Storage medium having stored therein information processing program, information processing method, information processing system
By introducing processes to enhance strategic elements in score attack games through object acquisition and parameter updates based on lottery, the game's dynamic nature increases player motivation and engagement.
Patent Information
- Application Number
- JP2024121671
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-26
- Publication Date
- 2026-02-05
- Estimated Expiration
- 2044-07-26
AI Technical Summary
In score attack games, the level of the score obtained is largely dependent on the player's operating skills, limiting strategic possibilities and reducing player motivation.
Implement processes to enhance strategic aspects by allowing players to acquire and associate various predetermined objects with an operation target object, where the effects of these objects are determined by lottery, and their parameters are updated based on specific conditions, enabling strategic decision-making and increasing player engagement.
The strategic enhancement improves player motivation by providing varied and dynamic gameplay experiences.
Smart Images

Figure 2026019908000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device. [Background technology]
[0002] Patent Document 1 discloses a game genre known as a score attack game, in which players compete to get the highest score possible within a time limit. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-001020 Summary of the Invention [Problem to be solved by the invention]
[0004] In score attack games such as those described in Patent Document 1, the level of the score obtained is largely dependent on the player's operating skills, and strategic possibilities can be limited. If the player is not required to have a strong strategic skill, there is a problem that the player's motivation to play decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can increase a player's motivation to play by improving strategic aspects. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; The computer performs the following.
[0007] The process of receiving the selection operation by the player to associate up to the predetermined number of the acquired predetermined objects with the operation target objects includes: The selection operation by the player may be accepted before the start of the game.
[0008] At least one of a plurality of types of effects that provide an advantage in the game is associated with the predetermined object; The information processing program a process of enabling the effect associated with the predetermined object selected by the player's selection operation to be activated during the game; The computer may be caused to perform the following.
[0009] The information processing program a process of strengthening the effect when a plurality of predetermined objects are associated with the operation target object and the effects associated with the plurality of predetermined objects associated with the operation target object overlap; The computer may be caused to perform the following.
[0010] The information processing program a process of determining by lottery the type of effect to be associated with the predetermined object; a process of determining by lottery a value of a predetermined parameter to be associated with the predetermined object; a process of increasing at least one of the first parameter and the second parameter associated with the operation target object based on the predetermined parameter associated with the predetermined object; The computer may be caused to perform the following.
[0011] The game end condition further includes the expiration of a time limit; the first parameter indicates a moving speed of the operation target object; The specific point may indicate a moving distance of the operation target object.
[0012] The information processing program updating the value of the special parameter based on the lapse of a predetermined time; a process of determining the type of obstacle object to be placed within a range from the specified distance to a certain distance ahead, based on the value of the special parameter when the operation target object reaches the specified distance; causing the computer to execute When the value of the special parameter is equal to or greater than a specific value, the possibility of a collision between the operation target object and the obstacle object may be higher than when the value of the special parameter is less than the specific value.
[0013] The information processing program a process of increasing a level associated with the operation target object in accordance with a predetermined update condition; a process of increasing operation target parameters associated with the operation target object, the operation target parameters including at least the first parameter and the second parameter, based on the increase in the level; a process of allowing a player to select an attack object to be associated with the operation target object from among a plurality of types of attack objects based on an increase in the level associated with the operation target object; a process of associating the attack object selected by the player with the operation target object; The computer may be caused to perform the following.
[0014] The information processing program a process of strengthening the attack object when the attack object already associated with the operation target object is selected by a player; The computer may be caused to perform the following.
[0015] The process of making the attack object selectable by the player includes: The attack object that can be selected by the player may be determined by lottery.
[0016] 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 moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; An information processing method for carrying out the above.
[0017] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; An information processing system that carries out the above.
[0018] In order to solve the above problem, the game device one or more computers; The computer a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; A game device that performs the above. [Effects of the Invention]
[0019] According to the present invention, the strategic aspect of the game is improved, thereby increasing the player's motivation to play. [Brief explanation of the drawings]
[0020] [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. 4 is a diagram illustrating an example of the title screen. [Figure 5] FIG. 5 is a diagram illustrating an example of the equipment change screen. [Figure 6] FIG. 6 is a first diagram illustrating an example of a game screen. [Figure 7] FIG. 7 is a diagram illustrating an example of the relationship between the risk level, the number of divisions, and the number of arrangements. [Figure 8] FIG. 8 is a diagram illustrating an example of the placement of game content when the risk level is 1. [Figure 9] FIG. 9 is a diagram illustrating an example of a system lottery table. [Figure 10] FIG. 10 is a diagram illustrating an example of an item details lottery table. [Figure 11] FIG. 11 is a diagram illustrating an example of a rarity lottery table. [Figure 12] FIG. 12 is a second diagram illustrating an example of the game screen. [Figure 13] FIG. 13 is a diagram illustrating an example of the level-up dialog. [Figure 14] FIG. 14A is a diagram illustrating an example of the first end notification effect, and FIG. 14B is a diagram illustrating an example of the second end notification effect. [Figure 15] FIG. 15 is a diagram illustrating an example of the result dialog. [Figure 16] FIG. 16 is a diagram illustrating an example of the status of equipment corresponding to the head part. [Figure 17] FIG. 17 is a diagram illustrating an example of the status of equipment corresponding to the leg parts. [Figure 18] FIG. 18 is a diagram illustrating an example of the acquired equipment screen. [Figure 19] FIG. 19 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 20] FIG. 20 is a flowchart illustrating an example of game management processing in a player terminal. [Figure 21] FIG. 21 is a flowchart illustrating an example of equipment setting processing in a player terminal. [Figure 22] FIG. 22 is a flowchart illustrating an example of in-game processing at a player terminal. DETAILED DESCRIPTION OF THE INVENTION
[0021] 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.
[0022] (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.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] (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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] The main body 30a is provided with a first button 32a marked with a triangle, a second button 32b marked with a square, a third button 32c marked with a circle, a fourth button 32d marked with a cross, a fifth button 32e marked with "R", a sixth button 32f marked with "L", a seventh button 32g marked with "OPTION", and a direction indicator 34.
[0039] The first button 32a, the second button 32b, the third button 32c, the fourth button 32d, the fifth button 32e, the sixth button 32f, and the seventh button 32g are provided on the main body 30a in a depressible manner. The direction indicator 34 is provided to protrude from the main body 30a and is configured to be tiltable in all directions through 360°. As will be described in detail later, the player can operate an operation target object by inputting operations into the controller 30.
[0040] (Game Contents) 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 so-called score attack game.
[0041] 4 is a diagram illustrating an example of a title screen. The title screen is the first screen displayed after the game starts. As shown in FIG. 4, on the title screen, a title image 40 showing the title of the game is displayed in the center of the display 10.
[0042] Also, below the title image 40, a game start operation section 42 marked "GAME START" and an equipment operation section 44 marked "EQUIP" and a score operation section 46 marked "MY SCORE" are displayed. Also, as shown in FIG. 4, a cursor 48 is displayed on the title screen. By operating the direction indicator 34, the player can move the cursor 48 to a position corresponding to any of the game start operation section 42, the equipment operation section 44, and the score operation section 46. FIG. 4 shows a case where the cursor 48 is displayed at a position corresponding to the game start operation section 42, and the game start operation section 42 is currently selected. Then, when the third button 32c is operated, a screen corresponding to the selected operation section (the game start operation section 42, the equipment operation section 44, or the score operation section 46) is displayed on the display 10.
[0043] As shown in FIG. 4, the information on the title screen displays a points display section 50, a high score display section 52, and a rank display section 54. The points display section 50 displays the total number of points owned by the player. For example, the player can spend the points he or she owns to strengthen equipment that can be equipped to the controlled object. In other words, by spending the points he or she owns, the player can progress through the score attack game with an advantage. Furthermore, the player may be able to purchase equipment via an equipment change screen or the like by spending the points he or she owns.
[0044] The highest score that the player has achieved in past score attack games is displayed in the high score display section 52. As will be described in detail later, the score is an index showing the evaluation given to the player based on the results of the player's playing of the score attack game.
[0045] The rank display section 54 displays the current rank of the player. In this embodiment, the rank is a value that increases as the player repeatedly plays the score attack game and accumulates the total score (travel distance, which will be described later). When the player's rank increases, the status values of the object to be operated also increase.
[0046] When the third button 32c is operated with the equipment operation section 44 selected, an equipment change screen is displayed on the display 10.
[0047] 5 is a diagram illustrating an example of an equipment change screen. In this embodiment, it is possible for a player to equip an operation target object with equipment that the player owns. On the equipment change screen, it is possible to equip an operation target object with equipment or change the equipment to be equipped.
[0048] 5, a character icon 60 indicating the object to be operated is displayed on the equipment change screen. A rank display section 62 is displayed below the character icon 60. The rank display section 62 displays the current rank of the player.
[0049] As shown in FIG. 5, the equipment change screen displays an equipment display section 64, a skill display section 66, and a status display section 68. The equipment display section 64 displays a list of equipment items equipped to the operation target object. In this embodiment, the types of equipment that can be equipped to each body part (head, torso, arms, back, legs) of the operation target object are predetermined. The example shown in FIG. 5 shows a case where "equipment A-1" is equipped to the "head" of the operation target object, "equipment B-1" is equipped to the "torso" of the operation target object, "equipment C-1" is equipped to the "arms" of the operation target object, "equipment D-1" is equipped to the "back" of the operation target object, and "equipment E-1" is equipped to the "legs" of the operation target object.
[0050] As shown in FIG. 5, a cursor 70 is displayed in the equipment display unit 64. The player can move the cursor 70 by operating the direction indicator 34. FIG. 5 shows a case where the cursor 70 is displayed at a position corresponding to the "head" of the operation target object, and the "head" of the operation target object is currently selected. When the third button 32c is operated, an equipment selection screen (not shown) is displayed on the display 10. The equipment selection screen displays a list of equipment classified into types that can be equipped to the body part (here, the "head") of the selected operation target object. Then, on the equipment selection screen, the equipment selected and determined based on the player's operation is equipped to the body part (here, the "head") of the selected operation target object.
[0051] As shown in FIG. 5, the skill display unit 66 displays the type of skill imparted to the operation target object and the level of each skill (hereinafter also referred to as the total level). A skill is an ability that may be activated when a predetermined condition is met during the execution of a score attack game, which will be described later. By activating a skill, the player can progress through the score attack game to an advantage. The predetermined condition for activating a skill may be met based on the progress of the score attack game. Alternatively, the predetermined condition for activating a skill may be met when the player inputs an operation to specify the skill to be activated.
[0052] Note that skills may include, for example, an effect of increasing the probability that a specific item will be placed. Skills may also include, for example, an effect of increasing a specific status of the controlled object. Skills may also include, for example, an effect of increasing the attack frequency of a weapon, which will be described later. Skills may also include, for example, an effect of decreasing a specific status of an enemy robot. Skills may also include, for example, an effect of increasing the upper limit of the level of a specific weapon, which will be described later.
[0053] As will be explained in more detail later, each piece of equipment can be given up to three skills. Furthermore, each skill given to an equipment item has a set level (hereinafter referred to as "individual level"). By equipping an equipment item with a skill to a controllable object, it is possible to give that skill to the controllable object.
[0054] In this embodiment, since a controllable object can be equipped with multiple pieces of equipment, for example, a skill imparted to an equipment piece equipped on the "head" of the controllable object may match a skill imparted to an equipment piece equipped on the "legs" of the controllable object. In this case, the sum of the individual levels of the overlapping skills is the total level of the skills. This allows a player to adopt a strategy of intentionally overlapping skills imparted to the controllable object to increase the total level of certain skills. Alternatively, a player may adopt a strategy of intentionally not overlapping skills imparted to the controllable object, but increasing the variety of skills imparted to the controllable object. In this way, a player needs to carefully consider how to activate skills, which can improve strategic play.
[0055] 5, the status display section 68 displays the value of each status of the controlled object, which is derived based on the details of the equipment equipped to the controlled object and the skills imparted to the controlled object. In this embodiment, four types of status are provided for the controlled object: "speed," "attack power," "defense power," and "stamina."
[0056] In this embodiment, as the player's rank increases, the status values of the controllable object also increase. Meanwhile, the increase in each status based on the equipment equipped to the controllable object and the skills imparted to the controllable object depends on the type of equipment or skill. As described above, the skills imparted to the controllable object are based on the skills imparted to the equipment, so it is strategically important to carefully consider the type of equipment to equip the controllable object.
[0057] When the seventh button 32g is operated while the equipment change screen is displayed, the equipment to be equipped to the controlled object is automatically determined, and the determined equipment is equipped to the controlled object. This reduces the time and effort required for the player to carefully consider the equipment to be equipped to the controlled object.
[0058] Furthermore, when the sixth button 32f is operated while the equipment change screen is displayed, a details screen (not shown) is displayed on the display 10. On the details screen, the player can spend points owned by the player to strengthen the equipment he or she owns. Also, on the details screen, the player can earn points as profits from selling the equipment he or she owns.
[0059] Furthermore, when the fourth button 32d is operated while the equipment change screen is being displayed, the display of the equipment change screen ends, and the title screen is displayed on the display 10.
[0060] Furthermore, when the fifth button 32e is operated while the equipment change screen is displayed, a My Set screen (not shown) is displayed on the display 10. The My Set screen allows the player to store a combination of equipment to be equipped to the controlled object and to equip the controlled object with the stored combination of equipment. In other words, the player can prepare multiple combinations of equipment and equip the controlled object with the combination of equipment that suits their strategy in the score attack game. This improves the player's convenience.
[0061] 4 is selected, and the third button 32c is operated, a score screen (not shown) is displayed on the display 10. The score screen displays a list of scores achieved by the player in past score attack games in a ranking format. The score screen may also display a list of the player's high score and the high scores achieved by other players in a ranking format.
[0062] Furthermore, when the third button 32c is operated with the game start operation section 42 of FIG. 4 selected, a game screen is displayed on the display 10.
[0063] FIG. 6 is a first diagram illustrating an example of a game screen. First, the general gameplay of the score attack game in this embodiment will be described. When the score attack game starts, the control object 102 starts running to the right of the display 10 at a predetermined speed. In other words, after the score attack game starts, the control object 102 continues running to the right of the display 10 at a predetermined speed even if the player does not perform any operation. Note that if the control object 102 itself is displayed in a manner that continues to run at approximately the same position on the display 10, game media such as the background and obstacles may be displayed by scrolling from the right to the left of the display 10.
[0064] 6, the score attack game has a first lane 100a, a second lane 100b, a third lane 100c, and a fourth lane 100d, which are areas in which the control object 102 can travel. The player can switch the lane in which the control object 102 travels by operating the direction indicator 34 in the up or down direction. Furthermore, the player can make the control object 102 jump into the air by operating the fourth button 32d. The player can slow down the travel speed of the control object 102 by operating the direction indicator 34 in the left direction.
[0065] Note that, in this embodiment, a case is shown in which the control object 102 continues to run at a predetermined speed after the start of the score attack game without any operation by the player, but the present invention is not limited to this. For example, the control object 102 may be made to run at a predetermined speed to the right of the display 10 based on a rightward operation input by the player on the direction indicator 34. In this case, the higher the value of the "speed" status of the control object 102, the faster the running speed of the control object 102 should be.
[0066] As shown in Figure 6, various game media are placed on each lane. In a score attack game, the stage changes every certain distance (e.g., 250 m). As will be described in more detail below, at the start of each stage, the number and content of game media to be placed on each lane in that stage are determined.
[0067] The game contents placed on each lane are broadly divided into items 104a that, when acquired, allow the player to progress through the score attack game with an advantage, and first obstacles 104b, second obstacles 104c, and enemy robots 104d that reduce the stamina of the controllable object 102 when collided with. The "first obstacles" can be avoided by jumping, while the "second obstacles" and "enemy robots" cannot be avoided by jumping. Furthermore, the "first obstacles" and "second obstacles" do not move from their locations, while the "enemy robot" attacks the controllable object 102 while moving from its location toward it.
[0068] It should be noted that a predetermined end condition is set in the score attack game, and the score attack game ends when the end condition is met. Specifically, the end condition is met when the stamina set for the control object 102 becomes 0 or when a preset time limit has elapsed. It should be noted that in this embodiment, the end condition is not met based on the movement distance of the control object 102 in the score attack game. However, the end condition may also be met based on the movement distance of the control object 102 in the score attack game, i.e., when the game has completed its run. In this embodiment, the score value is determined based on the movement distance of the control object 102 at the end of the score attack game.
[0069] The player can attack the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d with the controllable object 102, thereby damaging them. When the amount of damage received from the controllable object 102 reaches a specified value, the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d are destroyed. That is, in the score attack game, the player aims to obtain a higher score by controlling the controllable object 102 while acquiring the item 104a and avoiding collisions between the controllable object 102 and the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d.
[0070] FIG. 7 is a diagram illustrating an example of the relationship between the risk level, the number of divisions, and the number of arrangements. In this embodiment, a function called risk level is provided. The risk level is a parameter that increases according to the elapsed time from the start of the score attack game. However, the risk level may also increase according to the movement distance of the operation target object 102. Furthermore, the risk level may also increase according to the level of the operation target object 102.
[0071] As shown in FIG. 7, in this embodiment, the risk level is set to 40 levels, ranging from "1" to "40." The number of divisions in FIG. 7 indicates the number of divisions into which one stage is divided. Furthermore, the number of placements in FIG. 7 indicates the total number of game contents placed in each section divided based on the number of divisions. In this embodiment, the values of the number of divisions and the number of placements are set to increase as the risk level increases.
[0072] FIG. 8 is a diagram illustrating an example of the placement of game content when the risk level is 1. As shown in FIG. 7, when the risk level is 1, the number of divisions is set to 5 and the number of placements is set to 10. In this case, as shown in FIG. 8, one stage of 250 m is divided into sections (first section to fifth section) of 50 m each. Furthermore, each of the first section to fifth section is further divided into small sections of 10 m each.
[0073] At the start of the score attack game or at the start of each stage, a predetermined lottery is held for each subsection to determine whether or not game contents will be placed on each of the four lanes. If the predetermined lottery results in the total number of game contents placed in each of the first to fifth sections being less than the respective numbers set in FIG. 7, a correction process is executed so that the total number of game contents placed in each of the first to fifth sections is equal to the respective numbers set in FIG. 7. As a result, the placement of game contents in the starting stage is determined as shown in FIG. 8.
[0074] In FIG. 8, a numerical value of "0" indicates that no game content is placed in the subsection, and a numerical value of "1" indicates that a game content is placed in the subsection. The numerical values "0" and "1" do not have to be used, as long as it is possible to distinguish between a subsection in which no game content is placed and a subsection in which a game content is placed. While the present embodiment illustrates a case in which a maximum of one game content can be placed in one subsection, this is not limiting. For example, multiple game content may be placed in one subsection. In this case, for example, if it is determined that two game content are to be placed in one subsection, the numerical value "2" may be stored.
[0075] Once the placement of the game contents is determined, the content of the game contents to be placed is also determined. In this embodiment, first, the general type (category) of the game contents to be placed at each location is determined.
[0076] FIG. 9 is a diagram illustrating an example of a system lottery table. As shown in FIG. 9, in the system lottery table, a selection ratio for the system of game content to be placed at each position is set according to the current risk level. In this embodiment, as shown in FIG. 9, the selection ratio is set so that the rate at which an item is determined gradually decreases as the risk level increases. Note that the selection ratio may also be set so that the rate at which an item is determined gradually increases as the risk level increases. Furthermore, the selection ratio may also be set so that the rate at which an item is determined is higher when the risk level is a predetermined value than when the risk level is other than the predetermined value. Furthermore, the selection ratio may also be set so that the rate at which an item is determined is lower when the risk level is a predetermined value than when the risk level is other than the predetermined value.
[0077] Furthermore, as shown in FIG. 9, the selection ratio is set so that the rate at which the first obstacle and the second obstacle are determined changes as the risk level increases. Note that the selection ratio may be set so that the rate at which the first obstacle and the second obstacle are determined gradually decreases as the risk level increases. Alternatively, the selection ratio may be set so that the rate at which the first obstacle and the second obstacle are determined gradually increases as the risk level increases. Alternatively, the selection ratio may be set so that the rate at which the first obstacle and the second obstacle are determined is higher when the risk level is a predetermined value than when the risk level is other than the predetermined value. Alternatively, the selection ratio may be set so that the rate at which the first obstacle and the second obstacle are determined is lower when the risk level is a predetermined value than when the risk level is other than the predetermined value.
[0078] 9, the selection ratio is set so that the rate at which an enemy robot is determined gradually increases as the danger level increases. Note that the selection ratio may also be set so that the rate at which an enemy robot is determined gradually decreases as the danger level increases. The selection ratio may also be set so that the rate at which an enemy robot is determined is higher when the danger level is a predetermined value than when the danger level is other than the predetermined value. The selection ratio may also be set so that the rate at which an enemy robot is determined is lower when the danger level is a predetermined value than when the danger level is other than the predetermined value.
[0079] In this embodiment, each system is provided with multiple types of game content. Once the system of game content to be placed at each location is determined, the specific type of game content is determined by lottery based on a detailed lottery table provided for each system.
[0080] FIG. 10 is a diagram illustrating an example of an item details lottery table. FIG. 10 shows an item details lottery table that is referenced when an item is determined as a type of game content. As shown in FIG. 10, the item details lottery table sets a selection ratio for each type of game content to be placed at each location depending on the current risk level. As shown in FIG. 10, in this embodiment, items provided include experience point items that can acquire experience points (described later), stamina recovery items that can restore the stamina of the control target object 102, time recovery items that can restore the time limit, equipment items that can acquire equipment, and treasure chests that can acquire multiple types of items.
[0081] Furthermore, in this embodiment, when an "equipment" is determined as the item to be placed, the rarity of the "equipment" is determined.
[0082] FIG. 11 is a diagram illustrating an example of a rarity lottery table. As shown in FIG. 11, in the rarity lottery table, a selection ratio is set for each rarity of "equipment" according to the current risk level. As shown in FIG. 11, in this embodiment, the selection ratio is set so that the higher the risk level, the higher the probability that a higher rarity will be selected. At this time, only the rarity of the "equipment" is determined, and the type of "equipment" has not yet been determined. As will be described in detail later, the type of "equipment" will be determined when the end condition of the score attack game in which the "equipment" is acquired is met.
[0083] Furthermore, when a first obstacle is determined as the type of game medium, a first obstacle detail lottery table (not shown) is referenced. In the first obstacle detail lottery table, a selection ratio is set so that the rate at which a first obstacle with high status values is determined gradually increases as the risk level increases. For example, the selection ratio is set so that the rate at which a first obstacle with high stamina is determined gradually increases as the risk level increases. Furthermore, for example, the selection ratio is set so that the rate at which a first obstacle with a large amount of damage that the operation target object 102 will receive in the event of a collision gradually increases as the risk level increases.
[0084] Furthermore, when a second obstacle is determined as the type of game medium, a second obstacle detail lottery table (not shown) is referenced. In the second obstacle detail lottery table, a selection ratio is set so that the rate at which a second obstacle with high status values is determined gradually increases as the risk level increases. For example, the selection ratio is set so that the rate at which a second obstacle with high stamina is determined gradually increases as the risk level increases. Furthermore, for example, the selection ratio is set so that the rate at which a second obstacle with a large amount of damage that the operation target object 102 will receive in the event of a collision gradually increases as the risk level increases.
[0085] Furthermore, when an enemy robot is determined as the type of game media, an enemy robot detail lottery table (not shown) is referenced. In the enemy robot detail lottery table, a selection ratio is set so that as the danger level increases, the probability that an enemy robot with high status values will be determined gradually increases. For example, the selection ratio is set so that as the danger level increases, the probability that an enemy robot with high stamina or attack power will be determined gradually increases. Furthermore, for example, the selection ratio is set so that as the danger level increases, the probability that an enemy robot that will receive greater damage to the control target object 102 in the event of a collision will be determined gradually increases.
[0086] In this way, once the placement of game content in the stage to be started and the type of game content to be placed at each position have been determined, item 104a, first obstacle 104b, second obstacle 104c, and enemy robot 104d are placed based on the determination, as shown in Figure 6.
[0087] 6, a moving distance display section 106 showing the current moving distance is displayed at the top of the game screen. A remaining time limit display section 108 showing the remaining time limit is displayed at the top of the game screen. A vitality display section 110 showing the current vitality of the operation target object 102 is displayed at the top of the game screen.
[0088] 6, a level display section 112 showing the current level of the control object 102 is displayed at the bottom of the game screen. In this embodiment, the level of the control object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, when the end condition of the score attack game is met, the level of the control object 102 is reset. In other words, immediately after the start of the score attack game, the level of the control object 102 is always set to the initial value (here, level 1).
[0089] In FIG. 6, since the score attack game has just started, it is notified that the control object 102 is at level 1. The level of the control object 102 increases within the upper limit each time the experience points acquired in the score attack game reach a preset value. Experience points can be acquired when a predetermined item is acquired, when a first obstacle is destroyed, when a second obstacle is destroyed, when an enemy robot is destroyed, when one stage is completed, etc.
[0090] In addition to the "equipment," the present embodiment also provides weapons that can be equipped to the operation target object 102. At the start of the score attack game, only one predetermined weapon (hereinafter also referred to as the initial weapon) is equipped to the operation target object 102. The initial weapon may be a weapon of a type that is set in advance, or may be a weapon of a type that is determined by lottery.
[0091] "Equipment" and "weapons" have in common that they can both be equipped to the control object 102. However, in this embodiment, they differ in that "equipment" can only be equipped to the control object 102 before the score attack game starts, whereas "weapons" can only be equipped to the control object 102 while the score attack game is being played.
[0092] In this embodiment, a maximum of six types of weapons can be equipped to the operation target object 102. As shown in FIG. 6, a first weapon display section 114a to a sixth weapon display section 114f are displayed at the bottom of the game screen. In each weapon display section, the weapon equipped to the operation target object 102 and the level of the weapon are displayed in a distinguishable manner. Also, as shown in FIG. 6, a weapon icon 102a indicating the equipped weapon is displayed near the operation target object 102.
[0093] FIG. 12 is a second diagram illustrating an example of a game screen. When the controllable object 102 is equipped with a weapon, an attack action corresponding to the weapon is executed. Note that an attack frequency is set for each weapon. For example, as shown in FIG. 12, bullets B are fired one after another from the weapon icon 102a based on the attack frequency. When bullets B hit an enemy robot 104d, the strength of the enemy robot 104d is subtracted. When the strength of the enemy robot 104d reaches 0, the enemy robot 104d is destroyed, and the controllable object 102 acquires a predetermined experience value. However, an attack action corresponding to a weapon selected by the player may be executed based on the player's operation. Alternatively, attack actions corresponding to each weapon may be continuously executed at a predetermined frequency corresponding to each weapon.
[0094] As shown in Fig. 12, the level display unit 112 displays a gauge that indicates the amount of experience points required to reach the next level. When the operation target object 102 acquires experience points, the gauge rises, as shown in Fig. 12. Then, when the gauge reaches its maximum value and the level of the operation target object 102 rises, the values of each status of the operation target object 102 are updated based on the level after the rise. Furthermore, when the level of the operation target object 102 rises, a level-up dialog 120 is displayed on the display 10.
[0095] 13 is a diagram illustrating an example of the level-up dialog 120. When the level of the operation target object 102 increases, a plurality of candidate weapons to be newly given to the operation target object 102 are determined by lottery. In the example shown in FIG. 13, three types of weapons are displayed as candidate weapons to be newly given to the operation target object 102.
[0096] As shown in FIG. 13, a cursor 122 is displayed in the level-up dialog 120. The player can move the cursor 122 to a position corresponding to one of the weapon candidates by operating the direction indicator 34. FIG. 13 shows a case where the cursor 122 is displayed at a position corresponding to "Weapon A." When the third button 32c is operated, it is determined that the selected weapon will be assigned to the operation target object 102.
[0097] In this embodiment, when the control object 102 acquires a weapon of the same type as a weapon that is already equipped, the level of the weapon increases within the upper limit. When the weapon level increases, the values of various statuses set for the weapon also increase. The statuses set for the weapon may include attack power, attack frequency, attack speed, etc.
[0098] On the other hand, when an unequipped weapon is selected, that weapon is newly equipped to the operation target object 102 at level 1. In other words, the player must carefully consider whether to adopt a strategy of increasing the levels of a small number of weapons, or to adopt a strategy of equipping a large number of weapons at low levels, thereby enabling an improvement in strategic play.
[0099] In this embodiment, the weapon equipped to the control object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, when the end condition of the score attack game is met, the weapon equipped to the control object 102 is reset. In other words, immediately after the start of the score attack game, the weapon equipped to the control object 102 becomes an initial weapon of level 1.
[0100] Furthermore, in this embodiment, when the control object 102 acquires an "equipment" item in the score attack game, the equipment cannot be immediately equipped to the control object 102. In other words, the "equipment" acquired in the score attack game can be equipped to the control object 102 on the equipment change screen (FIG. 5) after the score attack game has ended. However, when "equipment" is acquired in the score attack game, it may be possible to immediately equip the control object 102 with the equipment.
[0101] Then, when the end condition is met based on the lapse of a preset time limit, a first end notification effect is executed.
[0102] 14A is a diagram illustrating an example of the first end notification effect. As shown in FIG. 14A, when the end condition is met based on the elapse of a preset time limit, the first end notification effect is executed for a predetermined time, in which an image with the words "TIME UP" is displayed in the center of display 10.
[0103] Furthermore, when the end condition is met based on the fact that the stamina set for the operation target object 102 becomes 0, a second end notification effect is executed.
[0104] 14B is a diagram illustrating an example of the second end notification effect. As shown in FIG. 14B, when the end condition is met based on the fact that the stamina set for the control target object 102 becomes 0, the second end notification effect in which an image with the word "KO" written on it is displayed in the center of the display 10 is executed for a predetermined time.
[0105] FIG. 15 is a diagram illustrating an example of the result dialog 130. When the first end notification effect or the second end notification effect ends, the result dialog 130 shown in FIG. 15 is displayed on the display 10. As shown in FIG. 15, the result dialog 130 displays the play time for the current score attack game. The result dialog 130 also displays the score, which is the distance reached in the current score attack game. The result dialog 130 also displays the number of points awarded to the player as a reward for the current score attack game. If the third button 32c is operated while the result dialog 130 is displayed, the display of the result dialog 130 ends.
[0106] Furthermore, when the end condition is met, game result information including the play time and score of the current score attack game is transmitted from the player terminal 1 to the server 1000. The server 1000 ranks the multiple players based on their scores based on the received game result information. Note that the server 1000 may also rank the multiple players based on their play time based on the received game result information.
[0107] Furthermore, when the end condition is met, the type of "equipment" acquired during the score attack game is determined. As described above, the rarity of the "equipment" is already determined when the "equipment" is placed. Here, the type of "equipment" is determined by a predetermined lottery based on the rarity set for the "equipment" acquired by the control object 102.
[0108] FIG. 16 is a diagram illustrating an example of the status of equipment corresponding to the head body part. FIG. 17 is a diagram illustrating an example of the status of equipment corresponding to the leg body part. As shown in FIGS. 16 and 17, in this embodiment, a maximum value of the status is set for each type of equipment. Specifically, a maximum value is associated with at least one of the four statuses of defensive power, offensive power, stamina, and speed for each piece of equipment. Once the type of "equipment" is determined, the value of the status associated with the "equipment" is determined by lottery. At this time, for example, the value of the status associated with the equipment may be determined by multiplying the maximum value of the status associated with the equipment by a percentage determined by lottery (e.g., 100%, 80%, 70%, 60%) based on the maximum value of the status associated with the equipment.
[0109] As shown in Figures 16 and 17, each "equipment" has a selection ratio set so that the higher the rarity, the greater the number of skills that are imparted to it. Once the number of skills to be imparted is determined, the types of skills to be imparted are determined by a predetermined lottery. Note that for each type of "equipment," some skills may be more likely to be imparted and some may be less likely to be imparted.
[0110] As shown in Figures 16 and 17, equipment can be broadly classified into those in which the status value of speed is higher than that of attack power (equipment A-1 to A-3, E-1 to E-3, E-11 to E-13, E-21 to E-23), those in which the status value of speed is lower than that of attack power (equipment A-21 to A-23, A30), and those in which the status values of attack power and speed are the same (equipment A-11 to A-13).
[0111] For example, a higher value for the "speed" status indicates a faster movement speed of the controllable object 102. In other words, the higher the value of the "speed" status, the faster the background, obstacles, and other game content scroll from right to left on the display 10. In this embodiment, the movement distance is calculated by multiplying the movement speed of the controllable object 102, which is calculated based on the "speed" status, by the elapsed time since the start of the score attack game. In other words, when the movement speed of the controllable object 102 increases, the distance traveled per unit time increases compared to when the movement speed is slow, thereby enabling an improvement in the score. Furthermore, when the movement speed of the controllable object 102 increases, the danger level at the start of a predetermined stage becomes relatively lower compared to when the movement speed is slow, and therefore, relatively weak first obstacle 104b, second obstacle 104c, and enemy robot 104d are placed. This reduces the possibility of facing a strong enemy robot 104d, making it possible to reduce the possibility that the object to be operated 102 will be attacked by the strong enemy robot 104d, the strength of the object to be operated will be reduced to 0, and the end condition will be met.
[0112] Note that, when the "speed" status is set to a high value, the movement speed of the operation target object 102 when switching the traveling lane, i.e., the speed at which the operation target object 102 moves from one lane to another, may be increased. However, the movement speed of the operation target object 102 when switching the traveling lane may be kept constant regardless of the value of the "speed" status.
[0113] On the other hand, when the movement speed of the controllable object 102 increases, the difficulty of controlling the controllable object 102 may increase compared to when the movement speed is slow. In this case, the controllable object 102 is more likely to collide with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d, which increases the risk that its vitality will reach 0 and the end condition will be met. Also, there is a higher risk that the controllable object 102 will fail to obtain an item and will not be able to sufficiently increase its level. In this case, when the danger level increases, the controllable object 102 will be attacked by a powerful enemy robot 104d, which increases the risk that its vitality will reach 0 and the end condition will be met.
[0114] Furthermore, for example, if the status of "attack power" is set to a high value, it is possible to relatively suppress an increase in the movement speed of the operation target object 102. By suppressing an increase in the movement speed of the operation target object 102, it is possible to suppress an increase in the difficulty of operation. Furthermore, since the status of "attack power" is set to a high value, it becomes more likely that the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d will be destroyed by an attack from the operation target object 102.
[0115] This reduces the possibility that the operation target object 102 will collide with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d, and reduces the possibility that the stamina will become 0 and the end condition will be met. Also, since it is possible to reduce the possibility of failing to obtain an item, it becomes possible to sufficiently strengthen the level of the operation target object 102.
[0116] On the other hand, if the "attack power" status is set to a high value, the distance traveled per unit time will be reduced compared to when the movement speed is relatively fast, making it difficult to improve the score. Also, if the "attack power" status is set to a high value, the danger level at the start of a given stage will be relatively higher compared to when the movement speed is relatively fast, and therefore relatively strong first obstacle 104b, second obstacle 104c, and enemy robot 104d will be placed. As a result, if the "attack power" status is set to a high value, the possibility of confronting the strong enemy robot 104d increases, and there is an aspect in which there is an increased risk that the controllable object 102 will be attacked by the strong enemy robot 104d, the vitality of the controllable object 102 will be reduced to 0, and the end condition will be met.
[0117] That is, in this embodiment, there is a so-called trade-off between increasing the value of the "speed" status and increasing the value of the "attack power" status. If the "risk level" parameter is not provided, increasing the value of the "speed" status would increase the difficulty of operation and relatively accelerate the timing at which a powerful enemy robot 104d appears. Therefore, increasing the value of the "speed" status may not improve the score. On the other hand, in this embodiment, by providing a "risk level" parameter that increases over time, it becomes easier to increase the score without increasing the difficulty of operation. Thus, in this embodiment, by providing a "risk level" parameter that increases over time, it is possible to strengthen the trade-off between increasing the value of the "speed" status and increasing the value of the "attack power" status.
[0118] FIG. 18 is a diagram illustrating an example of an acquired equipment screen. After the display of the result dialog 130 (FIG. 15) has finished, the acquired equipment screen is displayed on the display 10. As shown in FIG. 18, the acquired equipment screen displays an equipment display section 140, a skill display section 142, and a status display section 144. The equipment display section 140 displays a list of equipment acquired in the score attack game and whose type has been determined as described above. Also, as shown in FIG. 18, a cursor 146 is displayed in the equipment display section 140. The player can move the cursor 146 by operating the direction indicator 34 to select one or more pieces of equipment. FIG. 18 shows a case where "Equipment A-3" is currently selected. Then, when the third button 32c is operated, an icon labeled "GET" is displayed on the selected equipment.
[0119] 18, the type of skill imparted to the equipment selected by the cursor 146 and the level of the skill are displayed in the skill display section 142. The example in FIG. 18 shows a case where both "Skill A-1" and "Skill B-1" are level 1.
[0120] Also, as shown in FIG. 18, the status display section 144 displays the type of equipment and the status of the equipment ("speed," "attack power," "defensive power," and "stamina") derived based on the skills assigned to the equipment.
[0121] Then, when the third button 32c is operated while the image labeled "Selection Complete" displayed in the equipment display section 140 is selected with the cursor 146, an equipment item with an icon labeled "GET" (in the case of Figure 18, "Equipment A-3") is given to the player.
[0122] On the other hand, equipment that does not display the "GET" icon ("Equipment B-2" in the case of FIG. 18) is sold, and points are awarded to the player as profits from the sale. It is possible to sell or acquire all of the equipment displayed in the equipment display section 140. However, a limit may be placed on the number of pieces of equipment that can ultimately be acquired in one score attack game, i.e., the number of pieces of equipment that can be selected in the equipment display section 140.
[0123] When the display of the acquired equipment screen is finished, the title screen (FIG. 4) is displayed on the display 10.
[0124] Next, we will explain the functional configuration of the player terminal 1 and the specific processing in the player terminal 1. 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 explained below, and explanations of other configurations and processing will be omitted.
[0125] (Functional Configuration of Player Terminal 1) 19 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 the score attack game, the CPU 12 stores various programs in the program storage area 14a.
[0126] The programs stored in the program storage area 14a include a game execution control program 500 and a display control program 502. Note that the programs shown in Fig. 19 are just an example, and the player terminal 1 is provided with many other programs in addition to these.
[0127] 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 game control unit 1A. The terminal game control unit 1A includes a game execution control unit 500a and a display control unit 502a.
[0128] Specifically, the CPU 12 runs the game execution control program 500 to cause the computer to function as a game execution control unit 500a. Similarly, the CPU 12 runs the game execution control program 500 to cause the computer to function as a display control unit 502a.
[0129] The data storage area 14b is provided with a player information storage unit 510 as a storage unit for storing data. Note that the above-mentioned storage units are examples, and the data storage area 14b is provided with many other storage units.
[0130] The game execution control unit 500a controls the overall progress of the game. For example, the game execution control unit 500a logs in to the game in response to a player's operation, and determines whether or not the overall game information of the game has been updated.
[0131] The display control unit 502a controls the display of images displayed on the display 10 in accordance with the player's operations and the progress of the game.
[0132] (Specific Processing of Player Terminal 1) 20 is a flowchart illustrating an example of game management processing in the player terminal 1. The game execution control unit 500a executes equipment setting processing (P2), which will be described in detail later.
[0133] The game execution control unit 500a also determines whether the third button 32c has been operated while the game start operation unit 42 (FIG. 4) is selected, i.e., whether a game start operation has been input (P1-1). As a result, if a game start operation has not been input (NO in P1-1), the game execution control unit 500a ends the game management process.
[0134] Furthermore, if a game start operation is input (YES at P1-1), the game execution control unit 500a executes a game process (P3) described below.
[0135] 21 is a flowchart illustrating an example of equipment setting processing in the player terminal 1. The game execution control unit 500a determines whether the third button 32c has been operated while the equipment change screen (FIG. 5) is displayed, that is, whether an equipment change operation has been input (P2-1). As a result, if an equipment change operation has not been input (NO in P2-1), the game execution control unit 500a ends the equipment setting processing.
[0136] Furthermore, when an equipment change operation is input (YES in P2-1), the game execution control unit 500a checks the skills and their levels imparted to each piece of equipment displayed in the equipment display unit 64 (P2-2). Furthermore, the game execution control unit 500a derives the level of each skill based on the check results in step P2-2 (P2-3). Specifically, the game execution control unit 500a derives the level of the skill in question as the sum of the levels of skills of overlapping types.
[0137] Furthermore, the game execution control unit 500a checks (P2-4) the status of each piece of equipment displayed in the equipment display unit 64. Furthermore, the game execution control unit 500a checks (P2-5) the rank of the player.
[0138] The game execution control unit 500a derives the status of the operation target object 102 based on the player's rank, the status of each piece of equipment displayed in the equipment display unit 64, and the level of each skill (P2-6).
[0139] The display control unit 502a updates the display of the equipment change screen (FIG. 5) based on the results of steps P2-3 to P2-6 (P2-7).
[0140] 22 is a flowchart illustrating an example of in-game processing in the player terminal 1. The game execution control unit 500a checks the status of the operation target object 102 derived in step S2-6 above (P3-1).
[0141] The game execution control unit 500a determines the game contents to be placed on each lane of the starting stage, and executes a placement process to place the determined game contents on each lane of the starting stage (P3-2).
[0142] Specifically, the game execution control unit 500a determines the number of divisions and the number of placements based on the current risk level and the relationship between the risk level, the number of divisions, and the number of placements shown in FIG. 7. Then, the game execution control unit 500a divides one 250-meter stage based on the determined number of divisions, and further divides each into small sections of 10 meters each. Then, for each small section, the game execution control unit 500a conducts a predetermined lottery to determine whether or not to place game contents on each of the four lanes. If the predetermined lottery results in the total number of game contents to be placed in each divided section being less than the respective placement numbers set in FIG. 7, a correction process is performed so that the total number of game contents to be placed in each divided section is equal to the respective placement numbers set in FIG. 7.
[0143] Furthermore, the game execution control unit 500a determines the type of game content to be placed at each location by referring to the type lottery table of FIG. 9 based on the current risk level. Furthermore, when an item is determined, the game execution control unit 500a determines the type of item to be placed by referring to the item details lottery table of FIG. 10 based on the current risk level. Furthermore, when an "equipment" is determined as the item to be placed, the game execution control unit 500a determines the rarity of the "equipment" by referring to the rarity lottery table of FIG. 11 based on the current risk level. In this embodiment, the placement process determines the rarity of the "equipment," and the specific type is determined at the end of the score attack game. However, the specific type may also be determined during the placement process.
[0144] Furthermore, when a first obstacle is determined as the type of game medium, the game execution control unit 500a determines the specific type of the first obstacle based on the current level of danger by referring to a first obstacle detail lottery table (not shown).
[0145] In addition, when a second obstacle is determined as the type of game medium, the game execution control unit 500a determines the specific type of the second obstacle based on the current level of danger by referring to a second obstacle detail lottery table (not shown).
[0146] Furthermore, when an enemy robot is determined as the type of game medium, the game execution control unit 500a determines the specific type of enemy robot based on the current danger level by referring to an enemy robot detailed lottery table (not shown).
[0147] Once the placement of game content in the stage to be started and the type of game content to be placed at each position have been determined in this manner, the game execution control unit 500a places the item 104a, the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d based on the determination.
[0148] The game execution control unit 500a executes an operation target object control process for controlling the movement of the operation target object 102 (P3-3).
[0149] Specifically, the game execution control unit 500a controls the movement of the operation target object 102 based on the status of the operation target object 102 and the operation input by the player. For example, the game execution control unit 500a slows down the movement speed of the operation target object 102 or switches the lane in which the operation target object 102 runs based on the operation input by the player. Furthermore, the game execution control unit 500a makes the operation target object 102 jump into the air based on the operation input by the player.
[0150] In addition, the display control unit 502a scrolls the background displayed on the display 10 and the game media placed on each lane according to the movement speed of the object to be operated 102, which is derived based on the value of the "speed" status of the object to be operated 102.
[0151] The game execution control unit 500a also controls attacks by the control target object 102.
[0152] Furthermore, the game execution control unit 500a activates a predetermined skill that has been given to the operation target object 102 when a predetermined condition is met.
[0153] The game execution control unit 500a executes an enemy object control process that controls the actions of the enemy robot (P3-4). Specifically, the game execution control unit 500a controls the movement of the enemy robot based on the type, level, and status value of the enemy robot placed in each lane. The game execution control unit 500a also controls attacks by the enemy robot based on the type, level, and status value of the enemy robot placed in each lane.
[0154] The game execution control unit 500a executes a collision determination process (P3-5). Specifically, the game execution control unit 500a determines whether or not the operation target object 102 has collided with the first obstacle 104b, the second obstacle 104c, or the enemy robot 104d. The game execution control unit 500a also determines whether or not an attack by the operation target object 102 has collided with the first obstacle 104b, the second obstacle 104c, or the enemy robot 104d. The game execution control unit 500a also determines whether or not an attack by the enemy robot 104d has collided with the operation target object 102.
[0155] For example, when the operation target object 102 collides with the first obstacle 104b, the game execution control unit 500a subtracts the vitality of the operation target object 102 based on the status values of the operation target object 102 and the first obstacle 104b. When the operation target object 102 collides with the second obstacle 104c, the game execution control unit 500a subtracts the vitality of the operation target object 102 based on the status values of the operation target object 102 and the second obstacle 104c. When the operation target object 102 collides with the enemy robot 104d, the game execution control unit 500a subtracts the vitality of the operation target object 102 based on the status values of the operation target object 102 and the status values of the enemy robot 104d. In addition, when the operation target object 102 collides with an attack from the enemy robot 104d, the game execution control unit 500a subtracts the stamina of the operation target object 102 based on the status value of the operation target object 102 and the status value of the enemy robot 104d.
[0156] Furthermore, when the attack of the control object 102 collides with the first obstacle 104b, the game execution control unit 500a subtracts the vitality of the first obstacle 104b based on the status values of the control object 102 and the first obstacle 104b. When the attack of the control object 102 collides with the second obstacle 104c, the game execution control unit 500a subtracts the vitality of the second obstacle 104c based on the status values of the control object 102 and the second obstacle 104c. When the attack of the control object 102 collides with the enemy robot 104d, the game execution control unit 500a subtracts the vitality of the enemy robot 104d based on the status values of the control object 102 and the enemy robot 104d.
[0157] In the present embodiment, the presence or absence of a collision is determined, and if a collision is determined, the stamina is subtracted. However, the present invention is not limited to this. For example, if it is determined that the distance between the operation target object 102 and an enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has decreased to a certain distance, the game execution control unit 500a may subtract the stamina of the operation target object 102. Furthermore, if it is determined that the distance between the attack of the operation target object 102 and the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has decreased to a certain distance, the game execution control unit 500a may subtract the stamina of the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d). In addition, when it is determined that the distance between the operation target object 102 and the attack of the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has become a certain distance, the game execution control unit 500a may subtract the stamina of the operation target object 102.
[0158] Furthermore, an attack by an enemy object (the first obstacle 104b, the second obstacle 104c, or the enemy robot 104d) may be provided that puts the operation target object 102 in a so-called poisoned state. In this case, the game execution control unit 500a may continuously reduce the vitality of the operation target object 102 until the poisoned state of the operation target object 102 is released.
[0159] The game execution control unit 500a destroys the first obstacle 104b, the second obstacle 104c, or the enemy robot 104d whose stamina has become 0 as a result of the subtraction, and acquires experience points.
[0160] Furthermore, when the control target object 102 comes into contact with various items placed on the lane or various items dropped by the first obstacle, the second obstacle, an enemy robot, or the like, the game execution control unit 500a causes the control target object 102 to acquire the item. For example, when an experience point item is acquired, the game execution control unit 500a adds experience points corresponding to the acquired experience point item to the cumulative experience point value. When a stamina recovery item is acquired, the game execution control unit 500a restores the stamina of the control target object 102. When a time recovery item is acquired, the game execution control unit 500a increases the remaining time limit. When an "equipment" is acquired as an item, the game execution control unit 500a stores the rarity of the "equipment."
[0161] The game execution control unit 500a executes a level management process (P3-6). Specifically, the game execution control unit 500a determines whether the experience points acquired in the score attack game have reached a preset specified value. If the experience points have reached the preset specified value, the game execution control unit 500a raises the level of the operation target object 102 within the range of the upper limit value. Then, based on the raised level, the game execution control unit 500a updates (raise) the statuses ("speed," "attack power," "defense power," and "stamina") of the operation target object 102.
[0162] The game execution control unit 500a performs a time management process to manage the time limit (P3-7). Specifically, the game execution control unit 500a subtracts the time limit. Furthermore, the game execution control unit 500a increases the time limit when a predetermined item is acquired or a predetermined skill is activated.
[0163] The game execution control unit 500a executes a distance management process to manage the movement distance of the object to be controlled 102 based on the value of the "speed" status of the object to be controlled 102 and the elapsed time since the start of the score attack game (P3-8).
[0164] The game execution control unit 500a executes a risk management process to update the risk level based on the elapsed time from the start of the score attack game (P3-9). That is, the game execution control unit 500a updates the risk level in accordance with the elapsed time based on the relationship between the elapsed time and the risk level defined in FIG.
[0165] The display control unit 502a executes a display update process that manages the display of various images on the display 10 (P3-10).
[0166] The display control unit 502a determines whether the level has increased in step P3-6 (P3-11). As a result, if the level has increased (YES in P3-11), the display control unit 502a displays a level-up dialogue 120 (FIG. 13) on the display 10. At this time, the game execution control unit 500a determines, by lottery, a plurality of candidate weapons to be newly assigned to the operation target object 102. That is, when the level-up dialogue 120 (FIG. 13) is displayed on the display 10, the player can select one of the candidate weapons to be newly assigned to the operation target object 102.
[0167] The game execution control unit 500a executes a weapon equipment process (P3-13) to equip the operation target object 102 with a weapon of the type selected by the player in the level-up dialogue 120 (FIG. 13). Specifically, when a weapon of the same type as a weapon already equipped on the operation target object 102 is acquired, the game execution control unit 500a raises the level of the weapon within the upper limit value range. Furthermore, when a weapon of a type not yet equipped on the operation target object 102 is selected, the game execution control unit 500a newly equips the operation target object 102 with the weapon at level 1. Note that in this embodiment, the weapon equipped on the operation target object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, when the end condition of the score attack game is met, the weapon equipped on the operation target object 102 is reset.
[0168] The game execution control unit 500a determines whether the travel distance calculated in step P3-8 has reached a specified distance (P3-14). Specifically, the game execution control unit 500a determines whether the travel distance calculated in step P3-8 is a multiple of 250 m, which is the distance required to complete one stage. If the specified distance has been reached (YES in P3-14), the process returns to step P3-2, where the game contents to be placed in each lane in the next stage are determined and placement processing is executed to place the determined game contents.
[0169] If the specified distance has not been reached (NO in P3-14), the game execution control unit 500a determines whether a predetermined end condition has been met (P3-15). If the end condition has not been met (NO in P3-15), the game execution control unit 500a proceeds to step P3-3.
[0170] Furthermore, if the termination condition is met (YES in P3-15), the game execution control unit 500a executes termination processing. Specifically, the game execution control unit 500a determines the type, status, number of skills, and skill content of the "equipment" acquired during the score attack game by lottery. Furthermore, the display control unit 502a executes a first end notification effect (FIG. 14A) or a second end notification effect (FIG. 14B) on the display 10. Then, when the first end notification effect or the second end notification effect ends, the display control unit 502a displays a result dialog 130 (FIG. 15) on the display 10. As a result, the "equipment" acquired during the score attack game can be equipped to the operation target object 102 on the equipment change screen (FIG. 5) after the score attack game ends.
[0171] 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.
[0172] (Computer-implemented processing) The information processing program may cause the computer to perform the following processes.
[0173] A process of moving and displaying an operation target object (in the above embodiment, as an example, the operation target object 102) within the game field based on an operation input by the player (in the above embodiment, as an example, P3-3, P3-10). A process (P3-8 in the above embodiment, as an example) of updating a specific point (the distance traveled in the above embodiment, as an example) based on a first parameter (the value of the "speed" status in the above embodiment, as an example) associated with the object to be operated until a game end condition (the stamina set for the object to be operated 102 reaches 0, or a preset time limit has elapsed) is met, which includes updating a predetermined parameter associated with the object to be operated to a predetermined value (in the above embodiment, as an example, the stamina of the object to be operated 102 is 0). A process of updating predetermined parameters (P3-5 in the above embodiment, as an example) when the object to be operated and an obstacle object placed in the game field (in the above embodiment, as an example, the first obstacle, the second obstacle, and the enemy robot) satisfy a predetermined condition (in the above embodiment, when it is determined that a collision has occurred). When an attack object (in the above embodiment, for example, an attack by a weapon) associated with the object to be operated and an obstacle object satisfy a predetermined condition (in the above embodiment, when it is determined that they have collided), a process (in the above embodiment, for example, P3-5) is performed to update a specific parameter (in the above embodiment, for example, stamina) associated with the obstacle object based on a second parameter (in the above embodiment, for example, the value of the ``attack power'' status) associated with the object to be operated. When a special condition (in the above embodiment, as an example, when "equipment" is placed as an item, or when it drops with a predetermined probability when the first obstacle, the second obstacle, or the enemy robot is destroyed) is met, a process (in the above embodiment, as an example, P3-2) is performed that makes it possible for the object to be operated to acquire at least one of multiple types of predetermined objects (in the above embodiment, as an example, equipment) including a first predetermined object (in the above embodiment, as an example, equipment A-21 to A-23, A30) and a second predetermined object (in the above embodiment, as an example, equipment A-1 to A-3, E-1 to E-3, E-11 to E-13, E-21 to E-23). A process of accepting a selection operation by the player to associate up to a predetermined number of the acquired predetermined objects with the operation target object (P2 in the above embodiment, as an example). A process in which, when a first predetermined object is associated with an object to be operated, the second parameter is increased more than the first parameter, and, when a second predetermined object is associated with an object to be operated, the first parameter is increased more than the second parameter (in the above embodiment, as an example, P2-6).
[0174] Note that, when a special condition is satisfied, at least one of a plurality of types of predetermined objects including the first predetermined object and the second predetermined object may be purchased by consuming in-game currency, etc. Furthermore, for example, when a predetermined task in the game (for example, reaching a predetermined high score) is accomplished, the special condition may be satisfied.
[0175] It is also possible to configure the system so that when the controllable object 102 is equipped with a predetermined piece of equipment, the final second parameter (the status value of "attack power") of the controllable object 102 always exceeds the first parameter (the status value of "speed"). It is also possible to configure the system so that when the controllable object 102 is equipped with a predetermined piece of equipment, the final first parameter (the status value of "speed") of the controllable object 102 always exceeds the second parameter (the status value of "attack power").
[0176] The process of accepting a selection operation by the player to associate up to a predetermined number of acquired predetermined objects with the operation target object may accept the selection operation by the player before the start of the game (P2 in the above embodiment, as an example).
[0177] The predetermined object may be associated with at least one of a plurality of types of effects (skills, for example, in the above embodiment) that provide an advantage in the game. The information processing program may cause the computer to perform a process (P3-3 in the above embodiment, as an example) that enables an effect associated with a predetermined object selected by a selection operation by the player to be activated during the game.
[0178] The information processing program may cause the computer to perform a process (in the above embodiment, as an example, P2-6, P3-1) to enhance the effect when multiple specified objects are associated with the object to be operated and the effects associated with each of the multiple specified objects associated with the object to be operated overlap.
[0179] The information processing program may cause the computer to execute a process of determining by lottery the type of effect to be associated with a predetermined object (P3-16 in the above embodiment, as an example). The information processing program may cause the computer to perform a process (P3-16, in the above embodiment, as an example) of determining by lottery the value of a specified parameter (in the above embodiment, as an example, the status of equipment) to be associated with a specified object. The information processing program may cause the computer to perform a process (in the above embodiment, P2-6 and P3-1 as examples) of increasing at least one of a first parameter and a second parameter associated with the object to be operated based on a predetermined parameter associated with the predetermined object.
[0180] The game end condition may further include the expiration of a time limit. The first parameter may indicate a moving speed of the operation target object. The specific point may indicate the moving distance of the operation target object.
[0181] The information processing program may cause the computer to perform a process of updating the value of a special parameter (in the above embodiment, as an example, the risk level) based on the passage of a specified time (in the above embodiment, as an example, P3-9). The information processing program may cause the computer to perform a process of determining the content of obstacle objects to be placed within a range from a specified distance to a certain distance ahead (in the above embodiment, 250 m, which is the distance required to complete one stage) based on the value of a special parameter when the object to be operated reaches a specified distance (in the above embodiment, P3-2 is an example). When the value of the special parameter is equal to or greater than a specific value, the possibility of a collision between the object to be operated and an obstacle object may be higher than when the value of the special parameter is less than the specific value (in the above embodiment, as an example, FIG. 9, i.e., when the risk level is high, the rate at which items are selected is lower).
[0182] The information processing program may cause the computer to perform a process (in the above embodiment, as an example, P3-6, P3-11 to P3-13) of increasing the level associated with the object to be operated in accordance with a predetermined update condition (in the above embodiment, as an example, when the experience value reaches a predetermined value). The information processing program may cause the computer to perform a process (in the above embodiment, as an example, P3-6, P3-11 to P3-13) of increasing the operation target parameters associated with the operation target object, which include at least the first parameter and the second parameter, based on the increase in level. The information processing program may cause the computer to perform a process (in the above embodiment, as an example, P3-6, P3-11 to P3-13) that allows the player to select an attack object to associate with the object to be controlled from among multiple types of attack objects, based on an increase in the level associated with the object to be controlled. The information processing program may cause the computer to perform a process of associating an attack object selected by the player with an operation target object (P3-6, P3-11 to P3-13 in the above embodiment, as an example).
[0183] The information processing program may cause the computer to perform a process of strengthening an attack object (as an example, P3-11 to P3-13 in the above embodiment) when an attack object already associated with the object to be operated is selected by the player.
[0184] The process of making an attack object selectable by the player may involve determining the attack object selectable by the player by lottery (P3-11 to P3-13 in the above embodiment, as an example).
[0185] 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 by the player terminal 1 may be executed by the server 1000. Similarly, in the above embodiment, the processing executed by the server 1000 may be executed by the player terminal 1.
[0186] In the above embodiment, an information processing system S, which is a client-server system, performs each of the above information processes. Also, in the above embodiment, the server 1000 and the player terminal 1 constitute a game device G. However, the function of the server 1000 in the above embodiment may be provided in the player terminal 1. In this case, a communication function is not essential, and the player terminal 1 functions as the game device G.
[0187] 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]
[0188] 1. Player terminal 1000 servers G Game Device S Information Processing System
Claims
1. a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; An information processing program that causes a computer to carry out the following.
2. The process of receiving the selection operation by the player to associate up to the predetermined number of the acquired predetermined objects with the operation target objects includes: Accepting the selection operation by the player before the start of the game; The information processing program according to claim 1 .
3. At least one of a plurality of types of effects that provide an advantage in the game is associated with the predetermined object; a process of enabling the effect associated with the predetermined object selected by the player's selection operation to be activated during the game; causing the computer to perform 3. The information processing program according to claim 1.
4. a process of strengthening the effect when a plurality of predetermined objects are associated with the operation target object and the effects associated with the plurality of predetermined objects associated with the operation target object overlap; causing the computer to perform The information processing program according to claim 3 .
5. a process of determining by lottery the type of effect to be associated with the predetermined object; a process of determining by lottery a value of a predetermined parameter to be associated with the predetermined object; a process of increasing at least one of the first parameter and the second parameter associated with the operation target object based on the predetermined parameter associated with the predetermined object; causing the computer to perform The information processing program according to claim 3 .
6. The game end condition further includes the expiration of a time limit; the first parameter indicates a moving speed of the operation target object; The specific point indicates a moving distance of the operation target object.
3. The information processing program according to claim 1.
7. updating the value of the special parameter based on the lapse of a predetermined time; a process of determining the type of obstacle object to be placed within a range from the specified distance to a certain distance ahead, based on the value of the special parameter when the operation target object reaches the specified distance; causing the computer to execute When the value of the special parameter is equal to or greater than a specific value, the possibility of a collision between the operation target object and the obstacle object is higher than when the value of the special parameter is less than the specific value. The information processing program according to claim 6.
8. a process of increasing a level associated with the operation target object in accordance with a predetermined update condition; a process of increasing operation target parameters associated with the operation target object, the operation target parameters including at least the first parameter and the second parameter, based on the increase in the level; a process of allowing a player to select an attack object to be associated with the operation target object from among a plurality of types of attack objects based on an increase in the level associated with the operation target object; a process of associating the attack object selected by the player with the operation target object; causing the computer to perform 3. The information processing program according to claim 1.
9. a process of strengthening the attack object when the attack object already associated with the operation target object is selected by a player; causing the computer to perform The information processing program according to claim 8.
10. The process of making the attack object selectable by the player includes: determining the attack object selectable by the player by lottery; The information processing program according to claim 8.
11. 1. An information processing method performed by one or more computers, comprising: The computer a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; An information processing method for carrying out the above.
12. An information processing system comprising one or more computers, The computer a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; An information processing system that carries out the above.
13. one or more computers; The computer a process of moving and displaying an operation target object within a game field based on an operation input by a player; updating a specific point based on a first parameter associated with the operation object until a game end condition is met, the first parameter being updated to a predetermined value; a process of updating the predetermined parameters when the operation target object and an obstacle object placed in the game field satisfy a predetermined condition; a process of updating a specific parameter associated with the obstacle object based on a second parameter associated with the operation target object when the attack object associated with the operation target object and the obstacle object satisfy the predetermined condition; a process of making it possible for the operation target object to acquire at least one of a plurality of types of predetermined objects including a first predetermined object and a second predetermined object when a special condition is satisfied; a process of receiving a selection operation by a player to associate up to a predetermined number of the acquired predetermined objects with the operation target object; a process of increasing the second parameter more than the first parameter when the first predetermined object is associated with the operation target object, and increasing the first parameter more than the second parameter when the second predetermined object is associated with the operation target object; A game device that performs the above.
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