Game system, computer program used therein, and control method
The game system and computer program introduce dynamic role-switching and state-changing mechanics for competitive battles, enhancing gameplay variety and engagement by allowing characters to switch between escape and pursuit roles based on predefined conditions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-05
- Publication Date
- 2026-03-25
AI Technical Summary
Existing games lack the dynamic role-switching and state-changing mechanics that allow characters to simultaneously perform escape and pursuit actions, limiting gameplay variety and interest.
A game system and computer program that enable groups of characters to engage in competitive battles through roles that switch between escape and pursuit, with state-changing mechanisms to restrict actions and role swaps based on predefined conditions, allowing for dynamic role transitions and gameplay progression.
Enhances gameplay variety and engagement by introducing dynamic role-switching and state-changing mechanics, providing a more interactive and challenging experience for players.
Smart Images

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Abstract
Description
Technical Field
[0003] ,
[0001] The present invention relates to a game system or the like that is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs a play action for operating each character in the game field, and provides a battle-type game in which group battles are conducted between a plurality of groups through roles assigned to each group among two different types of roles.
Background Art
[0002] There exists a game system that is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and an input device that inputs a play action for operating each character in the game field, and provides a battle-type game in which group battles are conducted between a plurality of groups through roles assigned to each group among two different types of roles. For example, as such a battle-type game, a game system that provides a card game in which battles are conducted between groups (guilds) is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003] Patent Document 1: Japanese Patent No. <5505917>
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the card game described in Patent Document 1, each character plays an offensive or defensive role. However, this card game is not structured in such a way that each character simultaneously performs escape and pursuit actions in their offensive and defensive roles. On the other hand, similar offensive and defensive roles are sometimes provided in group-based sports games such as baseball games. For example, in a baseball game, two teams (groups) play offensive and defensive roles, and these roles are switched many times during the match. However, the condition for this switch is the number of outs on the offensive side, not a change in the state of each player (character). In the first place, a baseball game is not structured in such a way that each player acts to change the state of the opposing player. Therefore, there is room to utilize such actions as a new element of interest in games.
[0005] Therefore, the present invention aims to provide a game system and the like that offers a new and interesting game. [Means for solving the problem]
[0006] The present invention provides a competitive game in which groups compete against each other through roles assigned to each group from two different types of roles, and is connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups, each containing a plurality of characters, and an input device that inputs play actions for operating each character on the game field. The system provides a competitive game in which groups compete against each other through roles assigned to each group from two different types of roles, and includes a state changing means that changes the state of each escape character to an abnormal state in which the escape actions are restricted, when a change action is performed by each pursuit character on each escape character through pursuit actions and escape actions that are simultaneously performed on the game field, each character being a pursuit character as a character assigned one of the two types of roles and each character being an escape character as a character assigned the other of the two types of roles, and a role changing means that changes the state of each escape character to an abnormal state in which the escape actions are restricted, and a role swap means that repeatedly performs a role swap between the group and the group assigned the one of the roles until a termination condition is met, when a predetermined number or more escape characters corresponding to the abnormal state occur in the group to which the other role is assigned.
[0007] On the other hand, the computer program of the present invention is configured to cause the computer connected to the input means and the display means to function as each of the means of the game system described above.
[0008] Furthermore, the control method of the present invention involves causing a computer incorporated into a game system that provides a competitive game in which groups compete against each other through roles assigned to each group from two different types of roles, to execute a state change procedure in which, when a change action is performed by each tracking character on each fleeing character that changes the state of each fleeing character to an abnormal state in which the fleeing actions are restricted, through tracking actions and fleeing actions that are simultaneously performed on the game field by each tracking character, when a change action is performed by each fleeing character on each fleeing character that changes the state of each fleeing character to an abnormal state in which the fleeing actions are restricted, the computer causes the computer to execute a state change procedure in which, when a predetermined number of fleeing characters corresponding to the abnormal state occur in the group to which the other role is assigned, the roles are swapped between that group and the group to which the one role is assigned, and this swap is repeatedly performed until a termination condition is met. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram showing the schematic configuration of a game system according to one embodiment of the present invention. [Figure 2] A functional block diagram showing the essential components of the game system's control system. [Figure 3] An explanatory diagram illustrating the outline of the escape game. [Figure 4] A schematic diagram illustrating an example of a battle screen. [Figure 5] This diagram schematically shows an example of a battle screen that illustrates a different gameplay situation than the example in Figure 4. [Figure 6] This figure schematically shows an example of a battle screen that illustrates a different gameplay situation from the examples in Figures 4 and 5. [Figure 7]A schematic diagram illustrating an example of a results screen. [Figure 8] A flowchart illustrating an example of the assignment process. [Figure 9] A flowchart illustrating an example of the procedure for changing the state. [Figure 10] A flowchart illustrating an example of the procedure for state recovery processing. [Figure 11] A flowchart illustrating an example of the procedure for determining the winner or loser. [Modes for carrying out the invention]
[0010] The following describes an example of a game system according to one embodiment of the present invention. First, the overall configuration of the game system according to one embodiment of the present invention will be described with reference to Figure 1. The game system 1 includes a central server 2 and a plurality of game machines 3 as client devices that can be connected to the central server 2 via a predetermined network 5. The central server 2 is configured as a single logical server device by combining a plurality of server units 2A, 2B, etc., which are computer devices. However, the central server 2 may be configured by a single server unit. Alternatively, the central server 2 may be logically configured using cloud computing.
[0011] As the game machine 3, any suitable computer device that provides games may be used. Such computer devices include, for example, user terminal devices. A user terminal device is a computer device that is network-connected and used for the user's personal use. For example, such computer devices include stationary or book-type personal computers, stationary home game consoles, or mobile terminal devices such as mobile phones (including smartphones), portable game consoles, and portable tablet devices. Various such computer devices may be used as the game machine 3 as appropriate, but in the example in Figure 1, a commercial (business) game machine is used as the game machine 3. A commercial game machine is an example of a game device that allows users to play games within a range corresponding to the payment of a predetermined play fee. This type of game machine 3 is sometimes called an arcade game machine and is installed in designated facilities such as stores 6 with the primary purpose of generating revenue by having a large number of users play games repeatedly.
[0012] Game console 3 provides an escape game. An escape game is a type of action game played through the user's control of a character. The escape game includes escape characters and chase characters, each assigned two distinct roles: escape and chase. An escape character is a character assigned the escape role. In the game, escape characters perform the role of escaping (running away) from chase characters through escape actions. On the other hand, chase characters are characters assigned the chase role. In the game, chase characters perform the role of pursuing (chasing) escape characters through chase actions. Therefore, chase characters perform chase actions, and escape characters perform escape actions, simultaneously. Furthermore, these chase and escape roles are swapped when swap conditions are met. That is, when the swap conditions are met, their roles are swapped, and escape characters switch to chase characters, and chase characters switch to escape characters. Such swaps are repeated until the termination conditions are met. Details of the escape game will be described later.
[0013] Network 5 may be configured as appropriate, as long as it allows the game machine 3 to connect to the central server 2. For example, network 5 is configured to achieve network communication using the TCP / IP protocol. Typically, it is constructed by connecting the Internet 5A, which serves as a WAN, to LANs 5B and 5C, which connect the central server 2 and the game machine 3 to the Internet 5A, via a router 5D. Alternatively, a local server may be installed between the game machine 3 and the router 5D of the store 6, and the game machine 3 may be connected to the central server 2 via this local server. The server units 2A, 2B, etc. of the central server 2 may also be interconnected via WAN 5A instead of, or in addition to, LAN 5C.
[0014] The center server 2 provides various game console services to the game console 3 or its users. The game console services include a matching service that matches users with each other when multiple users play an escape game via the network 5. Through such a matching service, various users may be appropriately matched. For example, even if cooperators who play an escape game together are matched, or opponents who play against each other through the escape game are matched. That is, the escape game may be provided as a cooperative game or a competitive game through such a matching service.
[0015] In addition, the game console services may also include a distribution service that distributes and updates the program or data of the game console 3 via the network 5, a service that receives the identification information of the user from the game console 3 and authenticates the user, a service that receives and stores the play data of the authenticated user from the game console 3, or a service that provides the play data to be stored to the game console 3. Furthermore, the game console services may appropriately include a charging service for collecting fees from users.
[0016] Next, the main part of the control system of the game system 1 will be described with reference to FIG. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processes and operation controls according to a predetermined computer program, and an internal memory and other peripheral devices necessary for its operation.
[0017] The storage unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on a single storage unit, or it may be configured to distribute and store data across multiple storage units. The storage unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to the user. The storage unit 22 also stores server data SD, which is necessary for providing various services. Server data SD includes various data necessary for providing various services. Such data may appropriately include various data for the escape game, such as part or all of the game data GD described later, but in the example in Figure 2, play data PD and character data CD are shown.
[0018] Play Data PD is data that describes information about each user's past play performance. Play Data PD is used, for example, to carry over the results of previous play sessions (past performance) to subsequent sessions, or to carry over settings unique to each user. If each character in the escape game grows according to the play situation, past performance includes information about the parameters corresponding to that growth. If the parameter values change according to the play situation, the parameter values after growth (after change) may be managed as appropriate, but as an example, the growth (change) is managed in Play Data PD as shown here. On the other hand, Character Data CD is data that describes information about the parameters that define each character. In other words, the parameters of each character are managed by Character Data CD. Such Character Data CD may include information about parameters after growth, but as an example, it manages the parameter values corresponding to the initial values (before change). In other words, if each character's parameters change, the changed parameters are reproduced by combining Play Data PD (change) and Character Data CD (initial value).
[0019] In addition, the control unit 21 is provided with various logical devices realized by combinations of the hardware resources of the control unit 21 and the server program PG1 as software resources. Although various logical devices are appropriately provided in the control unit 21, the game machine service management unit 24 is shown in the example of FIG. 2. The game machine service management unit 24 is a logical device that executes processes for providing the above-described game machine services. For example, such processes include well-known processes for realizing the above-described matching service. Note that an input device such as a keyboard and an output device such as a monitor may be connected to the control unit 21 as necessary. However, their illustrations are omitted.
[0020] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various processes according to a predetermined computer program, and internal memory and other peripheral devices necessary for its operation. The control unit 31 is provided with various logical devices realized by combinations of the hardware resources of the control unit 31 and the game program PG2 as software resources. In the example of FIG. 3, a matching unit 36, a range setting unit 37, a progress control unit 38, and an evaluation unit 39 are shown.
[0021] The matching unit 36 is a logical device that executes various processes related to matching through the matching service. For example, when an escape game is provided as a battle-type game, it executes the processes necessary for matching opponents who battle through the escape game. Also, battles (cooperative play is the same) may be executed by an appropriate number of users. For example, it may be executed as a group battle in which battles are conducted between a plurality of groups each including a plurality of users. In this case, the processes executed by the matching unit 36 include grouping and processes for identifying a plurality of users belonging to each group.
[0022] The range setting unit 37 is a logical device that performs various processes to prepare a game field within the game. The game field functions as a common movement range for each character. In other words, the range setting unit 37 performs various processes to set the game field as the range in which escape and pursuit actions are performed by each character. The game field may be set as appropriate and may include, for example, various obstacles that hinder escape actions, various gimmick objects that assist escape actions, or various items. If the game field includes such obstacles, the processes performed by the range setting unit 37 also include processes to place them in the game field. Specifically, as an example of the processes for preparing such a game field, the range setting unit 37 performs an assignment process. Details of the assignment process will be described later.
[0023] The progress control unit 38 is a logical device that performs various processes to control the progress of the game. Such processes include processes to control the actions of each character to perform escape actions or pursuit actions. Similarly, not limited to these escape and pursuit actions, each character may perform various actions as appropriate in response to the user's actions in the game, and the progress control unit 38 performs processes to perform these various actions. Furthermore, the processes performed by the progress control unit 38 include processes to switch the roles of escape characters and pursuit characters. As an example of these processes, the progress control unit 38 performs state change processing and state recovery processing. Details of the procedures for state change processing and state recovery processing will be described later.
[0024] The evaluation unit 39 is a logical device that performs various processes for evaluating the user's gameplay. In the escape game, the user's gameplay may be evaluated as appropriate. For example, both or one of the escape and pursuit actions may be evaluated using an appropriate method, and the evaluation unit 39 performs various processes according to the subject and method of these evaluations. Furthermore, if the escape game is played as a competitive game, the winner and loser may be determined as appropriate, and the evaluation unit 39 also performs processes to realize such determination. In this way, the user's gameplay may be evaluated as appropriate, and the winner and loser may be determined as appropriate according to the evaluation results. As an example, of the escape and pursuit actions, only the escape action may be evaluated so that it is scored according to the escape time, and the winner and loser may be determined according to the amount of points (score) obtained. For this reason, the evaluation unit 39 performs processes to realize such evaluation and determination. Specifically, as an example of such processing, the evaluation unit 39 performs a win / loss determination process. Details of the win / loss determination process will be described later.
[0025] The memory unit 32 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various data is recorded in the memory unit 32 along with the game program PG2 described above, but in the example in Figure 2, game data GD is shown. Game data GD is data that allows the user to play the escape game according to the game program PG2. Game data GD may include various data such as image data for displaying various images for the escape game and BGM data for playing various BGM, but in the example in Figure 2, play data PD and character data CD are shown.
[0026] Various game data GDs, such as character data CDs, may be stored in the storage unit 32 by an appropriate method. For example, they may be pre-installed on the game console 3, or they may be stored in the storage unit 32 via various recording media. In this way, character data CDs and the like can be stored in the storage unit 32 by an appropriate method. As an example, play data PDs and character data CDs may be provided from the center server 2 through a distribution service, including the necessary parts.
[0027] Furthermore, the game machine 3 is appropriately equipped with various output and input devices necessary for an arcade game machine and can be connected to the control unit 31. In the example shown in Figure 2, the monitor MO and speaker SP are connected as output devices. In other words, the output devices provided in the game machine 3 include the monitor MO and speaker SP. The monitor MO is a display device for displaying game screens, including various images for the escape game. The monitor MO displays various game screens (images) for providing the escape game according to the output signals from the control unit 31. The speaker SP is an audio output device for playing various sounds. The speaker SP plays various sounds, such as background music for the escape game, according to the output signals from the control unit 31.
[0028] On the other hand, as an example of an input device connected to the control unit 31, the control panel CP is shown in Figure 2. The control panel CP is a well-known input device. Input (detection) of user play actions may be implemented as appropriate, but as an example, it is implemented by the control panel CP. In other words, the control panel CP is configured to input play actions that cause each character to move (act) on the game field. To realize such input, the control panel CP is provided with various operation units. Various operations to instruct the characters to perform actions such as fleeing or chasing are performed as play actions on the various operation units. For example, such operation units may appropriately include push-button switches that perform push operations used for various purposes, or sticks for indicating the direction of movement of each character. Alternatively, the control panel CP may be provided with a touch panel that outputs signals corresponding to user touch operations (operations with fingers), and touch operations may be input as user play actions via that touch panel. The control panel CP outputs signals to the control unit 31 corresponding to the various operations on these operation units. Furthermore, game machine 3 may be equipped with various input and output devices similar to those found in commercial game machines. For example, such input devices may include a payment collection device for collecting a predetermined fee. However, these are not shown in the illustration.
[0029] Next, we will explain the details of the escape game with reference to Figures 3 to 7. Figure 3 is an explanatory diagram illustrating the overview of the escape game. The escape game may be played by any number of users, for example, by one user. In this case, the two roles of pursuit and escape may be divided, for example, by one user character corresponding to one user and an appropriate number of computer-controlled NPCs (non-player characters). Alternatively, it may be played by two users, in which case the two user characters corresponding to the two users may be assigned the same role (e.g., two pursuit characters P1, or two escape characters P2) or different roles. In other words, the two users may play as collaborators or as opponents. Thus, the escape game may be played in various forms, such as cooperative or competitive, by any number of users, but the example in Figure 3 shows a case where it is played in a group competition format, where multiple users compete against each other in groups to which they belong. Furthermore, when playing in a group competition format, the game may be played by any number of groups, but the example in Figure 3 shows a case where the game is played by two groups, Group 1 G1 and Group 2 G2. In this example, Group 1 G1 and Group 2 G2 function as multiple groups according to the present invention. Moreover, Group 2 G2 functions as the other group according to the present invention.
[0030] As shown in Figure 3, when the game is played in a group competition format with two groups, each group is assigned either the role of chasing or escaping. In other words, the assignment of chasing or escaping is carried out on a group basis. Furthermore, the roles assigned to each group are repeatedly swapped from the start to the end of the game whenever the swapping conditions are met. Each user belonging to each group then plays the role assigned to their group through character P each time a swap occurs. In this way, the roles of each group are repeatedly swapped during gameplay when the swapping conditions are met, but in the example in Figure 3, the role of chasing is assigned to the first group G1, and the role of escaping is assigned to the second group G2. In this example, the roles of chasing and escaping function as the two types of roles of the present invention. Moreover, of these roles of chasing and escaping, the role of chasing functions as one of the roles of the present invention, and the role of escaping functions as the other role of the present invention.
[0031] The roles initially assigned to each group may be determined randomly or by user selection, depending on various conditions, but one example is that they are determined by the results of a mini-game. In other words, whether each group takes on the role of pursuer or fugitive is determined through a mini-game. Various types of games may be provided as such mini-games, such as action games, simulation games, shooting games, or music games, but one example is a mini-action game in which the player who touches the most checkpoints (or various elements that substitute for them, such as flags) provided in the game field GF within a set time wins.
[0032] Each group may consist of an appropriate number of characters P, and the number of characters P in each group may differ between groups. However, in the example in Figure 3, both the first group G1 and the second group G2 consist of the same number of three characters P. These three characters P may include NPCs, but as an example, they are all configured as user characters. Therefore, the first group G1 includes three tracking characters P1 corresponding to three users, and the second group G2 includes three escape characters P2 corresponding to three users. These tracking characters P1 and escape characters P2 are both placed in the game field GF, which is set as a common area of action. In the example in Figure 3, for the sake of explanation, each character P is placed in the game field GF so that they are divided into left and right sides by group (or role), but the placement of each character P in the game field GF can be implemented as appropriate. Each user controls (operates) the actions (movements) of each character P in the game field GF so that if the user character corresponds to tracking character P1, they perform tracking actions, and if they correspond to escape character P2, they perform escape actions.
[0033] The pursuit and escape actions may include various actions as appropriate, but for example, the pursuit action may include the capture action. The capture action is an action to change the state of the escape character P2 from a normal state to an abnormal state. The abnormal state is a state in which at least a part of the escape action is restricted, and the normal state is a state in which the escape action can be performed without such restrictions. The replacement condition may be met as appropriate, for example, at predetermined intervals, but as an example, it is met when a predetermined number or more escape characters P2 in an abnormal state occur in the group assigned to escape. The predetermined number may be any number as appropriate, for example, one (one character) or two (two characters) may be used, but as an example, three (three characters) may be used. In other words, the replacement condition may be met when an abnormal state occurs in a part of each group, but as an example, it is met when all escape characters P2 belonging to the group with the role of escape (hereinafter sometimes referred to as the escape group) become abnormal. Therefore, if all escaped characters P2 in Group 2 G2 enter an abnormal state through the capture actions of each tracking character P1 in Group 1 G1, the roles of Group 1 G1 and Group 2 G2 are swapped, and a pursuit action is then initiated in which each character P (tracking character) in Group 2 G2 pursues each character P (escaped character) in Group 1 G1.
[0034] On the other hand, in the escape game, as mentioned above, points are awarded based on the duration of the escape action by the escape character P2, with the longer the escape time, the higher the score. The winner is then determined based on the amount of points earned. Therefore, each user is required to play in a way that allows the escape character P2 to continue escaping for as long as possible. As an example, in the escape game, the roles of chaser and escaper are repeatedly switched within groups in this manner.
[0035] Figures 4 to 7 schematically show examples of game screens used for playing the game when a group battle is performed by groups similar to those in Figure 3. Specifically, Figures 4 to 6 schematically show examples of battle screens. The battle screen is the game screen displayed on the monitor MO during a battle when the escape game is provided as a group battle type game. As shown in Figure 4, the battle screen 50 includes a time display area 51, a score gauge 52, a map image 53, a character display area 54, and a game field GF.
[0036] The game field GF is the in-game space set as the range of action for each character P. The game field GF may be configured as appropriate, but as an example, it is configured to create a virtual three-dimensional space. Specifically, the game field GF is configured to correspond to the shooting results of a virtual camera placed at an arbitrary position in the virtual three-dimensional space under appropriate shooting conditions. Such a game field GF may be formed into an appropriate shape, but in the example in Figure 4, it is formed in a roughly square shape. Furthermore, the game field GF is divided into four equal parts so that each part forms a similar square. Each of these divisions may be identified as appropriate, but as an example, they are distinguished by a division line SL and identified by different colors. Each of these divisions may be used as appropriate, but as an example, they are used as the appearance range for each character P at the start of the game. Specifically, each character P may appear at an appropriate position in the game field GF and begin to flee, etc., but as an example, each character P belonging to the same group appears so that they are dispersed among the divisions. Then, each character P begins to flee, etc., from the position of the division in which they appeared.
[0037] Furthermore, various objects with different functions are appropriately placed on the game field GF. In the example in Figure 4, examples of such objects are shown, including the tracking character P1, various obstacles BI, the central stage 55, items 56, and checkpoints 57. The tracking character P1 is the image (object) corresponding to the tracking character P1 among the various characters P. The tracking character P1 may be represented appropriately on the game field GF, but in the example in Figure 4, horns are added and it is shown holding a club to distinguish it from the fleeing character P2. In addition, each tracking character P1 may contain appropriate information to distinguish it from other tracking character P1s in the group, but in the example in Figure 4, it includes a user name field YN. The user name field YN displays the name of each user ("C user") to distinguish it from other tracking character P1s.
[0038] Obstacle BIs are objects that function as obstacles to the actions of each character P, such as pursuit or escape. Obstacle BIs may include various objects that hinder pursuit, etc., as appropriate, but the example in Figure 4 includes a wall object BI1, a pillar object BI2, and a hill object BI3. These are objects that function as walls, pillars, and hills, respectively, that hinder pursuit, etc., in the game field GF.
[0039] Obstacle objects such as wall object BI1 may appropriately hinder various actions such as pursuit. For example, wall object BI1 and column object BI2 may hinder only one of the actions (a part of the pursuit action, etc.) if the pursuit action and / or escape action (either one or the other) include running and jumping. In this way, wall object BI1, etc. may appropriately hinder all or part of the pursuit action, etc., but in the example in Figure 4, wall object BI1 and column object BI2 are configured to hinder both running and jumping (or a part of other actions if the pursuit action, etc. includes other actions). In other words, wall object BI1 and column object BI2 function as obstacles that cannot be overcome by running or jumping. Similarly, hill object BI3 functions as an obstacle that hinders running so as to reduce speed on the slope when the pursuit action, etc. includes running and jumping.
[0040] The central stage 55 is an object that functions as the escape starting point for the tracking character P1 when roles are switched. When roles are switched, each character P may start their next role from an appropriate location. For example, both tracking character P1 and escape character P2 may start their next role from the location where they were at the time of the switch. However, as an example, tracking character P1 (the escape character P2 before the switch) starts their next role from the predetermined starting location of the central stage 55, and escape character P2 (the tracking character P1 before the switch) starts their next role from the location where they were at the time of the switch. More specifically, the central stage 55 includes the starting position object 55A, and all tracking characters P1 (all tracking characters P1 belonging to the group that change from the escape role to the tracking role) that perform the tracking role upon the switch are transferred from their location at the time of the switch to the starting position object 55A, and begin their tracking actions from there.
[0041] The central stage 55 may be placed in any suitable location, but as an example, it is placed in the center of the game field GF. The central stage 55 may also be formed in any suitable shape, but in the example in Figure 4, it is formed in a square shape so that the starting position object 55A is located in the center. Furthermore, the central stage 55 is formed one level higher than the floor (or ground) that forms the game field GF and has stairs for climbing up to it. In this case, the central stage 55 hinders running and jumping in the parts other than the stairs, and reduces the speed of running in the stair section. As a result, the central stage 55 also functions as a type of obstacle BI. In this example, the position of the starting position object 55A functions as the predetermined starting position of the present invention.
[0042] Item 56 is an object corresponding to an item that grants various effects to the actions of each character P. Such effects may include not only effects that make the progress (gameplay) of actions such as pursuit more advantageous, but also effects that make gameplay more disadvantageous. As an example, item 56 grants advantageous changes to the parameters that define each character. Specifically, each character P may have various parameters set as appropriate, but in the example in Figure 4, item 56 corresponds to an item that has the effect of increasing the movement speed while running depending on the number acquired. In other words, item 56 has the effect of increasing the movement speed (an example of a parameter) of each character P. Furthermore, this movement speed increases according to the number of items 56 acquired, with the speed increasing as the number acquired increases. In this example, item 56 functions as the parameter-changing object of the present invention.
[0043] Checkpoint 57 is an object used to determine whether or not to grant a reward to each group. Various elements that contribute to a group's victory may be used as such rewards, but one example is an effect related to points (score). Specifically, as mentioned above, points are awarded according to the escape time, and the checkpoint grants a reward that increases the points awarded according to that escape time. Also, checkpoint 57 may be configured as appropriate, but one example is that it is configured to change between an occupied state and a neutral state. The occupied state indicates that one of the groups has occupied the checkpoint. In the occupied state, the group occupying it is granted a reward. On the other hand, the neutral state indicates that it is not occupied by any group. No rewards are granted in the neutral state. In other words, a checkpoint 57 in the neutral state does not grant any rewards to any group.
[0044] The state of checkpoint 57 can be changed as appropriate, but as an example, it can be changed in response to an occupation action and a release action. An occupation action and a release action are actions to change checkpoint 57 to an occupied state and a neutral state, respectively. Both of these actions may be permitted to both the pursuing character P1 and the fleeing character P2, but as an example, an occupation action may be permitted only to the fleeing character P2, and a release action may be permitted only to the pursuing character P1. Furthermore, various actions may be appropriately adopted as such occupation actions and release actions, and different actions may be adopted for each other, but in the example in Figure 4, the same contact action is adopted for both. As a result, checkpoint 57 is initially displayed in a neutral state and changes to an occupied state upon contact (contact action) by the fleeing character P2. On the other hand, checkpoint 57 in an occupied state returns to a neutral state upon contact by the pursuing character P1. In this example, the occupied state and the neutral state function as the privileged state and the normal state of the present invention, respectively.
[0045] The game field GF has numerous checkpoints 57 as described above. These checkpoints 57 are granted the aforementioned bonus effect, such that the rate of score increase per unit of time increases as the number of occupied checkpoints 57 increases. Therefore, the escape character P2 can earn more points the more checkpoints 57 they change to an occupied state. As a result, escape character P2 (user) is required to take actions that change as many checkpoints 57 as possible to an occupied state during the escape. On the other hand, the pursuing character P1 (user) is required to take actions that, conversely, return as many checkpoints 57 from an occupied state to a neutral state during the pursuit.
[0046] In the game field GF, the state of checkpoint 57, i.e., occupied and neutral, may be represented as appropriate, but one example is by a difference in color scheme (for example, neutral is yellow, occupied is another color, etc.). Furthermore, the function of the occupied state differs depending on the group that occupies it. Specifically, points are awarded according to the escape time of the escape character P2 (escape group), so an occupied state occupied by the escape group provides an upward effect (bonus), while an occupied state occupied by the pursuit group does not. Also, the difference in the occupying group functions as a difference in the actions that should be performed on checkpoint 57 in that occupied state, such as occupation actions or release actions. For this reason, the occupied state may be appropriately distinguished by the difference in the occupying group to indicate such differences in function, and one example is that it is displayed in a color corresponding to the difference in the occupying group (for example, occupation by one's own group is blue, occupation by another group is red, etc., regardless of role).
[0047] The time display area 51 is an area for displaying time. Various times may be displayed in the time display area 51 as appropriate; for example, the elapsed time since the start of play may be displayed, but in the example in Figure 4, "300" is displayed as the remaining playable time. The display of "300" indicates 300 seconds and decreases as time passes. In other words, the remaining time in the time display area 51 shows the maximum value at the start of play and decreases in a countdown format as play begins. The termination conditions may be met as appropriate; for example, they may be met based on various play situations such as collecting specific items, but as an example, they are met when the remaining time becomes zero, that is, when a predetermined time has elapsed. For this reason, each character P continuously and repeatedly performs pursuit actions or escape actions in the game field GF until the remaining time becomes zero.
[0048] Score Gauge 52 is an image that displays the score earned by each group. In the escape game, points may be awarded as appropriate, but as an example, points are awarded for the role of escape, as described above. In other words, each group is awarded points through playing as escape character P2. Points may also be awarded as appropriate through various methods, but as an example, each escape character P2 is awarded points according to the amount of time they escape in the normal state. Specifically, the longer the time they escape in the normal state, the more points each escape character P2 is awarded. Also, the more checkpoints 57 they occupy, the higher the rate at which points increase with time. The cumulative score awarded to each escape character P2 is then displayed as the group's score through Score Gauge 52.
[0049] The score gauge 52 may be configured as appropriate to display the score earned, but in the example of Figure 4, it includes a gauge section 52A and a score display section 52B. The gauge section 52A is the part that displays the score of each group through the gauge. The gauge section 52A may be configured as appropriate, but in the example of Figure 4, it is formed in the shape of a bar that shows the score amount of each group. Specifically, the left and right ends of the gauge section 52A correspond to each group, and the score amount is displayed in the gauge section 52A with a different color scheme for each group. The color scheme for each group may be as appropriate, but in the example of Figure 4, the left side is shown with a dot pattern to correspond to the first group G1 (your own group), and the right side is shown with a diagonal line to the right to correspond to the second group G2 (the opponent's group). In addition, such score amounts (the color scheme of the dot pattern and the diagonal line to the right) may be increased or decreased as appropriate, but as an example, the larger score amount may be increased or decreased so as to encroach on the opponent's gauge. However, in the example of Figure 4, since the score amount is the same zero in all cases, they are balanced in the center. On the other hand, the score display unit 52B is the part that displays the score amount indicated by the gauge unit 52A as a numerical value. For this reason, the score display unit 52B further includes a part that shows the score amount for the first group G1 (left side “0000” in the example in Figure 4) and a part that shows the score amount for the second group G2 (right side “0000” in the example in Figure 4).
[0050] Map image 53 is an image showing a map for understanding the entire game field GF. Map image 53 may be configured as appropriate to allow understanding of the entire game field GF (or even just a part of it), but in the example in Figure 4, it is configured to show a bird's-eye view of game field GF from above. Also, map image 53 may only correspond to a bird's-eye view of game field GF, but in the example in Figure 4, it includes point markers 53a, fugitive markers 53b, and pursuer markers 53c as indicators of the locations of various objects placed in game field GF.
[0051] Point markers 53a, fugitive markers 53b, and pursuer markers 53c are markers that indicate the locations of each checkpoint 57, each fugitive character P2, and each pursuer character P1, respectively, among the various objects placed on the game field GF. Therefore, the locations of each checkpoint 57, each fugitive character P2, and each pursuer character P1 on the game field GF are indicated through point markers 53a, fugitive markers 53b, and pursuer markers 53c.
[0052] Furthermore, these point markers 53a, fugitive markers 53b, and pursuer markers 53c may be displayed unconditionally on the map image 53 or under various conditions, but as an example, only the pursuer marker 53c is displayed conditionally. Specifically, the pursuer marker 53c is displayed only to the user corresponding to the pursuer character P1. In other words, the pursuer marker 53c is displayed only to users belonging to the group that takes on the role of pursuer, and not to users in the group that takes on the role of fugitive. In the example in Figure 4, both the fugitive marker 53b and the pursuer marker 53c are displayed on the map image 53. Therefore, such a battle screen 50 is displayed to the user who is performing the pursuit (taking on the role of pursuer).
[0053] The fugitive marker 53b and the pursuer marker 53c may be displayed as appropriate, but as an example, they may be displayed in different forms so that their respective roles are recognized. Specifically, the fugitive marker 53b and the pursuer marker 53c may be distinguished as appropriate, but as an example, they may be distinguished by different color schemes such as red and blue. Furthermore, if the pursuer character P1 or the fugitive character P2 is the pursuer's own character P, an identification marker 53d indicating the pursuer's own character P is added. Various markers may be used as such identification markers 53d, but in the example in Figure 4, an arrow pointing towards the pursuer marker 53c corresponding to the pursuer's own character P is used.
[0054] The character display area 54 is the section that displays information about each character P. The character display areas 54 may be provided as appropriate; for example, only the character display area 54 corresponding to the character P itself may be provided. However, in the example in Figure 4, six character display areas 54 are provided, each corresponding to a total of six character Ps. Furthermore, the character display area 54 corresponding to the character P itself (hereinafter sometimes referred to as the self-character display area 54S) may be formed in the same way as the character display areas 54 corresponding to other characters. However, in the example in Figure 4, it is formed to be larger and contain more information than the other character display areas 54 so that it can be distinguished from the other character display areas 54.
[0055] Specifically, each character display area 54 may contain various information about each character P as appropriate, but in the example in Figure 4, it includes a name area CA1 that displays the name of the user corresponding to each character P ("User A," etc.) and an image area CA2 that displays an image corresponding to each character P (only the head in the example in Figure 4). On the other hand, the self-character display area 54S also includes a name area CA1 and an image area CA2, but both differ from the other character display areas 54. Specifically, the image area CA2 is made larger than the others so that the entire body of each character P is displayed. In addition, the name area CA1 includes information about the user's name ("User C") as well as the number of items 56 acquired by the character P corresponding to the self during gameplay ("1" in the example in Figure 4).
[0056] Furthermore, the self-character display area 54S includes the skill information area SA. While each character P does not necessarily have skills assigned to them, as an example, various skills that provide advantageous effects for game progression may be assigned. These various skills may include, for example, skills that improve each character P's basic performance such as running speed or jumping power, or skills that add special abilities to each character P, such as skills that set traps or obstacles to hinder actions, create an invincible state (a state where abnormal status cannot be afflicted) for a certain period of time, or make the character invisible. In addition, each character P may have some or all of these skills assigned to them as appropriate, and the same skills may be uniformly assigned to all character P, but as an example, one of the skills may be assigned to each character P in a way that differs depending on the character P.
[0057] The Skill Information Area SA is an area that displays information about the skills set for the character P corresponding to the user. The Skill Information Area SA may be configured to display various types of skill-related information as appropriate, but in the example in Figure 4, it is configured to include the Skill Name Section SA1. The Skill Name Section SA1 is the part that displays the name of the skill set for the character P corresponding to the user. Each character P may be set with appropriate skills, but in the example in Figure 4, information for the skill "Obstacle Placement," which places obstacles, is displayed.
[0058] The skill name section SA1 is further provided with a skill value gauge SA2. The skill value gauge SA2 is a gauge that shows the amount of skill value possessed by the character P corresponding to itself. Skill value functions as a value for determining whether or not the effect of each skill can be activated. Skill value may be used as appropriate to activate the effect of a skill, but as an example, it may be used so that the skill becomes effective after a predetermined amount is consumed. Furthermore, such skill value may increase under appropriate conditions, and may increase by acquiring a predetermined item, but as an example, it may gradually increase over time.
[0059] Similarly, each skill may be activated as appropriate, but as an example, a skill may be activated when the skill value gauge SA2 is full, that is, when the skill value gauge SA2 indicates the maximum amount of skill value. In addition, the actual activation of a skill may be performed as appropriate, and the skill may be activated unconditionally when the skill value reaches its maximum amount, but as an example, the skill may actually be activated in accordance with the prescribed operation for activating the skill.
[0060] Each character display area 54 is displayed in a way that distinguishes between the character's own group and other groups. While this distinction can be implemented as appropriate, one example is that the three character display areas 54 on the left correspond to the character's own group, and the three character display areas 54 on the right correspond to the opponent's group. In other words, each character display area 54 is displayed in a way that allows the group to be recognized based on its left-right position. As a result, this distinction also functions as a distinction of roles.
[0061] Figure 5 schematically shows an example of a battle screen that illustrates a different gameplay situation from the example in Figure 4. The example in Figure 5 shows a pursuing character P1 chasing a fleeing character P2 in a different location than the example in Figure 4. In this case, as shown in Figure 5, both the fleeing character P2 and the pursuing character P1 are displayed on the game field GF. Also, in the example in Figure 5, compared to the example in Figure 4, the score of the second group G2, which is responsible for the escape, increases as time progresses. Specifically, the score display section 52B displays the number "0125" as the score earned by the second group G2, and the right-hand diagonal line of the gauge section 52A extends beyond the center towards the left edge to indicate the amount of that score.
[0062] Similarly, the positions of the fugitive markers 53b and pursuer markers 53c in the map image 53 also change in accordance with the changes in the positions of the fugitive character P2 and the pursuer character P1. However, in the example of Figure 5, the number of fugitive markers 53b is two less than in the example of Figure 4. If the fugitive character P2 enters an abnormal state, the fugitive character P2 in that abnormal state may be reflected in the map image 53 as a fugitive marker 53b or a marker indicating an abnormal state, but in this example, such reflection is omitted. In other words, the fugitive marker 53b corresponding to the fugitive character P2 in an abnormal state disappears from the map image 53. For example, if two of the three fugitive characters P2 enter an abnormal state, the two fugitive markers 53b corresponding to those two characters disappear from the map image 53, and only the fugitive marker 53b corresponding to the remaining fugitive character P2 is displayed in the map image 53. In the example of Figure 5, such changes (progress) are reflected in the map image 53.
[0063] Furthermore, as mentioned above, various objects may be appropriately provided in the game field GF. In addition to obstacle BIs such as wall object BI1, various gimmick objects that operate to assist or hinder actions such as escape may also be provided. In the example in Figure 5, warp object GO1 is shown as an example of such a gimmick object. Warp object GO1 is a type of gimmick object that assists actions such as escape, and operates to enable instantaneous movement (warping) between two distant locations within the game field GF. Such operation may be performed based on appropriate conditions, but as an example, it is performed when character P is positioned on warp object GO1.
[0064] Similarly, Warp Object GO1 may or may not have appropriate restrictions. If restrictions are imposed, various elements such as time, number of uses, or role may be used as requirements for such restrictions. For example, role may be adopted as a requirement for the restriction, and Warp Object GO1 may operate to assist only one of either escape or pursuit. Alternatively, number of uses may be adopted as a requirement for the restriction, and the use (operation) of Warp Object GO1 may be limited to a predetermined number of times. In this way, Warp Object GO1 may be subject to appropriate restrictions, but as an example, only a time-based restriction may be imposed. Therefore, Warp Object GO1 operates to assist both escape and pursuit, and operates without restriction on the number of times regardless of whether character P2 (escaping character P2) or character P1 (pursuing character P1) is on it, but its operation is restricted for a certain period of time after the previous operation. In other words, once Warp Object GO1 operates, a certain period of time is required before it is allowed to operate again.
[0065] Furthermore, obstacle BIs such as wall object BI1 may have any suitable shape, but the example in Figure 5 shows wall object BI1 having a notch NP. The notch NP is a cutout formed from the top of the wall downwards so that the height is reduced. As a result, the height of wall object BI1 decreases at the notch NP. More specifically, the height of wall object BI1 at the notch NP is formed to a height that each character P can reach by jumping. As a result, each character P can get onto the notch NP by jumping, and if they reach the top of wall object BI1 by jumping at the notch NP, they are allowed to run on top of wall object BI1.
[0066] Furthermore, the wall object BI1 is not limited to a notch NP and may have various shapes, including, for example, a hole. The hole is a part formed to connect one side of the wall to the other. Therefore, each character P can pass through the wall object BI1 through the hole and go to the other side. Escape and pursuit actions may appropriately include various actions, but if such a hole is provided, such actions may include a predetermined action for passing through the hole. Specifically, the hole may be provided at an appropriate position on the wall object BI1, but for example, if the hole is provided on the underside of the wall object BI1, escape actions, etc., may include sliding as a predetermined action for passing through such a hole.
[0067] Figure 6 schematically shows an example of a battle screen that illustrates a different gameplay situation from the examples in Figures 4 and 5. The example in Figure 6 shows a case where the pursuing character P1 performs a capture action on the fleeing character P2. In this case, as shown in Figure 6, the battle screen 50 includes the fleeing character P2 and the pursuing character P1, but compared to the example in Figure 5, the fleeing character P2 changes to an abnormal state in conjunction with the capture action of the pursuing character P1. Specifically, such an abnormal state may be appropriately represented in the game field GF, but in the example in Figure 6, the display of the fleeing character P2 becomes semi-transparent (dashed line in the example in Figure 6) and is represented by showing a fallen posture. Furthermore, as such a capture action, an appropriate action such as touching the fleeing character P2 or simply making contact may be adopted, but as an example, an action of hitting the fleeing character P2 with a club is adopted. Therefore, when the pursuing character P1 defeats the fleeing character P2 by striking it near the fleeing character P2 (within the range of the club), the fleeing character P2 changes from a normal state to an abnormal state. In this example, the action of actually striking the fleeing character P2 with the club (capture action) functions as the modified action of the present invention.
[0068] In abnormal states, appropriate restrictions may be imposed. For example, an escape character P2 in an abnormal state may have all actions restricted and be unable to do anything. Also, an escape character P2 in an abnormal state may be displayed on the game field GF in an appropriate manner that is distinguishable from the normal state, or it may not be displayed. In other words, an escape character P2 in an abnormal state may disappear from the game field GF. Alternatively, an escape character P2 in an abnormal state may be displayed outside the game field GF. In other words, an escape character P2 in an abnormal state may be removed from the game field GF. In this case, the actions of the escape character P2 in an abnormal state may be permitted as appropriate. Specifically, an escape character P2 in an abnormal state cannot occupy each checkpoint 57 or escape from the pursuing character P1 outside the game field GF, but movement may be permitted, for example. In other words, an escape character P2 in an abnormal state may move outside the game field GF. Also, an escape character P2 in an abnormal state may or may not be permitted to interfere with the game field GF outside the game field GF. For example, a fleeing character P2 in an abnormal state outside the game field GF may be allowed to perform various actions that hinder pursuit (in other words, actions that assist escape), such as setting traps on the outer perimeter of the game field GF or tripping the pursuing character P1 as it moves through it, or performing actions that utilize certain abilities, such as activating skills.
[0069] As described above, in abnormal states, all or part of escape actions may be subject to appropriate restrictions. For example, movement itself may be restricted, making it impossible to move from the spot, although movement may be permitted as an example. In this case, the occupation of checkpoint 57 by escape character P2 in an abnormal state may be restricted, although occupation may be permitted as an example. In other words, escape character P2 in an abnormal state can also change checkpoint 57 to an occupied state through occupation actions. However, checkpoint 57 occupied by escape character P2 in an abnormal state will yield fewer points than when occupied by escape character P2 in a normal state. Such a reduction may be implemented as appropriate, but as an example, occupation in an abnormal state will yield one-quarter of the points obtained when occupied in a normal state. Furthermore, if checkpoint 57 occupied by escape character P2 in an abnormal state is subsequently occupied by escape character P2 in a normal state, the reduction in points may be maintained, but as an example, the reduction may be reversed, and the points will return to normal. In other words, occupation in an abnormal state is overwritten by occupation in a normal state. Therefore, occupation states indicating occupation due to abnormal conditions and occupation states indicating occupation under normal conditions are further distinguished through differences in color schemes, etc.
[0070] Abnormal states may be set to be irreversible (once an abnormal state occurs, it cannot return to the normal state until a role change occurs), but as an example, they may be set to be reversible. Furthermore, recovery from abnormal states may be achieved as appropriate, such as randomly or over time, but as an example, it may be achieved through a recovery action. In addition, such recovery actions may be performed by the character themselves or by other characters P as appropriate, but as an example, they may be performed by another escape character P2 in a normal state belonging to the same escape group. In other words, escape character P2 in an abnormal state returns to the normal state through a recovery action by another escape character P2.
[0071] As a recovery measure, other escape character P2s may take appropriate actions, but one example is staying near the escape character P2 in an abnormal state for a predetermined time. Furthermore, such staying actions may be achieved by appropriate gameplay actions by each user, but one example is holding down a designated control unit that receives a press input (a gameplay action). In other words, if a user corresponding to another escape character P2 (normal state) holds down the designated control unit near the escape character P2 in an abnormal state for a predetermined time, that escape character P2 in an abnormal state will return to its normal state. Escape character P2s in an abnormal state are subject to restrictions (for example, a reduction in the score added when occupying checkpoint 57) and are also related to the replacement conditions. Therefore, considering group victory, each user is also required to play in a way that returns escape character P2s in an emergency state to their normal state.
[0072] In addition to the warp object GO1, various other gimmick objects may be provided in the game field GF. As another example of such a gimmick object, the jump object GO2 is shown in Figure 6. The jump object GO2 is a type of gimmick object that assists escape actions, etc., and operates to assist each character P's jump (leap). Such operation may be performed based on appropriate conditions; for example, it may be performed when a jump is performed on the jump object GO2, but as an example, it may be performed when each character P is positioned on the jump object GO2, regardless of whether such a jump action has been performed or not. In other words, the jump object GO2 operates to make the character P positioned on it jump in a predetermined direction (for example, the direction of movement) to a predetermined height (for example, a height higher than a normal jump by the character P).
[0073] Jump object GO2 may or may not have restrictions imposed on it. If restrictions are imposed, various elements such as time, number of uses, or role may be used as requirements for such restrictions as appropriate. Thus, jump object GO2 may have restrictions imposed on it as appropriate, just like warp object GO1, but as an example, only a time-based restriction may be imposed. For this reason, jump object GO2 also operates to assist both escape and pursuit actions, just like warp object GO1, and will operate without limit on the number of times regardless of whether character P2 (escaping character P2) or character P1 (pursuing character P1) stands on it, but its operation will be restricted for a certain period of time since the previous operation.
[0074] Furthermore, in the example in Figure 6, the score display unit 52B displays "????" instead of a numerical value indicating the score earned, obscuring the value. Similarly, the gauge unit 52A also displays the score amount such that each group is less than half. In other words, the gauge unit 52A also displays the relative scores of the groups ambiguously, corresponding to the display that obscures the numerical value in the score display unit 52B. The score gauge 52 may also display the score earned by each group regardless of the elapsed time, but as an example, when the remaining time falls below a certain amount (for example, 60 seconds), the display changes to obscure the score earned by each group in order to make the outcome ambiguous.
[0075] In addition to the elements mentioned above, escape games may also have various bonus elements. As an example, we will explain Fever Time. Fever Time is a bonus (reward) that increases the score awarded according to the escape time for a certain period of time. Fever Time may be awarded as appropriate based on various conditions, but as an example, it may be awarded when a specific play action is performed only once per group. Any appropriate action may be adopted as the specific play action, but as an example, pressing a special push button provided for Fever Time may be adopted. In other words, when any user in each group presses the special button, Fever Time will be awarded to the group to which that user belongs only once during the match.
[0076] The rate of increase in score during Fever Time can be set as appropriate, and may be uniform or variable regardless of various conditions, but as an example, it is set to be variable. Various conditions such as randomness or various gameplay situations such as the consumption of specific items may be adopted as appropriate, but as an example, the size of the score, that is, winning or losing when a special button is pressed, may be adopted. More specifically, in order to provide a chance for a comeback during Fever Time, a larger increase rate is given when losing than when winning. Such an increase rate can be set as appropriate, but as an example, it is set to double when winning and triple when losing. For this reason, each group is required to have a strategy regarding the timing of using Fever Time.
[0077] Figure 7 is a schematic diagram showing an example of a results screen. The results screen is a game screen that displays the results of a match played through the match screen 50. The results screen may be displayed at any time, but as an example, it is displayed when an escape action or similar activity ends. Therefore, as mentioned above, when an escape action or similar activity in an escape game ends after a predetermined time has elapsed (the termination condition is met), the results screen is displayed as an example of this, following the elapsed time.
[0078] As shown in Figure 7, the results screen 60 includes detailed data and information on acquired titles. Acquired titles are those earned by the user from among the various titles available in the game. Such titles may include titles appropriate to various elements of the game, such as "Escape King," awarded when the escape time exceeds a predetermined time, or "Healing King," awarded when an abnormal escape character P2 is returned to a normal state a predetermined number of times. On the other hand, the detailed data is data that shows details including various information about each character P. The detailed data may include various information as appropriate, but in the example in Figure 7, it includes information on experience points, score, number of people defeated, number of checkpoints acquired, number of times defeated, number of treatments, escape time, and number of checkpoint resets.
[0079] The number of defeated enemies indicates the number of escaped characters P2 captured (changed to an abnormal state) by the tracking character P1 (the tracking role). The number of checkpoints gained is the number of checkpoints 57 that were brought into a occupied state. The number of occupied states may be counted under appropriate conditions, for example, the number at the end, but one example is the total number of occupied states (regardless of whether they were subsequently returned to a neutral state or not). The number of times defeated is the number of times escaped character P2 was captured (changed to an abnormal state). The number of treatments is the number of times escaped character P2 in an abnormal state was returned to a normal state through recovery actions. Escape time is the amount of time escaped character P2 was on the run. The number of checkpoint resets is the number of times the 57 occupied checkpoints were returned to a neutral state.
[0080] Furthermore, the score is information indicating the points (score) earned in this play session. The points earned may be the group's score, but as an example, it may be the individual's score. On the other hand, experience points are information indicating the experience points awarded to the character in this play session. The experience points may show the cumulative experience points earned through previous matches, but as an example, the experience points earned in this play session will be displayed. Experience points may also be awarded based on appropriate criteria, but as an example, they may be calculated according to predetermined rules based on the aforementioned score, number of opponents defeated, number of checkpoints obtained, number of times defeated, number of treatments, escape time, and number of checkpoint resets. In the escape game, various elements may be evaluated as appropriate, and the results screen 60 may be configured as appropriate to display these elements, but as an example, it is configured to display this information. Furthermore, the results screen 60 may also include various other information related to the win or loss result, such as victory or defeat.
[0081] Next, the assignment process, state change process, state recovery process, and win / loss determination process will be explained with reference to Figures 8 to 11. The assignment process is the process of assigning roles to each group at the start of play. The assignment process may be configured to perform only role assignment or to include various other processes, but the example in Figure 8 shows a case where the game field GF for play is presented along with the role assignment. In this case, the range setting unit 37 starts the assignment process in Figure 9 each time a mini-game to determine the roles at the start of play is completed, and first obtains the result of the mini-game (step S101).
[0082] Next, the range setting unit 37 assigns each character P the role of either pursuing or fleeing based on the results of the mini-game obtained in step S101 (step S102). This assignment is performed on a group basis in the case of group matches. This assignment may be performed using any appropriate method, but as an example, if there is a time limit for play, it is considered advantageous for the person who takes on the fleeing role first to gain more escape time, so the winner of the mini-game is assigned the fleeing role.
[0083] Next, the range setting unit 37 presents the game field GF through the battle screen 50 (step S103). In this case, the range setting unit 37 may construct a virtual three-dimensional space corresponding to the game field GF, but as an example, this presentation is realized by displaying (drawing) the game field GF on the battle screen 50 as a result of a virtual camera capturing a pre-constructed virtual three-dimensional space. The virtual three-dimensional space corresponding to the game field GF includes items 56, numerous checkpoints 57, various obstacles BI, and various gimmick objects such as warp object GO1 and jump object GO2. Therefore, the range setting unit 37 performs the presentation of the game field GF so that these are formed (placed). After this presentation, the range setting unit 37 ends the assignment process. This completes the assignment of the initial roles based on the outcome of the mini-game. Following this assignment, the presentation of the game field GF with various elements such as items 56 is realized.
[0084] The state change process is the process of changing the state of the escaped character P2 from a normal state to an abnormal state when the change conditions are met. The change conditions may be met as appropriate depending on the game's circumstances, but one example is when a capture action is performed appropriately. As an example of a capture action, as mentioned above, the action of hitting the escaped character P2 with a club is adopted. In this case, the capture action is determined to be appropriate when the escaped character P2, which is in a normal state, is actually hit with the club. In other words, one example of a change condition is when the escaped character P2, which is in a normal state, is actually hit with the club. The state change process may be performed as appropriate, but when such a hitting action is performed as a capture action, one example is when the state change process is performed repeatedly each time a capture action is performed, from the start of gameplay (start of remaining time countdown) until the end condition is met (remaining time becomes zero). Figure 9 shows an example of the state change process in such a case.
[0085] The progress control unit 38 initiates the state change process shown in Figure 9 each time the tracking character P1 performs the action of striking with the club (capture action), and first determines whether the change condition is met (step S201). As described above, the change condition is met when the escape character P2 in the normal state is actually struck with the club. Therefore, the progress control unit 38 determines whether the escape character P2 in the normal state was actually struck by the action of striking with the club (whether the escape character P2 in the normal state is included in the trajectory of the club associated with this action). If the change condition is not met, that is, if the escape character P2 in the normal state was not struck with the club, the progress control unit 38 skips the subsequent processing and terminates the current state change process.
[0086] On the other hand, if the conditions for change are met, that is, if the escape character P2 in its normal state is actually struck with the club, the progress control unit 38 identifies the escape character P2 in its normal state that has been struck with the club, and changes the state of the identified escape character P2 to an abnormal state (step S202). This change may include changing the display manner of the escape character P2 on the battle screen 50 (for example, making it semi-transparent and turning it sideways).
[0087] Next, the progress control unit 38 determines whether the swap condition is met (step S203). As mentioned above, the swap condition is met, for example, when all escaped characters P2 in the escape group enter an abnormal state. Therefore, the progress control unit 38 determines whether all escaped characters P2 in the escape group have entered an abnormal state as a result of the change in step S202. If the swap condition is not met, that is, if all escaped characters P2 in the escape group are not in an abnormal state, the progress control unit 38 skips the subsequent processing. In other words, after changing the normal escaped character P2 that was hit with the club in step S202 into an abnormal state, the current state change processing is terminated.
[0088] On the other hand, if the swapping conditions are met, that is, if all escaped characters P2 in the escape group become abnormal, the progress control unit 38 swaps the roles of the pursuing character P1 and the escaped characters P2. In the case of a group battle, such swapping is performed on a group basis. In other words, the progress control unit 38 performs role swapping so that the escape group becomes the pursuing group, and the pursuing group becomes the escape group.
[0089] Next, the progress control unit 38, in conjunction with the replacement in step S204, transfers all tracking characters P1, who will now take on the role of tracking, to a predetermined starting position (step S205). As an example of a predetermined starting position, the starting position object 55A of the central stage 55 is used. Therefore, the progress control unit 38 transfers all tracking characters P1, who will now take on the role of tracking, to the starting position object 55A of the central stage 55.
[0090] Next, the progress control unit 38 resumes the escape game (step S206). In other words, after transferring all pursuit characters P1 to the starting position in step S205, the progress control unit 38 restarts the actions of each character P so that escape and pursuit actions begin again in their new roles. After this restart of play, the progress control unit 38 terminates the current state change process.
[0091] According to the procedure in Figure 9, the state of each fleeing character P2 changes from normal to abnormal as each pursuing character P1 takes appropriate capture action. More specifically, when a fleeing character P2 in a normal state is actually struck by the club as a pursuing character P1 strikes with the club, the state of that struck fleeing character P2 changes from normal to abnormal. Furthermore, if all fleeing characters P2 in the group responsible for fleeing become abnormal as a result of this change, a role swap between fleeing and pursuing is performed. That is, all fleeing characters P2 change to pursuing characters P1, and all pursuing characters P1 change to fleeing characters P2. In addition, all pursuing characters P1 in the group newly responsible for pursuing are transferred to the starting position object 55A of the central stage 55 to resume their pursuit actions from the central stage 55. These state changes and role swaps are repeated from the start of play until the termination conditions are met. In other words, every time any of the escape characters P2 enters an abnormal state, their roles are swapped between pursuit and escape, and the pursuit and other actions resume again from the central stage 55. This dizzying cycle of changing roles is repeated until time runs out.
[0092] The state recovery process is the process of restoring an abnormally escaping character P2 to a normal state. As mentioned above, an abnormally escaping character P2 recovers when, for example, a user corresponding to another escaping character P2 (in a normal state) presses a predetermined control unit near the abnormally escaping character P2 for a predetermined time. In this case, the recovery condition is met when, for example, a user corresponding to another escaping character P2 (in a normal state) presses a predetermined control unit near the abnormally escaping character P2 for a predetermined time. Figure 10 shows an example of the state recovery process in such a case.
[0093] The progress control unit 38 initiates the state recovery process shown in Figure 10 each time a predetermined control unit is pressed near an abnormal escape character P2 by a user corresponding to another escape character P2 (normal state), and first determines whether the recovery conditions are met (step S301). The recovery conditions may be met appropriately depending on various recovery actions, but as mentioned above, as an example, they are met when a user corresponding to another escape character P2 (normal state) continues to press a predetermined control unit near an abnormal escape character P2 for a predetermined time. Therefore, the progress control unit 38 determines whether the operation of pressing the predetermined control unit by a user corresponding to another escape character P2 (normal state) has been continuously performed for a predetermined time. If the recovery conditions are not met, that is, if the operation of pressing the predetermined control unit by a user corresponding to another escape character P2 (normal state) has not been continuously performed for a predetermined time, the progress control unit 38 skips the subsequent processing and terminates the current state recovery process.
[0094] On the other hand, if the recovery conditions are met, that is, if the user continues to press a predetermined control unit corresponding to another escape character P2 (normal state) for a predetermined time, the progress control unit 38 returns the state of the escape character P2 in the abnormal state, which is the target of the recovery action, back to the normal state (step S302). In other words, the progress control unit 38 recovers the state of the escape character P2 in the abnormal state from the abnormal state to the normal state. This recovery may include changes to various display modes of the escape character P2. After this recovery, the progress control unit 38 terminates the state recovery process. This provides a scenario in which the escape character P2 in the abnormal state recovers to the normal state through a recovery action by another escape character P2 in the normal state.
[0095] The win / loss determination process is the process for determining the winner and loser of the escape game. The winner and loser of the escape game may be determined as appropriate, but as an example, it may be determined based on the amount of points each group has earned. Figure 11 shows the win / loss determination process in such a case. In this case, the evaluation unit 39 starts the win / loss determination process in Figure 11 each time the termination condition is met (for example, when the remaining time becomes zero), and first obtains the points earned by each group (step S401).
[0096] Next, the evaluation unit 39 determines the winner and loser between the groups based on the scores obtained in step S401. Specifically, the evaluation unit 39 determines that the group with the higher score is the winner, and the group with the lower score is the loser.
[0097] Next, the evaluation unit 39 presents the results screen 60 (step S403). Specifically, the results screen 60 includes detailed data such as experience points and information on acquired titles. Therefore, the evaluation unit 39 first determines which of these detailed data and acquired titles should be displayed based on the play results. Then, it displays the results screen 60 on the monitor MO so that these items are displayed in the designated positions, thereby achieving this presentation.
[0098] Next, the evaluation unit 39 updates the parameters of each character P used in the escape game (step S404). The parameter update may include a decrease in parameters, such as measures to reduce parameters due to status ailments, but as an example, the evaluation unit 39 performs the parameter update so that each character P grows. For example, the parameters may appropriately include various elements such as running ability (running speed), stamina, and jumping ability. Also, if skills are set for each character P, and the growth of such skills or the assignment of new skills is performed, the growth of these skills may be included in the parameter update. For this reason, the parameter update (growth) may be appropriately implemented according to various elements such as experience points or scores, but these various parameters will be changed by the parameter update. Also, the parameters for growth are managed by the play data PD as an example, as described above. For this reason, the parameter update is implemented by updating the play data PD. After such updates, the evaluation unit 39 ends the win / loss determination process for this game. This enables the determination of the win / loss and the presentation of the result screen 60. Furthermore, various parameters will be updated based on gameplay, meaning that each character's P (Power) will grow.
[0099] As explained above, this form allows for the provision of a new and exciting escape game. Specifically, for example, when a match is played between Group 1 G1 and Group 2 G2, each taking on the roles of chaser and escaper respectively, each chaser P1 belonging to Group 1 G1 performs a chase action (hitting with a club) on each escaper P2 belonging to Group 2 G2. When a chaser P1 performs a capture action (hitting with a club) on each escaper P2, each escaper P2 changes into an abnormal state. If the number of escaper P2s in such an abnormal state exceeds a predetermined number, the two roles are swapped between the groups. Furthermore, such swaps are repeated until the termination condition is met. As a result, users can enjoy various developments such as escaping or chasing in a short amount of time. In this way, a new and exciting escape game can be provided that utilizes the chase and escape actions of each character P, by having groups compete while repeatedly swapping the chaser P1 and escaper P2 roles.
[0100] Furthermore, if multiple checkpoints 57 are provided on the game field GF, each granting a score increase based on the number of occupied checkpoints, the fleeing character P2 can be encouraged to occupy as many checkpoints 57 as possible. Conversely, the pursuing character P1 can be encouraged to deactivate as many occupied checkpoints 57 as possible, returning them to a neutral state. This adds further interest by requiring each character P to perform either an occupation or deactivation action at each checkpoint 57.
[0101] Similarly, if an abnormally ill escaped character P2 is restored to a normal state by the recovery action of another escaped character P2, a strategic element of recovery can be added to the escape action of the other escaped character P2, such as whether to recover the abnormally ill escaped character P2 or prioritize their own escape.
[0102] Furthermore, when the parameters of each character P grow according to the play situation, elements of a cultivation game can be added to an escape game that utilizes escape actions or the like. And through the cultivation of each such character P, continuous play of the escape game can be promoted. As a result, the趣味性 of the escape game can be further improved by these means.
[0103] In the above form, the progress control unit 38 of the game machine 3 functions as the state change means and the role replacement means of the present invention by executing the procedure of FIG. 9. Specifically, the progress control unit 38 functions as the state change means by executing step S202 of FIG. 9 and functions as the role replacement means by executing step S204. Similarly, the progress control unit 38 of the game machine 3 functions as the state recovery means of the present invention by executing the procedure of step S302 of FIG. 10. Also, the range setting unit 37 of the game machine 3 functions as the field presentation means of the present invention by executing the procedure of step S103 of FIG. 8. Furthermore, the evaluation unit 39 of the game machine 3 functions as the win / loss determination means and the parameter change means of the present invention by executing the procedure of FIG. 11. Specifically, the evaluation unit 39 functions as the win / loss determination means by executing step S402 of FIG. 11 and functions as the parameter change means by executing step S404.
[0104] It should be noted that the term "趣味性" in the translation of is a made-up term as the original Japanese word might not have a direct one-to-one equivalent in English. A more appropriate term might need to be determined based on the specific context of the game.The present invention is not limited to the above-described form and may be implemented in a modified or altered form as appropriate. For example, in the above-described form, only the roles of escape and pursuit are shown as roles in the escape game. However, the present invention is not limited to this form. The escape game is not limited to escape and pursuit and may include various other roles as appropriate. Also, for example, the roles of escape and pursuit may be further subdivided. For example, the escape role may include various roles such as a role dedicated to acquiring checkpoint 57, a role dedicated to escape, or a role dedicated to healing. Similarly, the pursuit role may include roles that only interfere with escape or the capture of checkpoint 57 (roles that cannot perform capture actions), or roles dedicated to release actions. And the actions that can be performed may change as appropriate among each character P according to these roles.
[0105] Furthermore, in the above-described configuration, the game console 3 performs the processing shown in Figures 8 to 11. As a result, the game console 3 alone functions as the game system of the present invention. However, the present invention is not limited to this configuration. For example, the central server 2 may perform all or part of the role of the game console 3 (e.g., the processing shown in Figures 8 to 11). For this reason, if the central server 2 performs all of the processing shown in Figures 8 to 11, the central server 2 alone (including cases where it is implemented by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, the game console 3 may perform all or part of the role of the central server 2. In this case, the central server 2 may be omitted.
[0106] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0107] The present invention provides a competitive game in which group battles are conducted between the multiple groups through roles assigned to each group from two different types of roles, wherein each character is assigned one of the two types of roles, and the system includes a display device (MO) that displays a game field (GF) which functions as a common movement range for each character belonging to multiple groups (G1, G2) each containing multiple characters (P), and an input device (CP) that inputs play actions for operating each character on the game field, and the system provides a competitive game in which group battles are conducted between the multiple groups through roles assigned to each group from two different types of roles, wherein each character is assigned one of the two types of roles, and each character is assigned the other type of role, and the system includes a tracking character (P1) as each character assigned one of the two types of roles and an escape character as each character assigned the other type of role. The system includes: a state changing means (38) that changes the state of each fleeing character to an abnormal state in which the fleeing character is restricted, when a changing action is performed by each chasing character on each fleeing character through chasing actions and fleeing actions that are simultaneously performed in the game field with character (P2), and a role swapping means (38) that repeatedly performs a role swap between the group to which the other role is assigned and the group to which the other role is assigned, until a termination condition is met.
[0108] According to the present invention, when a modified action is performed through the tracking action of the tracking character and the escape action of the escape character, each escape character changes to an abnormal state. When the number of escape characters in such an abnormal state exceeds a predetermined number, the two types of roles are swapped between the groups. Furthermore, such swapping is repeated until the termination condition is met. This makes it possible to provide a new and interesting game that utilizes the tracking and escape actions of each character, where tracking characters and escape characters are repeatedly swapped between groups during the battle.
[0109] Multiple characters may include various types of characters as appropriate. For example, multiple characters may include NPCs (non-player characters). In other words, some of the multiple characters may be controlled by the computer rather than the user. For example, among the multiple characters, there may be only one user character corresponding to a user, and all the rest may be NPCs. Also, the number of user characters in each group may be an appropriate number. Therefore, the number of user characters may differ or be the same between groups (opponents). Of course, all of the multiple characters may be user characters. Specifically, for example, in one embodiment of the game system of the present invention, the competitive game may be provided so that it is played by multiple users, each corresponding to one of the multiple characters.
[0110] Various conditions may be appropriately adopted as termination conditions, such as the user's selection results, the game status, or the circumstances of the game. For example, the termination condition may be met when the user makes a selection that they wish to end the game. Alternatively, the termination condition may be met when role swapping has been performed a predetermined number of times, as an example of the game status. Specifically, for example, in one embodiment of the game system of the present invention, the termination condition may be met when a predetermined amount of time has elapsed since the start of the competitive game.
[0111] The outcome of a match between groups may be determined appropriately based on the results of the game. For example, the group that changes the status of more fleeing characters into an abnormal state as the pursuing character may be determined to be the winner. In other words, the outcome may be determined according to the number of fleeing characters that have been changed into an abnormal state. Alternatively, if the game provides items for determining the outcome, the outcome may be determined according to whether or not such items have been acquired, or the number of such items acquired. Furthermore, the time spent on at least one of the fleeing action and the pursuing action may be measured as a score, and the outcome may be determined according to the magnitude of such score. Thus, the outcome may be determined appropriately based on various elements included in the game. Specifically, for example, one embodiment of the game system of the present invention may be one which includes a win / loss determination means (39) that determines the outcome of each group based on a score that is awarded to each group so as the time spent playing the other role increases.
[0112] The game may include various elements that affect the gameplay (progress). Such elements may include both elements that provide advantages and elements that provide disadvantages to the gameplay. Similarly, these advantages and disadvantages may be configured as appropriate. For example, in cases where victory or defeat is determined by the score, various effects on the score, such as the addition of a certain amount of points, may function as advantages. Conversely, the subtraction of a certain amount of points may function as disadvantages. For example, in one aspect of the present invention, a field presentation means (37) may be adopted that presents the game field such that a plurality of checkpoints (57) are formed between an advantage state in which an advantage is granted to the other group (G2) as the group to which the other role is assigned, and a normal state in which the advantage is not granted, with each escape character taking an occupation action in the normal state causing the game to change to the advantage state, and each pursuing character taking a release action in the advantage state causing the game to change to the normal state. In this aspect, as an advantage, an increase effect may be set for each checkpoint, such that the rate of increase of the score per unit of time increases as the number of checkpoints in the advantage state increases. In these cases, an additional element of interest can be added by requiring each character to take occupation action at each checkpoint.
[0113] The game may include various elements that hinder or assist pursuit actions, etc. Furthermore, these elements may include elements that operate as appropriate. Moreover, such operations may include various operations that assist or inhibit pursuit actions, etc. For example, in one embodiment of the present invention, the field presentation means may present the game field such that a gimmick object is provided that performs an operation that assists at least one of the escape action and the pursuit action. In this embodiment, the gimmick object may include at least one of a jump object (GO2) that assists each character's jump and a warp object (GO1) that enables instantaneous movement between two distant locations within the game field.
[0114] Furthermore, the abilities of each character may be uniform, or they may differ between characters. For example, each character may have various parameters, such as parameters indicating basic abilities like running speed, stamina, or jumping power, or parameters indicating skills (special abilities) that provide various advantageous effects to the game's progression, and these parameters may differ between characters. Also, if each character has skills, those skills may be activated unconditionally or conditionally. If skills are activated conditionally, various conditions such as gameplay status (e.g., play time, or item usage) or randomness may be used as appropriate conditions. Furthermore, such parameters may be constant during gameplay or may change according to various conditions. For example, in one embodiment of the game system of the present invention, the field presentation means may present the game field such that a parameter change object (56) that provides an advantageous change to the parameters defining each character is provided.
[0115] Similarly, when various parameters are set for each character, these parameters may be fixed or variable. If the parameters are variable, they may change according to appropriate conditions such as various gameplay situations (e.g., playtime, or item acquisition). For example, one embodiment of the game system of the present invention may include a parameter changing means (39) that changes the values of the parameters defining each character so that each character grows according to the gameplay situation of the competitive game. In this case, elements of a character development game can be added to a game that utilizes tracking actions, etc. Furthermore, continuous gameplay can be promoted through the development of such characters.
[0116] The abnormal state of each escape character may be maintained until the roles are swapped, or it may be resolved according to various conditions. Furthermore, if the abnormal state is resolved according to conditions (returning to a normal state with no restrictions on escape actions), appropriate conditions such as the game state or random conditions may be used. For example, various elements included in the gameplay, such as the passage of time or items, may be used as the game state. Specifically, for example, in one embodiment of the game system of the present invention, when a recovery action is performed on an escape character corresponding to the abnormal state by another escape character belonging to the same group as the escape character to return the escape character from the abnormal state to a normal state with no restrictions on escape actions, the system may be provided with a state recovery means (38) that returns the escape character to the normal state. In this case, a strategic element of recovery action can be added to the escape actions. As a result, the enjoyment of the game can be further improved.
[0117] After the role swap, gameplay (chasing and fleeing actions) may be resumed as appropriate. For example, each character may resume playing from their position at the time of the swap, or from a predetermined position such as the position at the start of the game. Furthermore, when gameplay is resumed from a predetermined position, both the fleeing character and the chasing character may resume playing from that predetermined position, or only one of them may resume playing from that predetermined position. For example, in one embodiment of the game system of the present invention, the role swapping means may move the positions of all characters belonging to the group that changes from the other role to the one role as a result of the role swap to the predetermined starting position (55A) of the game field so that all characters start the chasing action from the predetermined starting position (55A).
[0118] On the other hand, the computer program (PG2) of the present invention is configured to cause the computer (31) connected to the input means and the display means to function as each of the means of the game system described above.
[0119] Furthermore, the control method of the present invention is connected to a display device (MO) that displays a game field (GF) which functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P), and an input device (CP) that inputs play actions to operate each character on the game field, and a computer (31) incorporated into a game system (3) that provides a competitive game in which group battles are conducted between the plurality of groups through roles assigned to each group from two different types of roles, and each character being assigned one of the two types of roles, is a tracking character (P1) as each character to which one of the two types of roles is assigned, and each character being assigned the other role The present invention involves executing a computer program or control method that allows the game system of the present invention to be realized by executing the computer program or control method of the present invention. This includes: when a tracking character performs a modification action on each escape character that changes the state of each escape character to an abnormal state that restricts the escape actions, the tracking character performs the modification action on each escape character, and when a predetermined number of escape characters corresponding to the abnormal state occur in the group to which the other role is assigned, the role swapping procedure is performed repeatedly until the termination condition is met, in which the roles of that group and the group to which the other role is assigned are swapped.
[0120] The present invention provides a competitive game in which group battles are conducted between the multiple groups through roles assigned to each group from two different types of roles, wherein each group is assigned one of the two types of roles, and the tracking character (P1) is assigned one of the two types of roles, and each group is assigned one of the two types of roles. The system may also include: a role assignment means (37) that assigns the roles of tracking and tracking to the multiple groups, respectively, so that tracking and tracking actions are performed simultaneously in the game field with the fleeing character (P2) as a character; and a role swapping means (38) that repeatedly performs role swapping between the group to which the other role has been assigned and the group to which the other role has been assigned, until a termination condition is met, when the group to which the other role has been assigned satisfies a predetermined swapping condition in the tracking action performed by each fleeing character in the group or by each tracking character in the tracking action.
[0121] If the game system of the present invention includes a role assignment means, for example, the range setting unit 37 of the game machine 3 functions as the role assignment means of the present invention by executing the procedure of step S102 in Figure 8. In the above-described embodiment, the replacement condition is satisfied, for example, when a predetermined number or more escape characters P2 in an abnormal state occur in the group to which escape has been assigned. However, the replacement condition may be satisfied at predetermined time intervals, as described above, and is not limited to this embodiment. As described above, the replacement condition may be satisfied as appropriate. For example, the replacement condition may be satisfied when a predetermined number or more escape characters P2 in an abnormal state occur with a time lag. Specifically, as described above, the abnormal state recovers through the passage of time or recovery actions, but even if the number of escape characters P2 in an abnormal state has not reached a predetermined number at the present time, the replacement condition may be satisfied when it cumulatively reaches a predetermined number. In other words, the predetermined number may be the total number of abnormal states. In this case, a parameter is set that decreases by one each time an escape character PS enters an abnormal state (the initial value can be set appropriately, for example, by one only on the first turn when the advantage is having the first move), and when this parameter (the value for counting a predetermined number) becomes zero, the swap condition is met, and a role swap between groups may occur. Also, in these cases, the abnormal state (action restriction) associated with the capture action may recover in a very short time (including when it is zero). In other words, even if escape character P2 is captured as a result of a capture action (touch, etc.) by tracking character P1, the escape character P2 does not have to change to an abnormal state (at least subjectively). In this case as well, a role swap may occur, for example, when the parameter that counts a predetermined number (total number of captures) through the countdown becomes zero (or when the value of the parameter reaches a predetermined number through the count-up).
[0122] Furthermore, the computer program of the present invention is a computer (31) incorporated into a game system (3) that provides a competitive game in which group matches are played between the multiple groups through roles assigned to each group from two different types of roles, with tracking characters (P1) being the characters to which one of the two types of roles is assigned and tracking characters (P1) being the characters to which the other role is assigned The system may also be configured to function as a role assignment means (37) that assigns the roles of tracking and tracking to the multiple groups, respectively, so that tracking and tracking actions are performed simultaneously in the game field with each of the fleeing characters (P2) that have been identified, and a role swapping means (38) that repeatedly performs role swapping between the group to which the other role has been assigned and the group to which the other role has been assigned, until a termination condition is met, when the group to which the other role has been assigned satisfies predetermined swapping conditions in the tracking actions of each fleeing character in the group or the tracking actions of each tracking character.
[0123] Similarly, the control method of the present invention is connected to a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P), and an input device (CP) that inputs play actions to operate each character in the game field (GF), and a computer (31) incorporated into a game system (3) that provides a competitive game in which group matches are played between the plurality of groups through roles assigned to each group from two different types of roles, and the tracking character (P1) and the other role of each character to which one of the two types of roles is assigned. The system may also include a role assignment procedure that assigns the roles of pursuit and escape to multiple groups, respectively, so that pursuit and escape actions are performed simultaneously in the game field between each escape character (P2) to which a role has been assigned, and a role swap procedure that repeatedly performs a role swap between the group to which the other role has been assigned and the group to which the other role has been assigned, until a termination condition is met, when a predetermined swap condition is met in the escape action by each escape character in that group or the pursuit action by each pursuit character. [Explanation of symbols]
[0124] 3. Game console (game system) 31. Control Unit (Computer) 37 Range setting unit (field presentation means, role assignment means) 38 Progress Control Unit (State Change Means, Role Switching Means, State Recovery Means) 39. Evaluation Unit (Win / Loss Determination Means, Parameter Changing Means) 56 Items (Parameter-Changing Objects) 57 checkpoints P PRI G1 Group 1 G2 Group 2 P1 Tracking Character P2 Escape Characters CP Control Panel (Input Method) GF Game Field MO monitor (display device) GO1 Warp Object (Gimmick Object) GO2 Jump Object (Gimmick Object) PG2 Game Program (Computer Program)
Claims
1. A game system that provides a competitive game in which group battles are conducted between multiple groups through roles assigned to each group from two different types of roles, the system being connected to a display device that displays a game field that functions as a common movement range for each character belonging to multiple groups, each containing multiple characters, and an input device that inputs play actions to operate each character on the game field, the system being provided with system that displays a game field that functions as a common movement range for each character belonging to multiple groups, each containing multiple characters, and an input device that inputs play actions to operate each character on the game field, the system being provided with a competitive game in which group battles are conducted between the multiple groups, the system being provided with a display device that displays a game field that functions as a common movement range for each character belonging to multiple groups, each containing multiple characters, and the system being connected to an input device that inputs play actions to operate each character A state-changing means for changing the state of a fleeing character to the abnormal state when, through the pursuit and escape actions performed simultaneously in the game field between each pursuit character, who is assigned one of the two roles, and each fleeing character, who is assigned the other role, a change action is performed by each pursuit character on each fleeing character that changes the state of each fleeing character to an abnormal state that imposes restrictions on the escape actions, the fleeing character on whom the change action was performed is changed to the abnormal state, The system includes a role swapping means that repeatedly performs a role swap, in which a role is swapped between the group and the group to which the other role is assigned, when predetermined swapping conditions are met, until a termination condition is met. The aforementioned termination condition is met when a predetermined amount of time has elapsed since the start of the competitive game, in a game system.
2. A computer program configured to cause the computer connected to the display device and the input device to function as each means of the game system of Claim 1.
3. A computer incorporated into a game system that provides a competitive game in which group battles are conducted between the multiple groups through roles assigned to each group from two different types of roles, which are connected to a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups, each containing a plurality of characters, and an input device that inputs play actions for operating each character in the game field, A state change procedure for changing the state of a fleeing character to the abnormal state when, through the pursuit and escape actions performed simultaneously in the game field between each pursuit character, who is assigned one of the two roles mentioned above, and each fleeing character, who is assigned the other role mentioned above, a modification action is performed by each pursuit character on each fleeing character that changes the state of each fleeing character to an abnormal state that imposes restrictions on the escape actions, the fleeing character on whom the modification action was performed is changed to the abnormal state, A role swapping procedure is performed, which involves swapping roles between the group and the group to which the aforementioned role is assigned, when predetermined swapping conditions are met, and this process is repeated until the termination conditions are met. A control method in which the termination condition is met when a predetermined amount of time has elapsed since the start of the competitive game.
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