program
The game program integrates a battle-based first game and puzzle-based second game with non-overlapping controls, enhancing player engagement and challenge by allowing simultaneous play and interdependent outcomes, addressing the need for more active gameplay in survival horror games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2025-06-18
- Publication Date
- 2026-06-22
AI Technical Summary
There is a demand for games that players are eager to play actively, particularly in survival horror games with puzzle-solving elements, where the gameplay can be more engaging and interactive.
A game program that integrates two distinct game types, a battle-based first game and a puzzle-based second game, allowing simultaneous play with non-overlapping controls and interdependent progression, where the second game's outcome affects the first game, enhancing player engagement and challenge.
The program encourages active play by allowing simultaneous gameplay with increased difficulty and interdependent outcomes, making players more inclined to improve their skills and enjoy both games simultaneously.
Smart Images

Figure 2026101579000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program.
Background Art
[0002] As an invention related to a conventional program, for example, a game described in Non-Patent Document 1 is known. This game is a survival horror game in which a player character operated by a player battles a plurality of non-player characters. In this game, a puzzle-solving gimmick is provided. In the puzzle-solving gimmick, the player solves puzzles.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in the field of the game described in Non-Patent Document 1, there is a demand for a game that players are eager to play actively.
[0005] Therefore, an object of the present invention is to provide a program for a game that players are eager to play actively.
Means for Solving the Problems
[0006] The first aspect is The program causes the computer's control circuit to function as a first game progression means, a second game progression means, and an image data generation means. The first game progression means progresses the first game, which is a battle in a virtual space between a player character operated by the player and one or more enemy characters, The second game progression means progresses a second game that is different from the first game. The image data generation means generates image data for displaying the first game image of the first game along with the second game image of the second game on the computer's display. At least a portion of the second period during which the second game progression means can receive operations on the second game by the player overlaps with the first period during which the first game progression means can receive operations on the first game by the player. It is a program.
[0007] The second aspect is, The second game is a puzzle game. This is the program described on the first side.
[0008] The third aspect is, The entirety of the aforementioned second period is included in the aforementioned first period. This is the program described in the first or second side.
[0009] The fourth aspect is, The computer's operating unit includes multiple controls, When the first game and the second game are in progress simultaneously, the plurality of operators include one or more first operators used in the first game and one or more second operators used in the second game, and the one or more second operators do not overlap with the one or more first operators. This is a program described in either the first or third aspect.
[0010] The fifth aspect is, If predetermined conditions are met in the first game, the second game progression means starts the second game. The image data generation means generates the image data that includes the first game image but does not include the second game image when the second game progression means is not progressing the second game. The program is one of the programs described in either the first or fourth aspect.
[0011] The sixth aspect is, The predetermined condition is that, in the first game, the first game object is included within a predetermined range in the first game image. The first game object includes at least the enemy character. This is the program described on side 5.
[0012] The seventh aspect is, In the first game, multiple first game objects appear, The second game is set up for each of the plurality of first game objects. This is the program described on side 6.
[0013] The eighth side is, If the predetermined conditions are no longer met in the first game, the second game progression means interrupts the second game. The image data generation means generates image data that includes the first game image of the first game but does not include the second game image of the second game. This is the program described on side 6 or side 7.
[0014] The ninth side is, In the first game, multiple first game objects appear, The second game is set for each of the plurality of first game objects, When a predetermined condition is satisfied in the first game after the second game is interrupted, the second game progress means resumes the progress of the second game from the situation where the second game was interrupted. The program described in the eighth aspect.
[0015] The tenth aspect is In the first game, a first game object appears, When the state of the first game object changes, the second game progress means affects the progress of the second game, and it is the program described in any one of the first to ninth aspects.
[0016] The eleventh aspect is When the state of the player character changes, the second game progress means affects the progress of the second game. It is the program described in any one of the first to ninth aspects.
[0017] The twelfth aspect is When the player clears the second game, a game effect occurs in the first game. It is the program described in any one of the first to eleventh aspects.
[0018] The thirteenth aspect is In the first game, the player character operates in real time according to the player's operation. It is the program described in any one of the first to twelfth aspects.
[0019] The fourteenth aspect is In the second game, a second game object operates in real time according to the player's operation. It is the program described in the thirteenth aspect.
[0020] The fifteenth aspect is The second game progression means automatically clears the second game, regardless of whether the player performs any actions on the second game, if the player performs a first predetermined operation on the first game during a first predetermined period after the one or more enemy characters begin attacking the player character. The program is one of the programs described in Aspect 1 through Aspect 14.
[0021] The 16th side is, The first predetermined operation includes a second predetermined operation for the player character to perform an action to evade an attack from one or more enemy characters. This is the program described on side 15.
[0022] The 17th aspect is, In the puzzle game, the second game progression means moves the second game object on a stage containing multiple squares by having the player perform operations on the second game. This is the program described on the second side.
[0023] The 18th side is, In the puzzle game, the second game progression means moves the second game object from the starting square to the goal square on the stage by having the player character perform operations on the second game. This is the program described on side 17.
[0024] The 19th side is, The second means of game progression is, In the first game, when the player character uses an item, the number of the multiple squares changes. In the first game, if the player character receives a specific action from the enemy character, the display mode of the stage is changed. or In the first game, if the enemy character reaches a specific state, the number of the multiple squares is changed. This is the program described on side 17 or side 18.
[0025] The 20th aspect is, The second game progression means increases the number of the multiple squares when the enemy character generates a protective object that reduces the damage received by the player character in the first game, and decreases the number of the multiple squares when the player character attacks the protective object in the first game. This is a program described in either Aspect 17 or Aspect 19.
[0026] The 21st aspect is, When the player clears the second game, the first game progression means generates a game effect in the first game for a predetermined period of time. The second game progression means makes the display of the stage different when the second game is being played while the game effect is occurring, and when the second game is being played while the game effect is not occurring. This is a program described in either Aspect 17 or Aspect 19.
[0027] The 22nd aspect is, When the player clears the second game, the first game progression means generates a game effect in the first game for a second predetermined time. The second game progression means includes an indicator in the second game image that shows the time remaining until the second predetermined time has elapsed. This is a program described in either Aspect 17 or Aspect 21.
[0028] The 23rd aspect is, The indicator is located between the enemy character and the stage. This is the program described on side 22.
[0029] The 24th side is, The second game progression means extends the time until the second predetermined time elapses as the number of squares the second game object has moved increases. This is the program described on side 22 or side 23.
[0030] The 25th aspect is, The first game progression means grants game effects to the enemy character in accordance with the number of squares the second game object has passed through in the second game. This is a program described in either Aspect 17 or Aspect 24. [Effects of the Invention]
[0031] According to the present invention, it is possible to provide a game program that makes players want to play actively. [Brief explanation of the drawing]
[0032] [Figure 1] Figure 1 is a block diagram of computer 10. [Figure 2] Figure 2 shows the image displayed on the computer 10's display 20. [Figure 3] Figure 3 shows the image displayed on the computer 10's display 20. [Figure 4] Figure 4 shows the image displayed on the computer 10's display 20. [Figure 5] Figure 5 shows the operating unit 26. [Figure 6] Figure 6 is a flowchart of the control circuit 12 of the computer 10. [Figure 7] Figure 7 shows the image displayed on the computer 10's display 20. [Figure 8] Figure 8 shows the image displayed on the computer 10's display 20. [Figure 9]Figure 9 shows the image displayed on the computer 10's display 20. [Figure 10] Figure 10 shows the image displayed on the display 20 of computer 10a. [Figure 11] Figure 11 shows the image displayed on the display 20 of computer 10a. [Figure 12] Figure 12 shows the image displayed on the display 20 of computer 10a. [Figure 13] Figure 13 shows the image displayed on the display 20 of computer 10b. [Figure 14] Figure 14 shows an image from the second game. [Figure 15] Figure 15 shows an image from the second game. [Figure 16] Figure 16 shows an image from the second game. [Figure 17] Figure 17 shows an image from the second game. [Figure 18] Figure 18 shows the image displayed on the computer 10's display 20. [Figure 19] Figure 19 shows the image displayed on the computer 10's display 20. [Figure 20] Figure 20 shows the image displayed on the computer 10's display 20. [Figure 21] Figure 21 is an image displayed on the computer 10's display 20. [Figure 22] Figure 22 is an image displayed on the computer 10's display 20. [Figure 23] Figure 23 shows the image displayed on the computer 10's display 20. [Figure 24] Figure 24 shows the image displayed on the computer 10's display 20. [Figure 25] Figure 25 is an image displayed on the computer 10's display 20. [Figure 26] Figure 26 shows the image displayed on the computer 10's display 20. [Figure 27] Figure 27 shows the image displayed on the computer 10's display 20. [Figure 28] Figure 28 shows the image displayed on the computer 10's display 20. [Figure 29] Figure 29 shows the stage ST related to a modified example. [Figure 30] Figure 30 shows the stage ST related to a modified example. [Figure 31] Figure 31 shows the stage ST related to a modified example. [Figure 32] Figure 32 shows the stage ST related to a modified example. [Figure 33] Figure 33 is a flowchart of the control circuit 12 of the computer 10c that executes. [Modes for carrying out the invention]
[0033] (Embodiment) A computer 10 according to an embodiment of this disclosure will be described with reference to the drawings.
[0034] [Overview of Computer 10] First, the overall configuration of computer 10 will be explained with reference to the diagram. Figure 1 is a block diagram of computer 10.
[0035] Computer 10 is an information processing device used by the player. Computer 10 is, for example, a smartphone, a tablet device, a home game console, a portable game console, or a personal computer.
[0036] As shown in Figure 1, the computer 10 includes a control circuit 12, a memory circuit 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.
[0037] The memory circuit 14 stores the program PG and data. The memory circuit 14 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 PG includes, for example, the following programs: • 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 performing information processing)
[0040] The control circuit 12 implements the functions of the computer 10 by executing the program PG stored in the memory circuit 14. The control circuit 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)
[0041] The control circuit 12 includes a first game progression means 120, a second game progression means 122, and an image data generation means 124 as functional blocks.
[0042] The network interface 16 controls communication between the computer 10 and an external device. The external device is a game server (not shown).
[0043] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control circuit 12. The display 20 is either a liquid crystal display or an organic EL (Electro-Luminescence) display.
[0044] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control circuit 12.
[0045] The operation unit 26 generates operation signals based on the player's input and outputs these signals to the control circuit 12. The operation unit 26 can be, for example, a touch panel, a gamepad, a keyboard, or a mouse. In this embodiment, the operation unit 26 is a gamepad.
[0046] [Computer 10 behavior] Next, the operation of the computer 10 will be explained with reference to the diagrams. Figures 2 to 4 show images displayed on the computer 10's display 20. Figure 5 shows the operation unit 26.
[0047] The control circuit 12 of the computer 10 reads the game program PG stored in the memory circuit 14, and these programs PG cause the control circuit 12 of the computer 10 to execute the operations described below. The programs PG cause the control circuit 12 of the computer 10 to function as a first game progression means 120, a second game progression means 122, and an image data generation means 124.
[0048] First, let's explain the operation overview of computer 10. The program PG includes the first game and the second game. That is, the control circuit 12 of computer 10 (first game progression means 120 and second game progression means 122) progresses the first game and the second game. The first game is a battle in a virtual space between a player character PC, which is operated by the player, and one or more enemy character NPCs. In this embodiment, as shown in Figure 2, the first game is a TPS (Third Person Shooter). That is, in the first game, the player operates the player character PC by operating the operation unit 26. In the first game, the player character PC operates in real time in response to the player's operations. Real time means that the player character PC operates without delay in response to the player's operations. "Without delay" means that delays due to processing by computer 10 and delays due to communication are allowed. As shown in Figure 3, the player character PC is equipped with a machine gun G. The player can make the player character PC fire the machine gun G by operating the operation unit 26. This allows the player character PC to inflict damage on the enemy character NPC and defeat the enemy character NPC. In this embodiment, the enemy character NPC is a non-player character operated by computer 10.
[0049] The second game is a different game from the first game. That is, the rules of the second game are different from the rules of the first game. In this embodiment, the second game is a puzzle game. As shown in Figure 3, the second game includes a stage ST in which squares are arranged in a 5x5 grid. A starting point 200 is provided in a 1x1 grid. A goal point 202 is provided in a 3x3 grid. The control circuit 12 (second game progress means 122) of the computer 10 moves the second game object 204 in the up, down, left, and right directions on the stage ST which includes multiple squares, based on the player's operations on the second game. In the second game, the second game object 204 operates in real time according to the player's operations. The control circuit 12 (second game progress means 122) of the computer 10 moves the second game object 204 from the starting point 200 square to the goal point 202 square on the stage ST based on the player character PC's operations on the second game. As shown in Figure 4, the player can clear the second game by moving the second game object 204 from the start point 200 to the goal point 202 while avoiding multiple obstacle objects 206. When the player clears the second game, a game effect occurs in the first game. In this embodiment, as shown in Figure 4, the enemy character NPC is weakened. Weakening of the enemy character NPC may result in a decrease in parameters such as the enemy character NPC's attack power, defense power, and speed, or the enemy character NPC taking damage. In other words, weakening of the enemy character NPC results in an effect that is unfavorable to the enemy character NPC or favorable to the player character PC.
[0050] As described above, the first game and the second game proceed simultaneously. At least a portion of the second period T2, during which the control circuit 12 (second game progress means 122) of the computer 10 can receive player operations for the second game, overlaps with the first period T1, during which the control circuit 12 (first game progress means 120) of the computer 10 can receive player operations for the first game. In this embodiment, the entirety of the second period T2 is included in the first period T1. Therefore, a player can either play only the first game, or play both the first and second games simultaneously.
[0051] Here, we will explain the operation unit 26 shown in Figure 5. The operation unit 26 of the computer 10 includes multiple operators L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, ×. The player can play the first and second games by operating the multiple operators L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, ×. However, when the first and second games are in progress simultaneously, the multiple operators L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, × include the operators L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS (one or more first operators) used in the first game, and the operators ○, △, □, × (one or more second operators) used in the second game. Furthermore, the controls ○, △, □, × (one or more second controls) do not overlap with the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS (one or more first controls). However, if a player plays only the first game, the controls ○, △, □, × are used in the first game. In Figure 5, the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, × used in the first game are enclosed in solid rectangles. The controls ○, △, □, × used in the second game are enclosed in dotted rectangles.
[0052] Next, we will describe the details of the operation of computer 10. Figure 6 is a flowchart of the control circuit 12 of computer 10. Figures 7 through 9 are images displayed on the display 20 of computer 10.
[0053] First, the control circuit 12 of the computer 10 displays the first game image of the first game on the display 20 (step S1). In step S1, the control circuit 12 of the computer 10 (image data generation means 124) generates image data D1 for displaying the first game image of the first game on the display 20 of the computer 10. Then, the control circuit 12 of the computer 10 outputs the image data D1 to the graphics processing unit 18. As a result, as shown in Figure 2, the display 20 displays the first game image of the first game. The first game image is an image taken from behind the player character PC. The first game image includes the player character PC.
[0054] Next, the control circuit 12 of the computer 10 determines whether or not the enemy character NPC is located within a predetermined range set around the player character PC (step S2). The predetermined range is the firing range of the machine gun G possessed by the player character PC. If the enemy character NPC is located within the predetermined range, the process proceeds to step S3. If the enemy character NPC is not located within the predetermined range, the process returns to step S1.
[0055] If an enemy character NPC is located within a predetermined range, the control circuit 12 of the computer 10 displays an icon 300 superimposed on the enemy character NPC, as shown in Figure 2 (step S3). The icon 300 indicates that the player character PC can aim at the enemy character NPC. In other words, the icon 300 is a hacking marker. To put it another way, the player cannot aim at an enemy character NPC that does not have the icon 300 displayed.
[0056] Next, the control circuit 12 of the computer 10 determines whether the player character PC has aimed the machine gun G at the enemy character NPC (step S4). The player can make the player character PC aim the machine gun G at the enemy character NPC by pressing the control element L2 of the control unit 26. The control circuit 12 of the computer 10 then determines whether the player is pressing the control element L2. If the player is pressing the control element L2, the control circuit 12 of the computer 10 determines that the player character PC has aimed the machine gun G at the enemy character NPC. In this case, the process proceeds to step S5. If the player is not pressing the control element L2, the control circuit 12 of the computer 10 determines that the player character PC has not aimed the machine gun G at the enemy character NPC. In this case, the process returns to step S1.
[0057] If the player character PC is aiming the machine gun G at the enemy character NPC, the control circuit 12 of the computer 10 displays both the first game image of the first game and the second game image of the second game on the display 20 (step S5). In step S5, the control circuit 12 of the computer 10 (image data generation means 124) generates image data D2 for displaying the second game image of the second game along with the first game image of the first game on the display 20 of the computer 10. The control circuit 12 of the computer 10 then outputs the image data D2 to the graphics processing unit 18. As a result, as shown in Figure 3, the display 20 displays the first game image of the first game and the second game image of the second game. In this way, if the predetermined conditions are met in the first game, the control circuit 12 of the computer 10 (second game progression means 122) starts the second game. In this embodiment, the predetermined conditions are that (1) the enemy character NPC (first game object) is included within a predetermined range in the first game image, (2) the player character PC is holding machine gun G, and (3) the enemy character NPC is included in the first game image.
[0058] In step S5, the player can play Game 1 and Game 2. By operating the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS on the control unit 26, the player can make their character PC perform actions such as "shooting a gun," "moving," "dodging," "camera operation," and "healing" in Game 1. Also, in Game 1, the player character PC takes damage when attacked by enemy character NPCs. In Game 2, the player can "play a puzzle game" by operating the controls ○, △, □, × on the control unit 26. The controls ○, △, □, × (one or more second controls) used in Game 2 do not overlap with the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS (one or more first controls) used in Game 1. Therefore, the player can perform operations for both Game 1 and Game 2 simultaneously. In other words, the second period T2, during which the control circuit 12 of the computer 10 can receive the player's input for the second game, overlaps with the first period T1, during which the control circuit 12 of the computer 10 can receive the player's input for the first game.
[0059] Next, the control circuit 12 of the computer 10 determines whether or not the player character PC has released the machine gun G (step S6). The player can cause the player character PC to release the machine gun G by stopping pressing the operator L2 of the operation unit 26. Therefore, the control circuit 12 of the computer 10 determines whether or not the player has stopped pressing the operator L2. If the player has stopped pressing the operator L2, the control circuit 12 of the computer 10 determines that the player character PC has released the machine gun G. In this case, the process returns to step S1. In step S1, the control circuit 12 of the computer 10 (image data generation means 124) generates image data D1 that includes the first game image but does not include the second game image, when the control circuit 12 of the computer 10 (second game progression means 122) is not progressing the second game. Then, the control circuit 12 of the computer 10 displays the image shown in Figure 7 on the display 20 based on the image data D1. In the image shown in Figure 7, the second game image is not displayed, the player character PC is not aiming the machine gun G, and icon 300 is displayed. If the player is pressing the control L2, the control circuit 12 of the computer 10 determines that the player character PC has not released the machine gun G. In this case, the process proceeds to step S7.
[0060] If the player character PC has not released the aim of the machine gun G, the control circuit 12 of the computer 10 determines whether the player character PC has moved away from the enemy character NPC (step S7). In step S7, it is determined whether the enemy character NPC is located outside a predetermined range by the player character PC's movement. The predetermined range is the firing range of the machine gun G held by the player character PC. If the enemy character NPC is located outside the predetermined range, the control circuit 12 of the computer 10 determines that the player character PC has moved away from the enemy character NPC. In this case, the process returns to step S1. In step S1, the control circuit 12 of the computer 10 (image data generation means 124) generates image data D1 that includes the first game image but does not include the second game image, when the control circuit 12 of the computer 10 (second game progression means 122) is not progressing the second game. Then, the control circuit 12 of the computer 10 displays the image shown in Figure 8 on the display 20 based on the image data D1. In the image shown in Figure 8, the second game image is not displayed, the player character PC is holding machine gun G, and icon 300 is not displayed. If the enemy character NPC is not located outside the predetermined range, the control circuit 12 of the computer 10 determines that the player character PC is not far from the enemy character NPC. In this case, the process proceeds to step S8.
[0061] If the enemy character NPC is not located outside a predetermined range, the control circuit 12 of the computer 10 determines whether the enemy character NPC has moved out of the camera's field of view (step S8). In step S8, the control circuit 12 of the computer 10 determines whether the enemy character NPC is no longer included in the first game image, as shown in Figure 9. If the enemy character NPC is no longer included in the first game image, the control circuit 12 of the computer 10 determines that the enemy character NPC has moved out of the camera's field of view. In this case, the process returns to step S1. In step S1, the control circuit 12 of the computer 10 (image data generation means 124) generates image data D1 that includes the first game image but does not include the second game image, when the control circuit 12 of the computer 10 (second game progression means 122) is not progressing the second game. Then, based on the image data D1, the control circuit 12 of the computer 10 displays the image shown in Figure 9 on the display 20. In the image shown in Figure 9, the second game image is not displayed, the player character PC is holding machine gun G, and the enemy character NPC is not displayed. If the enemy character NPC is included in the first game image, the control circuit 12 of the computer 10 determines that the enemy character NPC is not outside the camera's field of view. In this case, the process proceeds to step S9.
[0062] If the enemy character NPC is not outside the camera's field of view, the control circuit 12 of the computer 10 determines whether the player has cleared the puzzle game (second game) (step S9). If the player has not cleared the puzzle game, this process returns to step S5. If the player has cleared the puzzle game, this process proceeds to step S10.
[0063] If the player clears the puzzle game, the control circuit 12 of the computer 10 weakens the enemy character NPC as shown in Figure 4 (step S10). Weakening the enemy character NPC may involve, for example, a decrease in parameters such as the enemy character NPC's attack power, defense power, and speed, or the enemy character NPC taking damage.
[0064] Next, the control circuit 12 of the computer 10 displays the first game image on the display 20, but does not display the second game image on the display 20 (step S11). Then, the control circuit 12 of the computer 10 determines whether or not to terminate the game (step S12). If the game is not terminated, the process returns to step S1.
[0065] [effect] According to the program PG, the user actively plays the game. More specifically, the control circuit 12 of the computer 10 generates image data D2 for displaying the second game image of the second game along with the first game image of the first game on the computer 10's display 20. At least a portion of the second period T2, during which the control circuit 12 of the computer 10 can receive player input for the second game, overlaps with the first period T1, during which the control circuit 12 of the computer 10 can receive player input for the first game. This allows the player to play both the first and second games simultaneously. The difficulty level when the player plays both the first and second games simultaneously is higher than when the player plays only the first game or only the second game. As a result, players will be more inclined to actively play the programmed PG games (i.e., Game 1 and Game 2) in order to improve their playing skills in those games.
[0066] In the program PG, the entirety of the second period T2 of the second game is included in the first period T1 of the first game. Players either play only the first game or play both the first and second games simultaneously. Therefore, in the program PG, the first game is the main game and the second game is the secondary game. This allows players to primarily enjoy the first game while also enjoying the second game as an additional element.
[0067] In the program PG, it is easy for the player to play the first game and the second game simultaneously. More specifically, when the first game and the second game are in progress simultaneously, the multiple controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, × include the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS used in the first game and the controls ○, △, □, × used in the second game. Furthermore, the controls ○, △, □, and × do not overlap with the controls L1, L2, R1, R2, ↑, ↓, ←, →, LS, and RS. This makes it less likely for the player to confuse the controls for the first game with those for the second game. As a result, it is easy for the player to play both the first and second games simultaneously.
[0068] In the program PG, when the player plays only the first game, the second game image is less likely to interfere with the player's play of the first game. More specifically, the control circuit 12 of the computer 10 generates image data D1 that includes the first game image but does not include the second game image when the control circuit 12 of the computer 10 is not running the second game. As a result, when the player plays only the first game, the second game image is not displayed on the display 20. Consequently, the second game image is less likely to interfere with the player's play of the first game.
[0069] In the program PG, when a player clears the second game, a game effect occurs in the first game. This game effect could be, for example, a weakening of the enemy NPC character in the first game. In this way, the outcome of the second game affects the first game. As a result, players will play the second game more aggressively in order to gain an advantage in the first game.
[0070] (First variation) The computer 10a according to the first modified example will be described below with reference to the drawings. Figures 10 to 12 show images displayed on the display 20 of the computer 10a.
[0071] Computer 10a differs from computer 10 in that in the first game, multiple enemy characters NPC1 and NPC2 (first game objects) appear, and a second game is set up for each of the multiple enemy characters NPC (first game objects). These differences will be explained below with reference to the diagrams.
[0072] As shown in Figure 10, in the first game, enemy characters NPC1 and NPC2 appear. If both enemy characters NPC1 and NPC2 are within a predetermined range, the player character PC can aim machine gun G at either enemy character NPC1 or enemy character NPC2.
[0073] When the player character PC aims the machine gun G at the enemy character NPC1, the control circuit 12 of the computer 10 displays the second game image of the second game set for the enemy character NPC1 on the display 20, as shown in Figure 11. On the other hand, when the player character PC aims the machine gun G at the enemy character NPC2, the control circuit 12 of the computer 10 displays the second game image of the second game set for the enemy character NPC2 on the display 20, as shown in Figure 12. The second game set for the enemy character NPC2 is different from the second game set for the enemy character NPC1. Specifically, the positions of the multiple obstacle objects 206 in the second game set for the enemy character NPC2 are different from the positions of the multiple obstacle objects 206 in the second game set for the enemy character NPC1.
[0074] Additionally, if the player clears the second game while set as enemy character NPC1, enemy character NPC1 will be weakened. If the player clears the second game while set as enemy character NPC2, enemy character NPC2 will be weakened.
[0075] Furthermore, the player can interrupt the second game set for the enemy character NPC1 and then play the second game set for the enemy character NPC1 again. More specifically, if predetermined conditions are no longer met in the first game, the control circuit 12 (second game progression means 122) of the computer 10 interrupts the second game set for the enemy character NPC1. The predetermined conditions are that (1) the enemy character NPC1 is located within a predetermined range, (2) the player character PC is aiming the machine gun G at the enemy character NPC1, and (3) the enemy character NPC1 is included in the first game image. At this time, the control circuit 12 (image data generation means 124) of the computer 10 generates image data that includes the first game image of the first game but does not include the second game image of the second game set for the enemy character NPC1. As a result, the display 20 of the computer 10 displays only the first game image, as shown in Figure 10.
[0076] The player can play the second game set for enemy character NPC1 again. If predetermined conditions are met in the first game after the second game has been interrupted, the control circuit 12 (second game progression means 122) of the computer 10 will resume the progress of the second game set for enemy character NPC1 from the point where it was interrupted. This allows the player to play the second game set for enemy character NPC1 from the point where it was interrupted. The other configurations of computer 10a are the same as those of computer 10, so their explanation is omitted. In addition, the program PG of computer 10a can produce the same effect as the program PG of computer 10.
[0077] (Second variation) The following describes the computer 10b according to the second modified example, with reference to the drawings. Figure 13 shows the image displayed on the display 20 of the computer 10b.
[0078] Computer 10b differs from computer 10 in that the first game image is an image taken from the perspective of the player character PC. That is, the first game may be an FPS (First Player Shooter). Therefore, the first game image contains little to no player character PC. However, the first game image may include a part of the player character PC's body (for example, an arm). The other configurations of computer 10b are the same as those of computer 10, so their explanation is omitted. Also, the program PG of computer 10b can produce the same effect as the program PG of computer 10.
[0079] (Example from the second game) The following describes an example of the second game with reference to the diagrams. Figures 14 to 17 show images from the second game.
[0080] In the second game shown in Figure 14, the second game objects 400, 402, and 404 are rotating. Mark 406 is located to the left of the second game objects 400, 402, and 404. The player can stop the rotation of the second game object 400 by pressing control X. The player can stop the rotation of the second game object 402 by pressing control Y. The player can stop the rotation of the second game object 404 by pressing control A. The player can clear the second game if they can stop the second game objects 400, 402, and 404 when they are closest to Mark 406.
[0081] In the second game shown in Figure 15, lines 510 and 512 are positioned in the center of the second game image. Line 510 is a straight line extending vertically. Line 512 is a straight line extending horizontally. Line 512 intersects with line 510. Second game object 500 is located above line 510. Second game object 502 is located to the right of line 510. Second game object 504 is located below line 510. Second game objects 500, 502, and 504 are rotated.
[0082] Line 514 is positioned above the second game object 500. Line 516 is positioned to the right of the second game object 502. Line 518 is positioned to the left of the second game object 504.
[0083] The player can stop the rotation of the second game object 500 by pressing control Y. The player can stop the rotation of the second game object 502 by pressing control A. The player can stop the rotation of the second game object 504 by pressing control B. The player can clear the second game if the following three conditions are met. When lines 510 and 514 are connected by the second game object 500, the player stops the rotation of the second game object 500. When lines 512 and 516 are connected by the second game object 502, the player stops the rotation of the second game object 502. When lines 510 and 518 are connected by the second game object 504, the player stops the rotation of the second game object 504.
[0084] The second game may be a shooting game, as shown in Figure 16. In the second game shown in Figure 16, enemy aircraft 550 move downwards from the top of the screen. At this time, enemy aircraft 550 fires bullets 552 downwards. The player's aircraft 554 (second game object) is located at the bottom edge of the screen and can move left and right. The player's aircraft 554 can fire bullets 556 upwards. If enemy aircraft 550 is hit by a bullet 556 fired by player aircraft 554, enemy aircraft 550 is shot down. If player aircraft 555 shoots down a predetermined number of enemy aircraft 550, the player can clear the second game. If player aircraft 554 is hit by a bullet 552 fired by enemy aircraft 550, the player fails to clear the second game.
[0085] The second game may be a falling-block game, as shown in Figure 17. In the second game shown in Figure 17, four types of blocks 600a to 600d are arranged in a 6x4 grid. When the player selects a column and presses the △ or × operator, the six blocks 600 in the selected column move upward or downward (first action). When the player selects a row and presses the □ or ○ operator, the four blocks 600 in the selected row rotate 180 degrees clockwise or counterclockwise (second action). Then, as a result of the first and second actions, when three identical blocks are lined up vertically or horizontally, the three identical blocks disappear. The player can clear the second game by eliminating blocks a predetermined number of times.
[0086] (Other embodiments) The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.
[0087] The first game can be any battle in a virtual space between a player character PC, controlled by the player, and one or more enemy characters NPC. Therefore, the first game may be, for example, a fighting game, a sports game, an action game, a shooting game, a simulation game, a role-playing game, or a sports game.
[0088] The second game may be a game other than a puzzle game. For example, the second game may be a game that can be cleared by the player pressing a control button a predetermined number of times or more within a predetermined time. The second game may also be a whack-a-mole game in which the player hits objects that randomly appear from multiple holes, or a game that involves simple calculations. The second game may also be a slot game in which the player stops multiple rotating reels and clears the game when the patterns drawn on the reels line up in a straight line. The second game may also be a maze. The second game may also be a game in which the player presses a control button in time with a sound emitted by the computer 10. The second game may also be a picture matching game in which multiple panels are arranged randomly, and the player moves the multiple panels to complete a single picture. The second game may also be a button memory game in which an image of the control buttons ○, △, □, × arranged is displayed on the display 20 for a predetermined time. The player presses the controls ○, △, □, × in the order shown on display 20.
[0089] Furthermore, the time required to complete the second game is significantly shorter than the time required to complete the first game. Specifically, the time required to complete the second game is set to be shorter than the time it takes for the player character PC to defeat the enemy character NPC in the first game.
[0090] Furthermore, the second game may be displayed on display 20 at the same time as the first game is displayed on display 20.
[0091] Furthermore, game effects are not limited to weakening enemy NPC characters. Game effects may also include strengthening the player character PC, or granting items to the player character PC. Strengthening the player character PC may include increasing parameters such as attack power, defense power, and speed, or healing the player character PC.
[0092] Furthermore, the predetermined condition is not limited to the fact that enemy character NPCs are included within a predetermined range in the first game image during the first game. In other words, the first game object is not limited to including enemy character NPCs. The predetermined condition is that, during the first game, first game objects other than enemy character NPCs are included within a predetermined range in the first game image during the first game. The first game object may be, for example, a non-player character (ally character), an ally character controlled by another player, an enemy character controlled by another player, or an object such as a virtual operator like a save point or a treasure chest.
[0093] Furthermore, enemy NPC characters are not limited to non-player characters controlled by computer 10, but may also be player characters controlled by other players.
[0094] Furthermore, the controls are not limited to buttons or levers such as L1, L2, R1, R2, ↑, ↓, ←, →, LS, RS, ○, △, □, ×, but may also be icons displayed on a touch panel, or a mouse or keyboard, etc.
[0095] Furthermore, the control circuit 12 (second game progression means 122) of the computer 10 may affect the progress of the second game when the state of the enemy character NPC (first game object) changes. This will be explained below with reference to Figures 18 and 19. Figures 18 and 19 are images displayed on the display 20 of the computer 10.
[0096] As shown in Figure 18, multiple obstacle objects 206 are placed around the goal point 202. The enemy character NPC is also equipped with armor 700. The player controls the player character PC to attack the enemy character NPC. This destroys the enemy character NPC's armor 700, as shown in Figure 19. In other words, the enemy character NPC's state changes. Accordingly, multiple obstacle objects 206 disappear, which affects the progress of the second game. The effect on the progress of the second game is that the difficulty of the second game changes. For example, it is not necessary to clear the second game if the enemy character NPC's state is not changed.
[0097] Furthermore, the control circuit 12 (second game progression means 122) of the computer 10 may affect the progress of the second game when the state of the player character PC changes. This will be explained below with reference to Figure 20. Figures 20 and 21 are images displayed on the display 20 of the computer 10.
[0098] The meter 800 in Figure 20 shows parameters such as energy possessed by the player character PC. The parameters in meter 800 increase when the player character PC acquires items. Then, as shown in Figure 21, when the parameters in meter 800 reach their maximum value, object 210 is generated. In other words, when the state of the player character PC changes, it affects the progress of the second game. When the second game object 204 passes through object 210 and reaches the goal point 202, the state of the player character PC changes. Changes in the state of the player character PC may include, for example, the ability to unleash special attacks (ultimate moves) or the player character PC becoming invincible for a certain period of time and not taking damage. Parameters may also increase by defeating enemy character NPCs.
[0099] Figure 22 is an image displayed on the computer 10's display 20. As shown in Figure 22, the computer 10's control circuit 12 (second game progression means 122) may increase the number of multiple squares if the enemy character NPC generates a barrier B (protection object) that reduces the damage received by the player character PC in the first game. In Figure 3, there are 25 squares, while in Figure 22, there are 36 squares. Increasing the number of multiple squares increases the difficulty of clearing the second game. Therefore, if the enemy character NPC generates barrier B, the player character PC is at a disadvantage. Also, the computer 10's control circuit 12 (second game progression means 122) may decrease the number of multiple squares if the player character PC attacks barrier B (protection object) in the first game. That is, if the barrier B disappears when the player character PC attacks it, the number of multiple squares may decrease, or if the barrier B takes damage when the player character PC attacks it, the number of multiple squares may decrease.
[0100] Figure 23 shows an image displayed on the computer 10's display 20. When the player clears the second game, the computer 10's control circuit 12 (second game progression means 122) may generate a game effect in the first game for a second predetermined time. The game effect is, for example, weakening the enemy character NPC. The player may play the second game again during the second predetermined time while the game effect is active. At this time, the computer 10's control circuit 12 (second game progression means 122) may include an indicator IND in the second game image that shows the time remaining until the second predetermined time has elapsed. The indicator IND is located between the enemy character NPC and stage ST. When the indicator IND is displayed in this way, the player plays the first game while looking at the indicator IND, trying to finish the battle with the enemy character NPC before the second predetermined time has elapsed.
[0101] Furthermore, the control circuit 12 (second game progression means 122) of the computer 10 may extend the time until the second predetermined time elapses when the number of squares moved by the second game object 204 increases. In this case, the control circuit 12 of the computer 10 increases the remaining time on the indicator IND. The indicator IND may be a graph as shown in Figure 23, or the remaining time may be displayed numerically.
[0102] Figure 24 shows an image displayed on the computer 10's display 20. When the player clears the second game, the computer 10's control circuit 12 (second game progression means 122) may generate a game effect in the first game for a second predetermined time. The game effect is, for example, weakening enemy character NPCs. The player may start playing the second game during the second predetermined time while the game effect is active. In this case, the computer 10's control circuit 12 (second game progression means 122) may make the display of stage ST different when the second game is progressing while a game effect is active (see Figure 3) and when the second game is progressing while no game effect is active (see Figure 24). In Figure 24, the stage ST of the second game is highlighted.
[0103] Figure 25 is an image displayed on the computer 10's display 20. The computer 10's control circuit 12 (second game progression means 122) may change the number of multiple squares when the player character PC uses an item in the first game. For example, the player character PC can equip multiple types of weapons. The player character PC can switch from machine gun G to handgun G1. The attack power of handgun G1 is lower than that of machine gun G. Therefore, the computer 10's control circuit 12 (second game progression means 122) increases the number of multiple squares when the player character PC changes equipment from machine gun G to handgun G1. Note that the item is not limited to a weapon; it may also be a tool such as a healing potion that disappears when used by the player character PC.
[0104] Figure 26 is an image displayed on the computer 10's display 20. The computer 10's control circuit 12 (second game progression means 122) may change the display pattern of stage ST if the player character PC receives a specific action from the enemy character NPC in the first game. In Figure 26, the player character PC is being grabbed by the enemy character NPC. In this case, the player character PC is highly likely to take significant damage from the enemy character NPC. Therefore, the computer 10's control circuit 12 (second game progression means 122) displays text urging the player to quickly clear the second game and highlights stage ST. This allows the player to recognize that an effect is occurring in the first game and to try to quickly clear the second game.
[0105] Figure 27 is an image displayed on the computer 10's display 20. The computer 10's control circuit 12 (second game progression means 122) may change the number of multiple squares when the state of the enemy character NPC reaches a specific state in the first game. For example, the enemy character NPC may change its form during a battle with the player character PC. More specifically, if the player character PC inflicts a certain amount or more in total damage on the enemy character NPC, the enemy character NPC transforms and becomes stronger. That is, the difficulty of the first game increases. At this time, the computer 10's control circuit 12 (second game progression means 122) may increase the difficulty of the second game by increasing the number of multiple squares.
[0106] Figure 28 is an image displayed on the computer 10's display 20. The computer 10's control circuit 12 (second game progression means 122) may inflict game effects on enemy characters (NPCs) according to the number of squares the second game object 204 has passed through in the second game. The game effect is, for example, damage. Damage is inflicted on enemy characters (NPCs) as the number of squares the second game object 204 has passed through increases. The computer 10's control circuit 12 (first game progression means 120) includes the magnitude of the damage in the first game image. In Figure 28, when the second game object 204 moves one square from the starting point 200, the computer 10's control circuit 12 (first game progression means 120) inflicts 300 damage on the enemy character (NPC). Furthermore, when the second game object 204 moves two squares from the starting point 200, the computer 10's control circuit 12 (first game progression means 120) inflicts 600 damage on the enemy character (NPC). Thus, as the damage dealt to enemy NPC characters in the first game increases as the second game progresses, players will become more actively involved in the second game. Additionally, the display of damage each time the second game object 204 moves will create a sense of excitement for the player, further encouraging them to play the second game more actively.
[0107] Figures 29 to 32 show modified versions of Stage ST. In Stage ST, the multiple cells do not necessarily have to be arranged in a square. For example, in Stage ST shown in Figure 29, the multiple cells are arranged in a shape where the vicinity of one corner of a square is missing. In Stage ST shown in Figure 30, the multiple cells are arranged in a shape where parts of the four sides of a square are missing. In Stage ST shown in Figure 31, the multiple cells are arranged in a shape where the vicinity of two opposite corners of a rectangle is missing. In Stage ST shown in Figure 32, the multiple cells are arranged in a shape where the vicinity of the center of a rectangle is missing.
[0108] Figure 33 is a flowchart of the control circuit 12 of computer 10c. A modified version of computer 10c is described below.
[0109] In computer 10c, the player can have the player character PC perform actions called "just dodge" and "just hacking." In just dodge and just hacking, the player performs a first predetermined operation on the first game during a first predetermined period after the enemy character NPC begins attacking the player character PC. The first predetermined period is a portion of the time from when the enemy character NPC begins attacking the player character PC until the player character PC is attacked by the enemy character NPC. The start of the first predetermined period may or may not coincide with the start of the time from when the enemy character NPC begins attacking the player character PC until the player character PC is attacked by the enemy character NPC.
[0110] The first predetermined operation includes a second predetermined operation for the player character PC to perform an action to evade an attack from an enemy character NPC. When the player performs the second predetermined operation, the player character PC can evade the enemy character NPC's attack and perform an action quickly after the evasion. Evading an attack by performing the second predetermined operation within the first predetermined period is called a "just dodge." The player character PC cannot perform the next action for a third predetermined period after evading the enemy character NPC's attack. However, the third predetermined period when the player character PC performs a just dodge is shorter than the third predetermined period when the player character PC performs a normal dodge.
[0111] Furthermore, the first predetermined operation includes a third predetermined operation for starting the second game. The third prescribed operation includes the following (1) to (3): (1) An enemy character NPC (first game object) is included within a predetermined range in the first game image. (2) The player character PC is holding Machine Gun G. (3) Enemy character NPCs are included in the first game image.
[0112] When the player performs the third predetermined operation, the second game begins. Hacking that occurs when the third predetermined operation is performed during the first predetermined period is called just hacking. When just avoidance or just hacking occurs, the control circuit 12 (second game progression means 122) of the computer 10 automatically clears the second game regardless of whether the player has performed any operations on the second game. This type of process is called auto-hacking. The operation of the computer 10c will be explained below using the flowchart shown in Figure 33. The processes shown in steps S1 to S12 of Figure 33 are the same as the processes shown in steps S1 to S12 of Figure 6, so the explanation will be omitted.
[0113] In step S21, the control circuit 12 of the computer 10c determines whether or not the enemy character NPC has started an attack on the player character PC (step S21). If the enemy character NPC has started an attack on the player character PC, the process proceeds to step S22. If the enemy character NPC has not started an attack on the player character PC, the process proceeds to step S5.
[0114] When an enemy character NPC begins an action to attack a player character PC, the control circuit 12 of the computer 10c determines whether the player has performed a second predetermined operation to evade using the control unit (step S22). If the player has performed the second predetermined operation to evade using the control unit, this process proceeds to step S4. If the player has not performed the second predetermined operation to evade using the control unit, this process proceeds to step S5.
[0115] When the player performs a second predetermined operation to evade using the control unit, the control circuit 12 of the computer 10 determines whether the player character PC has aimed the machine gun G at the enemy character NPC (step S4). The operation in step S4 corresponds to a third predetermined operation. The player can make the player character PC aim the machine gun G at the enemy character NPC by pressing the control element L2 of the control unit 26. The control circuit 12 of the computer 10 then determines whether the player is pressing the control element L2. If the player is pressing the control element L2, the control circuit 12 of the computer 10 determines that the player character PC is aiming the machine gun G at the enemy character NPC. In this case, the process proceeds to step S23. If the player is not pressing the control element L2, the control circuit 12 of the computer 10 determines that the player character PC is not aiming the machine gun G at the enemy character NPC. In this case, the process returns to step S1.
[0116] When the player character PC aims machine gun G at the enemy character NPC, the control circuit 12 of the computer 10c determines whether the timing of the third predetermined operation in step S4 is within the first predetermined period after the enemy character NPC has started attacking the player character PC (step S23). If the timing of the third predetermined operation in step S4 is within the first predetermined period after the enemy character NPC has started attacking the player character PC, the control circuit 12 of the computer 10c proceeds to step S24. If the timing of the third predetermined operation in step S4 is not within the first predetermined period after the enemy character NPC has started attacking the player character PC, the control circuit 12 of the computer 10c proceeds to step S5.
[0117] If the timing of the third predetermined operation in step S4 is within the first predetermined period after the enemy character NPC begins attacking the player character PC, the control circuit 12 of the computer 10c displays both the first game image of the first game and the second game image of the second game on the display 20 (step S24). In step S5, the control circuit 12 of the computer 10c (image data generation means 124) generates image data D2 for displaying the second game image of the second game along with the first game image of the first game on the display 20 of the computer 10c. Then, the control circuit 12 of the computer 10c outputs the image data D2 to the graphics processing unit 18. As a result, as shown in Figure 3, the display 20 displays the first game image of the first game and the second game image of the second game. In this way, if the predetermined conditions are met in the first game, the control circuit 12 of the computer 10c (second game progression means 122) starts the second game. In this embodiment, the predetermined conditions are that (1) the enemy character NPC (first game object) is included within a predetermined range in the first game image, (2) the player character PC is holding machine gun G, and (3) the enemy character NPC is included in the first game image.
[0118] Next, the control circuit 12 of the computer 10c (the second game progression means 122) automatically clears the second game regardless of whether the player has performed any operations on the second game (step S24). After this, the process proceeds to step S10. This concludes the explanation of the operation of the computer 10c.
[0119] Performing perfect dodges and perfect hacks requires advanced skills. Players who successfully execute these advanced maneuvers are rewarded with the automatic completion of the second game. Therefore, players are encouraged to repeatedly play the first game in order to master these advanced techniques.
[0120] Furthermore, in computer 10a, the player may interrupt the second game set for enemy character NPC1 and then play the second game set for enemy character NPC2.
[0121] In addition, in computer 10a, the predetermined conditions are not limited to those described in (1) to (3). Examples of predetermined conditions include being attacked by enemy character NPC1, receiving damage exceeding a predetermined value from an enemy character, and a predetermined amount of time having elapsed since the appearance of enemy character NPC1 in the first game.
[0122] Furthermore, in the second game played by computer 10, the game effects may change depending on the number of squares the second game object 204 passes through from the start point 200 to the goal point 202, the time taken to complete the second game, etc. For example, the degree of weakening that occurs to enemy character NPCs when the second game object 204 passes through 10 squares is greater than the degree of weakening that occurs when the second game object 204 passes through 5 squares. For example, the degree of weakening that occurs to enemy character NPCs when the time taken to complete the second game is 10 seconds is greater than the degree of weakening that occurs when the time taken to complete the second game is 20 seconds. In addition, in the second game played by computers other than computer 10, the game effects may also change depending on the score at the time the second game is completed, the remaining time, etc. [Explanation of Symbols]
[0123] 10, 10a, 10b: Computer 12: Control circuits 14:Memory circuit 16: Network Interface 18: Graphics Processing Unit 20: Display 22: Audio Processing Unit 24: Speaker 26:Operation section 120: First Game Progression Method 122: Second Game Progression Method 124: Image data generation means 200: Starting point 202: Finish line 204, 400, 402, 404, 500, 502, 504: Second Game Object 206: Fault object 300: Icon 406: Mark G: Gun PG: Program L1,L2,R1,R2,↑,↓,←,→,LS,RS,〇,△,□,×:Manipulator PC: Player Character NPC, NPC1, NPC2: Enemy Characters
Claims
1. The program causes the computer's control circuit to function as a first game progression means, a second game progression means, and an image data generation means. The first game progression means progresses the first game, which is a battle in a virtual space between a player character operated by the player and one or more enemy characters, The second game progression means progresses a second game that is different from the first game. The image data generation means generates image data for displaying the second game image of the second game together with the first game image of the first game on the computer's display. At least a portion of the second period during which the second game progression means can receive operations on the second game by the player overlaps with the first period during which the first game progression means can receive operations on the first game by the player. program.
2. The second game mentioned above is a puzzle game. The program according to claim 1.
3. The entirety of the second period is included in the first period. The program according to claim 1 or claim 2.
4. The computer's operating unit includes multiple controls, When the first game and the second game are in progress simultaneously, the plurality of operators include one or more first operators used in the first game and one or more second operators used in the second game, and the one or more second operators do not overlap with the one or more first operators. The program according to claim 1 or claim 2.
5. If predetermined conditions are met in the first game, the second game progression means starts the second game. The image data generation means generates the image data which includes the first game image but does not include the second game image when the second game progression means is not progressing the second game. The program according to claim 1 or claim 2.
6. The predetermined condition is that, in the first game, the first game object is included within a predetermined range in the first game image. The first game object includes at least the enemy character. The program according to claim 5.
7. In the first game, multiple first game objects appear, The second game is set for each of the plurality of first game objects. The program according to claim 6.
8. If the predetermined conditions are no longer met in the first game, the second game progression means interrupts the second game. The image data generation means generates image data that includes the first game image of the first game but does not include the second game image of the second game. The program according to claim 6.
9. In the first game, multiple first game objects appear, The second game is configured for each of the plurality of first game objects. If a predetermined condition is met in the first game after the second game has been interrupted, the second game progression means will resume the second game from the state in which it was interrupted. The program according to claim 8.
10. In the aforementioned first game, the first game object appears, The second game progression means, when the state of the first game object changes, affects the progress of the second game. The program according to claim 1 or claim 2.
11. The second game progression means, when the state of the player character changes, affects the progress of the second game. The program according to claim 1 or claim 2.
12. When the player clears the second game, a game effect occurs in the first game. The program according to claim 1 or claim 2.
13. In the first game, the player character moves in real time in response to the player's actions. The program according to claim 1 or claim 2.
14. In the second game, the second game object moves in real time in response to the player's actions. The program according to claim 11.
15. The second game progression means automatically clears the second game regardless of whether the player has performed any operations on the second game if the player performs a first predetermined operation on the first game during a first predetermined period after the one or more enemy characters have started attacking the player character. The program according to claim 1 or claim 2.
16. The first predetermined operation includes a second predetermined operation for the player character to perform an action to evade an attack from one or more enemy characters. The program according to claim 15.
17. In the puzzle game, the second game progression means moves the second game object on a stage containing multiple squares when the player performs an operation on the second game. The program according to claim 2.
18. In the puzzle game, the second game progression means moves the second game object from the starting square on the stage to the goal square by having the player character perform operations on the second game. The program according to claim 17.
19. The second game progression means is, In the first game, when the player character uses an item, the number of the multiple squares changes. In the first game, if the player character receives a specific action from the enemy character, the display mode of the stage is changed. or In the first game, if the enemy character reaches a specific state, the number of the multiple squares is changed. The program according to claim 17 or claim 18.
20. The second game progression means increases the number of the plurality of squares when the enemy character generates a protective object that reduces the damage received by the player character in the first game, and decreases the number of the plurality of squares when the player character attacks the protective object in the first game. The program according to claim 17 or claim 18.
21. When the player clears the second game, the first game progression means generates game effects in the first game for a predetermined period of time. The second game progression means makes the display of the stage different when the second game is being played while the game effect is occurring, and when the second game is being played while the game effect is not occurring. The program according to claim 17 or claim 18.
22. When the player clears the second game, the first game progression means generates a game effect in the first game for a second predetermined time. The second game progression means includes an indicator in the second game image that shows the time remaining until the second predetermined time has elapsed. The program according to claim 17 or claim 18.
23. The second game progression means extends the time until the second predetermined time elapses as the number of squares the second game object has moved increases. The program according to claim 22.
24. The first game progression means grants game effects to the enemy character in accordance with the number of squares the second game object has passed through in the second game. The program according to claim 17 or claim 18.