Game program, information processing system, information processing apparatus, and game processing method
The game program addresses the lack of variation in game content by automatically selecting games and characters, resulting in a dynamic and engaging player experience with increased content diversity.
Patent Information
- Application Number
- JP2020192537
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-11-19
- Publication Date
- 2025-06-11
- Estimated Expiration
- 2040-11-19
AI Technical Summary
Existing game programs lack variation in game content, leading to a limited player experience.
A game program that automatically determines a game to be played and a character to be used from a plurality of options, allowing for continuous execution of multiple games with varying content and character operations.
Increases game content variations by combining different games and characters, providing a fresh and engaging experience for players by unpredictably switching between games and characters.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, an information processing system, an information processing apparatus, and a game processing method for causing a player to play a plurality of types of games.
Background Art
[0002] Conventionally, there has been a game program for causing a player to play a plurality of types of games having different operation methods (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the games as described above, there has been room for improvement in increasing the variations of game content.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing apparatus, and a game processing method capable of increasing variations in game content for a plurality of types of games.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (13).
[0007] (1) An example of the present invention is a game program that causes a computer of an information processing apparatus to execute the following processes. The game program causes the computer of the information processing apparatus to (a) automatically determine a game to be played by a player from among a plurality of types of games, (b) automatically determine a character to be used by the player to operate from among a plurality of characters having different operation methods, and (c) execute the game to be played by controlling the determined character to be used based on the player's operation in a virtual space, and advance the game based on whether or not the clear condition in the game to be played is satisfied within a limited time.
[0008] According to the configuration of (1) above, since it is possible to provide a number of games corresponding to the combination of the game to be played and the character to be used, the variations in the game content can be increased.
[0009] (2) The game program may cause the computer to automatically determine a plurality of games to be played, may automatically determine a plurality of characters to be used by the player to operate in each of the determined plurality of games to be played, and may advance a game including the plurality of games to be played by continuously executing the determined plurality of games to be played.
[0010] According to the configuration of (2) above, it is possible to provide an interesting game in which a plurality of games to be played whose game content and characters to be used cannot be predicted are continuously played.
[0011] (3) The game program may cause the computer to randomly determine a character to be used from among a plurality of characters.
[0012] According to the configuration of (3) above, the character to be used can be made difficult for the player to predict.
[0013] (4) The game program may cause the computer to automatically determine a character to be used from among a plurality of candidate characters specified in advance based on the player's instructions.
[0014] According to the configuration of (4) above, by allowing the player to select a candidate character, the strategic nature of the game can be improved.
[0015] (5) For the plurality of characters, the movement methods corresponding to the direction input and a predetermined instruction input different from the direction input may be different. The game program may further cause the computer to control the movement of the character to be used in the virtual space according to the movement method corresponding to the character to be used based on the direction input and the instruction input during the execution of the game to be played.
[0016] According to the configuration of (5) above, since the characters to be used in the game to be played are different, the gameplay of the game to be played can be made very different. As a result, the range of game variations due to the combination of the character to be used and the game to be played can be widened.
[0017] (6) As a movement control for at least any one of the plurality of characters, the game program may cause the computer to perform movement control in at least any one of the following methods: a method of moving the character to be used in the direction corresponding to the direction input, a method of moving the character to be used in a predetermined direction according to the combination of the direction input and the instruction input, and a method of automatically moving the character to be used.
[0018] (7) The game program may further cause the computer to perform control of an attack action of at least any one of the plurality of characters, that is, control of an attack action of firing an attack object according to the instruction input or automatically.
[0019] According to the configuration of (7) above, it is possible to increase the variations in the actions of the character in use, and it is possible to enrich the variations of the game by the combination of the character in use and the game to be played.
[0020] (8) The game program may also cause the computer to perform control to cause a predetermined effect to occur on a predetermined object in the virtual space when a character contacts the predetermined object for each of a plurality of characters, and for a character that fires an attack object among the plurality of characters, perform control to cause the same effect as when the character contacts to occur on the predetermined object when the attack object contacts the predetermined object.
[0021] According to the configuration of (8) above, it is possible to prevent inconveniences such as a character that cannot fire an attack object from being unable to clear the game to be played.
[0022] (9) When the determined character in use is a predetermined character that fires an attack object, the game program may cause the computer to start the game to be played using the virtual space in which the movement object is arranged, and perform movement control for the predetermined character to move toward the movement object when the attack object contacts the movement object.
[0023] According to the configuration of (9) above, by providing a character in use that performs a movement method different from the movement method in which a character moves in response to a direction input, it is possible to enrich the variations of the game by the combination of the character in use and the game to be played.
[0024] (10) The plurality of characters may include a first type of character that is affected by gravity in the virtual space and a second type of character that is not affected by gravity in the virtual space. The game program may cause the computer to control the movement of the used character reflecting the effect of gravity during execution of the game to be played when the used character is the first type of character.
[0025] According to the above configuration (10), by providing the player with usable characters that have different operational feel, it is possible to expand the variety of games that can be played by combining the usable characters with the game to be played.
[0026] (11) The game program may further cause the computer to present to the player, within a predetermined period of time before the start of the determined game to be played, information relating to the determined game to be played and characters to be used.
[0027] According to the above feature (11), before the start of the game to be played, the player can be made to confirm the game to be played and the characters to be used in the game.
[0028] (12) The game program may further cause the computer to present to the player, within a predetermined period of time, a method of operating the determined character to be used, and to control the character to be used based on the operation of the player.
[0029] According to the above configuration (12), by providing a period during which the player can control the character to be used, it is possible to provide the player with an opportunity to control the character to be used without compromising the enjoyment of the game to be played thereafter.
[0030] (13) The time limit may be a predetermined time period of 5 seconds or less that is set for each of the multiple types of games.
[0031] According to the configuration of the above (13), by setting the time limit to a relatively short time, players are required to quickly understand the operation method of the playable character within the time limit and clear the target game, thereby improving the interest of the game.
[0032] In addition, another example of the present invention may be an information processing apparatus or an information processing system that executes the processing in the above (1) to (13). Another example of the present invention may also be a game processing method that executes the processing in the above (1) to (13).
Effect of the Invention
[0033] According to the above game program, information processing system, information processing apparatus, and game processing method, it is possible to increase the variations in game content for multiple types of games.
Brief Description of the Drawings
[0034]
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[0035] [1. Configuration of the Game System] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in this embodiment) 2, a left controller 3, and a right controller 4. The main body device 2 is detachable from the left controller 3 and the right controller 4 respectively. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are respectively attached to the main body device 2 and integrated. Also, the game system 1 can be used with the main body device 2, the left controller 3, and the right controller 4 as separate entities (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.
[0036] FIG. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processing) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit for a user to input.
[0037] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are each removed from the main body device 2. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as a "controller".
[0038] FIG. 3 is a six-sided view showing an example of the main body device 2. As shown in FIG. 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front surface, that is, the surface on which the display 12 is provided) is generally rectangular.
[0039] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device in which the left controller 3 and the right controller 4 are attached to the main body device 2 may be a portable device. Further, the main body device 2 or the integrated device may be a handheld device. Also, the main body device 2 or the integrated device may be a transportable device.
[0040] As shown in FIG. 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display device (LCD). However, the display 12 may be any type of display device.
[0041] In addition, the main body device 2 is provided with a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type (for example, a capacitive type) capable of multi-touch input. However, the touch panel 13 may be of any type, for example, a type (for example, a resistive film type) capable of single-touch input may also be used.
[0042] The main body device 2 includes a speaker (that is, the speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. And the output sound of the speaker 88 is output from these speaker holes 11a and 11b respectively.
[0043] In addition, the main body device 2 includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.
[0044] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a predetermined type of storage medium. The predetermined type of storage medium is, for example, a storage medium (for example, a dedicated memory card) dedicated to the game system 1 and information processing devices of the same type. The predetermined type of storage medium is used, for example, to store data (for example, save data of an application, etc.) used in the main body device 2 and / or a program (for example, a program of an application, etc.) executed by the main body device 2. In addition, the main body device 2 includes a power button 28.
[0045] The main body device 2 is provided with a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display an image generated and output by the main body device 2 on a stationary monitor. Further, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Also, the cradle has a function of a hub device (specifically, a USB hub).
[0046] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the vertical direction (that is, the y-axis direction shown in FIGS. 1 and 4). When the left controller 3 is removed from the main body device 2, it can also be gripped in a vertically long orientation. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Also, the left controller 3 can be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0047] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. The user can input a direction corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may be provided with a cross key or a slide stick capable of slide input, etc. instead of the analog stick as a direction input unit. Also, in the present embodiment, it is possible to input by pressing the analog stick 32.
[0048] The left controller 3 is provided with various operation buttons. The left controller 3 has four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 is provided with a recording button 37 and a -(minus) button 47. The left controller 3 has a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 has a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side where it is attached when attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.
[0049] Also, the left controller 3 is provided with a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.
[0050] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction. The right controller 4 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be gripped with one hand, particularly the right hand, when gripped in a vertically long orientation. Also, the right controller 4 can be gripped in a horizontally long orientation. When the right controller 4 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0051] Similar to the left controller 3, the right controller 4 is provided with an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Also, instead of the analog stick, the right controller 4 may be provided with a cross key or a slide stick capable of slide input. Also, similar to the left controller 3, the right controller 4 is provided with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. Further, the right controller 4 is provided with a + (plus) button 57 and a home button 58. Also, the right controller 4 is provided with a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 is provided with a second L button 65 and a second R button 66.
[0052] Also, the right controller 4 is provided with a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.
[0053] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. In addition to the configuration shown in FIG. 3, the main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.
[0054] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes to be executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium mounted on the slot 23, etc.).
[0055] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.
[0056] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 according to an instruction from the processor 81.
[0057] The processor 81 appropriately reads and writes data between the flash memory 84 and the DRAM 85, and the above storage media, and executes the above information processing.
[0058] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly communicates) with an external device via a network. In the present embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as a first communication mode. Further, the network communication unit 82 performs wireless communication with other main body devices 2 of the same type by a predetermined communication method (for example, communication by a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode enables wireless communication with other main body devices 2 arranged within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between a plurality of main body devices 2.
[0059] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0060] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27 described above. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0061] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main body device 2 using sets of the left controller 3 and the right controller 4, respectively. As an example, while the first user inputs to the main body device 2 using the first set of the left controller 3 and the right controller 4, the second user can input to the main body device 2 using the second set of the left controller 3 and the right controller 4.
[0062] Also, the display 12 is connected to the processor 81. The processor 81 displays an image generated (e.g., by executing the above-described information processing) and / or an image acquired from the outside on the display 12.
[0063] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.
[0064] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.
[0065] Also, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is used to charge the battery 98.
[0066] FIG. 7 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main body device 2 are shown in FIG. 6, so they are omitted in FIG. 7.
[0067] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 by both wired communication via the terminal 42 and wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is removed from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0068] Further, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is configured by, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.
[0069] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Also, the left controller 3 includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 output information regarding the operation performed on themselves to the communication control unit 101 repeatedly at an appropriate timing.
[0070] The communication control unit 101 acquires information related to input (specifically, information related to operations or detection results by sensors) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the interval at which the information related to the input is transmitted to the main body device 2 may be the same for each input unit or may not be the same.
[0071] When the above operation data is transmitted to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine the operations on each button 103 and the analog stick 32 based on the operation data.
[0072] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).
[0073] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method performed by the right controller 4 with respect to the main body device 2.
[0074] The right controller 4 includes the same input parts as those of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input parts have the same functions as those of the input parts of the left controller 3 and operate in the same manner.
[0075] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0076] [2. Overview of Processing in the Game System] Next, with reference to FIGS. 8 to 14, an overview of the game processing executed in the game system 1 will be described. In the present embodiment, a game is performed in which a player (in other words, a user) continuously plays a plurality of types of mini-games (also referred to as puchi-games). Although details will be described later, each mini-game is a game that ends within about several seconds to 10 seconds from the start of the game.
[0077] [2-1. Overview of the Game] FIG. 8 is a diagram showing an example of a method for determining the mini-game to be played. As shown in FIG. 8, in the present embodiment, a plurality of types of mini-games (for example, mini-games a and b shown in FIG. 8) are prepared in the game program. Each mini-game is a different game, and for example, at least one of the game field, the objects that appear (for example, enemy characters, items, etc.), and the rules (in the sense including the clear conditions) is different. The game system 1 determines some mini-games as the mini-games to be played by the player (referred to as "play target games") from among the plurality of types of mini-games (see FIG. 8).
[0078] Also, as shown in FIG. 8, in this embodiment, a game program provides a plurality of types of characters (e.g., characters A and B shown in FIG. 8) as characters to be operated by the player in the mini-game. In this embodiment, each character has a different operation method. For example, the movement action (e.g., the direction of movement or the method of movement) performed by the character in response to a directional input by the player differs from character to character, and the action performed by the character in response to a predetermined movement instruction input by the player differs from character to character. The game system 1 determines several characters from among the plurality of types of mini-games as characters to be used in the game to be played (referred to as "used characters") (see FIG. 8).
[0079] As described above, in this embodiment, a game to be played is determined from a plurality of types of mini-games, and a character to be used is determined from a plurality of types of characters. Here, in this embodiment, since the operation method of the character to be used is different, even for one type of game to be played, the strategy and game characteristics are different depending on the character to be used in the game. For example, using the example shown in FIG. 8, even if the game to be played is one type of mini-game a, the strategy and game characteristics are different when the character to be used is character A and when the character is character B. In this embodiment, the game system 1 can provide a game with a number of variations equal to the number of mini-games multiplied by the number of characters. Thus, according to this embodiment, the combination of the mini-game and the character can increase the variety of mini-games provided to the player. In addition, it is possible to prevent the player from getting bored of the mini-game.
[0080] [2-2. Game Flow] Next, an example of the game flow executed in this embodiment will be described. In this embodiment, the game system 1 executes the game in units of stages including a plurality of types of mini-games. That is, when the player starts the game in one stage, a plurality of types of mini-games are continuously played in that stage. Below, the game flow in one stage will be described.
[0081] FIG. 9 is a diagram showing an example of the game flow in a stage. When the stage is started in response to the player's instruction, the game system 1 displays a candidate designation image on the display device (step S1). In this embodiment, the display device on which various images are displayed may be the above-described display 12 or a stationary monitor.
[0082] FIG. 10 is a diagram showing an example of the candidate designation image. The candidate designation image is an image serving as a user interface for the player to designate a character (referred to as a "candidate character") that becomes a candidate to be used in the mini-game in the stage (that is, the game to be played). The game system 1 receives an instruction to designate a candidate character from among a plurality of types of characters in the candidate designation image, and determines the candidate character according to the instruction from the player.
[0083] In this embodiment, the candidate designation image includes a character image 201 (see FIG. 10). The character image 201 shows a plurality of types of characters prepared in the game program. In this embodiment, it is assumed that 18 types of characters are prepared. Note that the number of characters to be prepared is arbitrary and may be any number of 2 or more.
[0084] As described above, the operation methods of each character are different. In this embodiment, the 18 types of characters A to R are controlled according to the input to the analog stick for direction input (i.e., the analog stick 32 or 52 of the controller 3 or 4) and the input to a predetermined button for the above operation instruction input (for example, the left direction button 36 of the left controller 3 or the A button 53 of the right controller 4. Hereinafter, it is referred to as an operation instruction button). Specifically, the 18 types of characters A to R are controlled to operate according to the following operation methods. (Character A) · Move while changing the direction according to the input to the analog stick. This movement may be limited to the left and right directions. · Rush in the facing direction according to the input to the operation instruction button. · Not affected by gravity (that is, does not fall even when the character is in the air). (Character B) · Move while changing the direction according to the left and right inputs to the analog stick. · Jump according to the input to the operation instruction button. · Affected by gravity (that is, moves downward when the character is in the air). (Character C) · Face the input direction according to the input to the analog stick. When not input, face forward. · Fire a bullet in the facing direction according to the input to the operation instruction button. · Affected by gravity. (Character D) · The character moves while changing the direction according to the input to the analog stick. · Throw a boomerang according to the input to the operation instruction button (when throwing a boomerang, the boomerang returns). · While throwing the boomerang, the character cannot move, and the boomerang moves according to the input to the analog stick. · Not affected by gravity. (Character E) · Move according to the input to the analog stick (the character's direction is always to the right). · Fire a bullet to the right according to the input to the action instruction button. · Not affected by gravity. (Character F) · Change direction according to the input to the analog stick. · Move in the facing direction while the input is being made according to the input to the action instruction button. · Affected by gravity. (Character G) · Automatically move horizontally regardless of the input to the analog stick (stop while the yo-yo is out). · Move in the reverse direction when hitting a wall or the like. · Fire a yo-yo upward according to the input to the action instruction button. · Affected by gravity. (Character H) · Move according to the input to the analog stick. · Fire a bullet upward according to the input to the action instruction button. · Not affected by gravity. (Character I) · Always move while repeating jumps according to the left and right inputs to the analog stick (the character's direction is always to the right). · Fire a bullet to the right according to the input to the action instruction button. · Affected by gravity. (Character J) · Change direction according to the input to the analog stick. · Dash in the facing direction according to the input to the action instruction button. · Affected by gravity. (Character K) · Change direction and move according to the input to the analog stick. · Fire a bullet in the facing direction according to the input to a predetermined button. · Not affected by gravity. (Character L) · Move in response to the input to the analog stick. · In response to the input to the action instruction button, emit a light beam downward while the input is being made (objects hit by the light beam are sucked upward). · Not affected by gravity. (Character M) · Move the aiming in response to the input to the analog stick. · Move to the aiming position in response to the input to the action instruction button. · Affected by gravity. (Character N) · Turn and move in response to the input to the analog stick. · Drop a bomb in response to the input to the action instruction button. · Not affected by gravity. (Character O) · Turn and move in response to the left - right input to the analog stick. · Jump in response to the input to the action instruction button. · Affected by gravity. · Can stick to the ceiling when jumping, and while sticking, the direction of gravity on the character becomes opposite. (Character P) · Turn and move in response to the left - right input to the analog stick. Drop rapidly in response to the down input when the character is in the air. · Rise in response to the input to the action instruction button. · Affected by gravity. (Character Q) · Emit water flow in response to the input to the analog stick and move in the direction opposite to the emitted direction. · Switch between the emission and stop of the water flow in response to the input to the action instruction button. · Affected by gravity. · While the water flow is stopped, it stops without being affected by gravity. (Character R) · Move while changing direction in response to left - right inputs to the analog stick. · In response to an input to the action instruction button, stick out the tongue diagonally upward in the traveling direction while the input is being made. · Be affected by gravity.
[0085] As described above, each of the above - mentioned characters has a different operation method. Here, "having a different operation method" means (a) the actions (including movement) performed by the character in response to the player's input are different, (b) the possible actions of the character are different, and (c) the rules regarding the actions performed by the character (for example, whether it is affected by gravity and moves or not, etc.) are different. In this embodiment, there are characters (for example, Character A) that move in the input direction in response to an input to the analog stick, and there are also characters (for example, Character C) that simply face the input direction. Also, the actions performed by the character in response to an input to the action instruction button are various. Therefore, depending on which character is used, the strategy method and gameplay of the mini - game differ greatly, and the variations of the mini - game can be made diverse.
[0086] In this embodiment, although each character has a different operation method, it can be operated by inputs to the analog stick and action instruction button of the controller. That is, the game system 1 controls the actions of the character by inputs to the analog stick and action instruction button, and does not perform control by other inputs other than the said inputs. Therefore, when the player has not grasped the operation of each character, for any character, the player can grasp the operation method of the character by trying inputs to the analog stick and action instruction button. According to this, even when there are a large number of characters operated by various operation methods, it becomes easier for the player to grasp the operation of each character.
[0087] In this embodiment, assuming single-player play, the above 18 types of characters are prepared. In another embodiment, multiplayer play may be possible, and by automatically determining the characters to be used for each player, more variations can be added. In the case of two-player play, for a predetermined character (specifically, character E and character I whose character orientation is always to the right), when selected for the second player, another character that faces left may be selected. Here, in the case of two-player play, the initial position of the character operated by the first player is on the left side, and the initial position of the character operated by the second player is on the right side. That is, a character in a direction where it is easy to fire a bullet from the initial position is selected so that only one player is not disadvantaged. In another embodiment, even in the case of single-player play, when it is a mini-game with the initial position on the right side, the character may be changed to a left-facing character.
[0088] In a state where the candidate designation image shown in FIG. 10 is displayed, the player designates a desired number of characters as candidate characters from among the characters shown by the character image 201. The number of candidates is three here, but it may be any number of two or more. For example, the number of candidates may be the same as the number of mini-games included in the stage, or may be a different number. Also, the number of candidates may be set for each stage of the game, or may be common to each stage.
[0089] In this embodiment, the player moves the frame image 202 and gives a designation instruction in a state where the frame image 202 surrounds the image of a desired character among the characters shown by the character image 201. As a result, the character is designated as a candidate character. As shown in FIG. 10, the candidate designation image includes the character area image 203. The character area image 203 includes the same number of areas as the above-mentioned number of candidates (here, 3). The candidate character 204 designated by the user is displayed in the area. When the player gives an instruction to designate a character as many times as the number of candidates, the candidate characters 204 are respectively displayed in the respective areas in the character area image 203.
[0090] In this embodiment, the candidate designation image includes the automatic designation instruction image 205. When an input is made to the automatic designation instruction image 205 (for example, a predetermined input made in a state where the frame image 202 surrounds the automatic designation instruction image 205), the game system 1 automatically designates a number of characters equal to the number of candidates from among the characters shown by the character image 201. Further, the game system 1 displays each designated candidate character in each area in the character area image 203. Thus, the designation of candidate characters may be automatically performed without depending on the selection by the player. The method by which the game system 1 designates candidate characters is arbitrary, and it may be a method of randomly designating, or a method of designating according to a predetermined rule. For example, it may not be completely random, and characters with fewer usage times may be preferentially designated, or they may be designated in a predetermined order.
[0091] As shown in FIG. 10, the candidate designation image includes the start instruction image 206 for the player to give a start instruction. In response to the start instruction being given (that is, an input being made to the start instruction image 206) in a state where the number of candidate characters equal to the number of candidates has been designated, the game system 1 ends the display of the candidate designation image.
[0092] In this embodiment, the candidate character is specified from among the characters prepared in the game program. However, in other embodiments, the candidate character may be specified from among some of these characters. That is, the characters that the player can specify as candidate characters may be some of the above characters. For example, in other embodiments, the game system 1 may initially make only some (e.g., five) of the above characters specifiable as candidate characters, and increase the characters that can be specified as candidate characters each time the player clears a game stage.
[0093] When the above start instruction is given, the game system 1 starts a preparation period and displays a preparation image on the display device (step S2 shown in FIG. 9). The preparation period is a period for having the player perform preparations related to the game to be played before the start of the game to be played. Therefore, before the preparation period is started, the game system 1 determines the game to be played in the stage and the character to be used in the game to be played.
[0094] The game system 1 first automatically determines the game to be played from among the prepared mini-games. Here, "automatically determine" means that the game system 1 determines without depending on the player's selection. Note that "automatically determine" means to determine without considering the player's current selection. For example, it may be a method in which the game system 1 determines considering the player's past selections. That is, for example, a game mode in which the player selects and plays a desired mini-game is prepared in the game program, and the game system 1 may determine the game to be played considering the history selected in the game mode. Also, "automatically determine" has nothing to do with whether the player instructs the execution of the determination process. For example, the game system 1 may start the determination process in response to an instruction from the player (e.g., the above start instruction).
[0095] A specific method for automatically determining the game to be played is arbitrary. For example, the game system 1 may determine the game to be played by randomly selecting the mini-games from among the mini-games provided. Here, "randomly selecting" does not mean that the selection result is strictly random, but means that the selection is made so that the same selection result is not obtained every time a plurality of attempts are made. The game system 1 may also determine the game to be played by selecting the mini-games from among the mini-games provided according to a predetermined rule. For example, the game system 1 may determine as the game to be played a mini-game that has not been determined as the game to be played many times.
[0096] Furthermore, the game system 1 automatically determines the character to be used in the determined game to be played from among the candidate characters. The character to be used is determined in such a manner that a specific character is not uniquely determined for a specific game to be played. In this embodiment, the game system 1 randomly determines the character to be used from among the candidate characters. At this time, the game system 1 may randomly determine the character to be used based on the situation in the stage being played (e.g., the situation of the points acquired by the player, the number of mini-games cleared, etc.). For example, if the player has failed to clear the previous mini-game in the stage being played, the game system 1 may randomly determine the character to be used so that a character that is compatible with the mini-game that is the next game to be played (e.g., a character that is assumed to be suitable for conquering the game to be played) is more likely to be selected. Furthermore, the game system 1 is not limited to the method of randomly determining the character to be used, and may determine the character to be used according to a predetermined rule (so that a specific character is not uniquely determined for a specific game to be played). For example, the game system 1 may determine the characters to be used by allocating the candidate characters to a plurality of play target games in one stage in a predetermined order.
[0097] As described above, in this embodiment, the game system 1 randomly determines a playable character from among a plurality of characters. According to this, various characters are used as the playable character for the game to be played, and the player can play one game to be played in various variations. Further, since the playable character in the game to be played is difficult for the player to predict, the player can feel a sense of freshness every time the game is played and play the game to be played.
[0098] Also, as described above, the game system 1 automatically determines a playable character from among a plurality of characters specified in advance based on the player's instruction (for example, specified before the game to be played is presented to the player). According to this, since the strategic nature is improved by having the player select candidate characters, the interestingness of the game can be improved.
[0099] In other embodiments, the game system 1 may determine the playable character from all the prepared characters without specifying candidate characters. According to this, more variations can be provided to the player for one game to be played.
[0100] When the game to be played and the playable character are determined as described above, the above-described preparation period is started. The game system 1 first displays a preparation image related to the first game to be played. FIG. 11 is a diagram showing an example of the preparation image. As shown in FIG. 11, the preparation image includes the playable character 211, the operation method image 212, and the game content image 213. The preparation image may, in addition to the above-described images 211 to 213, indicate, for example, which game to be played it is in the current stage or indicate the remaining time until the start of the game to be played.
[0101] The playable character 211 is the playable character in the current game to be played. Also, the operation method image 212 shows the operation method for the playable character 211. In the present embodiment, the operation method image 212 shows the actions performed by the playable character 211 by operating the analog stick 32 or 52 of the controller 3 or 4 (in FIG. 11, movement), and the actions performed by the playable character 211 by operating the above-described action instruction buttons of the controller 3 or 4 (in FIG. 11, dashing).
[0102] Also, the game content image 213 shows the content of the current game to be played. In the present embodiment, the game content image 213 shows the clear condition in the current game to be played (in FIG. 11, the message "Don't get found!". It can also be said to be a hint for clearing the game). Note that the game content image 213 may be any image that allows the player to recognize or infer the content of the game to be played. For example, the game content image 213 may show the name of the game to be played, or may be an image showing the game field of the game to be played (for example, a thumbnail image of the game to be played).
[0103] As described above, in the present embodiment, the game system 1 presents information (specifically, the game content image) and the playable character related to the determined game to be played to the player within a predetermined period (specifically, within the above-described preparation period) before the start of the determined game to be played. According to this, the player can confirm the game to be played and the playable character used in the game before the start of the game to be played. For example, the player can infer the content of the game or consider a strategy for playing the game to be played with the playable character before the start of the game to be played.
[0104] Also, in the present embodiment, during the preparation period in which the above preparation image is displayed, the player can actually operate the character 211 to be used. That is, the game system 1 accepts an input for operating the character 211 to be used (that is, an input to the analog stick and the operation instruction buttons) during the preparation period, and controls the operation of the character 211 to be used based on the input.
[0105] As described above, in the present embodiment, the game system 1 presents the determined operation method of the character to be used (specifically, the operation method image) to the player within the above predetermined period. According to this, the player can confirm the operation method of the character to be used in the game to be played before the start of the game to be played. Further, the game system 1 controls the character to be used based on the player's operation. According to this, the player can actually operate the character to be used in the game to be played before the start of the game to be played. Therefore, according to the present embodiment, even a player who does not know the operation method of the character to be used can grasp the operation method to some extent before the start of the game to be played. As a result, even a player who does not know the operation method of the character to be used can enjoy the game to be played.
[0106] Here, in this embodiment, the game is such that the mini-game (i.e., the game to be played) and the character to be used are determined without depending on the player's selection, and the player is required to clear the mini-game within a limited time (details will be described later). Therefore, in this embodiment, one of the interesting aspects of the game is that the player has to consider how to clear the game within the limited time using the mini-game and the character to be used specified by the game system 1 without knowing the next game content and the character to be used. Therefore, in this embodiment, the preparation period is a time of a predetermined length (for example, 3 seconds), and the preparation image is displayed for the time of the predetermined length. Then, the game to be played automatically starts after the end of the preparation period. According to this, although the player can grasp to some extent the content of the game to be played and the operation method of the character to be used, it is difficult for the player to fully grasp the content of the game to be played or to practice the operation of the character to be used as much as they like before the start of the game to be played. Therefore, according to this embodiment, the player can be made to play the mini-game without impairing the above-mentioned interestingness of the game.
[0107] When the above-mentioned preparation period ends, the game system 1 ends the display of the preparation image and starts the game to be played (step S3 shown in FIG. 9). That is, the game system 1 displays a game image (such as FIG. 12) showing the game field where the character to be used is arranged on the display device, and operates the character to be used according to the operation by the player.
[0108] In addition, in this embodiment, when shifting (which can also be said to be switching) the display from the preparation image to the game image, the game system 1 continuously moves the image related to the character to be used from the position where the character to be used was displayed in the preparation image to the initial position of the character to be used in the game image. The "image related to the character to be used" may be an image showing the character to be used itself, or may be an image showing an appearance different from the appearance of the character to be used. For example, the game system 1 may change the character to be used to a light effect image at the end of the display of the preparation image, move the light effect image to the initial position, and then change the light effect image to the character to be used after the game image is displayed. According to the above, the initial position of the character to be used at the start of the game to be played can be clearly shown to the player.
[0109] In this embodiment, the specific content of the mini-game, which is the game to be played, is arbitrary (specific examples of the game to be played will be described later). Here, in this embodiment, a time limit is set for each mini-game. That is, each mini-game is a game in which, if it cannot be cleared within the time limit, the game is over, or when the time limit elapses, the game ends and the game result is judged.
[0110] Here, in the present embodiment, the time limit for each mini-game prepared in the game program is set to a length within 5 seconds. Note that the length of the time limit for each mini-game does not necessarily have to be constant and may be set to different lengths within the range of 5 seconds. In this way, in the present embodiment, in one stage, mini-games that end in a short time (within 5 seconds) are continuously played. As a result, various mini-games can be tempo-rally presented to the player in a short time. Note that among the mini-games, there may be a mini-game in which the time limit is set to a length within 10 seconds. In this way, by setting the time limit to a certain short time (for example, 5 seconds or 10 seconds), it is possible to provide a game that requires the player to quickly understand the operation method of the used character and clear the game to be played within the time limit, thereby improving the interest of the game. Note that in other embodiments, among the mini-games, there may be a game in which the time limit is 10 seconds or longer, or a game in which no time limit is set.
[0111] When the first game to be played in the above stage ends, the game system 1 starts a preparation period for the second game to be played. That is, the game system 1 displays a preparation image for the second game to be played on the display device (step S4 shown in FIG. 9).
[0112] Here, in the present embodiment, each game to be played and each character to be used in one stage are determined before the first game to be played starts. However, in other embodiments, the game system 1 may determine the next game to be played and the character to be used therein after one game to be played ends.
[0113] When the preparation period for the second game to be played ends, the game system 1 starts the second game to be played (step S5 shown in FIG. 9). Thereafter, for each game to be played included in the current stage, the display of the preparation image and the execution of the game to be played are repeated (see FIG. 9).
[0114] As described above, in the present embodiment, a plurality of games to be played in one stage are continuously executed. That is, the game system 1 automatically determines a plurality of games to be played, and automatically determines a plurality of usable characters for the player to operate in each of the determined plurality of games to be played. Then, the game system 1 advances a game (here, a game of one stage) including the plurality of games to be played by continuously executing the determined plurality of games to be played. According to this, it is possible to successively cause the player to play games to be played whose contents and usable characters cannot be predicted (because the player himself / herself has not selected them) within a limited time. Thereby, the interestingness of the game in the stage can be improved.
[0115] When all the games to be played included in the stage are completed, the stage ends. At the end of the stage, the game system 1 determines the game result in the stage based on the game results of each game to be played. For example, the game system 1 determines that the stage has been cleared when a predetermined number of games to be played among each game to be played have been cleared. Note that the content of the game result in the stage and the method of determining the game result are arbitrary. For example, in another embodiment, the game system 1 may determine that the stage has been cleared when the total score in each game to be played is equal to or greater than a predetermined value. Further, in another embodiment, the game result in the stage may be calculated as a score instead of determining whether the stage has been cleared.
[0116] Also, in this embodiment, even when a predetermined failure condition is satisfied, the stage ends. For example, the player starts the stage while holding a predetermined number of lives. Each time the player fails a mini-game, the number of lives decreases. When all the lives are lost, the stage clear fails and the stage ends. In other embodiments, the mini-game may be repeated until the lives are lost in one stage. In this case, the same mini-game may appear multiple times in the game to be played.
[0117] Note that the games of each stage can be played repeatedly. In this embodiment, even when the player plays the same stage, the game to be played and the character used change for each stage. At this time, the game system 1 may increase the speed of the game (for example, increase the speed of the objects appearing in the game such as the character used and shorten the time limit) each time the stage is cleared.
[0118] [2-3. Specific Examples of Mini-Games] Hereinafter, with reference to FIGS. 12 to 14, specific examples of the mini-game will be described. FIG. 12 is a diagram showing an example of a game image in a first game example. The first game example is an example of a mini-game executed after the preparation image shown in FIG. 11. In the first game example, on the game field, a character 211 to be used and a plurality of walls 221 to 225 are arranged. The walls 221 to 225 are erased from the game field one by one as time passes during the game. The player operates the character 211 to be used so that it is in a position to hide behind one of the walls 221 to 225 so that the character 211 to be used is not found by the enemy 226. In the first game example, if the character to be used is found by the enemy, the game is over. If the character to be used is not found by the enemy within the time limit, the game is cleared.
[0119] The used character 211 shown in FIG. 12 is the above-mentioned character A. As described above, character A performs an operation of changing its direction and moving in response to an input to the analog stick, and also performs an operation of dashing in the facing direction in response to an input to the operation instruction button. Note that since character A is not affected by gravity, it is also possible to move in the air while floating from the ground. In the first game example, the player moves the used character 211 so as not to be discovered by the enemy by causing the used character 211 to perform these operations.
[0120] FIG. 13 is a diagram showing an example of a game image in the second game example. The second game example is an example of a mini-game in which the game to be played is the same as the first game example described above, but the used character is different. In the second game example, the same walls 221 to 225 as in the first game example are arranged. Also, in the second game example, the used character 231 is arranged. The used character 231 is the above-mentioned character C.
[0121] As described above, character C performs an operation of changing its orientation in response to an input to the analog stick, and an operation of firing a bullet (e.g., bullet 237 shown in FIG. 13) in the direction it is facing in response to an input to the operation instruction button. In this way, character C is a type of character that cannot move only with a direction input to the analog stick (in FIG. 13, as a display mode indicating such a type, character C is displayed in a sitting posture). In the present embodiment, when such a type of character becomes the playable character, game system 1 arranges moving objects 232 to 235 on the game field (see FIG. 13). Moving objects 232 to 235 are objects for the above-described type of character to move on the game field, and in the present embodiment, they are objects imitating rings. Specifically, when the bullet fired by character C hits a moving object, game system 1 moves character C to the position of the moving object (e.g., character C grabs onto the moving object). In this way, in the present embodiment, character C moves by hitting a bullet at a moving object (see FIG. 13).
[0122] Note that in the example shown in FIG. 13, moving objects 232 to 235 are arranged at the positions of walls 221 to 225, but the positions where the moving objects are arranged on the game field are arbitrary. The arrangement positions of the moving objects may be appropriately set based on the game field for each mini-game and / or clear conditions, etc. Also, the moving objects may move within the game field or may be fixedly arranged within the game field. For example, the moving object may start moving in response to the character moving to the position of the moving object.
[0123] In the second game example, the player causes character C to perform an operation of firing a bullet at the moving object, thereby moving character C to a position where it hides behind any one of walls 221 to 225. As described above, in the first game example and the second game example, although the clear conditions are the same, the operations on the characters used and the gameplay are different from each other.
[0124] As described above, in the present embodiment, the game system 1 controls the attack operation for at least any one of a plurality of characters, and in response to an instruction input (for example, an input to an operation instruction button), controls an attack operation of firing an attack object (for example, a bullet or a boomerang). Note that the game system 1 may automatically control an attack operation of firing an attack object as the control of the attack operation. For example, the character may be controlled to continuously fire bullets regardless of the input to the operation instruction button. In this way, by preparing a character capable of performing an attack operation, the variations in the operations of the character can be increased, and the variations in the game by the combination of the character and the mini-game can be enriched.
[0125] Also, in the present embodiment, when the character to be used is a predetermined character that fires an attack object, the game system 1 starts a game to be played using a virtual space (for example, a game field) in which a moving object is arranged (step S32 described later). Then, when the attack object contacts the moving object (for example, when the bullet hits the moving object), the game system 1 causes the predetermined character to perform movement control to move toward the moving object. As described above, in the present embodiment, a character that performs a movement method different from a movement method in which a character moves in response to a simple direction input is provided, so that the variations in the game by the combination of the character and the mini-game can be enriched.
[0126] FIG. 14 is a diagram showing an example of a game image in a third game example. The third game example is a game in which the game to be played is different from the first and second game examples described above. In the third game example, on the game field, a character 241 to be used, a rock 242, and obstacles 243 to 246 are arranged. The rock 242 rolls and moves toward the character 241 to be used after the start of the game. The third game example is a game in which the character 241 to be used is moved to the goal 247 while destroying or avoiding the obstacle 243 so that the character 241 to be used does not hit the rock 242 rolling from behind. In the third game example, when the character 241 to be used hits the rock 242 or fails to reach the goal 247 within the time limit, the game is over, and when the goal 247 is reached within the time limit, the game is cleared.
[0127] In the third game example, each of the obstacles 243 to 246 can be destroyed by the character to be used colliding with it or by the character to be used hitting a bullet fired by the character to be used. For example, since the above-described character A can perform a charging motion, the obstacle can be destroyed by charging at the obstacle. Also, since the above-described character D can perform an action of throwing a boomerang, the obstacle can be destroyed by hitting the boomerang at the obstacle. In this way, the player can clear the game with different strategies according to the character to be used for the game field shown in FIG. 14.
[0128] As described above, in the present embodiment, for each of a plurality of characters, the game system 1 performs control to cause a predetermined effect (for example, destroying an obstacle) to occur in a predetermined object (for example, obstacles 243 to 246) in the virtual space when the character contacts the predetermined object. Further, for a character that launches an attack object among the plurality of characters, the game system 1 performs control to cause the same effect as when the character contacts to occur in the predetermined object when the attack object contacts the predetermined object. Thus, in the present embodiment, even a character that cannot launch an attack object can cause the same effect as the effect that a character that can launch an attack object can cause. According to this, it is possible to prevent the inconvenience that a character that cannot launch an attack object cannot clear a mini-game from occurring.
[0129] Note that the specific content of the predetermined effect is arbitrary and is not limited to the effect that an obstacle as described above is destroyed. Various effects may be set as the predetermined effect according to the object. For example, when the object is an item that the character in use can acquire, the game system 1 may cause the effect that the character in use acquires the item according to the above contact as the above effect.
[0130] As described above, in this embodiment, the plurality of characters prepared have different movement methods according to the direction input and a predetermined instruction input (for example, an input to an operation instruction button). During the execution of the game to be played, the game system 1 controls the movement of the character to be used in the virtual space according to the movement method corresponding to the character to be used, based on the direction input and the instruction input. Thus, in this embodiment, since the basic movement of moving differs depending on the character, the gameplay of the game to be played will differ significantly depending on the character to be used. Therefore, it is possible to widen the range of game variations according to the combination of the character to be used and the game to be played.
[0131] Note that in this embodiment, the above direction input is an input to the analog stick, and the above instruction input is an input to the button of the controller, but the input device used for the direction input and the instruction input is arbitrary. For example, in other embodiments, the direction input and the instruction input may be inputs to a touch panel.
[0132] Note that the method for controlling the movement of individual characters is arbitrary. In the present embodiment, the game system 1 performs movement control for at least any one of a plurality of characters by using at least any one of the following methods: (a) a method of moving the character in use in the direction corresponding to the direction input (for example, the method for controlling the movement of character A), (b) a method of moving the character in use in a predetermined direction according to the combination of the direction input and the instruction input (for example, the method for controlling the movement of character C, character J, or character Q), and (c) a method of automatically moving the character in use (for example, the method for controlling the movement of character G). Note that in other embodiments, as the method for controlling the movement of a plurality of characters, it is not necessary to use all of the above three types of methods, and at least one of the three types of methods may be used. Further, the method for controlling the movement of a character is not limited to the above three types of methods, and among a plurality of characters, there may be characters controlled by other types of methods.
[0133] In addition, in the present embodiment, among a plurality of characters, there are a first type of character (for example, character B) that is affected by gravity in the virtual space, and a second type of character (for example, character A) that is not affected by gravity in the virtual space. When the character to be used is a first type of character, the game system 1 performs movement control of the character to be used while reflecting the influence of gravity during the execution of the game to be played. For example, for the first type of character, when in the air, control is performed to move downward, or when a jump instruction is given, control is performed to move upward first and then move downward. On the other hand, when the character to be used is a second type of character, the game system 1 performs movement control of the character to be used without reflecting the influence of gravity during the execution of the game to be played. Here, the player's operation feeling for the character varies greatly depending on whether the movement control is performed while reflecting the influence of gravity. Therefore, the game properties of the game to be played differ greatly depending on whether the first type of character or the second type of character is used. Thus, in the present embodiment, by including the above two types of characters among the plurality of characters, the range of game variations due to the combination of the character to be used and the game to be played can be widened.
[0134] [3. Specific Examples of Processing in the Game System] Next, with reference to FIGS. 15 to 17, specific examples of information processing in the game system 1 will be described.
[0135] FIG. 15 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in FIG. 15 are stored in a storage medium (for example, flash memory 84, DRAM 85, and / or a memory card mounted in slot 23, etc.) accessible by the main body device 2.
[0136] As shown in FIG. 15, the game system 1 stores a game program. The game program is a game program for executing game processing (specifically, stage processing shown in FIG. 16) in the present embodiment. Further, the game system 1 stores mini-game data, character data, the above operation data, candidate character data, and stage data.
[0137] The mini-game data is data for executing a plurality of mini-games prepared in the game program. The mini-game data includes, for example, data of a game field in the mini-game, data of various objects (e.g., obstacles and moving objects described above) arranged in the game field, and data of rules (e.g., clear conditions and time limits) of the mini-game.
[0138] The character data indicates a plurality of characters prepared in the game program. The character data includes, for example, data indicating the appearance of the character and data indicating the control method of the character (i.e., what actions are performed in response to input by the player).
[0139] The operation data is data indicating operations by the player. The operation data is transmitted from each of the above controllers 3 and 4 to the main body device 2 and stored in the main body device 2 as described above. In the present embodiment, the operation data includes input data indicating inputs to each of the above input units.
[0140] The candidate character data is data indicating the character determined as the above candidate character among the plurality of characters indicated by the above character data. The candidate character data is, for example, data of identification information capable of identifying the candidate character.
[0141] The stage data indicates the content in one stage of the game executed in the stage process described later. Specifically, the stage data includes play target game data indicating a plurality of play target games executed in the stage, and used character data indicating the used characters in the plurality of play target games. In the stage data, the play target game and the used character used therein are associated with each other.
[0142] FIG. 16 is a flowchart showing an example of the flow of the stage process executed by the game system 1. The game control process shown in FIG. 16 is started in response to an instruction from the player to start the stage game during the execution of the game program.
[0143] In this embodiment, the processor 81 of the main body device 2 executes the processes of each step shown in FIG. 16 by executing the game program stored in the game system 1. However, in other embodiments, some of the processes of each step may be executed by a processor (for example, a dedicated circuit, etc.) different from the processor 81. Also, when the game system 1 can communicate with another information processing device (for example, a server), some of the processes of each step shown in FIGS. 16 and 17 may be executed in the other information processing device. Also, the processes of each step shown in FIGS. 16 and 17 are merely examples, and if the same result can be obtained, the processing order of each step may be changed, or another process may be executed in addition to (or instead of) the processes of each step.
[0144] Also, the processor 81 executes the processes of each step shown in FIGS. 16 and 17 using a memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in the memory, and when using the information in subsequent processing steps, reads out the information from the memory and uses it.
[0145] In step S11 shown in FIG. 16, the processor 81 causes the display device to display a candidate designation image (see FIG. 10). Next to step S1, the process of step S12 is executed.
[0146] In step S12, the processor 81 determines whether an instruction to specify a candidate character (the above-described designation instruction or automatic designation instruction) has been given by the user. In the present embodiment, the processor 81 determines whether various instructions by the player have been given based on the operation data acquired from each of the controllers 3 or 4. Here, the processor 81 appropriately acquires the operation data received from each controller via the controller communication unit 83 and / or each of the terminals 17 and 21 at an appropriate timing and stores it in the memory. The processor 81 makes the above determination based on the acquired operation data. If the determination result in step S12 is affirmative, the process of step S13 is executed. On the other hand, if the determination result in step S12 is negative, the process of step S14 is executed.
[0147] In step S13, the processor 81 determines the candidate character based on the instruction given in step S2. That is, when a designation instruction to specify one character is given, the processor 81 determines the character as the candidate character. Also, when an automatic designation instruction is given, the processor 81 determines the candidate number of characters from among the plurality of prepared characters (that is, each character indicated by the character data) according to the method described in the above “[2-2. Game flow]”. At this time, the processor 81 updates the candidate character data stored in the storage medium to include the data indicating the determined character. Next to step S13, the process of step S14 is executed.
[0148] In step S14, the processor 81 determines whether to start the game in the stage. Specifically, the processor 81 determines whether the above-mentioned start instruction has been given by the user (that is, an input has been made to the start instruction image 206) with the candidate characters of the above-mentioned number of candidates determined. If the determination result in step S14 is affirmative, the process of step S15 is executed. On the other hand, if the determination result in step S14 is negative, the process of step S12 is executed again. Thereafter, the series of processes of steps S12 to S14 are repeatedly executed until it is determined in step S14 to start the game.
[0149] In step S15, the processor 81 determines a game to be played from among the plurality of prepared mini-games (that is, the plurality of mini-games indicated by the above-mentioned mini-game data). The game to be played is determined according to the method described in the above "[2-2. Game flow]". At this time, the processor 81 updates the stage data stored in the storage medium so as to include play target game data indicating the determined plurality of games to be played. Next to step S15, the process of step S16 is executed.
[0150] In step S16, the processor 81 determines, from among the above-mentioned candidate characters, the characters to be used in each game to be played. The characters to be used are determined according to the method described in the above "[2-2. Game flow]". At this time, the processor 81 updates the stage data stored in the storage medium so as to include use character data indicating the determined characters to be used. Next to step S16, the process of step S17 is executed.
[0151] In step S17, the processor 81 causes the display device to display a preparation image (see FIG. 11). Next to step S17, the process of step S18 is executed.
[0152] In step S18, the processor 81 controls the movement of the character in use displayed in the preparation image in response to an input for operating the character in use by the user. That is, the processor 81 determines the input to the analog stick and the operation instruction buttons based on the operation data stored in the memory, and controls the movement of the character in use according to the input. Note that after step S18, the display process of step S17 is executed, so that the display of the character in use in the preparation image is updated. Next to step S18, the process of step S19 is executed.
[0153] In step S19, the processor 81 determines whether the preparation period has ended. If the determination result in step S19 is affirmative, the process of step S20 is executed. On the other hand, if the determination result in step S19 is negative, the process of step S17 is executed again. Thereafter, a series of processes of steps S17 to S19 are repeatedly executed until it is determined in step S19 that the preparation period has ended.
[0154] In step S20, the processor 81 executes a play target game process for executing the game in the play target game. Hereinafter, with reference to FIG. 17, the detailed process flow in the play target game process will be described.
[0155] FIG. 17 is a sub-flowchart showing an example of the detailed flow of the game process to be played in step S20 shown in FIG. 16. In the game process to be played, first, in step S31, the processor 81 determines whether the character to be used in the current game to be played is a special movement character. The special movement character is a type of character (for example, character C) that moves by the above-described movement object. In the above determination, the processor 81 can identify the character to be used in the current game to be played based on the character data to be used included in the stage data. If the determination result in step S31 is affirmative, the process of step S32 is executed. On the other hand, if the determination result in step S31 is negative, the process of step S33 is executed.
[0156] In step S32, the processor 81 generates, as the game field in the game to be played, a game field (see FIG. 13) where the movement object is arranged, and causes the display device to display a game image showing the game field. Next to step S32, the process of step S34 is executed.
[0157] In step S33, the processor 81 generates, as the game field in the game to be played, a game field (see FIG. 12) where the movement object is not arranged, and causes the display device to display a game image showing the game field. Next to step S33, the process of step S34 is executed.
[0158] In step S34, the processor 81 controls the movement of the character in use displayed in the preparation image in response to an input for operating the character in use by the user. That is, the processor 81 controls the movement of the character in use in the same manner as the processing in step S8 above. Further, when an enemy character appears in the game field or when a moving object appears, in step S34, the processor 81 performs control to move the enemy character and / or control to move the object. Next to step S34, the process of step S35 is executed.
[0159] In step S35, the processor 81 determines whether the character in use or an attack object launched by the character in use has come into contact with a predetermined object within the game field. The predetermined object is a type of object (for example, the obstacles 243 to 246 shown in FIG. 14) for which a game effect occurs when the character in use or the attack object comes into contact with it. If the determination result in step S35 is affirmative, the process of step S36 is executed. On the other hand, if the determination result in step S35 is negative, the process of step S36 is skipped and the process of step S37 is executed.
[0160] In step S36, the processor 81 generates the effect due to the contact determined in step S35. For example, when the object is the above-mentioned obstacles 243 to 246, the processor 81 destroys the obstacles as the above effect. Also, for example, when the object is an item that can be acquired by the character in use, the processor 81 sets the character in use to a state in which the item has been acquired as the above effect. Also, for example, when the object is the above-mentioned moving object and an attack object comes into contact with the moving object, the processor 81 moves the character in use to the position of the moving object. Next to step S36, the process of step S37 is executed.
[0161] In step S37, the processor 81 generates a game image (see FIGS. 12 to 14) in the game to be played and causes the display device to display it. When a series of processes in steps S34 to S38 are repeatedly executed, the process of generating the game image in step S37 is repeatedly executed at a rate of once per predetermined time (for example, one frame time). As a result, a game image showing how the used character or the like operates in the game field is displayed. Next to step S37, the process of step S38 is executed.
[0162] In step S38, the processor 81 determines whether to end the game to be played. Specifically, when the execution time of the game to be played reaches the limit time, or when the used character satisfies the clear condition or the game is over before the limit time is reached, the processor 81 ends the game to be played. In step S38, the processor 81 determines whether the game to be played was cleared successfully or cleared unsuccessfully. That is, when the used character satisfies the clear condition, it is determined that the game was cleared successfully, and when the used character ends up in a game over, it is determined that the game was cleared unsuccessfully. When the execution time of the game to be played reaches the limit time, depending on the content of the game to be played, it may be determined that the game was cleared successfully or it may be determined that the game was cleared unsuccessfully. If the determination result in step S38 is negative, the process of step S34 is executed again. Thereafter, a series of processes in steps S34 to S38 are repeatedly executed until it is determined in step S38 to end the game to be played. On the other hand, if the determination result in step S38 is positive, the processor 81 ends the game process to be played shown in FIG. 17.
[0163] Returning to the description of FIG. 16, in step S21 following step S20, the processor 81 determines whether to end the currently executing stage. Specifically, the processor 81 determines whether the execution of all the games to be played included in the current stage has ended. Further, the processor 81 determines whether a predetermined clear failure condition is satisfied. As an example, the stage is started while holding a predetermined number of lives, the lives decrease for each clear failure of the game to be played, and it is determined that the clear failure condition is satisfied when all the lives are lost. If the execution of all the games to be played included in the current stage has ended, or if a predetermined clear failure condition is satisfied, the processor 81 determines to end the currently executing stage. On the other hand, if the execution of all the games to be played included in the current stage has not ended and the predetermined clear failure condition is not satisfied, the processor 81 determines not to end the currently executing stage. If the determination result in step S21 is negative, the process of step S17 is executed again. Thereafter, the series of processes from steps S17 to S21 are repeatedly executed until it is determined in step S21 to end the stage. Note that in step S17 executed after step S21, a preparation image related to the game to be played that is to be executed next after the game to be played executed in the immediately preceding step S20 is displayed. On the other hand, if the determination result in step S21 is positive, the processor 81 ends the stage process shown in FIG. 16.
[0164] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program causes the computer (for example, the processor 81) of the information processing apparatus to perform the following operations. · Automatically determine a game to be played by the player from among a plurality of types of games (step S15). · Automatically determine a character to be used by the player to operate from among a plurality of characters with different operation methods (step S16). ·Execute the game to be played by controlling the determined character to be used based on the player's operations in the virtual space, and advance the game based on whether the clear condition in the game to be played is satisfied within the limited time (step S20).
[0165] According to the above, it is possible to provide many variations of games by combining the game to be played and the character to be used. For example, even if a player has played a certain game to be played once, when playing the game to be played using a character to be used different from the previous one, since the strategy method for clearing and the gameplay are different from the previous ones, the player can play the game without getting bored. Also, according to the above, since a limited time is set for the game to be played, it is possible to provide the player with a new kind of fun of quickly grasping the operation method of the character to be used and clearing the game.
[0166] Note that the above "advance the game" does not only mean advancing the stage game by continuously performing a plurality of games to be played as in the above embodiment, but also includes the meaning of ending one game to be played. That is, the above "advance the game" includes the meaning of ending the game to be played and starting the next game to be played, and ending the game to be played.
[0167] Also, in the above embodiment, the case where the game is performed in units of stages including a plurality of games to be played has been described as an example. Here, in other embodiments, the game system 1 may execute the game in units of one game to be played. That is, when the game system 1 executes one game to be played in response to an instruction from the user to start the game, it may not continuously execute the next game to be played after the end of the game to be played.
[0168] (Modification example regarding the number of players) In the above-described embodiment, an example in which one player plays a game to be played has been described. However, the number of players who play the game to be played is arbitrary and may be a plurality of players. When a plurality of players play one game to be played, the game system 1 may determine a character to be used for each player, or may determine one common character to be used for each player. Further, in another embodiment, one stage may be played by a plurality of players. For example, the game system 1 may cause a certain player to play one game to be played, and cause another player different from the said player to play the next game to be played, so as to proceed with a plurality of games to be played in one stage.
[0169] (Modification Example Regarding Combination of Game to be Played and Character to be Used) In the above-described embodiment, the case where all characters to be used are available in each game to be played has been described as an example. Here, in a modification example of the above-described embodiment, for a specific game to be played, a specific character to be used may not be used. That is, when a specific game to be played is determined, the game system 1 may not determine a specific character as a character to be used. Even in such a modification example, when a plurality of types of characters can be used as characters to be used in one game to be played, the variety of game content can be increased in the same manner as in the above-described embodiment.
[0170] In another embodiment, the information processing system may not include a part of the configuration in the above-described embodiment, or may not execute a part of the processing executed in the above-described embodiment. For example, in order for the information processing system to exhibit a part of the specific effects in the above-described embodiment, it may include a configuration for exhibiting the effect and execute the processing for exhibiting the effect, and may not include other configurations or execute other processing.
Industrial Applicability
[0171] The above embodiment can be used as a game system, a game program, etc., for the purpose of, for example, increasing the variations of game content.
Description of Reference Numerals
[0172] 1 Game system 2 Main body device 3 Left controller 4 Right controller 81 Processor 204 Candidate character 211, 231, 241 Used character
Claims
1. Cause a computer of an information processing apparatus to automatically determine a plurality of target games to be played by a player from among a plurality of types of games, automatically determine, for each of the target games, a character to be used for the player to operate from among a plurality of characters with different operation methods, execute the target game by controlling the determined character to be used based on the player's operation in a virtual space, and advance the game based on whether or not the clear condition in the target game is satisfied within a limited time, a game program.
2. Cause the computer to automatically determine a plurality of the target games, automatically determine a plurality of the characters to be used for the player to operate in each of the determined target games, Advance a game including the plurality of target games by continuously executing the determined target games, the game program according to claim 1.
3. Cause the computer to randomly determine the character to be used from among the plurality of characters, the game program according to claim 1 or claim 2.
4. Cause the computer to automatically determine the character to be used from among a plurality of candidate characters specified in advance based on the player's instruction, the game program according to any one of claims 1 to 3.
5. The plurality of characters each have a different movement method according to a direction input and a predetermined instruction input different from the direction input, Cause the computer to further perform movement control of the character to be used in the virtual space according to the movement method corresponding to the character to be used based on the direction input and the instruction input during execution of the target game, the game program according to any one of claims 1 to 4.
6. Cause the computer to perform movement control for at least any one of the plurality of characters by at least any one of a method of moving the character to be used in the direction corresponding to the direction input, a method of moving the character to be used in a predetermined direction according to a combination of the direction input and the instruction input, and a method of automatically moving the character to be used, the game program according to claim 5.
7. Further cause the computer to The game program according to claim 5 or claim 6, wherein, as control of an attack action for at least any one of the plurality of characters, control of an attack action of firing an attack object is performed in response to the instruction input or automatically.
8. Further cause the computer to For each of the plurality of characters, cause control to generate a predetermined effect on a predetermined object in the virtual space when the character contacts the predetermined object. The game program according to claim 7, wherein, for the character that fires the attack object among the plurality of characters, control is performed to cause the same effect as when the character contacts to occur on the predetermined object when the attack object contacts the predetermined object.
9. Cause the computer to When the determined character to be used is a predetermined character that fires an attack object, start the game to be played using the virtual space in which the movement object is arranged, and when the attack object contacts the movement object, cause movement control for the predetermined character to move toward the movement object. The game program according to claim 7 or claim 8.
10. Among the plurality of characters, there are a first type of character that is affected by gravity in the virtual space and a second type of character that is not affected by gravity in the virtual space. Cause the computer to The game program according to any one of claims 5 to 9, wherein when the character to be used is the first type of character, movement control of the character to be used reflecting the influence of gravity is performed during execution of the game to be played.
11. Further cause the computer to The game program according to any one of claims 1 to 10, wherein information about the determined game to be played and the character to be used are presented to the player within a predetermined period before the start of the determined game to be played.
12. Further cause the computer to The game program according to claim 11, which causes a player to be presented with the determined operation method of the character to be used within the predetermined period and controls the character to be used based on the player's operation.
13. The game program according to any one of claims 1 to 12, wherein the limited time is a predetermined length of time within 5 seconds set for each of the plurality of types of games.
14. An information processing system including one or more processors, wherein the processor automatically determines a plurality of games to be played by a player from among the plurality of types of games, automatically determines a character to be used by the player from among a plurality of characters having different operation methods for each of the games to be played, executes the game to be played by controlling the determined character to be used based on the player's operation in a virtual space, and advances the game based on whether or not the clear condition in the game to be played is satisfied within the limited time.
15. wherein the processor automatically determines a plurality of the games to be played, automatically determines a plurality of the characters to be used by the player in each of the determined plurality of games to be played, and advances the game including the plurality of games to be played by continuously executing the determined plurality of games to be played. The information processing system according to claim 14.
16. wherein the processor randomly determines the character to be used from among the plurality of characters. The information processing system according to claim 14 or claim 15.
17. wherein the processor automatically determines the character to be used from among a plurality of candidate characters specified in advance based on a player's instruction. The information processing system according to any one of claims 14 to 16.
18. The plurality of characters each have different movement methods corresponding to a direction input and a predetermined instruction input different from the direction input, and the processor further controls the movement of the character to be used in the virtual space according to the movement method corresponding to the character to be used based on the direction input and the instruction input during the execution of the game to be played. The information processing system according to any one of claims 14 to 17.
19. wherein the processor As movement control for at least any one of the plurality of characters, movement control is performed by at least any one of a method of moving the used character in a direction corresponding to the direction input, a method of moving the used character in a predetermined direction according to a combination of the direction input and the instruction input, and a method of automatically moving the used character. The information processing system according to claim 18.
20. The processor further As control of an attack action for at least any one of the plurality of characters, control of an attack action of firing an attack object is performed in response to the instruction input or automatically. The information processing system according to claim 18 or claim 19.
21. The processor further For each of the plurality of characters, control is performed to cause a predetermined effect to occur on a predetermined object in the virtual space when the character contacts the predetermined object. For the character that fires the attack object among the plurality of characters, control is performed to cause the same effect as when the character contacts to occur on the predetermined object when the attack object contacts the predetermined object. The information processing system according to claim 20.
22. The processor When the determined used character is a predetermined character that fires an attack object, the play target game is started using the virtual space in which the movement object is arranged, and when the attack object contacts the movement object, movement control is performed so that the predetermined character moves toward the movement object. The information processing system according to claim 20 or claim 21.
23. Among the plurality of characters, there are a first type of character that is affected by gravity in the virtual space and a second type of character that is not affected by gravity in the virtual space. The processor When the used character is the first type of character, movement control of the used character reflecting the influence of gravity is performed during execution of the play target game. The information processing system according to any one of claims 18 to 22.
24. The processor further The information processing system according to any one of claims 14 to 23, wherein information about the determined game to be played and the character to be used are presented to the player within a predetermined period before the start of the determined game to be played.
25. The processor further presents to the player a method of operating the determined character to be used within the predetermined period, and controls the character to be used based on the operation of the player, the information processing system according to claim 24.
26. The information processing system according to any one of claims 14 to 25, wherein the limited time is a predetermined length of time within 5 seconds set for each of the plurality of types of games.
27. An information processing apparatus including one or more processors, wherein the processor automatically determines a plurality of games to be played by the player from among a plurality of types of games, automatically determines a character to be used by the player from among a plurality of characters having different operation methods for each of the games to be played, executes the game to be played by controlling the determined character to be used based on the operation of the player in a virtual space, and advances the game based on whether or not the clear condition in the game to be played is satisfied within a limited time.
28. The processor automatically determines a plurality of games to be played, automatically determines a plurality of characters to be used by the player in each of the determined plurality of games to be played, advances the game including the plurality of games to be played by continuously executing the determined plurality of games to be played, the information processing apparatus according to claim 27.
29. The processor randomly determines the character to be used from among the plurality of characters, the information processing apparatus according to claim 27 or claim 28.
30. The processor automatically determines the character to be used from among a plurality of candidate characters specified in advance based on an instruction from the player, the information processing apparatus according to any one of claims 27 to 29.
31. A game processing method executed by an information processing system, automatically determining a plurality of games to be played by the player from among a plurality of types of games, Automatically determine a playable character to be operated by the player from among a plurality of characters with different operation methods for each of the target games to be played, Execute the target game to be played by controlling the determined playable character based on the player's operation in a virtual space, and advance the game based on whether or not the clear condition in the target game to be played is satisfied within a limited time. A game processing method.
32. A plurality of the target games to be played are automatically determined, A plurality of the playable characters to be operated by the player are automatically determined in each of the determined plurality of target games to be played, The game processing method according to claim 31, wherein the determined plurality of target games to be played are continuously executed to advance a game including the plurality of target games to be played.
33. The game processing method according to claim 31 or claim 32, wherein the playable character is randomly determined from among the plurality of characters.
34. The game processing method according to any one of claims 31 to 33, wherein the playable character is automatically determined from among a plurality of candidate characters specified in advance based on an instruction from the player.
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