program

The game program facilitates damage prediction through combo inputs, enhancing strategic planning by displaying predicted outcomes, addressing the challenge of unpredictability in video game attacks.

JP2026079316APending Publication Date: 2026-05-15CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-10-30
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Players in video games struggle to predict the damage inflicted by special attacks, making it difficult to strategize effectively.

Method used

A game program that allows players to input a series of commands for combos, with the system displaying predicted parameter changes, such as damage and stamina, based on these inputs, enabling better tactical planning.

Benefits of technology

Enables players to accurately predict the outcome of combos, allowing for more effective gameplay strategies and improved decision-making.

✦ Generated by Eureka AI based on patent content.

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Abstract

The objective of this invention is to provide a program that allows the player to predict the amount of increase or decrease in parameters. [Solution] The present invention is a game program in which one or more first characters and one or more second characters engage in battle. One or more first characters or one or more second characters can perform a first combo by successively using multiple techniques. The program causes the computer's control unit to display predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo.
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Description

Technical Field

[0001] The present invention relates to a program.

Background Art

[0002] In the field of games, for example, a video game processing apparatus described in Patent Document 1 is known. In this video game processing apparatus, a player character (a character operated by a player) and an enemy character (a character controlled according to a video game processing program) are displayed on a game screen (on a game field). Further, a brave value display area for displaying the brave value (a value serving as a calculation standard for attack power) of each character and an HP gauge for displaying the life value (HP) of each character are displayed. When the player character and the enemy character attack each other, the player and the enemy character decrease each other's life values.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, a player plays a game while predicting the damage given by a player character to an enemy character. Prediction of damage is left to the player's rule of thumb. In particular, when a player character attacks an enemy character by a special attack method, it has been difficult for the player to predict the damage.

[0005] Therefore, an object of the present invention is to provide a program that allows a player to predict the increase or decrease amount of parameters.

Means for Solving the Problems

[0006] The first aspect is, A game program in which one or more first characters and one or more second characters engage in battle, The one or more first characters or the one or more second characters can perform a first combo in which they perform multiple techniques in succession. The aforementioned program is transmitted to the computer's control unit, The system displays predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo. It is a program.

[0007] The second aspect is, The first combo is an action in which the player of one or more first characters inputs a first command or an M command in succession, causing the one or more first characters to perform multiple techniques in succession. M is an integer greater than or equal to 2, The Nth command entered by the player is defined as the Nth command. N is an integer between 2 and M, In the first combo, the Nth command satisfies a first predetermined condition in relation to at least one of the first command to the N-1th command. This is the program described on the first side.

[0008] The third aspect is, The first combo is an action in which the player of one or more first characters inputs a first command or an M command in succession, causing the one or more first characters to perform multiple consecutive attacks against the one or more second characters. When the first combo is performed, the one or more second characters are unable to defend against the multiple attacks. This is the program described on the second side.

[0009] The fourth aspect is, The program is controlled by the control unit of the computer. The predicted damage values ​​to be received by the first combo are displayed. This is the program described on the third side.

[0010] The fifth aspect is, The program is controlled by the control unit of the computer. The predicted values ​​of the parameters consumed by the one or more first characters in the first combo are displayed. This is the program described in the third or fourth aspect.

[0011] The sixth aspect is, The first predetermined condition includes that the Nth command is entered by the player within a predetermined time after the N-1th command is entered by the player. This is a program described in either the second or fifth aspect.

[0012] The seventh aspect is, The program is controlled by the control unit of the computer. Based on the player's actions, the system will acquire first combo information regarding the first combo before the battle. The program is one of the programs described in Aspect 1 through Aspect 6.

[0013] The eighth side is, The aforementioned one or more first characters can perform a second combo in which they use multiple techniques in succession. The program is controlled by the control unit of the computer. The player's actions allow the second combo information regarding the second combo to be acquired before the battle. The system can display predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo, and can also display predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the second combo. The program described in the seventh aspect.

[0014] The ninth aspect is that the program causes the control device of the computer to switch and display, according to the operation of the player, the predicted value of the increase or decrease of the parameter of the one or more first characters generated by the first combo and / or the predicted value of the increase or decrease of the parameter of the one or more second characters, and the predicted value of the increase or decrease of the parameter of the one or more first characters generated by the second combo and / or the predicted value of the increase or decrease of the parameter of the one or more second characters. The program described in the eighth aspect.

[0015] The tenth aspect is that the game is a puzzle game in which when the positional relationship of a plurality of objects satisfies a second predetermined condition, a disappearance process in which the plurality of objects disappear simultaneously is executed, the first combo is an operation in which a plurality of the disappearance processes are continuously executed. The program described in the first aspect.

[0016] The eleventh aspect is that the program causes the control device of the computer to display the predicted value of the damage received by the one or more second characters by the first combo. The program described in the tenth aspect.

Advantages of the Invention

[0017] According to the present invention, a player can predict the amount of increase or decrease of a parameter.

Brief Description of the Drawings

[0018] [Figure 1] FIG. 1 is a block diagram of systems 1, 1a to 1e. [Figure 2] FIG. 2 is a block diagram of computers 10-1 and 10-2. [Figure 3]Figure 3 is a block diagram of server 110. [Figure 4] Figure 4 shows the image displayed on the display 20 of computer 10-1. [Figure 5] Figure 5 is a flowchart of the operations performed by the control unit 12 of computer 10-1. [Figure 6] Figure 6 shows flowcharts executed by the control unit 12 of computer 10-1, the control unit 12 of computer 10-2, and the control unit 112 of server 110. [Figure 7] Figure 7 is a flowchart of the operations performed by the control unit 12 of computer 10-1. [Figure 8] Figure 8 shows the image displayed on the display 20 of computer 10-1. [Figure 9] Figure 9 is a flowchart of the operations performed by the control unit 12 of computer 10-1. [Figure 10] Figure 10 is a flowchart of the operations performed by the control unit 12 of computer 10-1. [Figure 11] Figure 11 shows the image displayed on the display 20 of computer 10-1. [Figure 12] Figure 12 shows the image displayed on the display 20 of computer 10-1. [Figure 13] Figure 13 shows the image displayed on the display 20 of computer 10-1. [Figure 14] Figure 14 shows the image displayed on the display 20 of computer 10-1. [Figure 15] Figure 15 shows the image displayed on the display 20 of computer 10-1. [Figure 16] Figure 16 shows the image displayed on the display 20 of computer 10-1. [Modes for carrying out the invention]

[0019] (Embodiment) System 1 according to an embodiment of this disclosure will be described with reference to the drawings.

[0020] [System 1 Structure] First, I will explain the overall configuration of System 1 with reference to the diagram. Figure 1 is a block diagram of System 1, 1a to 1e.

[0021] System 1, shown in Figure 1, comprises computers 10-1 and 10-2, and a server 110. Computers 10-1 and 10-2 are connected to the server 110 in a communicative manner. The network is the internet, an intranet, or the like.

[0022] Computers 10-1 and 10-2 are information processing devices used by Player A and Player B, respectively. Each of these computers is owned by Player A and Player B. Computers 10-1 and 10-2 are, for example, smartphones, tablet devices, home game consoles, portable game consoles, or personal computers. Player A and Player B can each play games using computers 10-1 and 10-2.

[0023] Server 110 is a computer. Server 110 provides responses to requests from computers 10-1 and 10-2. Server 110 is a game server for computers 10-1 and 10-2 to play communication games.

[0024] [Structure of Computer 10-1, 10-2] Next, the structure of computers 10-1 and 10-2 will be explained with reference to the diagrams. Figure 2 is a block diagram of computers 10-1 and 10-2. The structure of computer 10-2 is the same as that of computer 10-1. Therefore, the structure of computer 10-1 will be explained below, and the explanation of the structure of computer 10-2 will be omitted.

[0025] As shown in Figure 2, the computer 10-1 includes a control unit 12, a storage device 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, and an operation unit 26.

[0026] The storage device 14 stores programs and data. The storage device 14 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).

[0027] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers or apps)

[0028] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of information processing)

[0029] The control device 12 realizes the functions of the computer 10-1 by executing the program stored in the storage device 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0030] The control device 12 includes a predicted value display means 120 and a combo information acquisition means 122 as functional blocks.

[0031] The network interface 16 controls communication between computer 10-1 and external devices. The external devices are computer 10-2 and server 110.

[0032] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control unit 12. The display 20 is either a liquid crystal display or an organic EL (Electro-Luminescence) display. The display 20 may be detachable from the computer 10-1, or it may not be part of the computer 10-1.

[0033] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12.

[0034] The operation unit 26 generates operation information based on the actions of player A and outputs the operation information to the control device 12. The operation unit 26 may be, for example, a gamepad, a touch panel, a keyboard or mouse, or a combination thereof. In this embodiment, the operation unit 26 is a gamepad.

[0035] [Structure of Server 110] Next, the structure of server 110 will be explained with reference to the diagram. Figure 3 is a block diagram of server 110.

[0036] Server 110 is a game server. Server 110 comprises a control unit 112, a storage device 114, and a network interface 116.

[0037] The storage device 114 stores programs and data. The storage device 114 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk).

[0038] The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)

[0039] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of information processing)

[0040] The control device 112 implements the functions of the server 110 by executing the program stored in the storage device 114. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)

[0041] The network interface 116 controls communication between the server 110 and external devices. The external devices are computers 10-1 and 10-2.

[0042] [System 1 Operation] Next, the operation of System 1 will be explained with reference to the diagrams. Figure 4 shows the image displayed on the display 20 of computer 10-1. Figures 5 and 7 are flowcharts executed by the control unit 12 of computer 10-1. Figure 6 is a flowchart executed by the control unit 12 of computer 10-1, the control unit 12 of computer 10-2, and the control unit 112 of server 110.

[0043] The control unit 12 of computer 10-1 reads the game program PG stored in the memory device 14, and these program PGs cause the control unit 12 of computer 10-1 to execute the operations described below. The program PGs cause the control unit 12 of computer 10-1 to execute the predicted value display means 120 and the combo information acquisition means 122.

[0044] First, an overview of the operation of System 1 will be explained with reference to Figure 4. As shown in Figure 4, the game is a fighting game in which the first character C1 and the second character C2 battle each other. Specifically, Player A controls the first character C1 using the control unit 26 of Computer 10-1. Player B controls the second character C2 using the control unit 26 of Computer 10-2.

[0045] Character 1, C1, has 1 hit point (HP), which represents C1's life force. Character 2, C2, has 2 hit points (HP), which represents C2's life force. When Character 1, C1 attacks Character 2, C2's HP decreases by dealing damage to C2. When Character 2, C2 attacks Character 1, C1's HP decreases by dealing damage to C1. If Character 2, C2's HP decreases to 0 before Character 1, C1's HP decreases to 0, Character 1, C1 wins. If Character 1, C1's HP decreases to 0 before Character 2, C2's HP decreases to 0, Character 2, C2 wins.

[0046] Furthermore, the first character C1 can defend against an attack by the second character C2. In this case, the first character C1 will not take damage, or the damage taken by the first character C1 will be reduced. That is, its hit points (HP1) will not decrease, or the amount of decrease in hit points (HP1) will be reduced. Similarly, the second character C2 can defend against an attack by the first character C1. In this case, the second character C2 will not take damage, or the damage taken by the second character C2 will be reduced. That is, its hit points (HP2) will not decrease, or the amount of decrease in hit points (HP2) will be reduced. In this specification, if the first character C1 attacks the second character C2, who is not defending, and inflicts damage on the second character C2, this is referred to as a successful attack by the first character C1.

[0047] By the way, in the fighting game of this embodiment, combos are set. In this specification, a combo includes a first combo and a second combo. The first character C1 can perform a first combo, which involves performing multiple moves in succession. A combo is, for example, when the first character C1 quickly connects multiple attacks, resulting in multiple attacks by the first character C1 succeeding in succession. When a combo is successful, the hit points HP2 of the second character C2 are greatly reduced.

[0048] Here, Player A battles while predicting how much the second character C2's hit points (HP2) will decrease (i.e., damage) if the first combo is successful. However, the damage prediction is left to Player A's experience. Therefore, if Player A is a beginner, it will be difficult for them to predict the damage.

[0049] Therefore, the control device 12 (predicted value display means 120) of the computer 10-1 displays on the display 20 the predicted value Δ1 of the increase or decrease in the hit points HP2 (parameter) of the second character C2 caused by the first combo. In this embodiment, the control device 12 (predicted value display means 120) of the computer 10-1 displays the predicted value Δ1 of the damage that the second character C2 receives from the first combo. The predicted value Δ1 of the damage that the second character C2 receives is the amount of decrease in hit points HP2. At this time, the control device 12 (predicted value display means 120) of the computer 10-1 also displays the command CM1 of the first combo on the display 20. Command CM1 indicates that in order to successfully execute the first combo, it is necessary to input the commands in the following order: crouching weak punch, crouching weak punch, crouching weak punch, and weak uppercut.

[0050] Next, we will explain the details of the operation of System 1 with reference to Figures 5 to 7.

[0051] Player A registers the command CM1 for the first combo with the computer 10-1. Specifically, before the start of the battle, Player A inputs the command CM1 for the first combo using the operation unit 26 of the computer 10-1. As a result, the control unit 12 (combo information acquisition means 122) of the computer 10-1 acquires the first combo information I1 related to the first combo before the battle, based on Player A's operation (step S1). The first combo information I1 includes the name of the first combo and the command CM1. Furthermore, the control unit 12 of the computer 10-1 stores the first combo information I1 related to the first combo in the storage device 14 (step S2).

[0052] Next, the control unit 12 of computer 10-1 determines whether or not to start the battle (step S3). In step S3, the control unit 12 of computer 10-1 determines whether or not it has received notification from server 110 that a battle between player A and player B has been set up by server 110. If the control unit 12 of computer 10-1 has received the notification, it determines to start the battle. In this case, the process proceeds to step S4. If the control unit 12 of computer 10-1 has not received the notification, it determines not to start the battle. In this case, the process returns to step S3.

[0053] When a battle begins, computers 10-1 and 10-2 are connected to each other via server 110 in a peer-to-peer manner, enabling communication between them. Then, the control device 12 of computer 10-1 proceeds with the battle between the first character C1, operated by player A, and the second character C2, operated by player B (step S4). The details of step S4 will be explained below with reference to Figure 6.

[0054] Player A operates the first character C1 by operating the control unit 26 of computer 10-1. The control unit 12 of computer 10-1 acquires player A's operation information in response to player A's operation. The control unit 12 of computer 10-1 then transmits player A's operation information to computer 10-2 via the network interface 16 through server 110. In response, the network interface 16 of computer 10-2 receives player A's operation information and outputs it to the control unit 12. As a result, the control unit 12 of computer 10-2 acquires player A's operation information.

[0055] Meanwhile, Player B operates the second character C2 by operating the control unit 26 of Computer 10-2. The control unit 12 of Computer 10-2 acquires Player B's operation information in response to Player B's operation. The control unit 12 of Computer 10-2 then transmits Player B's operation information to Computer 10-1 via the network interface 16 through Server 110. In response, the network interface 16 of Computer 10-1 receives Player B's operation information and outputs it to the control unit 12. As a result, the control unit 12 of Computer 10-1 acquires Player B's operation information.

[0056] As described above, the control unit 12 of computer 10-1 transmits and receives operation information of player A and player B via the network interface 16 (step S21). The control unit 12 of computer 10-2 transmits and receives operation information of player A and player B via the network interface 16 (step S41). In addition, the control unit 112 of server 110 transmits and receives operation information of player A and player B via the network interface 116 (step S31).

[0057] Next, the control unit 12 of the computer 10-2 performs calculation processing based on the operation information of player A and player B (step S22). In step S22, the control unit 12 of the computer 10-2 operates the first character C1 and the second character C2 based on the operation information of player A and player B, and also calculates the damage of the first character C1 and the second character C2. The control unit 12 of the computer 10-2 then executes step S42. However, since step S42 is the same as step S22, its explanation is omitted.

[0058] Next, the control unit 12 of computer 10-1 retrieves the first combo information I1 stored in the memory device 14 (step S24). Then, based on the first combo information I1, the control unit 12 of computer 10-1 calculates a predicted value Δ1 for the decrease in the hit points HP2 of the second character C2 when the first combo is successful (step S25). Specifically, the memory device 14 stores as damage information the amount by which the hit points HP2 of the second character C2 decreases when each of the multiple types of attacks that the first character C1 can perform is successful. Therefore, the control unit 12 of computer 10-1 can calculate the amount by which the hit points HP2 of the second character C2 decreases when the multiple types of attacks included in the first combo are successful, based on the first combo information I1 and the damage information. However, the amount of decrease in hit points HP2 indicated by the damage information stored in the memory device 14 fluctuates randomly. That is, the amount of decrease in hit points HP2 indicated by the damage information stored in the memory device 14 is the average value of the decrease in hit points HP2. Therefore, the control unit 12 of computer 10-1 calculates the average amount by which the hit points HP2 of the second character C2 decrease when multiple types of attacks included in the first combo are successful.

[0059] Next, the control unit 12 of computer 10-1 displays the image shown in Figure 4 on the display 20 (step S26). The image shown in Figure 4 includes the command CM1 and the predicted value Δ1. The control unit 12 of computer 10-2 executes steps S42 and S43. However, steps S42 and S43 are the same as steps S22 and S26, so their explanation is omitted. The control unit 12 of computer 10-2 does not execute the processes corresponding to steps S24 and S25. Therefore, the image displayed on computer 10-2 does not include the command CM1 and the predicted value Δ1.

[0060] Next, the control unit 12 of computer 10-1 determines whether or not to end the battle (step S27). In step S27, the control unit 12 of computer 10-1 determines whether the hit points HP1 of the first character C1 or the hit points HP2 of the second character C2 have become 0. If the control unit 12 of computer 10-1 determines that the hit points HP1 of the first character C1 or the hit points HP2 of the second character C2 have become 0, it determines to end the battle. In this case, this process ends. If the control unit 12 of computer 10-1 determines that the hit points HP1 of the first character C1 and the hit points HP2 of the second character C2 have not become 0, it determines not to end the battle. In this case, this process returns to step S21. The control unit 12 of computer 10-2 executes step S44. However, since step S44 is the same as step S27, the explanation is omitted.

[0061] Next, we will explain, with reference to the diagram, the processes performed by the control unit 12 of computer 10-1 when player A's first character C1 performs a combo. Figure 7 is a flowchart of the processes executed by the control unit 12 of computer 10-1. The flowchart in Figure 7 is executed in steps S21 to S27 of the flowchart in Figure 6.

[0062] First, let's explain the outline of the first combo. The first combo is an action in which player A, controlling the first character C1, inputs the first command or the M command in succession, causing the first character C1 to perform multiple techniques in succession. In this embodiment, the first combo is an action in which player A, controlling the first character C1, inputs the first command or the M command in succession, causing the first character C1 to perform multiple attacks in succession against the second character C2. Here, M is an integer of 2 or more. In this embodiment, in the first combo, player A inputs four commands in the following order: crouching weak punch, crouching weak punch, crouching weak punch, and weak uppercut. Therefore, M is 4.

[0063] Furthermore, the Nth command entered by player A is defined as the Nth command, where N is an integer between 2 and M. In the first combo, the Nth command satisfies a first predetermined condition with respect to at least one of the first command through the (N-1)th command. The first predetermined condition includes that the Nth command is entered by player A within a predetermined time after the (N-1)th command is entered by player A. The predetermined time is the time from when the second character C2 is attacked by the (N-1)th command and becomes unable to act until it recovers to an actionable state. That is, after being attacked by the (N-1)th command, the second character C2 is attacked by the Nth command before it can recover to a state where it can defend. Therefore, when the first combo is performed, the second character C2 cannot defend against multiple attacks from the first command through the Mth command. As a result, multiple attacks from the first command through the Mth command succeed consecutively. However, if the second character C2 defends against the attack from the first command, it can defend against at least some of the multiple attacks from the second command through the Mth command.

[0064] The following describes the details of the actions taken by computer 10-1 when player A's first character C1 performs a combo. First, the control device 12 of computer 10-1 sets N to 1 (step S51).

[0065] Next, player A inputs the Nth command using the operation unit 26 of computer 10-1. Accordingly, the control unit 12 of computer 10-1 acquires the operation information of the Nth command (step S52). Then, the control unit 12 of computer 10-1 determines whether the Nth command satisfies the Nth condition (step S53). The Nth condition is that the operation information acquired in step S52 includes the Nth command of the first combo information I1, and that the Nth command was input within a predetermined time after the input of the N-1st command. The first to Mth conditions correspond to the first predetermined condition. If the Nth command satisfies the Nth condition, the process proceeds to step S55. If the Nth command does not satisfy the Nth condition, the process proceeds to step S54.

[0066] If the Nth command satisfies the Nth condition, the control unit 12 of the computer 10-1 increments N by one (step S55). After this, the process returns to step S52.

[0067] If the Nth command does not satisfy the Nth condition, the attack by the Nth command fails. In this case, the control unit 12 of computer 10-1 determines that the N-1 combo has been completed (step S54). The control unit 12 of computer 10-1 then displays an image on the display 20 that includes a display indicating that the N-1 combo has been completed. This completes the process.

[0068] [effect] According to program PG, player A can predict the amount of decrease (increase / decrease) in the hit points (HP2) (parameter) of the second character C2. More specifically, if the first combo is successful, the hit points (HP2) of the second character C2 will decrease significantly. Therefore, player A wants to defeat the second character C2 by successfully executing the first combo after sufficiently reducing the hit points (HP2) of the second character C2. However, if player A is a beginner, player A cannot determine how much the hit points (HP2) of the second character C2 need to be reduced in order to finish off the second character C2 with the first combo. Therefore, program PG displays a predicted value Δ1 of the decrease in the hit points (HP2) of the second character C2 caused by the first combo on the control device 12 of computer 10-1. This allows player A to predict the amount of decrease in the hit points (HP2) of the second character C2 caused by the first combo. As a result, player A can employ a wide range of tactics in battle.

[0069] In program PG, program PG causes the control unit 12 of computer 10-1 to acquire first combo information I1 regarding the first combo before the battle, based on the actions of player A. This allows player A to predict the amount of HP2 reduction of the second character C2's hit points due to a desired first combo. The desired first combo is, for example, a first combo that player A is good at.

[0070] (First variation) Next, we will describe system 1a relating to the first modified example with reference to the drawings. Figure 8 shows the image displayed on the display 20 of computer 10-1.

[0071] System 1a differs from System 1 in that the first character C1 can perform a second combo by executing multiple techniques in succession. The following will explain System 1a, focusing on these differences.

[0072] In step S1 of Figure 5, the control unit 12 of computer 10-1 acquires second combo information I2 related to the second combo in addition to the first combo information I1 before the battle, based on the operation of player A. Then, as shown in Figure 8, the control unit 12 of computer 10-1 can display the predicted value Δ1 of the decrease in hit points HP2 of the second character C2 caused by the first combo (increase or decrease in parameters), and can also display the predicted value Δ2 of the decrease in hit points HP2 of the second character C2 caused by the second combo (increase or decrease in parameters) on the display 20. Furthermore, the control unit 12 of computer 10-1 can display command CM2 in addition to command CM1 on the display 20. The other configurations of system 1a are the same as those of system 1, so their explanation is omitted. Also, system 1a can achieve the same effects as system 1.

[0073] According to System 1a, the predicted value Δ1 for the decrease in HP2 of the second character C2 due to the first combo and the predicted value Δ2 for the decrease in HP2 of the second character C2 due to the second combo are displayed. Therefore, player A can decide whether to use the first combo or the second combo based on this display.

[0074] (Second variation) Next, we will describe system 1b, which relates to the second modified example, with reference to the drawings. Figure 9 is a flowchart executed by the control device 12 of computer 10-1.

[0075] System 1b differs from System 1 in that it displays either the predicted value Δ1 for the decrease in hit points of the second character C2 due to the first combo, or the predicted value Δ2 for the decrease in hit points of the second character C2 due to the second combo. The following describes System 1b, focusing on these differences.

[0076] The flowchart shown in Figure 9 corresponds to the flowchart in Figure 6 for System 1. However, the flowchart in Figure 9 differs from the flowchart in Figure 6 in that steps S126 to S128 are executed instead of step S26. Therefore, steps S126 to S128 will be explained below.

[0077] The control unit 12 of computer 10-1 determines whether the hit points HP2 of the second character C2 will become 0 as a result of the success of the first or second combo (step S126). If the hit points HP2 of the second character C2 will not become 0 regardless of whether the first or second combo is successful, the process proceeds to step S128. If the hit points HP2 of the second character C2 will become 0 as a result of the success of the first or second combo, the process proceeds to step S127.

[0078] If the hit points HP2 of the second character C2 do not become 0 regardless of whether the first or second combo is successful, the control unit 12 of the computer 10-1 displays both predicted value Δ1 and predicted value Δ2 on the display 20 (step S128). At this time, the control unit 12 of the computer 10-1 displays both command CM1 and command CM2 on the display 20. After this, the process proceeds to step S27.

[0079] If the first or second combo is successful and the hit points HP2 of the second character C2 become 0, the control unit 12 of the computer 10-1 displays the predicted value Δ1 or predicted value Δ2 on the display 20 (step S127). Specifically, if the first combo is successful and the hit points HP2 of the second character C2 become 0, the control unit 12 of the computer 10-1 displays the predicted value Δ1 on the display 20. At this time, the control unit 12 of the computer 10-1 displays the command CM1 on the display 20. Also, if the second combo is successful and the hit points HP2 of the second character C2 become 0, the control unit 12 of the computer 10-1 displays the predicted value Δ2 on the display 20. At this time, the control unit 12 of the computer 10-1 displays the command CM2 on the display 20. Furthermore, if the hit points HP2 of the second character C2 become 0 regardless of whether the first or second combo is successful, the control unit 12 of computer 10-1 displays the predicted values ​​Δ1 and Δ2 on the display 20. At this time, the control unit 12 of computer 10-1 displays both command CM1 and command CM2 on the display 20. After this, the process proceeds to step S27. The other configurations of system 1b are the same as those of system 1, so their explanation is omitted. Also, system 1b can produce the same effects as system 1.

[0080] According to system 1b, the control unit 12 of computer 10-1 displays predicted values ​​Δ1 and / or Δ2 on the display 20, depending on the hit points HP2 of the second character C2. Therefore, player A can decide whether to succeed with the first combo or the second combo.

[0081] (Third variation) Next, we will describe system 1c, which relates to the third modified example, with reference to the drawings. Figure 10 is a flowchart executed by the control device 12 of computer 10-1.

[0082] System 1c differs from System 1a in that the control unit 12 of computer 10-1 switches between predicted value Δ1 and predicted value Δ2 in response to the operation of player A and displays them on the display 20. The following will explain System 1c focusing on these differences.

[0083] The flowchart shown in Figure 10 corresponds to the flowchart in Figure 9 for system 1a. However, the flowchart in Figure 10 differs from the flowchart in Figure 9 in that steps S226 to S228 are executed instead of steps S126 to S128. Therefore, steps S226 to S228 will be explained.

[0084] Player A selects either the first combo or the second combo using the operation unit 26 of the computer 10-1. Accordingly, the control unit 12 of the computer 10-1 determines whether Player A has selected the first combo or the second combo (step S226). If Player A selects the first combo, the process proceeds to step S227. If Player A selects the second combo, the process proceeds to step S228.

[0085] If player A selects the first combo, the control unit 12 of computer 10-1 displays the predicted value Δ1 on the display 20 (step S227). At this time, the control unit 12 of computer 10-1 displays the command CM1 on the display 20. After this, the process proceeds to step S27.

[0086] If player A selects the second combo, the control unit 12 of computer 10-1 displays the predicted value Δ2 on the display 20 (step S228). At this time, the control unit 12 of computer 10-1 displays the command CM2 on the display 20. After this, the process proceeds to step S27. The other configurations of system 1c are the same as those of system 1a, so their explanation is omitted. Furthermore, system 1c can achieve the same effects as system 1a.

[0087] According to system 1c, the control unit 12 of computer 10-1 switches between predicted value Δ1 and predicted value Δ2 in response to player A's operation and displays them on the display 20. Therefore, player A can check the desired predicted value Δ1 or predicted value Δ2.

[0088] (Fourth variation) Next, we will describe system 1d relating to the fourth modified example with reference to the drawings. Figure 11 shows the image displayed on the display 20 of computer 10-1.

[0089] System 1d differs from System 1 in that it displays the predicted value of the stamina ST1 (parameter) consumed by the first character C1 in the first combo on the control device 12 of computer 10-1. The following describes System 1d, focusing on these differences.

[0090] In System 1d, stamina ST1 is set for the first character C1, and stamina ST2 is set for the second character C2. The first character C1 can perform a combo by consuming stamina ST1. The second character C2 can perform a combo by consuming stamina ST2. As shown in Figure 11, the control device 12 of the computer 10-1 displays the predicted value Δ11 of stamina ST1 (parameter) that the first character C1 will consume in the first combo. The other configurations of System 1d are the same as those of System 1, so their explanation is omitted. Furthermore, System 1d can achieve the same effects as System 1.

[0091] In system 1d, the control device 12 of computer 10-1 displays the predicted value Δ11 of the stamina ST1 (parameter) that the first character C1 will consume in the first combo. This allows player A to know the remaining amount of stamina ST1 after the first character C1 has performed the first combo, enabling them to employ a wider range of tactics in battle.

[0092] (Fifth variation) Next, the system 1e relating to the fifth modified example will be described with reference to the drawings. Figures 12 to 16 show images displayed on the display 20 of the computer 10-1.

[0093] System 1e differs from System 1 in that the game is a puzzle game. System 1e will be explained focusing on the differences described below.

[0094] The game is a puzzle game in which, when the relative positions of multiple objects 300 satisfy a second predetermined condition, a disappearance process is executed in which multiple objects 300 disappear simultaneously. Specifically, the first character C1, the second character C2, and hit points HP1 and HP2 are displayed at the top of the screen. Player A can inflict damage on the second character C2 by successfully completing the first combo in the puzzle game. The first combo is an action in which multiple disappearance processes are executed in succession, as will be described later. The control device 12 of the computer 10-1 then displays the predicted value Δ1 of the damage that the second character C2 will receive from the first combo. In this embodiment, this is the predicted value Δ1 from a five-combo in which five disappearance processes are executed in succession.

[0095] The puzzle game is described below. In the puzzle game, multiple objects 300 are arranged as shown in Figure 12. In this embodiment, 30 objects 300 are arranged in a 5x6 grid. Each of the multiple objects 300 belongs to one of the first type object 300-1 to the Nth type object 300-N. N is an integer greater than or equal to 2. In this embodiment, N is 6.

[0096] Next, as shown in Figure 13, Player A selects one object 300 by operating the control unit 26 each turn. This allows Player A to move the selected object 300 upwards, downwards, left, or right over a time limit. In this embodiment, Player A selects the first type object 300-1 located in row 1, column 6. Then, Player A moves the first type object 300-1 located in row 1, column 6 to the left. As a result, as shown in Figure 14, the first type object 300-1 located in row 1, column 6 moves to row 1, column 5, and the second type object 300-2 located in row 1, column 5 moves to row 1, column 6. In this way, the object 300 selected by Player A and the object to which the selected object 300 is moved are swapped.

[0097] As shown in Figure 15, Player A can move the first type object 300-1 until the time limit runs out. Player A moves the first type object 300-1 so that three or more of the same type objects 300 are lined up consecutively vertically or horizontally.

[0098] When the time limit expires, the object 300 is destroyed. During the destruction process, if the relative positions of multiple objects 300 satisfy the second predetermined condition, multiple objects 300 will be destroyed simultaneously. Specifically, the second predetermined condition is that three or more objects 300 of the same type are lined up consecutively vertically or horizontally. When three or more objects 300 of the same type are lined up consecutively vertically or horizontally, those three or more objects 300 of the same type that are lined up consecutively vertically or horizontally will be destroyed. In Figure 16, the object group G1 to G5 are destroyed. This completes a 5-hit combo. The second character C2 then takes damage equivalent to a 5-hit combo, meaning its hit points (HP) decrease by 2.

[0099] Following this, multiple objects 300 are rearranged as object group G1-G5 disappears. More specifically, objects 300 located above the space created by the disappearance of object group G1-G5 move downwards to fill the space. New objects 300 are added to fill the space created by the movement of objects 300 to fill the space. After this, player A can select and move objects 300, as explained in Figure 13. Note that the other configurations of system 1e are the same as system 1, so their explanation is omitted. System 1e can produce the same effect as system 1.

[0100] (Other embodiments) The game system according to the present invention is not limited to systems 1, 1a to 1e, but can be modified within the scope of its gist. Furthermore, the configurations of systems 1, 1a to 1e may be combined in any way.

[0101] Furthermore, the techniques included in the combo may not only be attacks, but also actions that heal the first character C1 or allied characters. In this case, the predicted value Δ1 is the predicted value of the increase in the parameters of the first character C1 that occurs as a result of the first combo.

[0102] In System 1, in the first combo, the Nth command satisfies the first predetermined condition in relation to the N-th command. However, in the first combo, the Nth command only needs to satisfy the first predetermined condition in relation to at least one of the first command or the N-th command. The Nth command may also satisfy the first predetermined condition in relation to the first command. In this case, the first predetermined condition is that the Nth command is entered at a predetermined time after the first command is entered.

[0103] Note that the predicted value Δ1 was assumed to be the average value. However, the predicted value Δ1 is not limited to the average value. For example, the predicted value Δ1 may be a value that excludes fluctuations due to random numbers. Also, the predicted value Δ1 may be the maximum value of the fluctuation range due to random numbers, or the minimum value of the fluctuation range due to random numbers. If the predicted value Δ1 is the maximum value of the fluctuation range due to random numbers, player A can recognize that with luck, they can deliver the final blow to the second character C2. If the predicted value Δ1 is the minimum value of the fluctuation range due to random numbers, player A can recognize that they can definitely deliver the final blow to the second character C2.

[0104] Player A may be assigned a rank. The rank is determined based on Player A's performance. In this case, the control unit 12 of the computer 10-1 may display the predicted value Δ1 for the first combo or the predicted value Δ2 for the second combo, corresponding to Player A's rank. There is a first combo that includes high-difficulty commands and a second combo that includes low-difficulty commands. Therefore, if Player A has a high rank, the control unit 12 of the computer 10-1 displays the predicted value Δ1 for the first combo that includes high-difficulty commands on the display 20. If Player A has a low rank, the control unit 12 of the computer 10-1 displays the predicted value Δ2 for the second combo that includes low-difficulty commands on the display 20.

[0105] Player A may increase the damage from the first combo of the first character C1 by performing an operation called Overdrive. The damage from the first combo may also be changed depending on whether or not the second character C2 performs a counterattack or defends. In this case, the control device 12 of the computer 10-1 may calculate the predicted value Δ1 taking into account that Overdrive, counterattacks, and defenses are performed. Alternatively, the control device 12 of the computer 10-1 may calculate the predicted value Δ1 without taking into account that Overdrive, counterattacks, and defenses are performed.

[0106] Furthermore, if the first character C1 is different, the first and second combos that the first character C1 can use will also be different. Therefore, the control device 12 of the computer 10-1 may collect information via the internet and display on the display 20 the predicted value Δ1 of the first combo most frequently used by the first character C1 used by player A. Alternatively, the control device 12 of the computer 10-1 may collect information via the internet and display on the display 20 the predicted value Δ1 of the most popular first combo used by the first character C1 used by player A.

[0107] Furthermore, the control device 12 of computer 10-1 may collect information via the internet and display the predicted value Δ1 of the first combo presented by the operator on the display 20. The first combo presented by the operator may be, for example, a first combo recommended by the operator, or a first combo given by the operator as a task for player A to master.

[0108] Furthermore, the game is not limited to fighting games where characters battle one-on-one. For example, the game may be one in which a first character C1, controlled by player A, battles against a number of second characters C2 controlled by the computer. Also, the second characters C2 may have multiple body parts. In this case, the first character C1 can select and attack some of the multiple body parts. In this case, the server 110 and computer 10-2 are not required.

[0109] The game may also be a card game. In a card game, there is also a first combo in which the first character C1 performs multiple techniques in succession.

[0110] The game may also be an RPG with battles. In other words, the game may not be a real-time battle game, but a turn-based battle game. In a turn-based battle game, if the first character C1 uses a special move, player A can input commands in succession to successfully complete a combo.

[0111] Furthermore, there may be two modes: a first mode in which the predicted value Δ1 is displayed, and a second mode in which the predicted value Δ1 is not displayed. In System 1, Player A is playing in the first mode, and Player B is playing in the second mode. Also, when playing in the first mode, Player A's performance is not reflected in the rankings. When playing in the second mode, Player A's performance is reflected in the rankings.

[0112] Furthermore, the second character C2 may perform a first combo in which multiple techniques are used in succession. The control device 12 of the computer 10-1 may display a predicted value of the damage that the first character C1 will receive if the second combo by the second character C2 is successful. This allows player A to recognize whether the first character C1 is being cornered by the second character C2 in battle.

[0113] In system 1b, the control unit 12 of computer 10-1 may switch between predictive value Δ1 and predictive value Δ2 displayed on the display 20 depending on the hit points HP2 of the second character C2. For example, if the hit points HP2 of the second character C2 are high, the control unit 12 of computer 10-1 will display the predictive value Δ1 of the first combo, which has a high probability of success, on the display 20. If the hit points HP2 of the second character C2 are low, the control unit 12 of computer 10-1 will display the predictive value Δ1 of the first combo, which has a high probability of success and deals less damage, on the display 20. If the hit points HP2 of the second character C2 are much higher than the hit points HP1 of the first character C1, the control unit 12 of computer 10-1 will display the predictive value Δ2 (i.e., a large predictive value) of the second combo, which has a chance of allowing the first character C1 to achieve a comeback victory against the second character C2, on the display 20.

[0114] Furthermore, there may be multiple first character C1s. Similarly, there may be multiple second character C2s. In this case, multiple first character C1s can work together to successfully perform the first combo.

[0115] Furthermore, if damage is dealt to one of the multiple second character C2s by the first combo, the control device 12 of the computer 10-1 displays the predicted damage value Δ1 for that one of the multiple second character C2s on the display 20.

[0116] Furthermore, if multiple first characters C1 inflict damage on all of the multiple second characters C2 through a first combo, the control device 12 of the computer 10-1 may display the predicted damage value Δ1 for each of the multiple second characters C2 on the display. Alternatively, the control device 12 of the computer 10-1 may display the sum of the predicted damage values ​​for each of the multiple second characters C2 as the predicted value Δ1 on the display 20.

[0117] The first combo may also be a combination of the first and second attacks. For example, one of the multiple second characters C2, character C2a, takes damage from the first attack, and another of the multiple second characters C2, character C2b, takes damage from the second attack. In this case, the control device 12 of the computer 10-1 may display the sum of the predicted damage received by character C2a from the first attack and the predicted damage received by character C2b from the second attack as the predicted value Δ1 on the display 20.

[0118] Furthermore, if the hit points HP1 of the first character C1 or the hit points HP2 of the second character C2 fall below a predetermined value, the first character C1 or the second character C2 may enter a trance state. When the first character C1 or the second character C2 enters a trance state, the attack power of the first character C1 or the attack power of the second character C2 increases. The control device 12 of the computer 10-1 may predict the amount of damage that will cause the first character C1 or the second character C2 to enter a trance state and display it on the display 20.

[0119] Furthermore, if the computer 10-1's control unit 12 uses the first combo, it may display predicted values ​​for the increase or decrease of parameters other than the hit points HP2 of the second character C2 (for example, stamina ST2).

[0120] Furthermore, if the computer 10-1's control unit 12 uses the first combo, it may display predicted values ​​for the increase or decrease of parameters other than the first character C1's hit points HP1 (for example, stamina ST1). [Explanation of Symbols]

[0121] 1,1a~1e: System 10-1, 10-2: Computers 12: Control device 14:Storage device 16: Network Interface 18: Graphics Processing Unit 20: Display 22: Audio Processing Unit 24: Speaker 26:Operation unit 110: Server 112: Control device 114: Storage device 116: Network Interface 120: Predicted value display means 122: Method for obtaining combo information C1: First character C2: Second Character CM1, CM2: Commands HP1, HP2: Hit Points I1: First Combo Information I2: Information on the second combo PG: Program ST1, ST2: Stamina Δ1, Δ2, Δ11: Predicted values

Claims

1. A game program in which one or more first characters and one or more second characters engage in battle, The one or more first characters or the one or more second characters can perform a first combo in which they perform multiple techniques in succession. The aforementioned program is transmitted to the computer's control unit, The system displays predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo. program.

2. The first combo is an action in which the player of one or more first characters inputs a first command or an M command in succession, causing the one or more first characters to perform multiple techniques in succession. M is an integer greater than or equal to 2, The Nth command entered by the player is defined as the Nth command. N is an integer between 2 and M, In the first combo, the Nth command satisfies a first predetermined condition in relation to at least one of the first command to the N-1th command. The program according to claim 1.

3. The first combo is an action in which the player of one or more first characters inputs a first command or an M command in succession, causing the one or more first characters to perform multiple consecutive attacks against the one or more second characters. When the first combo is performed, the one or more second characters are unable to defend against the multiple attacks. The program according to claim 2.

4. The program is controlled by the control unit of the computer. The predicted damage values ​​to be received by the one or more second characters by the first combo are displayed. The program according to claim 3.

5. The program is controlled by the control unit of the computer. The predicted values ​​of the parameters consumed by the one or more first characters in the first combo are displayed. The program according to claim 3 or claim 4.

6. The first predetermined condition includes that the Nth command is entered by the player within a predetermined time after the N-1th command is entered by the player. The program according to any one of claims 2 to 4.

7. The program is controlled by the control unit of the computer. Based on the player's actions, the system will acquire first combo information regarding the first combo before the battle. The program according to any one of claims 1 to 4.

8. The aforementioned one or more first characters can perform a second combo in which they use multiple techniques in succession. The program is controlled by the control unit of the computer. Through the player's actions, the second combo information regarding the second combo is obtained before the battle. The system can display predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo, and can also display predicted values ​​for the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the second combo. The program according to claim 7.

9. The program is controlled by the control unit of the computer. The predicted values ​​of the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the first combo, and the predicted values ​​of the increase or decrease in parameters of one or more first characters and / or the increase or decrease in parameters of one or more second characters resulting from the second combo, are switched and displayed according to the player's operation. The program according to claim 8.

10. The aforementioned game is a puzzle game in which, when the relative positions of multiple objects satisfy a second predetermined condition, a disappearance process is executed in which the multiple objects disappear simultaneously. The first combo is an operation in which multiple of the aforementioned elimination processes are executed in succession. The program according to claim 1.

11. The program is controlled by the control unit of the computer. The predicted damage values ​​to be received by the one or more second characters by the first combo are displayed. The program according to claim 10.