists in the first game and the first game space GS1, and the second state can be said to be a state in which the player object exists in the second game space GS2. Also, the first state can be said to be a state in which the opponent object exists in the second game and the second game space GS2, and the second state can be said to be a state in which the opponent object exists in the first game and the first game space GS1.

[0094] As described above, a virtual game space GS corresponding to a game in which a control object operated by the player exists is displayed on the game screen of each player. For example, suppose that the stamina of the player object operated by the player becomes 0 and the state changes from the first state to the second state. In this case, the virtual game space GS displayed on the game screen of the player switches from the first game space GS1 to the second game space GS2.

[0095] At this time, all objects present in the second game space GS2 are displayed in the second game space GS2 on the game screen of the player. Therefore, the opponent object, enemy object E, core 50, and main enclosure core 52 present in the second game space GS2 are displayed on the game screen of the player. Furthermore, for example, if the player objects of other players who belong to the same first team TA as the player are simultaneously in the second state, the player objects of the other players are also displayed in the second game space GS2 on the game screen of the player.

[0096] It should be noted that the display mode of the controlled object differs between the first state and the second state. As an example, when the controlled object is in the first state, it is displayed as a character modeled after a samurai or a warrior. On the other hand, when the controlled object is in the second state, it is displayed as a character modeled after an animal or a spirit. In this way, the display mode of the controlled object is provided for the first state and the second state, and the display mode of the controlled object is switched depending on the state.

[0097] In other words, a control object for the first state and a control object for the second state are assigned to one player. It can also be said that the control object of the player is switched for each virtual game space GS. Note that the player may be able to set the display mode or the control object for either or both of the first state and the second state before the start of the fighting game. Furthermore, the display mode or the control object may be common to the first state and the second state.

[0098] That is, although an operation object for the first state and an operation object for the second state are provided here, only one operation object may be assigned to one player. In other words, the same player object as in the first game may appear in the second game, or a player object different from that in the first game may appear. Similarly, the same opponent object as in the second game may appear in the first game, or an opponent object different from that in the second game may appear.

[0099] The control target object can perform a second type of action in the second state. Here, the second type of action content includes a movement action, teasing, guiding, and debuffing. For example, when the player object is sent into the second game space GS2, it can move within the open area of ​​the second game space GS2. The player can move the player object in the second game space GS2 by operating the direction indicator 34, similar to the movement action in the first type.

[0100] Furthermore, when the control target object is in the second state, the player can make the control target object perform the "teasing" action by operating, for example, the first button 32a. "Teasing" is, for example, an action in which the control target object behaves in a manner that mocks someone. "Guiding" is an action in which the control target object guides the enemy object E to a predetermined location. For example, when the player moves the player object while operating the second button 32b, the enemy object E in the vicinity of the player object moves in such a way as to chase the player object.

[0101] A "debuff" temporarily reduces the capabilities of an opponent object, for example, by reducing the offensive or defensive power of the opponent object or by reducing the movement speed of the opponent object.

[0102] In this way, the process is switched when the player object switches from the first state to the second state or when the player object transitions from the player's world to the opponent's world. The actions that the player object can take in the second game are at least partially different from the actions that the player object can take in the first game. Similarly, the actions that the opponent object can take in the first game are at least partially different from the actions that the opponent object can take in the second game.

[0103] The second type of action includes actions that affect the action of the opponent object, such as guiding and debuffing. As shown in Fig. 10, the second type of action does not include attacking actions. Therefore, even if the player object enters the second game space GS2, the player object cannot directly attack the opponent object, enemy object E, core 50, or main enclosure core 52.

[0104] As described above, in this embodiment, when the stamina of the player object in the first game, i.e., the first game space GS1, becomes 0, the player object is sent to the second game, i.e., the second game space GS2. Then, when the player object is present in the second game space GS2, the second game space GS2 and all objects present in the second game space GS2 are displayed on the game screen. This realizes a world view in which the player object appears to be traveling between two virtual game spaces GS, as shown by the white arrows in Fig. 6.

[0105] Note that a predetermined return condition is set for the second state, and when the return condition is met, the controlled object can return from the second state to the first state. Upon returning to the first state, the controlled object moves to the original virtual game space GS. Specifically, if the controlled object is a player object, the player object returns from the second game, i.e., the second game space GS2, to the first game, i.e., the first game space GS1. Also, if the controlled object is an opponent object, the opponent object returns from the first game, i.e., the first game space GS1, to the second game, i.e., the second game space GS2.

[0106] In conventional fighting games, when a player object's vitality reaches 0, the player object enters a so-called dead state, and the player object is generally unable to take any action until a return condition is met. In such conventional fighting games, the player feels fatigued when in a dead state. In this regard, in the fighting game of this embodiment, the player object can perform a second type of action during the period until the return condition is met. Moreover, during this period, the player can check the situation in the second game space GS2, which is normally invisible, and therefore the player's fatigue can be alleviated.

[0107] FIG. 11 is a diagram illustrating an example of a return condition. In this embodiment, the return condition includes the elapse of a waiting time required in the second state for returning from the second state to the first state. Specifically, the waiting time is set based on the transition of the operation target object from the first state to the second state. In the second state of the operation target object, the elapsed time since the transition to the second state is measured. Then, when the elapsed time since the transition to the second state reaches the waiting time, the operation target object can return from the second state to the first state.

[0108] Specifically, in the first state, the level of the controlled object is updated based on the experience points as described above. Then, when the stamina of the controlled object is updated to 0 in the first state, the value of the level at that time is stored as a specific value. At this time, the level is updated to 0, which is the initial value. The specific value stored here is the maximum level when the controlled character returns to the first state.

[0109] In the second state, the level associated with the controllable object is updated from an initial value to a specific value based on the elapsed time. Specifically, when 20 seconds have elapsed since transitioning to the second state, the level associated with the controllable object is updated from 0 to 1, and thereafter the level increases by 1 every 5 seconds. The maximum level increase is the specific value stored when transitioning from the first state to the second state. In this way, in the second state, the level associated with the controllable object is updated by a value determined for each elapsed time, i.e., according to specific conditions. Therefore, the waiting time can be considered the time required for the level to be restored to "1" when returning to the first state.

[0110] Furthermore, as described above, the return condition includes the elapse of the initially set waiting time in the second state, which can also be said to mean that the level associated with the controlled object reaches a specific value in the second state. In other words, when the elapsed time in the second state reaches the waiting time set at the time of transition to the second state, the level reaches the specific value. Therefore, when the elapsed time in the second state reaches the waiting time, i.e., when the level reaches a specific value in the second state, the controlled object can return from the second state to the first state at its original level.

[0111] In this embodiment, the player can select the level of the controlled object when returning from the second state to the first state. Specifically, the level of the controlled object when it transitions from the first state to the second state, i.e., the level when the stamina of the controlled object becomes 0, is set as the maximum value, and the player can select the level at the time of return within the range of 1 to the maximum value.

[0112] For example, when the stamina of the controllable object is updated to 0 in the first state, a waiting time is determined based on the level at that time, and the determined waiting time is set. Suppose that the level of the controllable object was 5 when the stamina of the controllable object was updated to 0 in the first state. In this case, the player can select the level of the controllable object to be used when returning from the second state to the first state, within the range of 1 to 5. As shown in FIG. 11, the waiting time, which is a condition for returning, becomes longer as the level at the time of returning becomes higher.

[0113] For example, if the level is 5 when the control object transitions from the first state to the second state, a waiting time of 40 seconds is set based on the transition of the control object from the first state to the second state. After 20 seconds have elapsed since the transition to the second state, the player can return the control object from the second state to the first state by inputting a predetermined return operation. In other words, after the level reaches 1 in the second state, the player can return the control object from the second state to the first state by inputting a return operation. Note that if the player does not input a return operation, the second state continues, the elapsed time continues to be measured, and the level is updated according to the elapsed time.

[0114] For example, if the stamina of the controlled object becomes 0 when the level is 5, "5" is stored as the specific value and the level is updated to 0. In this case, in the second state, the level is updated from 0 by 1 as time elapses, as shown in FIG. 11, and the level is updated to "5" when 40 seconds have passed since the start of timing.

[0115] Here, when the level in the second state reaches a predetermined value between the initial value and the specific value, the player can select whether or not to return the controlled object to the first state. In this example, the initial value is 0, the specific value is 5, and the predetermined value is an integer between 1 and 4. If the player selects to return the controlled object to the first state, that is, when a return operation is input, the controlled object returns from the second state to the first state. At this time, the level when returning from the second state to the first state is the level updated in the second state. In other words, when returning from the second state to the first state, the level updated in the second state is carried over to the first state as is.

[0116] Therefore, for example, if the time elapsed since transitioning to the second state is 20 seconds or more but less than 25 seconds, the level upon return will be 1, and if the time elapsed is 25 seconds or more but less than 30 seconds, the level upon return will be 2. When returning to the first state, one or more parameters associated with the controllable object are set based on the level upon return. These parameters include, for example, attack power, stamina, etc. Note that each parameter may be used in common in both the first state and the second state, or may be set separately for each state.

[0117] As described above, the higher the level of the control object, the stronger it becomes. Therefore, although the strength of the control object becomes weaker than before the transition to the second state, the player can choose whether to quickly return the control object to the first state or wait a long time until the control object's strength becomes the same as before the transition to the second state. By quickly returning to the first state, the disadvantage of having a shortage of player objects in the first game space GS1 of the team to which the player belongs can be quickly resolved.

[0118] As described above, in this embodiment, when the elapsed time since transition to the second state reaches a specific time that is shorter than the set waiting time, the player can select whether or not to return to the first state. Furthermore, if the player selects returning to the first state, the controllable object returns from the second state to the first state. Then, when returning to the first state, one or more parameters associated with the controllable object are set. When the elapsed time reaches the set waiting time and the controllable object returns to the first state, one of the parameters becomes more advantageous than when the controllable object returns to the first state before the elapsed time reaches the set waiting time. This requires a high level of strategy from the player, increasing the enjoyment of the game.

[0119] Here, when the time elapsed since transitioning to the second state reaches a set waiting time, the controlled object is forcibly returned from the second state to the first state. In other words, when the level updated in the second state reaches the specific value stored when transitioning from the first state to the second state, the controlled object is forcibly returned from the second state to the first state.

[0120] However, even if the time elapsed since transition to the second state reaches a set waiting time, the operation target object may not return to the first state until a return operation is input. In other words, even if the level updated in the second state reaches a specific value stored when transitioning from the first state to the second state, the operation target object may not return to the first state until a return operation is input.

[0121] Here, in this embodiment, if the object to be operated performs a second type of action in the second state, the return condition is met earlier than if the object to be operated does not perform the second type of action in the second state.

[0122] FIG. 12 is a diagram illustrating an example of acquisition conditions and acquired time for each second type of action. The player can acquire time to be added to the elapsed time by causing the controllable object in the second state to perform a predetermined second type of action. Here, the time added to the elapsed time is referred to as acquired time. An acquisition condition is set for each second type of action, and when the acquisition condition for each second type of action is met, the acquired time is awarded.

[0123] As described above, the second type of action includes movement, teasing, luring, and debuffing. It is assumed here that no acquisition conditions are set for the second type of action, "movement" and "debuffing." In other words, movement and debuffing are not included in the actions that can acquire acquired time. Therefore, the player cannot acquire acquired time by moving the controlled object or applying a debuff effect.

[0124] In contrast, two acquisition conditions are set for the second type of action, "Teasing." Here, a first acquisition condition and a second acquisition condition are set for the "Teasing" action. The first acquisition condition is to execute "Teasing" when one or two opponent objects are present within a predetermined range of the control object. The second acquisition condition is to execute "Teasing" when three or more opponent objects are present within a predetermined range of the control object. If the first acquisition condition is met, 0.5 seconds of acquisition time is granted, and if the second acquisition condition is met, 1 second of acquisition time is granted.

[0125] Furthermore, two acquisition conditions are set for the second type of action, "Guide." Here, a first acquisition condition and a second acquisition condition are also set for the "Guide" action. The first acquisition condition is to execute "Guide" for a predetermined time in a state where 1 to 9 enemy objects E are present within a predetermined range of the operation target object. The second acquisition condition is to execute "Guide" for a predetermined time in a state where 10 or more enemy objects E are present within a predetermined range of the operation target object. If the first acquisition condition is met, one second of acquisition time is granted, and if the second acquisition condition is met, two seconds of acquisition time is granted.

[0126] The acquired time thus acquired is added to the elapsed time since transition to the second state, and thus the acquired time shortens the time required to be able to return to the first state. In this way, when the control target object performs a second type of action in the second state, the control target object can return from the second state to the first state in a time shorter than the set waiting time.

[0127] Furthermore, when a second type of action is performed, if the number of opponent objects E located within a predetermined range of the operation target object is large, the acquisition time is longer and the time required to return from the second state to the first state is shorter than when the number of opponent objects E located within a predetermined range of the operation target object is small. Furthermore, when a second type of action is performed, if the number of enemy objects E located within a predetermined range of the operation target object is large, the acquisition time is longer and the time required to return from the second state to the first state is shorter than when the number of enemy objects E located within a predetermined range of the operation target object is small. This allows the player to strategically perform the second type of action.

[0128] Here, a case where the acquired time is added to the elapsed time has been described as a process for satisfying the return condition earlier when the second type of action is performed than when the second type of action is not performed. In other words, by adding the acquired time to the elapsed time, the measured elapsed time reaches the standby time earlier than the actual time since transition to the second state. As a result, when the second type of action is performed, the level update rate increases compared to when the second type of action is not performed. Alternatively, when the second type of action is performed, the level update value per unit time increases compared to when the second type of action is not performed.

[0129] However, as another example, the level may be updated in the second state as follows: That is, in the second state, if the level is less than 1, the level increases by 0.05 every second. Also, if the level is 1 or greater, the level increases by 0.2 every second. Then, when a second type of action is performed, the level directly increases by a predetermined value (for example, 0.1 to 1.0).

[0130] Alternatively, if the level is 1 or higher, the level may increase by 0.2 every second, but if a second type of action is performed, the level may increase by 0.3 for a certain period of time. In other words, the update value of the level per time may increase based on the operation target object performing a second type of action in the second state.

[0131] In this modified example, when a second type of action is performed, the level may be updated based on the number of opponent objects located within a predetermined range of the control object. For example, in the above example, if the number of opponent objects located within the predetermined range of the control object is less than a predetermined number, the level may increase by 0.3 for a certain period of time, and if the number of opponent objects is equal to or greater than the predetermined number, the level may increase by 0.4 for a certain period of time.

[0132] Here, it is assumed that no acquisition time is acquired depending on movement or debuffs, but acquisition conditions and acquisition times may be set for all second-type actions. Also, it is assumed that the acquisition time may vary depending on the number of opponent objects or enemy objects E within a predetermined range of the controlled object. However, regardless of the number of opponent objects or enemy objects E, only one acquisition condition and acquisition time may be set for one second-type action. In any case, the content of the acquisition condition, the acquisition time, and the second-type action for which the acquisition condition is set are not particularly limited and can be set as appropriate.

[0133] 13 is a diagram illustrating the types of enemy objects E. Enemy objects E are broadly divided into three types: normal enemy characters E1, piece characters E2, and boss characters E3. The games (virtual game spaces GS) in which normal enemy characters E1, piece characters E2, and boss characters E3 appear, i.e., the action spaces in which normal enemy characters E1, piece characters E2, and boss characters E3 act, are the first game (first game space GS1) and the second game (second game space GS2). In other words, normal enemy characters E1, piece characters E2, and boss characters E3 appear in the first game (first game space GS1) and the second game (second game space GS2), respectively.

[0134] The enemy object E has predetermined behavioral content in the first game space GS1 and the second game space GS2. The normal enemy character E1 is set with an action content of attacking a target. The target of the normal enemy character E1 is set to be the controlled object. More precisely, the target of the normal enemy character E1 is set to be the controlled object in the first state. Therefore, the normal enemy character E1 that appears in the first game (first game space GS1) is programmed to attack any one of the player objects POA1, POA2, POA3, and POA4. Furthermore, the normal enemy character E1 that appears in the second game (second game space GS2) is programmed to attack any one of the opponent objects POB1, POB2, POB3, and POB4.

[0135] There are multiple types of normal enemy characters E1, each with a different display mode. Each type of normal enemy character E1 has different parameters, such as attack power and stamina, attack range, damage range, and defensive power. The normal enemy character E1 moves toward the target object to be controlled and performs an attack action against the object to be controlled.

[0136] Furthermore, the normal enemy character E1 receives damage when hit by an attack from the control object. When the normal enemy character E1 receives damage, its strength decreases, and when its strength reaches 0, the normal enemy character E1 disappears. The normal enemy character E1 is set to disappear after receiving, for example, one to several attacks from the control object. In other words, the normal enemy character E1 is set to be weak enough that the player can easily eliminate it.

[0137] Furthermore, a large number of normal enemy characters E1 are set to appear in the virtual game space GS. Therefore, the player can eliminate many normal enemy characters E1 by attacking the large number of normal enemy characters E1 that appear in the first game (first game space GS1) or the second game (second game space GS2). This provides the player with a sense of exhilaration.

[0138] Furthermore, the piece character E2 and boss character E3 are set with actions to destroy targets and attack controlled objects on their movement paths. During the battle game, the actions of the piece character E2 and boss character E3 are automatically determined by the program. The core 50 and the main enclosure core 52 are set as targets for the piece character E2 and boss character E3. The piece character E2 and boss character E3 can destroy the core 50 or the main enclosure core 52 by performing an attack action within a predetermined range of the core 50 or the main enclosure core 52.

[0139] As described above, in a competitive game, the team whose main enclosure core 52 is destroyed first is declared defeated. In other words, the team that first gets the piece character E2 or boss character E3 to destroy the main enclosure core 52 in the opponent's game wins. That is, if a victory condition is met in the second game, such as the main enclosure core 52 being destroyed by the action of the piece character E2 or boss character E3, the first game or the player wins. Also, if a victory condition is met in the first game by the action of the piece character E2 or boss character E3, the second game or the opponent wins. Therefore, the actions of the piece character E2 and the boss character E3 can be said to be actions for meeting a preset victory condition.

[0140] However, the core 50 or the main enclosure core 52 may be destroyed when the piece character E2 and the boss character E3 reach the core 50 or the main enclosure core 52, without the need for an attacking action. Alternatively, a vitality parameter may be provided for the core 50 or the main enclosure core 52. In this case, the vitality of the core 50 or the main enclosure core 52 decreases due to attacks by the piece character E2 and the boss character E3. Then, the core 50 or the main enclosure core 52 may be destroyed when the vitality of the core 50 or the main enclosure core 52 reaches 0.

[0141] The piece character E2 and the boss character E3 are set with parameters of attack power, defense power, and stamina. The attack power and stamina of the piece character E2 are set higher than those of the normal enemy character E1, and the attack power and stamina of the boss character E3 are set even higher than those of the piece character E2. Here, it is assumed that the boss character E3 is set stronger than the piece character E2, but the piece character E2 may also be set stronger than the boss character E3.

[0142] A maximum of four piece characters E2 can appear in each of the first game (first game space GS1) and the second game (second game space GS2). One boss character E3 exists in each of the first game (first game space GS1) and the second game (second game space GS2). It is assumed here that the boss character E3 exists in the first game and the second game from the start of the battle game. However, like the normal enemy character E1 and the piece character E2, the boss character E3 may also appear in the first game and the second game midway through the battle game.

[0143] FIG. 14A is a diagram illustrating an example of the appearance conditions for a normal enemy character E1 and a piece character E2. FIG. 14B is a diagram illustrating an example of the action conditions for a boss character E3. The appearance conditions shown in FIG. 14A are set for the normal enemy character E1 and the piece character E2. When the appearance conditions are met, the normal enemy character E1 and the piece character E2 appear in the first game (first game space GS1) or the second game (second game space GS2).

[0144] Here, the condition for the appearance of normal enemy characters E1 is set to be that a predetermined number of normal enemy characters E1 appear at predetermined time intervals in each of the first game (first game space GS1) and the second game (second game space GS2). For example, 5 to 20 normal enemy characters E1 appear in the first game (first game space GS1) and the second game (second game space GS2) at 5-second intervals.

[0145] However, an upper limit on the number of normal enemy characters E1 that can appear is set for each of the first game (first game space GS1) and the second game (second game space GS2). In the first game (first game space GS1) or the second game (second game space GS2) in which the number of normal enemy characters E1 has reached the upper limit, new appearances of normal enemy characters E1 are stopped.

[0146] Also, here, the condition for the appearance of the piece character E2 is set to be that the controllable object transitions to the first special state. If the controllable object that transitions to the first special state is a player object, the piece character E2 appears in the second game (second game space GS2). If the controllable object that transitions to the first special state is an opponent object, the piece character E2 appears in the first game (first game space GS1). In other words, the player can send the piece character E2 into the opponent team's game (virtual game space GS) by transitioning the controllable object from the first normal state to the first special state.

[0147] As described above, the controlled object changes from the first normal state to the first special state by consuming energy points to perform a "state change." Therefore, it can be said that the condition for the piece character E2 to appear includes the player performing a state change operation. In this way, the "state change" has the effect of summoning the piece character E2 to the game of the opponent's team.

[0148] Although a detailed explanation will be omitted, suppose that a normal enemy character E1 is eliminated when the control object is in the first special state. In this case, the eliminated normal enemy character E1 may be sent into the game of the opponent's team. At this time, the normal enemy character E1 may be placed near the piece character E2 sent by the player. The normal enemy character E1 sent into the game of the opponent's team may be different from the normal enemy character E1 eliminated by the control object. Also, for example, more normal enemy characters E1 may be sent in than the eliminated normal enemy characters E1. Alternatively, fewer normal enemy characters E1 may be sent in than the eliminated normal enemy characters E1.

[0149] Also, here, the activity conditions shown in FIG. 14B are set for the boss character E3. During the battle game, one boss character E3 exists in each of the first game (first game space GS1) and the second game (second game space GS2). However, at the start of the battle game, the boss character E3 is in a stationary state. Hereinafter, the state in which the boss character E3 is stationary will be referred to as a dormant state. In the dormant state, the boss character E3 does not take any action.

[0150] On the other hand, when the activity condition is met, the boss character E3 begins to act. Hereinafter, the state in which the boss character E3 acts is referred to as the active state. Hereinafter, the activity condition is set such that the boss character E3 begins to act in the virtual game space GS where the core 50 is destroyed first. Therefore, for example, after the start of a battle game, if the core 50 of the first game (first game space GS1) is destroyed by the piece character E2 before the core 50 of the second game (second game space GS2), the boss character E3 will transition from the dormant state to the active state in the first game (first game space GS1).

[0151] On the other hand, if the core 50 of the second game (second game space GS2) is destroyed before the core 50 of the first game (first game space GS1) after the start of the competitive game, the boss character E3 transitions from a dormant state to an active state in the second game (second game space GS2).

[0152] If none of the cores 50 are destroyed in the first game (first game space GS1) or the second game (second game space GS2) even after a predetermined time has elapsed since the start of the competitive game, the server 1000 randomly determines a virtual game space GS in which the boss character E3 will transition to an active state. In this case, the boss character E3 in either the first game (first game space GS1) or the second game (second game space GS2) determined by the server 1000 transitions from a dormant state to an active state. In other words, the activity condition for the boss character E3 includes the passage of a predetermined time from the start of the competitive game.

[0153] Furthermore, the activity condition for the boss character E3 includes the stamina of other boss characters E3 becoming 0. The boss character E3 will not be in an active state in both the first game (first game space GS1) and the second game (second game space GS2) at the same time. For example, if the boss character E3 is in an active state in the first game (first game space GS1), the boss character E3 will be in a dormant state in the second game (second game space GS2).

[0154] As described above, the boss character E3 is provided with a vitality parameter. When an attack action of the control object hits the boss character E3 in an active state, the vitality of the boss character E3 decreases. When the vitality of the boss character E3 reaches 0, the boss character E3 transitions from the active state to a dormant state. In other words, the active boss character E3's vitality reaching 0 can be said to be the activity stop condition or dormant condition for the boss character E3. In this way, when the boss character E3 satisfies the activity stop condition in either the first game (first game space GS1) or the second game (second game space GS2), the boss character E3 transitions to the active state in the other of the first game (first game space GS1) and the second game (second game space GS2).

[0155] Note that even when the boss character E3 is in a dormant state, the boss character E3 remains positioned in the virtual game space GS. However, for example, when the boss character E3 enters a dormant state in the first game (first game space GS1), the position information of the boss character E3 may be erased in the first game (first game space GS1) and the position information of the boss character E3 may be set in the second game (second game space GS2). In this way, it is possible to create the impression that a single boss character E3 is traveling between the first game (first game space GS1) and the second game (second game space GS2).

[0156] In any case, the boss character E3 only needs to be active in either the first game (first game space GS1) or the second game (second game space GS2), and there is no particular restriction on whether or not the dormant boss character E3 is displayed.

[0157] FIG. 15A is a diagram illustrating an example of the disappearance conditions and appearance position of the piece character E2. FIG. 15B is a diagram illustrating an example of the activity stop condition and activity start position of the boss character E3. The disappearance conditions shown in FIG. 15A are set for the piece character E2. When the disappearance conditions are met, the piece character E2 disappears, becomes hidden from the virtual game space GS, and becomes unable to act. The disappearance conditions for the piece character E2 include the stamina reaching 0, the first special state of the controllable object that summoned the piece character E2 ending, and the piece character E2 destroying the core 50.

[0158] As described above, the piece character E2 is associated with a stamina parameter. Furthermore, the piece character E2 is set as an attack target for the controllable object, and when it is hit by an attack action of the controllable object, its stamina decreases. When its stamina reaches 0, the piece character E2 disappears. Furthermore, as described above, the first special state of the controllable object ends after a predetermined time has elapsed. Regardless of the remaining stamina, the piece character E2 disappears when the first special state of the controllable object that summoned the piece character E2 ends.

[0159] Furthermore, as described above, the piece character E2 can destroy the core 50. When the piece character E2 destroys the core 50, the piece character E2 disappears in conjunction with the destruction of the core 50. Note that the disappearance conditions for the piece character E2 are not limited to this and can be set appropriately. For example, the disappearance conditions for the piece character E2 may include the passage of a predetermined time.

[0160] On the other hand, as described above, the activity stopping condition for the boss character E3 is set to be that the stamina linked to the boss character E3 becomes 0. Note that the activity stopping condition for the boss character E3 is not limited to this and can be set as appropriate. For example, the activity stopping condition for the boss character E3 may include the passage of a predetermined time.

[0161] Furthermore, an appearance position is set in advance for the piece character E2. The player can select the appearance position and arrival position of the piece character E2 sent into the game (virtual game space GS) of the opponent team.

[0162] As described above, each player can consume energy points to change the state of the controlled object from the first normal state to the first special state. As the controlled object changes to the first special state, the piece character E2 is sent into the virtual game space GS of the opponent team. At this time, the player who changed the controlled object to the first special state can select the appearance position and arrival position of the piece character E2.

[0163] Figure 16 is a diagram illustrating the appearance positions of character piece E2 that can be selected by the player. For example, as shown in Figure 16, assume that two cores 50 in the first area 40 have been destroyed and two cores 50 in the second area 42 have not been destroyed. In this case, the first area 40 and the second area 42 are released areas, and the third area 44 is an unreleased area.

[0164] The player can select any of the destroyed cores 50 as the appearance position of the piece character E2 to be sent. Also, as described above, the piece character E2 may be attacked by the controlled object, its vitality may drop to 0, and it may disappear. During the battle game, if one player has already made the piece character E2 appear at least once, the player can select, as the appearance position, not only the destroyed core 50, but also the position where the piece character E2 disappeared last time.

[0165] When the player makes the piece character E2 appear for the first time in a state where none of the cores 50 have been destroyed, the piece character E2 may appear, for example, at a predetermined entrance 56. Alternatively, in this case, the player may be able to select one appearance position from a plurality of appearance positions set in advance.

[0166] In addition, the player can select an undestroyed core 50 in the released area as the destination position for the piece character E2 to be sent in. In the example shown in Figure 16, the player can select either of the two cores 50 in the second area 42 as the destination position for the piece character E2.

[0167] In this way, when sending in the piece character E2, the player can select the arrival position and appearance position of the piece character E2. The movement path of the piece character E2 is determined from the selected arrival position and appearance position. In the example shown in Figure 16, the movement path of the piece character E2 is one of six routes: routes R1, R2, R3, and R4 from the destroyed core 50 to the undestroyed core 50, and routes R5 and R6 from the previous destruction position 58 to the undestroyed core 50.

[0168] The player cannot select a core 50 in an unreleased area or a destroyed core 50 as the destination location. Also, the player cannot select a core 50 in an unreleased area or an undestroyed core 50 as the appearance location. Therefore, the movement path of the piece character E2 will never be the route indicated by the dashed arrow in FIG. 16.

[0169] Returning to FIG. 15B, at the start of the battle game, the boss character E3 is located at a predetermined position, such as a predetermined entrance 56. Therefore, the position where the boss character E3 first becomes active is the predetermined position where the boss character E3 is located at the start of the battle game. Thereafter, the boss character E3 resumes action from the position where it last stopped acting, that is, the position where it transitioned from an active state to a dormant state. The arrival position of the boss character E3 is the main enclosure core 52. Depending on the destruction status of the core 50, the boss character E3 moves so as to reach the main enclosure core 52 through an undestroyed core 50.

[0170] It should be noted that, here, the player cannot select the movement route of the boss character E3. In other words, while the player can select the appearance position of the piece character E2, the player cannot select the action start position of the boss character E3. In other words, while the player can select the movement route of the piece character E2, the player cannot select the movement route of the boss character E3. However, if there are multiple undestroyed cores 50, the player may be able to select the order in which the boss character E3 arrives at the undestroyed cores 50.

[0171] FIG. 17 is a diagram illustrating the parameters of the piece character E2. When the piece character E2 appears, the parameters of stamina, attack power, and defense power associated with the piece character E2 are set. The various parameters set at this time are set based on the energy points consumed in the "status change." The number of energy points required to perform the status change is set as a threshold value. Multiple threshold values ​​are set.

[0172] For example, suppose the initial value of energy points is 0 and the maximum value is 100. Suppose the first threshold is set to 40, the second threshold to 60, and the third threshold to 80. In this case, when the energy points reach the first threshold, the second threshold, and the third threshold, the summoning level becomes 1, 2, and 3, respectively, and when the energy points reach the maximum value of 100, the summoning level becomes 4. When the energy points are equal to or greater than the first threshold, the player can select whether to transition the controlled object to the first special state, that is, to summon piece character E2 and send it to the virtual game space GS of the opposing team.

[0173] If the state of the controlled object is not changed even after the energy points reach or exceed the first threshold, the energy points continue to accumulate to the maximum value. The summoning level is then determined based on the energy points when the player performs the state change operation. The higher the summoning level, the stronger the stamina, attack power, and defense power of the piece character E2. In other words, the more energy points consumed, the stronger the piece character E2. Therefore, the player must strategically consider, depending on the situation, whether to send a relatively weak piece character E2 at short intervals or a relatively strong piece character E2 over time. This requires a high level of strategy and increases the game's enjoyment.

[0174] Note that the higher the summoning level, i.e., the more energy points consumed, the greater the advantage of the first special state. For example, the more energy points consumed, the longer the duration of the first special state and the greater the attack power of the controllable object in the first special state.

[0175] As described above, by sending the piece character E2 to the opponent's virtual game space GS and by having the boss character E3 progress in the opponent's virtual game space GS, a game of strategy is created between the players.

[0176] Next, a communication process for executing a competitive game including the first game and the second game will be described.

[0177] 18 is a diagram illustrating an example of a communication group. As described above, in this embodiment, eight players participate in the competitive game. In the competitive game, a plurality of players (four players in this case) belonging to a first team TA each control a plurality of player objects. In addition, in the competitive game, a plurality of opponent objects each operated by a plurality of players belonging to a second team TB, which is the opponent's team, are controlled.

[0178] In this embodiment, five communication groups are provided for transmitting and receiving information. The information transmitted and received by these five communication groups differs from one another. That is, the information transmitted and received is predetermined for each communication group. Each player participating in the competitive game is assigned three of the five communication groups based on the team to which the player belongs and the progress of the game. Various information for progressing the competitive game is transmitted and received between the player terminals 1 and the server 1000 for each communication group assigned to each player, in other words, for each communication group into which each player is classified. By transmitting and receiving various information, the progress of the game is synchronized between players.

[0179] Here, as shown in FIG. 18, five groups are provided: a first game communication group, a second game communication group, a first team communication group, a second team communication group, and an all-player communication group.

[0180] The first game communication group is assigned to a player participating in the first game. In the first game communication group, (1) movement information of all enemy objects E in the first game (first game space GS1), (2) parameter information of all enemy objects E in the first game (first game space GS1), (3) movement information of all controllable objects in the first game (first game space GS1), and (4) parameter information of all controllable objects in the first game (first game space GS1) are transmitted and received. By transmitting and receiving the above information between players participating in the first game using the first game communication group, each player can progress through the first game in the same state.

[0181] The second game communication group is assigned to a player participating in the second game. In the second game communication group, (5) movement information of all enemy objects E in the second game (second game space GS2), (6) parameter information of all enemy objects E in the second game (second game space GS2), (7) movement information of all controllable objects in the second game (second game space GS2), and (8) parameter information of all controllable objects in the second game (second game space GS2) are transmitted and received. By transmitting and receiving the above information between players participating in the second game using the second game communication group, each player can progress through the second game in the same state.

[0182] The action information of the enemy object E includes at least information indicating the movement and attack actions of the normal enemy character E1, the piece character E2, and the boss character E3. The parameter information of the enemy object E includes at least information indicating the current strength of the normal enemy character E1, the piece character E2, and the boss character E3.

[0183] Furthermore, the motion information of the controllable objects includes at least information indicating the movement motion and attack motion of each of all controllable objects existing in the same game. Furthermore, the parameter information of the controllable objects includes at least information indicating the current strength of each of all controllable objects existing in the same game. Note that either the motion information or parameter information of the controllable objects may include information indicating the current state (first normal state, first special state, second state) of each of all controllable objects existing in the same game.

[0184] At the start of the competitive game, four players P1A, P2A, P3A, and P4A belonging to the first team TA belong to the first game communication group. Also, at the start of the competitive game, four players P1B, P2B, P3B, and P4B belonging to the second team TB belong to the second game communication group.

[0185] On the other hand, as described above, during a fighting game, when the stamina of the operation target object becomes 0, the operation target object transitions from the first state to the second state. With the transition to the second state, the game (virtual game space GS) in which the operation target object exists switches from the first game (first game space GS1) to the second game (second game space GS2), or from the second game (second game space GS2) to the first game (first game space GS1).

[0186] Therefore, for example, when the stamina of the player object of player P1A belonging to the first team TA reaches 0, the game (virtual game space GS) in which the player object exists switches from the first game (first game space GS1) to the second game (second game space GS2). At this time, player P1A is removed from the first game communication group, and the second game communication group is assigned to player P1A. Therefore, in this state, the first game communication group is assigned to players P2A, P3A, and P4A, and the second game communication group is assigned to players P1B, P2B, P3B, P4B, and P1A.

[0187] Similarly, for example, when the stamina of the opponent object of players P1B and P2B belonging to the second team TB reaches 0, the game (virtual game space GS) in which the opponent object exists switches from the second game (second game space GS2) to the first game (first game space GS1). At this time, players P1B and P2B are excluded from the second game communication group, and players P1B and P2B are assigned to the first game communication group. Therefore, in this state, players P1A, P2A, P3A, P4A, P1B, and P2B are assigned to the first game communication group, and players P3B and P4B are assigned to the second game communication group.

[0188] The first team communication group is assigned to the players belonging to the first team TA. The first team communication group contains (9) appearance information of the piece character E2 selected by the player belonging to the first team TA, and (10) communication information within the first team TA. By sending and receiving the above information in the first team communication group, each player belonging to the same team can understand each other's situation and share strategies through chat, etc.

[0189] The second team communication group is assigned to players belonging to the second team TB. The second team communication group contains (11) appearance information of the piece character E2 selected by the player belonging to the second team TB, and (12) communication information within the second team TB. By sending and receiving the above information in the second team communication group, each player belonging to the same team can understand each other's situation and share strategies through chat, etc.

[0190] The appearance information of the piece character E2 includes information indicating at least one of the appearance position and arrival position of the piece character E2 selected by the player who made the piece character E2 appear. The communication information also includes chat information consisting of text messages or voices that can be exchanged within the same team.

[0191] As described above, the game in which each player is participating may switch from the first game to the second game, or from the second game to the first game, depending on the progress of the competitive game. However, each player belongs to either the first team TA or the second team TB before the start of the competitive game, and the team they belong to will not change until the competitive game ends. Therefore, the first team communication group is assigned to players P1A, P2A, P3A, and P4A from the start to the end of the competitive game, and the second team communication group is assigned to players P1B, P2B, P3B, and P4B from the start to the end of the competitive game. In other words, the players assigned to the first team communication group and the second team communication group will not change during the competitive game.

[0192] The all-player communication group is assigned to all players (eight players in this example) participating in the competitive game. The all-player communication group includes (13) destruction information of the core 50 and the main castle core 52 in each of the first game (first game space GS1) and the second game (second game space GS2), (14) player information of all players, (15) position information of all controllable objects, (16) position information of the normal enemy character E1, the piece character E2, and the boss character E3 in each of the first game (first game space GS1) and the second game (second game space GS2), and (17) parameter information of the boss character E3 in each of the first game (first game space GS1) and the second game (second game space GS2).

[0193] The destruction information of the cores 50 and the main castle core 52 is information indicating whether or not each core 50 has been destroyed. The player information includes information about the player, such as the player's name. The player information may also include information indicating the equipment and display mode of the controlled object. The position information is coordinates indicating the position within the virtual game space GS. The parameter information of the boss character E3 includes at least information indicating its stamina. The information (13), (16), and (17) shown in FIG. 18 can be said to be information indicating the progress of the fighting game.

[0194] By transmitting and receiving the above information among all players in the communication group, players can grasp not only information about the virtual game space GS in which their own controlled object exists, but also the situation of their opponents through the area maps 38a, 38b (see Figure 5).

[0195] Figure 19 is a diagram illustrating an example of information transmitted and received to each player. Figure 20 is a diagram illustrating another example of information transmitted and received to each player. Note that the numbers 1 to 17 shown in Figures 19 and 20 represent the information (1) to (17) in Figure 18.

[0196] 19 shows information transmitted and received when all controllable objects are in the first state, i.e., when the stamina of all controllable objects is not 0. In the example shown in FIG. 19, players P1A, P2A, P3A, and P4A belonging to the first team TA are assigned the first game communication group, the first team communication group, and the all-player communication group. Therefore, in this case, information 1 to 4, 9, 10, and 13 to 17 is transmitted and received between the player terminals 1 of players P1A, P2A, P3A, and P4A belonging to the first team TA.

[0197] 19, the second game communication group, the second team communication group, and the all-player communication group are assigned to the players P1B, P2B, P3B, and P4B who belong to the second team TB. Therefore, in this case, the player terminals 1 of the players P1B, P2B, P3B, and P4B who belong to the second team TB transmit and receive information 5 to 8 and 11 to 17.

[0198] In contrast, Fig. 20 shows information transmitted and received when the stamina of the controllable objects of players P1A, P2B, and P3B becomes 0, but the stamina of the controllable objects of the other players is not 0. In the example shown in Fig. 20, the second game communication group, the first team communication group, and the all-players communication group are assigned to player P1A. Therefore, in this case, information 5 to 10 and 13 to 17 is transmitted and received at the player terminal 1 of player P1A.

[0199] Furthermore, the first game communication group, the first team communication group, and the all-players communication group are assigned to players P2A, P3A, and P4A. Therefore, the player terminals 1 of players P2A, P3A, and P4A transmit and receive information 1 to 4, 9, 10, and 13 to 17.

[0200] 20, the second game communication group, the second team communication group, and the all-players communication group are assigned to players P1B and P4B. Therefore, in this case, the player terminals 1 of players P1B and P4B transmit and receive information 5 to 8 and 11 to 17.

[0201] Furthermore, the first game communication group, the second team communication group, and the all-players communication group are assigned to players P2B and P3B, respectively. Therefore, the player terminals 1 of players P2B and P3B transmit and receive information 1 to 4 and 11 to 17.

[0202] In this way, when the stamina of the controlled object reaches 0, the game in which the controlled object exists can be switched simply by switching the communication group. In other words, it is possible to appropriately switch the game in which the controlled object exists, i.e., the virtual game space GS, while reducing the processing load and communication load.

[0203] As described above, in this embodiment, a first communication group is assigned to a player who has a player object or an opponent object in the first game, and a second communication group is assigned to a player who has a player object or an opponent object in the second game. Then, the communication group assigned to a player whose stamina linked to a player object in the first game has been updated to 0 is switched from the first communication group to the second communication group. Also, the communication group assigned to a player whose stamina linked to an opponent object in the second game has been updated to 0 is switched from the second communication group to the first communication group. In this way, by assigning either the first game communication group or the second game communication group to a player, the communication load between player terminals 1 is reduced.

[0204] FIG. 21 is a diagram illustrating a player terminal 1 that controls an enemy object E. The movement of a normal enemy character E1, a piece character E2, and a boss character E3 that exist in the first game is controlled by the player terminal 1 of any player participating in the first game. For example, assume that players P1A, P2A, P3A, and P4A are participating in the first game. In this case, for each of the normal enemy character E1, piece character E2, and boss character E3 that appear in the first game, the player object that exists closest to the normal enemy character E1, piece character E2, and boss character E3 that appear in the first game is identified among player objects POA1, POA2, POA3, and POA4. Then, the movement of the enemy object E is controlled by the player terminal 1 of the player who controls the identified player object.

[0205] Furthermore, the appearance management of the piece character E2 in the second game, that is, the appearance position and arrival position when the piece character E2 is sent into the second game, is performed at the player terminal 1 of each player participating in the first game.

[0206] Furthermore, the movement of the normal enemy character E1, piece character E2, and boss character E3 that exist in the second game is controlled at the player terminal 1 of any player participating in the second game. For example, assume that players P1B, P2B, P3B, and P4B are participating in the second game. In this case, for each of the normal enemy character E1, piece character E2, and boss character E3 that appear in the second game, the opponent object that exists closest to them among the opponent objects POB1, POB2, POB3, and POB4 is identified. Then, the movement of the enemy object E is controlled at the player terminal 1 of the player who controls the identified opponent object.

[0207] In this way, the server 1000 does not control the actions of the enemy object E, thereby reducing the processing load and communication load. Also, the player terminal 1 that handles the processing switches depending on the situation, making it difficult for cheating to occur and reducing the load on the player terminal 1.

[0208] Furthermore, the appearance management of the piece character E2 in the first game, that is, the appearance position and arrival position when the piece character E2 is sent into the first game, is performed at the player terminal 1 of each player participating in the second game.

[0209] Furthermore, the appearance of normal enemy characters E1 and boss characters E3 in the first and second games is managed by the server 1000. The server 1000 also receives movement information and position information of enemy objects E from all player terminals 1, and distributes the received information to the five communication groups described above before transmitting it. This allows synchronization between the player terminals 1.

[0210] Next, a description will be given of the functional configuration of the player terminal 1 and the server 1000, and specific processing in the player terminal 1 and the server 1000. Note that, of the configurations and processing related to the competitive game, the configurations and processing related to the above-mentioned characteristic parts will be described below, and descriptions of other configurations and processing will be omitted.

[0211] (Functional Configuration of Player Terminal 1) 22 is a diagram illustrating the configuration and computer functions of the storage device 14 in the player terminal 1. The storage device 14 is provided with a program storage area 14a and a data storage area 14b. Before the start of a competitive game, the CPU 12 stores various programs in the program storage area 14a.

[0212] The programs stored in the program storage area 14a include an operation target object control program 102, a normal enemy character control program 104, a piece character control program 106, a boss character control program 108, a piece character appearance management program 110, a parameter management program 112, a fighting game control program 114, and a communication control program 116. Note that the programs shown in Figure 22 are just an example, and the player terminal 1 is provided with many other programs.

[0213] The CPU 12 runs each program stored in the program storage area 14a and updates data in each storage unit in the data storage area 14b. The CPU 12 runs each program stored in the program storage area 14a, causing the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an operation target object control unit 102a, a normal enemy character control unit 104a, a piece character control unit 106a, a boss character control unit 108a, a piece character appearance management unit 110a, a parameter management unit 112a, a fighting game control unit 114a, and a communication control unit 116a.

[0214] Specifically, the CPU 12 runs the operation target object control program 102, causing the computer to function as an operation target object control unit 102a. Similarly, the CPU 12 runs the normal enemy character control program 104, the piece character control program 106, the boss character control program 108, the piece character appearance management program 110, the parameter management program 112, the fighting game control program 114, and the communication control program 116, causing them to function as the normal enemy character control unit 104a, the piece character control unit 106a, the boss character control unit 108a, the piece character appearance management unit 110a, the parameter management unit 112a, the fighting game control unit 114a, and the communication control unit 116a, respectively.

[0215] The control object control unit 102a is responsible for overall control of the control object that is the object of operation by the player. The normal enemy character control unit 104a, the piece character control unit 106a, and the boss character control unit 108a respectively control the normal enemy character E1, the piece character E2, and the boss character E3 in the game where the control object exists in the first state.

[0216] The piece character appearance management unit 110a is responsible for processing to make a piece character E2 appear in the game of the opponent team based on the player's state change operation input. The parameter management unit 112a manages the parameters of the control object and the enemy object E. The fighting game control unit 114a is responsible for various processes for progressing the fighting game. The communication control unit 116a is responsible for sending and receiving information between the player terminal 1 and the server 1000.

[0217] Furthermore, the data storage area 14b is provided with storage units for storing data, including a position information storage unit 202, a parameter storage unit 204, and a progress information storage unit 206. Note that the above-mentioned storage units are merely examples, and the data storage area 14b is provided with many other storage units.

[0218] The position information storage unit 202 stores position information of each object in the virtual game space GS. The parameter storage unit 204 stores various parameters of the operation target object and the enemy object E. The progress information storage unit 206 stores various information that changes as the fighting game progresses, such as the destruction status of the core 50.

[0219] (Functional configuration of server 1000) 23 is a diagram illustrating the configuration of the storage device 1014 in the server 1000 and its functions as a computer. The storage device 1014 is provided with a program storage area 1014a and a data storage area 1014b. Before the start of a competitive game, the CPU 1012 stores various programs in the program storage area 1014a.

[0220] The programs stored in the program storage area 1014a include a normal enemy character appearance management program 1102, a boss character activity management program 1104, a parameter management program 1106, a battle game control program 1108, and a communication control program 1110. Note that the programs shown in Figure 23 are just examples, and the server 1000 is provided with many other programs.

[0221] The CPU 1012 runs each program stored in the program storage area 1014a and updates data in each storage unit in the data storage area 1014b. The CPU 1012 runs each program stored in the program storage area 1014a, causing the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a normal enemy character appearance management unit 1102a, a boss character activity management unit 1104a, a parameter management unit 1106a, a fighting game control unit 1108a, and a communication control unit 1110a.

[0222] Specifically, the CPU 1012 runs a normal enemy character appearance management program 1102, causing the computer to function as a normal enemy character appearance management unit 1102a. Similarly, the CPU 1012 runs a boss character activity management program 1104, a parameter management program 1106, a fighting game control program 1108, and a communication control program 1110, causing them to function as a boss character activity management unit 1104a, a parameter management unit 1106a, a fighting game control unit 1108a, and a communication control unit 1110a, respectively.

[0223] The normal enemy character appearance management unit 1102a is responsible for processing to make a normal enemy character E1 appear in each of the first and second games. The boss character activity management unit 1104a is responsible for processing to make a boss character E3 appear in each of the first and second games. The parameter management unit 1106a manages the parameters of the control object and the enemy object E. The fighting game control unit 1108a is responsible for various processes to progress the fighting game. The communication control unit 1110a is responsible for sending and receiving information between the player terminal 1 and the server 1000.

[0224] The data storage area 1014b also includes a position information storage unit 1202, a parameter storage unit 1204, and a progress information storage unit 1206 as storage units for storing data. Note that the above storage units are merely examples, and the data storage area 1014b also includes many other storage units. The position information storage unit 1202, parameter storage unit 1204, and progress information storage unit 1206 of the server 1000 store the same information as the position information storage unit 202, parameter storage unit 204, and progress information storage unit 206 of the player terminal 1.

[0225] (Specific Processing of Player Terminal 1 and Server 1000) 24 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 1000. When a player inputs an operation to participate in a competitive game at the player terminal 1, the terminal-side game control unit 1A executes a competitive game participation request process (P1). Here, participation request information is transmitted to the server 1000.

[0226] The server 1000 executes a competitive game pre-start process (S1) as a preparation process for starting a competitive game. Once preparations are complete through the competitive game pre-start process, the competitive game starts. The competitive game progresses by simultaneously executing a terminal-side competitive game control process (P2) in the player terminal 1 and a server-side competitive game control process (S2) in the server 1000. The terminal-side competitive game control process (P2) is executed in the player terminals 1 of all players participating in the competitive game. The competitive game pre-start process (S1), the terminal-side competitive game control process (P2), and the server-side competitive game control process (S2) are described in detail below.

[0227] 25 is a flowchart illustrating an example of a pre-game process in the server 1000. The server-side game control unit 1000A performs a matching process based on participation request information received from the player terminals 1 (S1-1). The server-side game control unit 1000A assigns players matched by the matching process to a first team TA and a second team TB for each competitive game (S1-2). When the number of players matched for one competitive game reaches eight (YES in S1-3), the communication control unit 1110a executes a communication group setting process (S1-4).

[0228] Here, the communication control unit 1110a assigns a first game communication group, a first team communication group, and an all-player communication group to the four players belonging to the first team TA, and assigns a second game communication group, a second team communication group, and an all-player communication group to the four players belonging to the second team TB.

[0229] Then, the communication control unit 1110a sets the competitive game information necessary to start the competitive game, such as player information for each player, and causes the player terminals 1 of the eight players to receive it (S1-5). Then, the server-side game control unit 1000A executes a competitive game start process to start the competitive game (S1-6). When all the player terminals 1 that have received the competitive game information are ready, the competitive game begins.

[0230] 26 is a flowchart illustrating an example of terminal-side fighting game control processing in a player terminal 1. The terminal-side fighting game control processing is executed in each of the player terminals 1 of the players belonging to the first team TA and the player terminals 1 of the players belonging to the second team TB.

[0231] The terminal-side game control unit 1A stores the information received from the server 1000 in the data storage area 14b (P2-1). Next, the terminal-side game control unit 1A determines whether win / loss information has been received from the server 1000 (P2). The win / loss information is information that is received from the server 1000 when the conditions for ending the competitive game are met. If win / loss information has been received (YES in P2-2), the terminal-side game control unit 1A executes an end process to end the competitive game (P2-5).

[0232] On the other hand, if win / loss information has not been received (NO in P2-2), the terminal-side game control unit 1A executes an operation target object control process (P10), an enemy object control process (P20), and a collision determination process (P30). Then, the terminal-side game control unit 1A executes a display update process to update the game screen displayed on the display 10 of the player terminal 1 (P2-3). Furthermore, the communication control unit 116a transmits various information to the server 1000 in accordance with the operation target object control process (P10), the enemy object control process (P20), and the collision determination process (P30) (P2-4). In the player terminal 1, the processes from P2-1 to P2-4 are repeatedly executed until the competitive game ends.

[0233] FIG. 27 is a first flowchart illustrating an example of the operation target object control process (P10) in the player terminal 1. FIG. 28 is a second flowchart illustrating an example of the operation target object control process in the player terminal 1. The operation target object control process is a process for controlling one operation target object that is operated by a player. Therefore, in the player terminal 1 of a player belonging to the first team TA, the player object is controlled in the operation target object control process. Also, in the player terminal 1 of a player belonging to the second team TB, the opponent object is controlled in the operation target object control process.

[0234] The operation target object control unit 102a analyzes the input operation of the player input to the controller 30 (P10-1). The operation target object control unit 102a also determines whether the current state of the operation target object is the first state (P10-2). In other words, the operation target object control unit 102a determines whether the operation target object for the first state is set as the operation target.

[0235] If the state of the operation target object is the first state (YES in P10-2), in other words, if the operation target object for the first state is set as the operation target, when a movement operation to move the operation target object is input (YES in P10-3), the operation target object control unit 102a updates the position information of the operation target object (P10-4). If a drop soul exists at the position to which the operation target object has moved and the operation target object acquires the drop soul (YES in P10-5), the parameter management unit 112a updates the energy points linked to the operation target object (P10-6).

[0236] If the energy points updated in P10-6 are equal to or greater than the first threshold, the operation target object control unit 102a executes a state change permission process to permit a "state change" (P10-7). Here, for example, when the energy points become equal to or greater than the first threshold, a flag is turned on to enable the state change operation.

[0237] Furthermore, when a state change operation is input while a state change is permitted (YES in P10-8), the terminal-side game control unit 1A executes a state change process and a summoning process (P10-9). In the state change process, the parameter management unit 112a updates the state of the controlled object from the first normal state to the first special state. Here, the parameter management unit 112a also stores a waiting time corresponding to the current level of the controlled object. In the summoning process, the piece character appearance management unit 110a executes a process for allowing the player to select the appearance position and arrival position of the piece character E2. Once the appearance position and arrival position have been selected, the communication control unit 116a transmits appearance information of the piece character E2 to the server 1000. Note that the appearance information transmitted at this time includes information indicating the summoning level.

[0238] Furthermore, when the appearance information of the piece character E2 is transmitted to the server 1000, the appearance information is transmitted from the server 1000 to the player terminals 1 of all players participating in the competitive game. Based on the received appearance information, the player terminal 1 performs processing to make the piece character E2 appear in the virtual game space GS in the display update processing of P2-3 described above.

[0239] Furthermore, when an attack operation is input (YES in P10-10), the controllable object control unit 102a sets collision determination information for performing collision determination (P10-11). Here, it is assumed that collision determination is performed every time a predetermined time has elapsed after the input of an attack operation. Therefore, the collision determination information set here includes a waiting time until collision determination is performed. Note that the waiting time differs depending on the weapon equipped by the controllable object.

[0240] If the controlled object is in the first special state (YES in P10-12), the parameter management unit 112a executes a state update process (P10-13). Here, the time remaining until the first special state ends, i.e., the remaining time of the first special state, is managed. When the remaining time reaches 0, the parameter management unit 112a updates the state of the controlled object from the first special state to the first normal state. In this case, the communication control unit 116a also transmits information indicating the end of the first special state to the server 1000.

[0241] Furthermore, the parameter management unit 112a executes a parameter update process to update the experience value and level associated with the object to be operated in accordance with preset conditions (P10-14).

[0242] Furthermore, when the state of the operation target object is the second state (NO in P10-2), in other words, when the operation target object for the second state is set as the operation target, the operation target object control unit 102a causes the operation target object to perform a second type of action based on the operation input. That is, as shown in Fig. 28, when a movement operation is input (YES in P10-21), the operation target object control unit 102a updates the position information of the operation target object (P10-22).

[0243] Here, since the operation target object is in the second state, the operation target object exists in the game of the opponent team. Therefore, here, if the operation target object is a player object, the position information in the second game space GS2 is updated, and if the operation target object is an opponent object, the position information in the first game space GS1 is updated.

[0244] Furthermore, if a debuff operation is input (YES in P10-23), the control object control unit 102a executes a debuff process to apply a debuff effect (P10-42). Furthermore, if a taunt operation is input (YES in P10-25), the control object control unit 102a executes a taunt process to execute taunting (P10-26). Furthermore, in this case, the control object control unit 102a identifies the number of control objects that are within a predetermined range of its own control object and are the control targets of players belonging to the opponent's team, based on the position information (P10-27).

[0245] Then, the operation target object control unit 102a calculates the acquisition time based on the number of operation target objects identified in P10-27 (P10-28). Here, the acquisition time is calculated according to the number of identified operation target objects as shown in Fig. 12. Note that if the number of identified operation target objects is 0, the acquisition time is calculated to be 0.

[0246] Furthermore, if a guiding operation is input (YES in P10-29), the control object control unit 102a executes a guiding process (P10-30) to guide the enemy object E. In this case, the control object control unit 102a also identifies the number of enemy objects E that exist within a predetermined range of its own control object based on the position information (P10-31).

[0247] Then, the operation target object control unit 102a calculates the acquisition time based on the number of enemy objects E identified in P10-31 (P10-32). Here, the acquisition time is calculated according to the number of identified enemy objects E as shown in Fig. 12. Note that if the number of identified enemy objects E is 0, the acquisition time is calculated to be 0.

[0248] The controlled object control unit 102a measures the elapsed time since the transition to the second state (P10-33). If the acquisition time has been calculated in P10-28 or P10-32, the controlled object control unit 102a adds the calculated acquisition time to the elapsed time. Here, the parameter management unit 112a updates (increases) the level associated with the controlled object when the updated elapsed time becomes the same as the waiting time for each level shown in FIG. 11.

[0249] If the elapsed time updated in P10-33 is not equal to or longer than the waiting time stored in P10-9 (NO in P10-34), the operation target object control unit 102a executes a return permission process (P10-35). Here, if the elapsed time is 20 seconds or longer, a flag for validating the return operation is turned on.

[0250] If a return operation is input (YES in P10-36), or if the elapsed time updated in P10-33 is equal to or greater than the waiting time stored in P10-9 (YES in P10-34), the parameter management unit 112a executes a return process (P10-37). Here, the state of the object to be controlled is updated to the first normal state, and various parameters such as stamina are set based on the level updated in P10-33 in the second state.

[0251] 29 is a flowchart illustrating an example of enemy object control processing in the player terminal 1. The enemy object control processing controls an enemy object E that is an attack target of the player object in the first game, and controls an enemy object E that is an attack target of the opponent object in the second game.

[0252] If the current state of the operation target object is the first state (YES in P20-1), the normal enemy character control unit 104a extracts the normal enemy character E1 to be controlled by the player terminal 1 of the player, the piece character control unit 106a extracts the piece character E2 to be controlled by the player terminal 1 of the player, and the boss character control unit 108a extracts the boss character E3 to be controlled by the player terminal 1 of the player (P20-2). Although a detailed explanation will be omitted, the server 1000 determines the enemy object E to be controlled by each player terminal 1. Then, information indicating the enemy object E to be controlled is transmitted from the server 1000 to each player terminal 1. Here, the enemy object E to be controlled by the player is extracted based on the received information.

[0253] Furthermore, the normal enemy character control unit 104a, the piece character control unit 106a, and the boss character control unit 108a control the movement of the enemy object E to be controlled that was extracted in P20-2 (P20-3). Then, when an attack operation is input (YES in P20-4), the piece character control unit 106a and the boss character control unit 108a set collision determination information for performing collision determination (P20-5).

[0254] Furthermore, if the disappearance condition for the currently controlled piece character E2 is met (YES in P20-7), the piece character control unit 106a executes processing to disappear the controlled piece character E2 (P20-8). As described above, when the state of the controlled object is updated from the first special state to the first normal state, information indicating the end of the first special state is transmitted from the player terminal 1 to the server 1000. The server 1000 causes the other player terminals 1 to receive the received information. In P20-7, it is determined that the disappearance condition is met when information is received indicating that the controlled object that caused the controlled piece character E2 to appear has transitioned from the first special state to the first normal state, or when information is received indicating that the stamina of the piece character E2 has reached 0. That is, in P20-8, processing is performed to disappear the piece character E2 based on the fact that the controlled object that caused the piece character E2 to appear has transitioned from the first special state to the first normal state.

[0255] FIG. 30 is a flowchart illustrating an example of collision determination processing in the player terminal 1. The fighting game control unit 114a determines whether the collision determination timing has arrived for the collision determination information set in P10-11 or P20-5 (P30-1). When the collision determination timing arrives (YES in P30-1), the fighting game control unit 114a executes collision determination processing (P30-2). Here, attack target objects whose damage range is included in the attack range of the operation target object or enemy object E that has performed the attack action are identified. Then, a damage value is calculated for each identified object.

[0256] The parameter management unit 112a executes a parameter update process (P30-3). Here, the damage value calculated in P30-2 is subtracted from the vitality of the control target object or enemy object E. The minimum vitality value is 0, and if the damage value is greater than the vitality of the control target object or enemy object E, the vitality is updated to 0. Furthermore, when an attack from the control target object hits the enemy object E, the parameter management unit 112a updates the experience value linked to the control target object. Furthermore, when the experience value reaches a threshold value, the parameter management unit 112a resets the experience value to 0 and increases the level by 1.

[0257] Furthermore, when an attack hits the enemy object E, or when the damage value given to the enemy object E is equal to or greater than a predetermined value, the fighting game control unit 114a causes a drop spirit to appear (P30-4).

[0258] If the vitality of the controlled object is updated to 0 in P30-3 (YES in P30-5), the parameter management unit 112a performs a state update process (P30-6). Here, the parameter management unit 112a updates the state of the controlled object to the second state. Specifically, the parameter management unit 112a switches the controlled object to the controlled object for the second state. The parameter management unit 112a also stores the current level of the controlled object as a specific value in the parameter storage unit 204 (P30-7) and updates the level to 0, which is the initial value (P30-8). The parameter management unit 112a also sets a standby time corresponding to the specific value stored in P30-7 (P30-9).

[0259] Furthermore, if the vitality of the enemy object E is updated to 0 (YES in P30-10), the fighting game control unit 114a executes annihilation processing to eliminate the normal enemy character E1 or piece character E2 whose vitality has become 0, or an activity suspension processing to transition the boss character E3 whose vitality has become 0 to a dormant state (P30-11). In the annihilation processing, annihilation information indicating the vanished enemy object E is transmitted to the server 1000. In addition, in the activity suspension processing, information indicating that the boss character E3 has transitioned to a dormant state is transmitted to the server 1000.

[0260] Furthermore, if the attack range of the piece character E2 or boss character E3 includes the core 50 or the main enclosure core 52, the core 50 or the main enclosure core 52 is destroyed. If the attack range of the piece character E2 or boss character E3 includes the core 50 or the main enclosure core 52, that is, if the core 50 or the main enclosure core 52 is destroyed (YES in P30-12), the communications control unit 116a transmits destruction information indicating the destroyed core 50 or the main enclosure core 52 to the server 1000 (P30-13).

[0261] Furthermore, when the piece character E2 destroys the core 50, the fighting game control unit 114a executes annihilation processing to eliminate the piece character E2 that destroyed the core 50 (P30-14). Here, annihilation information indicating the eliminated piece character E2 is transmitted to the server 1000.

[0262] 31 is a flowchart illustrating an example of server-side competitive game control processing in the server 1000. The server-side game control unit 1000A stores information received from the player terminal 1 in the data storage area 1014b (S2-1). Then, when any of the control target objects transitions from the first state to the second state or from the second state to the first state (YES in S2-2), the communication control unit 1110a switches the communication group of the player operating the control target object (S2-3).

[0263] Here, if a first game communication group is assigned to a player, the player is removed from the first game communication group and a second game communication group is assigned to the player, and if a second game communication group is assigned to a player, the player is removed from the second game communication group and the first game communication group is assigned to the player.

[0264] When the communication group is switched, the information received by the player terminal 1 of the player whose state of the control target object has been changed is switched. The player terminal 1 executes the display update process in P2-3 above based on the received information. Therefore, when the communication group is switched, the virtual game space GS displayed on the display 10 is switched from the first game space GS1 to the second game space GS2, or from the second game space GS2 to the first game space GS1. In other words, switching the communication group can be said to switch the game in which the control target object exists, i.e., the game in which the player is participating.

[0265] In addition, the normal enemy character appearance management unit 1102a executes a normal enemy character appearance management process for causing a normal enemy character E1 to appear in each of the first and second games in accordance with the appearance conditions shown in FIG. 14A (S2-4). In addition, the boss character activity management unit 1104a executes a boss character activity management process for managing the active state and dormant state of the boss character E3 in accordance with the activity conditions shown in FIG. 14B (S2-5). Specifically, if a core 50 is destroyed first in either the first or second game, the boss character appearance management unit 1104a switches the boss character E3 present in the game in which the core 50 was destroyed first from the dormant state to the active state. Furthermore, if no cores 50 have been destroyed after a predetermined time has elapsed since the start of the battle game, the boss character appearance management unit 1104a determines either the first or second game as the game in which the boss character E3 will transition to the active state. Furthermore, when the vitality of an active boss character E3 reaches 0, the boss character E3 whose vitality has reached 0 is put into a dormant state, and the other dormant boss characters E3 are put into an active state. Based on the information updated in S2-4 and S2-5, the player terminal 1 makes a normal enemy character E1 appear at P2-3, and updates the state of the boss character E3.

[0266] Furthermore, if the main enclosure core 52 is destroyed (YES in S2-6), the fighting game control unit 1108a makes a victory determination (S2-7). Here, the fighting game control unit 1108a determines that the team that destroyed the opponent's main enclosure core 52 with the piece character E2 or boss character E3 has won, and determines that the team whose main enclosure core 52 has been destroyed has lost. Furthermore, the fighting game control unit 1108a executes an end process to end the fighting game (S2-8). Then, the communication control unit 1110a executes an information sharing process to share information among all the player terminals 1 (S2-9). Here, the communication control unit 1110a sets, for each communication group, information received from the player terminals 1, information corresponding to the processing executed in the server 1000, etc., and causes the player terminals 1 to receive the information.

[0267] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.

[0268] (Computer-implemented processing) The information processing program may cause the computer to perform the following processes.

[0269] A process of controlling a player object in the first game based on an operation input by the player (P10 in the embodiment as an example). A process of controlling an opponent object that is to be controlled by the player's opponent in a second game that is different from the first game (P10 in the embodiment, as an example). A process of progressing a competitive game including a first game and a second game (P2 and S2 in the embodiment as an example). When at least the player object satisfies a predetermined condition (in the embodiment, as an example, a state change operation is input when the energy points are above a threshold), in the second game, a process (in the embodiment, as an example, P20) is performed in which a special action (in the embodiment, as an example, an action of the piece character E2) is performed by a special object (in the embodiment, as an example, piece character E2). A process (P20 in the embodiment as an example) of making a special object perform a special action in the first game when at least the opponent object satisfies a predetermined condition. A process for determining the outcome between the first game and the second game, or the outcome between the player and the opponent (S2-7 in the embodiment as an example).

[0270] In the above embodiment, the computer performs the following processes.

[0271] A process (P30-4 in the embodiment) in which a predetermined object (Drop Soul is an example in the embodiment) appears in the first game based on the fact that a specific object (all enemy objects E in the embodiment) appearing in the first game is attacked by the player object. When the player object acquires a predetermined object, a process of updating a parameter (energy points, in the embodiment, as an example) linked to the player object (P10-6, in the embodiment, as an example). A process of making a predetermined object appear in the second game based on a specific object appearing in the second game being attacked by an opponent object (P30-4 in the embodiment as an example). When the opponent object acquires a predetermined object, a process of updating the parameters linked to the opponent object (P10-6 in the embodiment as an example). A process (P10-7 in the embodiment) that allows a player object or opponent object whose parameter has reached a threshold value to transition from a normal state (in the embodiment, the first normal state as an example) to a special state (in the embodiment, the first special state as an example) that is more advantageous than the normal state.

[0272] In the above embodiment, the predetermined condition for making the special object (piece character E2) execute a special action includes a parameter (energy points) reaching a threshold value or a transition from a normal state (first normal state) to a special state (first special state). However, the predetermined condition is not limited to this.

[0273] For example, a predetermined condition may be set such that a predetermined operation input is made when a parameter other than energy points, such as the experience points or level of the operation target object, is equal to or greater than a threshold. Also, for example, in the above embodiment, the player can select a summoning level, and the parameters of the piece character E2 are set according to the summoning level. However, the summoning level is not required, and the parameters when the piece character E2 appears may be constant. Also, for example, when a parameter reaches a threshold, the piece character E2 may be forcibly made to appear without requiring a state change operation. In this case, the predetermined condition is set such that the parameter reaches the threshold, but the player's operation input is not.

[0274] In addition, in the above embodiment, the piece character E2 is hidden in the virtual game space GS when it is in the disappeared state, but if a movement action or an attack action is not performed when it is in the disappeared state, it may be displayed in the virtual game space GS.

[0275] In the above embodiment, all enemy objects E are included in the objects that cause Drop Souls to appear when attacked. In other words, the objects that cause Drop Souls to appear include the piece character E2 and the boss character E3. However, the object that causes Drop Souls to appear may be only the normal enemy character E1. Alternatively, Drop Souls may only appear over time.

[0276] The information processing program may also cause the computer to perform the following processes.

[0277] A process of controlling a player object in the first game based on an operation input by the player (P10 in the embodiment as an example). A process of controlling an opponent object that is to be controlled by the player's opponent in a second game that is different from the first game (P10 in the embodiment, as an example). A process of progressing a competitive game including a first game and a second game (P2 and S2 in the embodiment as an example). A process for causing a special object (in the embodiments, as an example, the action of the boss character E3) to perform a special action in the first game or the second game (in the embodiments, as an example, S2-5) in which, when the special object in either the first game or the second game satisfies a specific condition (in the embodiments, as an example, the stamina of the boss character E3 is 0), the special action of the special object in either the first game or the second game is stopped or ended, and the special action of the special object is started in the other of the first game or the second game. A process for determining the outcome between the first game and the second game, or the outcome between the player and the opponent (S2-7 in the embodiment as an example).

[0278] In the above embodiment, the specific condition is described as a case where a special parameter (in the embodiment, stamina, as an example) linked to a special object reaches a specific value (in the embodiment, 0, as an example). However, the specific condition is not limited to this. For example, the cumulative damage value received from the operation target object may be counted, and the cumulative damage value may be set to reach a threshold value.

[0279] In the above embodiment, the process of causing a special object to perform a special action in the second game includes a process of causing the special object to appear in the second game. Furthermore, the process of causing a special object to perform a special action in the first game includes a process of causing the special object to appear in the first game. However, in the above embodiment, the boss character E3 may always appear in both the first game and the second game. In this case, it is sufficient that the boss character E3's predetermined actions, such as movement actions, are restricted.

[0280] In the above embodiment, the case where the piece character E2 and the boss character E3 appear in the fighting game has been described, but it is also possible for only one of the piece character E2 and the boss character E3 to appear.

[0281] In the above embodiment, the process of controlling the player object controls a plurality of player objects operated by a plurality of players belonging to a player team (in the embodiment, as an example, a first team TA), and the process of controlling the opponent object controls a plurality of opponent objects operated by a plurality of players who belong to an opponent team (in the embodiment, as an example, a second team TB).

[0282] That is, in the above embodiment, a case has been described in which players compete against each other in a competitive game. However, in a competitive game, a player's opponent may not be another player but a computer. Also, in the above embodiment, a case has been described in which a plurality of players belong to one team and two teams compete against each other. However, the competitive game may also be an individual match in which two players compete against each other. Alternatively, the competitive game may be one in which a plurality of players cooperate to compete against a computer.

[0283] Therefore, in S2-7, it is sufficient to determine the outcome between the first game and the second game, or the outcome between the player and the opponent. In the above embodiment, the outcome is determined by the destruction of the main enclosure core 52, but the method of determining the outcome is not limited to this. For example, points may be calculated based on the destruction status of the core 50 and the main enclosure core 52, the number of enemy objects E destroyed, etc., and the outcome may be determined based on the level of the points.

[0284] In addition, in the above embodiment, the process (P2, S2) of progressing the competitive game progresses using a first communication group (in the embodiment, as an example, the first game communication group) that transmits and receives first information (in the embodiment, as an example, (1) to (4) in Figure 18) between the terminals of each of multiple players playing the first game, a second communication group (in the embodiment, as an example, the second game communication group) that transmits and receives second information (in the embodiment, as an example, (5) to (8) in Figure 18) between the terminals of each of multiple players playing the second game, and a predetermined communication group (in the embodiment, as an example, the all-player communication group) that transmits and receives the first information and predetermined information different from the second information (in the embodiment, as an example, (13) to (17) in Figure 18) between the terminals of all players participating in the competitive game.

[0285] In addition, in the above embodiment, the first information includes movement information of each of the multiple player objects (in the embodiment, as an example, (3) in Figure 18) and movement information of the special object in the first game (in the embodiment, as an example, (1) in Figure 18). In addition, in the above embodiment, the second information includes movement information of each of the multiple opponent objects (in the embodiment, as an example, (7) in Figure 18), and movement information of the special object in the second game (in the embodiment, as an example, (5) in Figure 18).

[0286] In the above embodiment, the predetermined information includes at least information indicating the progress of the competitive game (as an example, in the embodiment, (13), (16), and (17) in FIG. 18).

[0287] However, the above-mentioned communication groups and the information shared within the communication groups are merely examples. For example, all of the information shown in FIG. 18 may be transmitted to the player terminals 1 of all players. Also, for example, the information (1) to (4) transmitted and received in the first game communication group in the above embodiment may be transmitted and received in the first team communication group. Similarly, the information (5) to (8) transmitted and received in the second game communication group in the above embodiment may be transmitted and received in the second team communication group. In this case, there will be three communication groups.

[0288] Also, for example, in the above embodiment, the information (9) and (10) transmitted and received in the first team communication group may be transmitted and received in the first game communication group. Similarly, in the above embodiment, the information (11) to (12) transmitted and received in the second team communication group may be transmitted and received in the second game communication group. In this case, there will be three communication groups.

[0289] The information processing program may also cause the computer to perform the following processes.

[0290] When the state of the player object operated by the player is a first state in which a first type of action is possible, a process of making the player object perform the first type of action based on the player's operation input (in the embodiment, as an example, P10-3 to P10-11). In the first state, when a predetermined parameter (in the embodiment, stamina as an example) linked to the player object is updated to a predetermined value (in the embodiment, 0 as an example), a process is performed to transition the state of the player object from the first state to a second state in which a second type of action is possible (in the embodiment, P30-6 as an example). In the second state, processing for making the player object execute a second type of action based on an operation input by the player (P30-21 to P30-30 in the embodiment as an example). In the second state, when the return condition for returning to the first state (in the embodiment, as an example, the elapsed time reaching a threshold value) is met, a process is performed that makes it possible to return from the second state to the first state (in the embodiment, as an example, P10-35, P10-37). The process of enabling a return from the second state to the first state satisfies the return condition earlier when the player object performs a second type of action in the second state than when the player object does not perform the second type of action in the second state (in the embodiment, P10-28, P10-32, P10-33 are used as examples).

[0291] In the above embodiment, a competitive game in which two games, a first game and a second game, are executed simultaneously in parallel has been described. However, the content of the game is not limited to the above embodiment. As is well known in the art, the game may be one in which all objects appear in one game field.

[0292] In the above embodiment, the controlled object transitions to the second state when its vitality reaches 0. However, the condition for the controlled object to transition to the second state is not limited to this. For example, in the above embodiment, the controlled object may transition to the second state when its experience points or energy points are updated to a predetermined value. In this case, the experience points or energy points become the predetermined parameter.

[0293] Furthermore, the first and second types of behavior in the above embodiment are merely examples, and the first and second types of behavior may include common behaviors, or all of the behaviors may be different.

[0294] The return condition may also include that, in the second state, a waiting time required for returning from the second state to the first state has elapsed.

[0295] The computer may also perform the following processing. A process of setting a standby time based on a transition from the first state to the second state (P30-9 in the embodiment as an example). A process of measuring the elapsed time since transition to the second state (P10-33 in the embodiment as an example). In addition, the process of enabling return from the second state to the first state enables return from the second state to the first state when the elapsed time since transition to the second state reaches the waiting time, and when the player object performs a second type of action in the second state, enables return from the second state to the first state in a time shorter than the set waiting time.

[0296] Furthermore, the process of setting the standby time may involve determining the standby time when a predetermined parameter is updated to a predetermined value in the first state, and setting the determined standby time.

[0297] In addition, the process of enabling a return from the second state to the first state may allow the player to choose whether or not to return to the first state when the elapsed time since transitioning to the second state reaches a specific time that is shorter than the waiting time. In addition, when the player selects to return to the first state (in the embodiment, as an example, inputting a return operation), a process of returning from the second state to the first state (in the embodiment, as an example, P10-37) may be performed.

[0298] In addition, the process of enabling return from the second state to the first state may be such that when a second type of action is performed, the time required to enable return from the second state to the first state is shorter when there are a large number of opponent objects located within a predetermined range of the player object than when there are a small number of opponent objects.

[0299] The return condition may also include a condition that a specific parameter (in the embodiment, a level as an example) linked to the player object reaches a specific value in the second state.

[0300] In addition, in the second state, the computer may perform a process (P10-33, as an example, in an embodiment) of updating a specific parameter associated with the player object in accordance with a specific condition (as an example, in an embodiment, the elapsed time reaching a waiting time set for each level). Furthermore, the process of enabling return from the second state to the first state may be such that return from the second state to the first state is possible when a specific parameter reaches a specific value. Furthermore, the process of updating the specific parameter may increase the update rate or the update value of the specific parameter based on the player object performing a second type of action in the second state.

[0301] The computer may also perform the following processing. In the first state, a process of updating a specific parameter (in the embodiment, as an example, a level) in accordance with a predetermined condition (in the embodiment, as an example, P10-14). A process (P30-7, P30-8 in the embodiment) in which the value of a specific parameter when a predetermined parameter (in the embodiment, stamina as an example) is updated to a predetermined value (0 as an example in the embodiment) in the first state is stored as a specific value, and the specific parameter is updated to its initial value (0 as an example in the embodiment). Furthermore, the process of updating the specific parameter in the second state may update the specific parameter from an initial value to a specific value.

[0302] In addition, the process of enabling a return from the second state to the first state may allow the player to choose whether or not to return to the first state when the value of a specific parameter in the second state reaches a predetermined value between the initial value and the specific value. Furthermore, when the player selects to return to the first state, a process of returning from the second state to the first state may be performed. Furthermore, the value of the specific parameter when returning from the second state to the first state may be the value of the specific parameter that was updated in the second state.

[0303] The process of enabling return from the second state to the first state may update a specific parameter based on the number of opponent objects located within a predetermined range of the player object when the second type of action is performed.

[0304] In the above embodiment, the player can select the level at which the game returns from the second state to the first state. However, the level at which the game returns from the second state to the first state may be, for example, a preset level. Alternatively, the level at which the game returns from the second state to the first state may be limited to the level at which the game transitioned from the first state to the second state.

[0305] The information processing program may also cause the computer to perform the following processes.

[0306] A process of controlling a player object in the first game based on an operation input by the player (P10 in the embodiment as an example). A process for controlling an enemy object that is an attack target of the player object in the first game (P20 in the embodiment as an example). A process of controlling an opponent object that is to be controlled by the player's opponent in a second game that is different from the first game (P10 in the embodiment, as an example). A process for controlling an enemy object that is an attack target of the opponent object in the second game (P20 in the embodiment as an example). A process of progressing a competitive game including a first game and a second game (P2 and S2 in the embodiment as an example). In the first game, when a predetermined parameter (in the embodiment, stamina is used as an example) associated with a player object is updated to a predetermined value (0 as an example in the embodiment), the same player object as in the first game or a player object different from the first game is made to appear in the second game (P2-3, S2-3 are used as examples in the embodiment). When a predetermined parameter associated with an opponent object in the second game is updated to a predetermined value, a process of making the same opponent object as in the second game or a different opponent object from the second game appear in the first game (in the embodiment, as an example, P2-3 and S2-3).

[0307] Note that the actions that the player object can perform in the second game may be at least partially different from the actions that the player object can perform in the first game. Furthermore, the actions that the opponent object can perform in the first game may be at least partially different from the actions that the opponent object can perform in the second game.

[0308] In the above embodiment, the actions that the player object can perform in the second game are the same as the actions that the opponent object can perform in the first game. However, the actions that the player object can perform in the second game may be different from the actions that the opponent object can perform in the first game.

[0309] The computer may also perform the following processing. In the second game, when a return condition for the player object to return to the first game (the elapsed time reaching the waiting time) is met, a process is performed to enable the player object to return from the second game to the first game (P10-35 is an example in the embodiment). When a return condition for the opponent object to return to the second game is met in the first game, a process is performed to enable the opponent object to return from the first game to the second game (P10-35 in the embodiment as an example).

[0310] It should be noted that the processing of the player terminal 1 and the server 1000 in the above embodiment is merely an example. In the above embodiment, the processing executed in the player terminal 1 may be executed in the server 1000. Similarly, in the above embodiment, the processing executed in the server 1000 may be executed in the player terminal 1. Therefore, for example, in the above embodiment, the appearance management of the piece character E2 may be executed in the server 1000, and the appearance management of the normal enemy character E1 and the activity management of the boss character E3 may be executed in the player terminal 1. Furthermore, the collision determination processing in the above embodiment may be executed in the server 1000.

[0311] In the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. Also, in the above embodiment, the server 1000 and the player terminal 1 constitute a game device. However, the function of the server 1000 in the above embodiment may be provided in the player terminal 1. In this case, the communication function is not essential, and the player terminal 1 functions as a game device.

[0312] The programs in the above embodiments and modifications may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, the programs may be provided as a game device or server device that includes the storage medium. The above embodiments and modifications may also be information processing methods that implement the functions and steps shown in the flowcharts. [Explanation of symbols]

[0313] 1. Player terminal 1000 servers G Game Device S Information Processing System

Claims

1. a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action based on an operation input by the player in the second state; a process of enabling the device to return from the second state to the first state when a return condition for returning to the first state is met in the second state; The computer executes the following. The process of enabling the return from the second state to the first state includes: when the player object performs the second type of action in the second state, the return condition is satisfied earlier than when the player object does not perform the second type of action in the second state; Information processing program.

2. The return conditions include: In the second state, a waiting time required for returning from the second state to the first state has elapsed, setting the waiting time based on a transition from the first state to the second state; a process of timing an elapsed time since transition to the second state; The computer executes the following. The process of enabling the return from the second state to the first state includes: when the elapsed time since transition to the second state reaches the waiting time, the player object is allowed to return from the second state to the first state, and when the player object performs the second type of action in the second state, the player object is allowed to return from the second state to the first state in a time shorter than the set waiting time. The information processing program according to claim 1 .

3. The process of setting the waiting time includes: determining the waiting time when the predetermined parameter is updated to the predetermined value in the first state, and setting the determined waiting time; The information processing program according to claim 2 .

4. The process of enabling the return from the second state to the first state includes: when the elapsed time since the transition to the second state reaches a specific time that is shorter than the waiting time, the player can select whether or not to return to the first state; a process of returning from the second state to the first state when a player selects to return to the first state; The computer executes the following: The information processing program according to claim 3.

5. The process of enabling the return from the second state to the first state includes: when the second type of action is executed, a time required for returning from the second state to the first state is made shorter when the number of opponent objects located within a predetermined range of the player object is large than when the number of opponent objects is small.

5. The information processing program according to claim 2.

6. The return conditions include: the second state includes a specific parameter associated with the player object reaching a specific value; a process of updating the specific parameter associated with the player object in accordance with a specific condition in the second state; The computer executes the following. The process of enabling the return from the second state to the first state includes: When the specific parameter reaches the specific value, the second state can be returned to the first state; The process of updating the specific parameters includes: increasing an update rate or an update value of the specific parameter based on the player object performing the second type of action in the second state; The information processing program according to claim 1 .

7. updating the specific parameter in accordance with a predetermined condition in the first state; a process of storing the value of the specific parameter when the predetermined parameter is updated to the predetermined value in the first state as the specific value, and updating the specific parameter to an initial value; The computer executes the following. The process of updating the specific parameter in the second state includes: updating the specific parameter from the initial value to the specific value; The information processing program according to claim 6.

8. The process of enabling the return from the second state to the first state includes: when the value of the specific parameter in the second state reaches a predetermined value between the initial value and the specific value, the player can select whether or not to return to the first state; a process of returning from the second state to the first state when a player selects to return to the first state; The computer executes the following. the value of the specific parameter when returning from the second state to the first state becomes the value of the specific parameter updated in the second state; The information processing program according to claim 7.

9. The process of enabling the return from the second state to the first state includes: updating the specific parameter based on the number of opponent objects located within a predetermined range of the player object when the second type of action is executed; The information processing program according to any one of claims 6 to 8.

10. 1. An information processing method performed by one or more computers, comprising: The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action based on an operation input by the player in the second state; a process of enabling the device to return from the second state to the first state when a return condition for returning to the first state is met in the second state; and The process of enabling the return from the second state to the first state includes: when the player object performs the second type of action in the second state, the return condition is satisfied earlier than when the player object does not perform the second type of action in the second state; Information processing methods.

11. one or more computers; The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action based on an operation input by the player in the second state; a process of enabling the device to return from the second state to the first state when a return condition for returning to the first state is met in the second state; and The process of enabling the return from the second state to the first state includes: when the player object performs the second type of action in the second state, the return condition is satisfied earlier than when the player object does not perform the second type of action in the second state; Game device.

12. one or more computers; The computer a process of causing the player object, which is an object to be operated by a player, to perform a first type of action based on an operation input by the player when the state of the player object is a first state in which the player object is able to perform the first type of action; a process of transitioning the state of the player object from the first state to a second state in which a second type of action is possible, when a predetermined parameter associated with the player object is updated to a predetermined value in the first state; a process of causing the player object to perform the second type of action based on an operation input by the player in the second state; a process of enabling the device to return from the second state to the first state when a return condition for returning to the first state is met in the second state; and The process of enabling the return from the second state to the first state includes: when the player object performs the second type of action in the second state, the return condition is satisfied earlier than when the player object does not perform the second type of action in the second state; Information processing system.

Citation Information

Patent Citations

  • Game program, information processing system, information processor, and game processing method

    JP2024057086A