Programs and Information Processing Systems

The game system enhances gameplay engagement by incorporating automated progression modes that adapt to environmental and character attributes, addressing the lack of interestingness in existing games.

JP7843189B2Active Publication Date: 2026-04-09COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-28
Publication Date
2026-04-09

AI Technical Summary

Technical Problem

Existing games lack sufficient interestingness and engagement, particularly in automated progression modes where user input is minimized.

Method used

Implement a game system with a first progress mode requiring user operation and a second mode allowing progression without user input, using a success or failure determination based on environmental and character attributes to enhance gameplay experience.

Benefits of technology

Improves the enjoyment and engagement of games by providing varied gameplay experiences through automated and user-driven modes, enhancing user interaction and challenge.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement properties of a game.SOLUTION: A program causes a computer to function as: first progressing means for progressing a game by a first progress mode for progressing the game on the basis of an operation of a user; second progressing means for progressing the game by a second progress mode capable of progressing the game without requiring at least part of an operation of the user that affects the progress of the game in the first progress mode; success / failure determination means for determining success or failure of a predetermined event when the game is progressed by the second progress mode on the basis of an environment in a game space and attributes of a character that the user operates.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to a program and an information processing system.

Background Art

[0002] Conventionally, games that can progress automatically have been known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in games, further improvement in interestingness has been demanded.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to improve the interestingness of games.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as a first progress means for progressing a game in a first progress mode of progressing the game based on a user operation, a second progress means for progressing the game in a second progress mode in which the game can be progressed without requiring at least a part of the user operation that affects the progress of the game in the first progress mode, and a success or failure determination means for determining the success or failure of a predetermined event during the progress of the game in the second progress mode based on the environment in the game space and the attributes of the character operated by the user. A program is provided.

Effects of the Invention

[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram illustrating the general structure of the game system. [Figure 2] This is a block diagram showing the functional configuration of the game system. [Figure 3] This figure shows an example of the display screen in the first state. [Figure 4] This diagram shows how a moving object moves. [Figure 5] This diagram shows the moving object reaching the target object. [Figure 6] This flowchart shows an example of the process performed in the first state. [Figure 7] This figure shows an example of the display screen in the second state. [Figure 8] This flowchart shows an example of the process performed in the second state. [Figure 9] This diagram illustrates an example of game progression in the second state. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <Game System Hardware Configuration> As shown in Figure 1, the game system 1 of this embodiment comprises a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] The memory 22 is a main storage device. The memory 22 is constituted by, for example, storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game through cooperation between the terminal device 10 and the server 20. Note that, as an example, the game realized through cooperation between the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game through cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a portable terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.

[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.

[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an accelerometer or angular velocity sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of the Game System> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various data used by the control unit 210. Examples of such data include a game program 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing the game. The game information 222 and user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include, in addition to the game program executed on the server 20, a program (game program 121 described later) that is sent to the terminal device 10 and executed on the terminal device 10. Alternatively, the storage unit 220 may store both the game program 221 executed on the server 20 and the program executed on the terminal device 10.

[0034] Game information 222 is information common to all accounts. Game information 222 includes, for example, information for defining various game spaces. A game space is the space where objects of user-controllable characters (hereinafter also referred to as "controllable characters" or "player characters") are placed. Game information 222 also includes various setting information about objects common to all accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player character (NPC) objects, that are placed within the game space. Game information 222 also includes, for example, setting values ​​for various parameters of non-player characters. Hereafter, the object of a character placed in the game space may simply be referred to as a "character."

[0035] User information 223 is information managed for each game account. User information 223 includes, for example, information about the player's character, information about their owned assets, and information indicating their progress in the game. Examples of owned assets include in-game currency, items, and character equipment.

[0036] The control unit 210 controls various processes related to the game by executing the game program 221 stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the game system 1 execute various processes to support the multiplayer function when multiple accounts logged into the game system 1 participate in the same game.

[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program 221 in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also instructs the transmission / reception unit 211 to transmit game information 222 or user information 223. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information 222 or user information 223.

[0040] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information 222 or user information 223 according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information 222 or user information 223 according to instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.

[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of such data include a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for implementing the game on the terminal device 10. The game information 122 and user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] Game information 122 contains the same information as game information 222 for server 20 described above. Therefore, the explanation of game information 122 is omitted here.

[0046] User information 123 is data relating to the account of a user using terminal device 10, and includes the same information as the user information 223 of server 20 described above. Therefore, the explanation of user information 123 is omitted here.

[0047] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program 121 stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.

[0048] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0049] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. Specific examples are given below.

[0051] The transmitting / receiving unit 112 sends game information 122 or user information 123, and synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various data, programs, and synchronization data for multiplayer functionality from the server 20. Synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. Synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.

[0052] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.

[0053] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.

[0054] The game progress unit 113 defines the game space based on the information for defining the game space contained in the game information 122. The game progress unit 113 places objects in the game space based on the object setting information contained in the game information 122. The game progress unit 113 controls the objects placed in the game space. Specifically, the game progress unit 113 controls the objects by changing their position, orientation, shape, color, etc., within the game space, and by making the objects perform predetermined actions.

[0055] The game progress unit 113 defines a virtual camera for specifying the area of ​​the game space to be presented to the user. The game progress unit 113 positions the virtual camera within the game space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0056] The position and orientation of the virtual camera can be determined as appropriate for each game space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that operate based on the actions of each user, and characters that operate based on the game programs 121,221 (e.g., non-player characters, enemy characters, etc.).

[0057] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.

[0058] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.

[0059] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the game space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0060] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the game system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the game system 1 does not have to be implemented by multiple devices connected via a network.

[0061] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 will be described as performing the processing described later by executing the game program stored in the game system 1. However, at least a portion of the processing described later may be executed by a processor other than the processor 11. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0062] The following section will describe an example of how the configuration according to this embodiment can be applied to a golf game.

[0063] Figures 3 to 5 are examples of display screens showing a space including a golf course as the game space 30. The game space 30 and the various objects displayed overlaid on the game space 30 will be explained with reference to Figures 3 to 5.

[0064] The display control unit 114 displays an image of the game space 30 on the display unit 18 in accordance with instructions from the game progress unit 113. Specifically, the display control unit 114 generates an image of the game space 30 that depicts the field of view of the virtual camera defined by the control unit 110 and the objects present in that field, and displays it on the display unit 18. Specifically, the display control unit 114 displays objects present in the game space 30, such as a ball 31 as an object to be moved based on user input, a cup 32 as an object that serves as a target point to guide the ball 31, and a player character 33, on the display unit 18. In addition, the display control unit 114 superimposes objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image and displays them on the display unit 18. Specifically, the display control unit 114 displays a cup indicator 36 that shows the position of the cup, as well as objects such as the moving object 40, power indicator 41, indicator object 50, and the second shot selection button 60 (see Figure 7), which will be described later, on the display unit 18.

[0065] The cup indicator 36 is an indicator that is displayed such that, for example, light of a predetermined color extends from the cup 32. The game progress unit 113 sets the cup indicator 36 to a color that is distinguishable from the color of the grass on the course. By displaying the cup indicator 36, the user can easily see the position of the cup 32 in the game space 30, which is projected from behind the player character 33.

[0066] The game progression unit 113 executes game state control processing to transition the game state between a first state and a second state during a game aimed at achieving a predetermined objective. The first state is a game state in which the game can be advanced based on user operations that apply predetermined effects to the target object. The second state is a game state in which the game can be advanced in a manner that reduces the influence of the user's skill on achieving the predetermined objective, compared to when the game is advanced in the same manner as the first state. In addition, game states other than the first and second states may be provided.

[0067] In this embodiment, the game progress unit 113 transitions the game state between a first state in which the ball 31 is moved based on a specific operation by the user (for example, the first operation described later) and a second state in which the ball 31 can be moved without such specific operation by the user, during the execution of a game of one hole (in other words, one stage) aiming to achieve the goal of putting the ball 31 into the cup 32. Specifically, during the execution of a game of one hole, the game progress unit 113 sets the game state to the first state when the ball 31 is not located within a predetermined range from the cup 32 (for example, not located on the green (where the green may include the collar)), and sets the game state to the second state when the ball 31 is located within a predetermined range from the cup 32 (for example, located on the green). The game progress unit 113 changes the game state to the second state when the relationship between the ball 31 and the cup 32 (or green) becomes a predetermined relationship. This correspondence between the relationship between the ball 31 and the cup 32 (or green) and the game state may be achieved by the game progress unit 113 directly determining whether or not the relationship is met, or by a different process. For example, the game progress unit 113 may switch the game state by determining whether or not the ball 31 is located within a predetermined range from the cup 32, or by determining where the ball 31 is located within the game space 30 (for example, whether or not it is located in a corresponding area on the green), or by determining whether or not a putt shot is to be made. The game state is switched automatically (in other words, without user intervention) depending on whether or not the ball 31 is located within a predetermined range from the cup 32. In other words, when the ball 31 moves within a predetermined range from the cup 32, the game progress unit 113 automatically switches the game state from the first state to the second state. Whether or not to perform such an automatic game state switch may be set (in other words, selected) in advance on a predetermined settings screen or the like.In other words, if such a setting is made in advance, the game state may be automatically switched when the ball 31 moves within a predetermined range from the cup 32, and if such a setting is not made, the game state may not be switched even if the ball 31 moves within a predetermined range from the cup 32.

[0068] (Game progression in the first state) The game's progression in the first state will be explained below, with reference to Figures 3 through 5.

[0069] In the first state, the game progress unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an addressing position on the display unit 18, as shown in Figure 3. The game progress unit 113 also instructs the display control unit 114 to display the moving object 40 on the display unit 18.

[0070] The moving object 40 is, for example, an object that is circular in shape and moves along a linear indicator (in Figure 3, an indicator consisting of a dot shape and a V-shape arranged in a straight line; hereinafter referred to as the "power indicator 41") that extends from the moving object 40 in a predetermined direction. The power indicator 41 may be a numerical value indicating the power of the shot. The numerical value indicating the power of the shot may be, for example, a percentage indicating the ratio of power, or it may be a yard or meter indicating the distance of the shot.

[0071] The operation reception unit 111 receives an operation by the user to select a predetermined position on the touchscreen 16. The game progress unit 113 moves the moving object 40 in response to the user's swipe operation from the selected predetermined position (see Figure 4). Specifically, if the game progress unit 113 determines that the user's touch position on the touchscreen 16 overlaps with the moving object 40, it moves the moving object 40 in response to the user's swipe operation. Alternatively, if the game progress unit 113 determines that the user's touch position on the touchscreen 16 is within a predetermined range centered on the moving object 40, it may also move the moving object 40 in response to the user's swipe operation. This allows the user to grasp the image of the player character's take-back movement, thereby improving the enjoyment of the game.

[0072] Furthermore, while the movable object 40 can be moved along the power indicator, "along the power indicator" does not mean that the movable object 40 moves directly above the power indicator, but rather that it moves in the direction in which the power indicator extends. Also, the swipe operation used to move the movable object 40 does not have to pass directly above the power indicator. In other words, for example, an operation within a predetermined range or direction using the power indicator 41 as a guide can be considered an operation to move the movable object 40.

[0073] Furthermore, the game progression unit 113 may change the shape of the moving object 40 when moving it (see Figures 3 to 5).

[0074] The game progress unit 113 instructs the display control unit 114 to move and display the indicator object 50 on the display unit 18 when the user swipes the moving object 40 along the power indicator 41 (in other words, swipes it away from the indicator object 50). The details of the indicator object 50 will be described below.

[0075] First, let's explain the details of the structure of indicator object 50. As shown in Figure 3, the indicator object 50 is an object that has a shape such as a fan-shaped periphery cut along the outer edge and has a plurality of divided regions (hereinafter referred to as "indicator regions 51"). An indicator region 51 is, for example, a region that indicates the quality of a shot. Here, the quality of a shot may be, for example, the degree to which the shot ball 31 curves or the degree of success of the shot (for example, the degree to which it deviates from the intended direction, the way it hits the ball 31, etc.). Specifically, the central region of the plurality of indicator regions 51 may be an indicator region 51 in which the shot ball 31 travels in a straight line (in other words, towards the intended direction), the region further away from the center is an indicator region 51 in which the shot ball 31 curves to one side (in other words, deviates to one side from the intended direction), the region further away from the center is an indicator region 51 in which the shot ball 31 curves to the other side (in other words, deviates to the other side from the intended direction), and the region located outside a predetermined range from the center may be an indicator region 51 in which a shot is a miss. Furthermore, the indicator area 51 may be marked with symbols indicating the trajectory of the shot ball 31. Here, such symbols may be, for example, arrows indicating the degree of curvature of the trajectory of the shot ball 31.

[0076] The game progress unit 113 sets the indicator area 51 based on the environment around the ball 31 in the game space 30. Specifically, when the ball 31 is in a position off the fairway, such as in the rough, on a slope, or in a bunker, the game progress unit 113 sets the indicator area 51 such that it becomes more difficult to guide the ball 31 to the target compared to when the ball 31 is on the fairway. More specifically, for example, when the ball is in a position off the fairway, the indicator area 51 may be set such that the size of the indicator area 51 where the ball 31 curves (in other words, deviates from the target direction) and the size of the indicator area 51 where a mis-shot occurs are larger compared to when the ball 31 is on the fairway (in other words, the proportion of the indicator area 51 where the ball curves and the indicator area 51 where a mis-shot occurs in the indicator object 50 is larger). Furthermore, for example, if ball 31 is located outside the fairway, the overall width of the indicator object 50 may be narrower (or wider) compared to when ball 31 is on the fairway.

[0077] Next, we will describe the details of how the indicator object 50 works. The game progression unit 113 moves the indicator object 50 back and forth in a direction intersecting the direction of travel of the ball 31 shot by the player character (in other words, the direction of the ball's flight) (see Figures 3 to 5). Here, the direction of travel is the direction in which the ball 31 travels when the user shot it. In other words, the game progression unit 113 moves the indicator object 50 back and forth in a direction intersecting the direction in which the power indicator 41 extends. Specifically, the game progression unit 113 moves the indicator object 50 back and forth at a predetermined angular velocity along a predetermined curve, for example, while keeping it in contact with one end of the power indicator 41. This increases the difficulty of making accurate shots, thereby improving the enjoyment of the game.

[0078] The game progression unit 113 may control the indicator object 50 such that the speed of the indicator object 50's back-and-forth movement increases as the moving object 40 moves away from the indicator object 50. This enhances the game's appeal because the more the user sets the shot power, the more difficult it becomes to achieve the shot on the trajectory the user intends.

[0079] Furthermore, the game progression unit 113 may change the speed at which the indicator object 50 moves back and forth based on the environment around the ball 31. For example, if the ball 31 is in a location off the fairway, such as in the rough, on a slope, or in a bunker, the game progression unit 113 may increase the speed at which the indicator object 50 moves compared to when the ball 31 is on the fairway. This increases the difficulty of executing a proper shot as the environment in which the shot is taken becomes worse, thereby improving the enjoyment of the game.

[0080] Furthermore, the game progression unit 113 may keep the round-trip speed of the indicator object 50 constant until the moving object 40 reaches a predetermined position (e.g., 50%) of the power indicator 41. In addition, the game progression unit 113 may control the indicator object 50 such that the round-trip speed of the indicator object 50 increases as the moving object 40 moves away from the indicator object 50 beyond the predetermined position of the power indicator 41. This makes it more difficult for the user to achieve a shot on their intended trajectory as the shot power is set higher, thereby improving the enjoyment of the game. Note that when simply saying "as it moves away" or "the further it moves away," for example, "the speed increases as it moves away," this includes cases where the speed does not change until it reaches a predetermined position, and then increases after that position, or other sections where the speed does not change. Also, in this case, there should be at least two stages for the speed.

[0081] Furthermore, the game progression unit 113 may change the width of the indicator area 51 so that it becomes more difficult to guide the ball 31 to the target as the moving object 40 moves away from the indicator object 50. Specifically, for example, the indicator area 51 may be set so that as the moving object 40 moves away from the indicator object 50, the size of the indicator area 51 where the ball 31 curves (in other words, deviates from the target direction) and the size of the indicator area 51 where a mis-shot occurs increase (in other words, the proportion of the indicator area 51 where the ball curves and the indicator area 51 where a mis-shot occurs in the indicator object 50 increases). Alternatively, for example, the width of the entire indicator object 50 may be narrowed (or widened) as the moving object 40 moves away from the indicator object 50.

[0082] Furthermore, the game progression unit 113 may not vibrate the moving object 40 until it reaches a predetermined position on the power indicator 41 (for example, 100%), and may vibrate the moving object 40 when it exceeds that predetermined position on the power indicator 41. In other words, the game progression unit 113 may make the moving object 40 move in a way that is less in line with the user's intentions as it moves further away from the indicator object 50. In other words, the game progression unit 113 may make it so that the responsiveness of the moving object 40 to the user's operation (for example, a swipe operation) decreases when the moving object 40 is at a predetermined position further from the indicator object 50 than when it is at a predetermined position closer to the indicator object 50 (for example, a position below "100%" on the power indicator 41). This makes it more difficult for the user to achieve a shot on the trajectory they intend as the user sets the shot power higher, thus improving the enjoyment of the game.

[0083] The game progress unit 113 determines the position of the moving object 40 based on the user's input, and when the input is released, it moves the moving object 40 toward the indicator object 50 and performs a first shot execution process that executes a shot (hereinafter also referred to as the "first shot") according to the position where the input was released and the indicator in the indicator region 51 determined by the positional relationship between the indicator object 50 and the moving object 40 after the move. In other words, the first shot execution process is a process that determines the ball's destination position based on the position where a specific input was released and the indicator in the indicator region 51 determined by the positional relationship between the indicator object 50 and the moving object 40 after the move.

[0084] The first shot execution process may include power determination and trajectory determination processes.

[0085] The power determination process is the process of determining the power of a shot, for example, based on the release position when the user's input operation is released. Specifically, as shown in Figure 4, the game progression unit 113 moves the moving object 40 along the power indicator 41 in response to the user's swipe operation from a predetermined position selected by the user. The swipe operation here is, for example, an operation in the direction away from the indicator object 50.

[0086] In the power determination process, the game progress unit 113 increases the power of the shot the further the distance of the moving object 40, which is determined at the end point of the swipe operation, is from the indicator object 50. Specifically, the game progress unit 113 determines the power according to the power indicator 41 corresponding to the release position. The greater the power determined according to the power indicator 41, the further the shot ball 31 will fly. The power indicator 41 is set so that the numerical value indicating power increases as the distance from the indicator object 50 increases. In Figure 4, since the shot is released at the position indicating "90%" of the power indicator 41, the power of the shot is "90%" of the maximum power.

[0087] The trajectory determination process determines the shot trajectory (in other words, the direction the ball 31 is heading) based on the positional relationship between the moved object 40 and the indicator object 50 after the movement. Specifically, for example, when a specific input operation related to power determination (for example, a swipe operation away from the indicator object 50) is released, the game progress unit 113 moves the moved object 40 toward the indicator object 50 along the power indicator 41 (see Figures 4 and 5). That is, as soon as the shot power is determined, the process automatically moves to determining the ball's trajectory. This provides the user with seamless shot operation, thereby improving the enjoyment of the game.

[0088] In the trajectory determination process, the game progress unit 113 may move the moving object 40 in the direction indicated by the user's operation. That is, when a specific input operation related to power determination is released, the game progress unit 113 moves the moving object 40 toward the indicator object 50, but at this time, for example, the moving object 40 may be moved in the direction indicated by the user with a flick operation when the operation is released. Figure 5 is an example of the display screen in this case. This provides the user with a high degree of freedom in shooting operations, thereby improving the enjoyment of the game. Alternatively, for example, when the operation is released, the user may perform a swipe operation in a different direction from the swipe operation related to power determination (for example, a swipe operation in the direction that moves the moving object 40 toward the indicator object 50), and the moving object 40 may be moved in the direction indicated by the user with this swipe operation in a different direction. Here, for example, the moving object 40 may perform a swipe operation in the different direction until it contacts the indicator object 50, or it may perform a flick operation after performing a swipe operation in the different direction to a point before the moving object 40 contacts the indicator object 50. Also, after a specific input operation related to determining the power of a shot is performed, when an operation to end contact with the touchscreen 16 is performed (for example, a touch-off operation by releasing the finger), the moving object 40 may move toward a predetermined position such as the end of the power indicator 41 on the indicator object 50 side (in other words, toward the indicator object 50). Note that this predetermined position may change depending on the input operation related to determining the power. That is, in this embodiment, "releasing a specific input operation related to determining the power" is not limited to, for example, releasing contact with the touchscreen 16, but may also be a change in the direction of movement of the finger that was moving toward a predetermined direction (for example, away from the indicator object 50) (for example, by a predetermined angle or more, or toward the direction toward the indicator object 50).In other words, "releasing a specific input operation" may mean that the operation being performed up to that point (for example, a swipe operation in a predetermined direction) changes to another operation (for example, a touch-off operation, a flick operation, or a swipe operation in another direction). Furthermore, the "release position" of the input operation can also be said to be the position of the finger or the position of the moving object 40 when the input operation is released. Note that even if it is possible to perform a flick operation or swipe operation to indicate the direction of movement of the moving object after performing a specific input operation related to determining power and temporarily releasing contact with the touchscreen 16 related to that input operation.

[0089] In the trajectory determination process, the game progress unit 113 may move the moving object 40 at a constant speed, or increase the speed of the moving object 40 as the distance from the indicator object 50 at the release position increases. Alternatively, the speed of the moving object 40 may increase as it approaches the indicator object 50 from the release position. This makes it more difficult for the user to achieve a shot on their intended trajectory, thereby improving the enjoyment of the game.

[0090] In the trajectory determination process, the game progress unit 113 determines the indicator area 51 (hereinafter referred to as "reach indicator 51") of the indicator object 50 that the moved object 40 has reached, as shown in Figure 5. Based on the reach indicator 51, the game progress unit 113 determines the trajectory of the ball 31. For example, if the reach indicator 51 is an indicator area 51 set to curve to the right, the game progress unit 113 sets the shot ball 31 to slice or fade. This allows the user to intentionally curve the ball's trajectory through user input, and also provides the user with situations where the ball's trajectory curves unintentionally, thereby improving the enjoyment of the game.

[0091] In other words, in the first shot execution process, the game progress unit 113 determines the ball's destination based, for example, on the power of the shot determined in the power determination process and the trajectory of the shot determined in the trajectory determination process (in other words, the direction the ball 31 is heading).

[0092] Next, with reference to Figure 6, the flow of processing performed by the terminal device 10 in the first state will be described. Figure 6 is a flowchart showing the flow of processing performed by the terminal device 10.

[0093] In step S100, the game progress unit 113 instructs the display control unit 114 to display objects such as the moving object 40 on the display unit 18. Specifically, as shown in Figure 3, the game progress unit 113 instructs the display control unit 114 to display the player character 33 in the address position, the moving object 40, the power indicator 41, and the indicator object 50 on the display unit 18.

[0094] Next, in step S101, the game system 1 receives user input on the touchscreen 16. If the game progress unit 113 determines, for example, that a predetermined area centered on the moving object 40 has been touched, it proceeds to step S102.

[0095] Next, in step S102, the game progression unit 113 moves the moving object 40 along the power indicator 41 in response to the user's swipe operation.

[0096] Next, in step S103, the game progress unit 113 moves the indicator object 50 (for example, by moving it back and forth).

[0097] Next, in step S104, the game progress unit 113 accepts a user action to release the swipe operation that moves the moving object 40 (for example, a touch-off operation, a flick operation, or a swipe operation in another direction).

[0098] Next, in step S105, the game progress unit 113 determines the release position and the power of the shot corresponding to that release position.

[0099] Next, in step S106, the game progress unit 113 moves the moving object 40 toward the indicator object 50.

[0100] Next, in step S107, the game progress unit 113 determines the arrival indicator 51 of the indicator object 50 that the moved object 40 has reached. The game progress unit 113 then determines the trajectory of the ball 31 that corresponds to the arrival indicator 51.

[0101] Next, in step S108, the landing position of the ball 31 is determined based on the power of the shot and the landing indicator 51.

[0102] Next, in step S109, the game progress unit 113 displays an image of the player character performing a shot on the display unit 18. The game progress unit 113 also moves the position of the ball 31 in the game space 30 according to the determined shot power and the trajectory of the ball 31.

[0103] The game system repeats steps S100 to S109 with each shot.

[0104] (Game progression in the second state) The game progression in the second state will be explained below, with reference to Figure 7.

[0105] In the second state, the game progress unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an addressing position on the display unit 18. The game progress unit 113 also instructs the display control unit 114 to display the second shot selection button 60 on the display unit 18.

[0106] The operation reception unit 111 receives user input (e.g., touch operation) on the second shot selection button 60. When the second shot selection button 60 is input, the game progress unit 113 executes a shot (hereinafter also referred to as the "second shot") whose success or failure (in other words, the destination of the ball 31) is determined based on environmental factors in the game space 30 and the attributes of the player character. Specifically, it is determined whether the ball 31 goes into the cup 32 or not based on environmental parameters and character attributes. More specifically, it is determined whether the ball 31 goes into the cup 32, comes close to the cup 32, or does not go into the cup 32 and does not come close to the cup 32. In this context, "not approaching cup 32" means, for example, that the landing position of ball 31 is not within a predetermined range from cup 32 (for example, the range within which it is determined that the ball "approached cup 32" or "went into cup 32"). This may include cases where the landing position is closer to cup 32 than the point from which the shot was made, or where the shot ball 31 passes near cup 32 (within the predetermined range) and lands outside the predetermined range.

[0107] Environmental parameters are parameters that depend on the environment in which a shot is taken within the game space 30. They can also be described as parameters that depend on the environmental factors of the stage. Environmental parameters are independent of the character. Environmental parameters include distance parameters, elevation parameters, and curve parameters. The distance parameter indicates the distance between the ball 31 and the cup 32. The elevation parameter indicates the elevation difference between the ball 31 and the cup 32. The curve parameter indicates how the ball 31 curves (in other words, how the line curves) when shot towards the cup 32.

[0108] Character attributes are parameters set for each character and can be considered character-specific parameters. Character attributes include distance attributes, elevation attributes, and curve attributes. Distance attributes are parameters related to the correction of distance parameters. Elevation attributes are parameters related to the correction of elevation parameters. Curve attributes are parameters related to the correction of curve parameters.

[0109] In the second state, the game progress unit 113 performs a success rate determination process that determines parameters related to the success or failure of a shot based on environmental parameters and character attributes. Specifically, the game progress unit 113 determines, for example, the success rate of a shot (for example, the probability that the ball 31 goes into the cup 32 and the probability that it misses the cup 32) as parameters related to the success or failure of a shot. Here, the probability that the ball 31 misses the cup 32 includes the probability that it comes close to the cup 32 and the probability that it does not come close to the cup 32.

[0110] The shot success rate is determined, for example, by correcting a probability baseline value determined based on environmental parameters, based on character attributes. Specifically, the game progress unit 113 calculates a probability baseline value based on, for example, a value obtained by assigning a predetermined weight to the distance parameter, a value obtained by assigning a predetermined weight to the elevation difference parameter, and a value obtained by assigning a predetermined weight to the curve parameter. The game progress unit 113 calculates the probability baseline value such that, for example, the longer the distance indicated by the distance parameter, the lower the probability baseline value becomes. The game progress unit 113 also calculates the probability baseline value such that, for example, the larger the elevation difference indicated by the elevation difference parameter, the lower the probability baseline value becomes. Furthermore, the game progress unit 113 calculates the probability baseline value such that, for example, the larger or more complex the curve indicated by the curve parameter, the lower the probability baseline value becomes. In this case, the game progression unit 113 may, for example, start the calculation from a probability of 100% that the ball goes into cup 32, and then calculate a probability baseline value by decreasing the probability of the ball going into cup 32 based on a value obtained by multiplying the distance parameter by a predetermined coefficient, a value obtained by multiplying the elevation difference parameter by a predetermined coefficient, and a value obtained by multiplying the curve parameter by a predetermined coefficient.

[0111] Furthermore, the game progress unit 113 adjusts the probability base value based on character attributes to determine the shot success rate. For example, if the distance parameter indicates a long distance, and the player character's distance attribute indicates "strong at long distances," the game progress unit 113 adjusts the probability base value so that the probability of the ball going into cup 32 increases. Also, for example, if the elevation parameter indicates that cup 32 is higher than ball 31 (i.e., uphill), and the player character's elevation attribute indicates "strong at uphill slopes," the game progress unit 113 adjusts the probability base value so that the probability of the ball going into cup 32 increases. Also, for example, if the curve parameter indicates that ball 31 curves significantly, and the player character's curve attribute indicates "strong at curved lines (e.g., good line reading ability)," the game progress unit 113 adjusts the probability base value so that the probability of the ball going into cup 32 increases.

[0112] Furthermore, "correcting the probability baseline value based on character attributes" does not necessarily mean correcting the probability baseline value after it has been determined. For example, when calculating the probability of the ball going into cup 32 based on a value obtained by multiplying the distance parameter by a predetermined coefficient, the elevation difference parameter by a predetermined coefficient, and the curve parameter by a predetermined coefficient, the shot success rate may be determined by correcting each coefficient or each environmental parameter based on character attributes. In other words, "correcting the probability baseline value based on character attributes" simply means that character attributes are reflected in the determination of the shot success rate.

[0113] Furthermore, the probability baseline (in other words, the shot success rate before correction) and the shot success rate (in other words, the shot success rate after correction) may be determined by a predetermined calculation formula that calculates the probability from multiple parameters, or they may be determined using a predetermined table or the like.

[0114] Furthermore, environmental parameters may be predetermined numerical values ​​(e.g., "distance parameter: XX meters") or not (e.g., "elevation parameter: uphill slope"). Similarly, character attributes may be predetermined numerical values ​​or not.

[0115] Furthermore, the shot success rate may be determined, for example, by a predetermined lottery performed based on environmental parameters and character attributes.

[0116] Environmental parameters may include, for example, parameters indicating the set weather, climate, season, or wind strength. For example, when it is raining, the ball 31 may roll less easily on the grass compared to when it is sunny, and the shot success rate may change according to the weather (in other words, the shot success rate may be adjusted). Also, for example, when it is winter, the green freezes, making it easier for the ball 31 to roll on the grass compared to when it is spring, and the shot success rate may change according to the season (in other words, the shot success rate may be adjusted).

[0117] Furthermore, character attributes may include parameters based on the character's previous game experience (in other words, the progress of the game) (for example, parameters related to the score situation during the game, including temporary attributes during the game such as "it's a PAR putt" or "it's about to lose to the opponent"). For example, in the case of a PAR putt or when it's about to lose, the probability of ball 31 going into cup 32 may be higher than in other predetermined score situations.

[0118] When the game progress unit 113 receives input to the second shot selection button 60, it performs a second shot execution process that executes a shot (second shot) according to the shot success rate determined in the success rate determination process. In other words, the second shot execution process is the process of executing a shot according to environmental parameters and character attributes. To put it another way, the second shot execution process is the process of determining the destination position of the ball 31 based on environmental parameters and character attributes. To put it yet another way, the second shot execution process is the process of determining the success or failure of the shot based on environmental parameters and character attributes.

[0119] In other words, in the second shot execution process, the shot will succeed (in other words, the ball 31 will go into the cup 32) with a probability corresponding to the shot success rate determined in the success rate determination process. In other words, in the second shot execution process, a lottery is held to determine whether the shot will succeed or not (in other words, a lottery to determine where the ball 31 will land) based on the shot success rate determined in the success rate determination process. Note that this lottery may be held before the input operation to the second shot selection button 60 is performed. In other words, whether the shot will succeed or not may be determined in advance before the input operation to the second shot selection button 60 is performed.

[0120] The second shot execution process is less dependent on the user's skill in determining the ball's landing position compared to the first shot execution process.

[0121] In this embodiment, the game progress unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the success / failure information object 61 on the display unit 18, as shown in Figure 7. In other words, the game progress unit 113 controls the display of the success / failure information object 61 when input operation for the second shot selection button 60 is possible. The success / failure information object 61 is an object that shows information regarding the success or failure of the shot when the second shot selection button 60 is selected. Specifically, the game progress unit 113 displays, for example, the probability that the ball 31 goes into the cup 32, the probability that it gets close to the cup 32, and the probability that it does not get close to the cup 32 as the shot success rate. This improves the enjoyment of the game because the user can execute the second shot after confirming the success rate of the shot. The game progress unit 113 may also display the probability reference value (in other words, the shot success rate before correction) as the success / failure information object 61, and then display the shot success rate (in other words, the shot success rate after correction). This makes it easier to understand the influence of each character attribute, thereby improving the game's enjoyment.

[0122] Furthermore, in the second state, the game progress unit 113 can also execute the first shot execution process. Specifically, as shown in Figure 7, the game progress unit 113 instructs the display control unit 114 to simultaneously display the second shot selection button 60 and the movement object 40 (and indicator object 50) on the display unit 18. When an input operation (e.g., touch operation) is performed on the second shot selection button 60, the game progress unit 113 executes the second shot execution process, and when an input operation (e.g., touch operation, swipe operation, and release operation) is performed on the movement object 40, the game progress unit 113 executes the first shot execution process. In other words, the game progress unit 113 presents the user with a choice via the display unit 18: whether to advance the game by the first shot execution process (in other words, manual play described later) or by the second shot execution process (in other words, autoplay described later). Furthermore, in this embodiment, the operation to advance the game (specifically, the operation on the moving object 40 or the operation on the second shot selection button 60) also serves as the operation to select whether to advance the game manually or automatically. This allows the user to choose whether to take the first or second shot in the second state, thereby improving the game's appeal. Moreover, since this selection can be made and the game advanced without switching screens, the game's appeal is further enhanced. In addition, displaying the success / failure information object 61 provides a reference point for choosing whether to take the first or second shot, thus improving the game's appeal. Furthermore, displaying the indicator object 50 also provides a reference point for choosing whether to take the first or second shot, thus improving the game's appeal.

[0123] Furthermore, if the first shot execution process is enabled in the second state, the success or failure of the shot (for example, whether the ball 31 goes into the cup 32) may be determined based on whether the derived values ​​derived from the player's input (for example, the power value derived from the power determination process, and the ball's trajectory value derived from the trajectory determination process) are within a reference threshold derived from environmental parameters.

[0124] In the second state, the game progression unit 113 may display an object (hereinafter referred to as "environmental information object 62") that shows information about environmental parameters, as shown in Figure 7. Figure 7 shows an example in which environmental information object 62 that shows information about distance parameters, elevation difference parameters, and curve parameters is displayed.

[0125] Next, with reference to Figure 8, the flow of processing performed by the terminal device 10 in the second state will be described. Figure 8 is a flowchart showing the flow of processing performed by the terminal device 10.

[0126] In step S200, the game progress unit 113 determines the shot success rate based on environmental parameters and character attributes.

[0127] Next, in step S201, the display control unit 114 is instructed to display objects such as the second shot selection button 60 on the display unit 18. Specifically, the game progress unit 113 instructs the display control unit 114 to display the player character 33 in the address position, the second shot selection button 60, and the success / failure information object 61 on the display unit 18, as shown in Figure 7.

[0128] Next, in step S202, the game system 1 accepts user input on the touchscreen 16. If the game progress unit 113 determines, for example, that a predetermined area centered on the second shot selection button 60 has been touched, it proceeds to step S203.

[0129] Next, in step S203, the landing position of the ball 31 is determined based on environmental parameters and character attributes. Specifically, the game progress unit 113 determines the success or failure of the shot based on the shot success rate determined in step 200 (in other words, based on environmental parameters and character attributes).

[0130] Next, in step S204, the game progress unit 113 displays an image of the player character performing a shot on the display unit 18. The game progress unit 113 also moves the ball 31 toward the identified destination of the ball 31.

[0131] The game system repeats steps S200 to S204 with each shot.

[0132] As described above, in the first state, the game can be played in a first progression mode in which the game progresses through the execution of the first shot. In other words, in the first state, the game can be played in manual play mode, where the game progresses based on user operations. Specifically, in the first state, the game can be played in a first progression mode in which the ball 31, as the object to be operated on, is moved based on a first operation. The first operation includes an operation to select a predetermined position (specifically, a touch operation to select the object to be moved 40), an operation to move the finger by a predetermined amount from the predetermined position (specifically, a swipe operation to move the object to be moved 40), and an operation to release the predetermined operation at the right timing (specifically, an operation to release the operation on the object to be moved 40). In the first progression mode, the destination position of the ball 31 is determined according to the amount of movement of the finger (in other words, the object to be moved 40) in the swipe operation and the timing of the release operation. In other words, the first operation includes the operation to determine the power of the shot (in other words, the amount of movement of ball 31) and the operation to determine the trajectory of ball 31 (in other words, the direction of movement).

[0133] Furthermore, in the second state, the game can proceed in a second progression mode in which the game progresses through the execution of the second shot. In other words, in the second state, the game can proceed in autoplay mode, which does not require at least some of the user operations that affect the game's progress in manual play. Specifically, in the second state, the game can be advanced by only the operation of selecting a predetermined position (specifically, the touch operation of selecting the second shot selection button 60), and the game can be advanced without the need to move the finger a predetermined amount from the predetermined position or to perform an operation aiming for a specific timing. That is, in the second state, the game can proceed in a second progression mode in which the ball 31, as the object to be operated, is moved without going through the first operation. In the second progression mode, the destination position of the ball 31 is determined regardless of the amount of finger movement or the timing aimed for. In addition, in the second shot execution process, if the destination position is determined based on the results of an internally executed lottery, the destination position of ball 31 may change depending on the timing of the operation. However, since the destination position is essentially determined randomly and it is impossible for the user to aim for a timing that will guide the ball to a predetermined destination, in such cases it can be said that "the destination position of ball 31 is determined regardless of the timing aimed."

[0134] In other words, the second mode of progression involves less information about the user's input operations used to determine the ball's landing position compared to the first mode of progression. Examples of information regarding input operations include the amount of movement during the operation, the duration of the operation, the timing of the operation, and the direction indicated by the operation. In other words, the second mode of progression is a game progression that reduces the influence of the player's skill on determining the ball's landing position compared to the first mode of progression. Furthermore, in this embodiment, autoplay can be described as a play mode that reduces the influence of the user's skill on achieving the game's objectives compared to manual play. Here, a reduction in the influence on achieving the objectives includes cases where the types (touch operations, tap operations, slide operations, swipe operations, and flick operations) or number of user operations affecting the target object are reduced, or where predetermined corrections are applied to the user's operations. Additionally, autoplay does not necessarily eliminate all operations in manual play; it may eliminate at least some operations or provide assistance for at least some operations. Furthermore, autoplay may involve using AI (Artificial Intelligence) to manage the game's progress.

[0135] In this embodiment, when a shot (in other words, a putt) is taken on the green, which requires more delicate handling than shots taken off the green, the game state enters a second state, and the game can proceed automatically. That is, off the green, it is sufficient to move the ball 31 with enough precision to stay within the fairway, whereas on the green, the ball 31 must be put into the cup 32, making manual play more difficult on the green than off the green. Therefore, if the player tries to put the ball 31 into the cup 32 by manual play, they may become stressed if they have difficulty doing so. In this embodiment, since the game can proceed automatically for shots (in other words, putts) on the green, the possibility of the user becoming stressed can be reduced.

[0136] Furthermore, in autoplay mode, character attributes influence the success or failure of shots. Therefore, the strategic depth of character selection is enhanced, increasing the overall enjoyment of the game.

[0137] Furthermore, the game may proceed in the second mode of progression without user intervention. Specifically, for example, if ball 31 is located on the green, the second shot execution process may be automatically performed without requiring the user to select the second shot selection button 60.

[0138] Furthermore, the game in the second mode of progression is based on the same user operations (e.g., the first operations) as when the game is played in the first mode of progression, but the influence of the user's skill on achieving a predetermined goal (e.g., the influence on determining the landing position of the ball 31) may be reduced compared to when the game is played in the first mode of progression. Specifically, for example, in the second state, compared to the first state, the influence of the power of the shot determined by the power determination process and the trajectory of the shot determined by the trajectory determination process on determining the landing position of the ball 31 when the game is played by manipulating the moving object 40 may be reduced. Specifically, for example, in the second state, as long as the landing position of the ball 31 determined by the power determination process and the trajectory determination process is not significantly different from the cup 32, the game progression unit 113 may perform correction processing on the landing position of the ball 31 so that the ball 31 goes into the cup 32. Furthermore, for example, the game in the second mode of progression is carried out based on the same number of operations as when the game is played in the first mode of progression (the types of operations may differ), but the influence of the user's skill on achieving a predetermined goal (for example, the influence on determining the landing position of ball 31) may be reduced compared to when the game is played in the first mode of progression.

[0139] Furthermore, in the second state, it may be impossible to proceed with the game in the first mode of progression. For example, in the second state, the moving object 40 may not be displayed on the display unit 18, and the first shot execution process may not be executed. Furthermore, in the first state, it may be impossible to proceed with the game in the second mode of progression. For example, in the first state, the second shot selection button 60 may not be displayed on the display unit 18, and the second shot execution process may not be executed.

[0140] (Variation 1) Next, we will explain some variations of the game progression in the second state. As described above, in the second state, the game can be advanced in a second mode of progression, in which the game is advanced by a second shot execution process that executes a shot according to the shot success rate determined in the success rate determination process. In this modified example, the second shot execution process includes a success rate variation process that changes the shot success rate determined in the success rate determination process. Hereafter, the game in which the shot success rate is changed by the success rate variation process will also be referred to as a "mini-game".

[0141] The success rate variation process is a process that changes the shot success rate determined in the success rate determination process, for example, depending on the timing of the user's input. Here, we will explain the success rate variation process in detail.

[0142] When the success rate of a shot is determined by the success rate determination process, the game progress unit 113 instructs the display control unit 114 to display the determined success / failure information object 61, which indicates the determined shot success rate (for example, the probability that the ball 31 goes into the cup 32), the roulette object 65, the stop indicator 66, and the stop button 67 on the display unit 18, as shown in Figure 9.

[0143] The roulette object 65 is, for example, an object that has a rod shape extending in the left-right direction and has multiple partitioned areas (hereinafter referred to as "success rate fluctuation areas 68"). The success rate fluctuation areas 68 are areas that indicate the amount of change in the shot success rate. Specifically, the success rate fluctuation areas 68 may include areas where the shot success rate increases, areas where the shot success rate decreases, and areas where the shot success rate does not change. In the example shown in Figure 9, the shot success rate changes by the probability indicated in each success rate fluctuation area 68, and the success rate fluctuation areas 68 where no probability is indicated (areas filled in black in Figure 9) are areas where the shot success rate does not change.

[0144] The stop indicator 66 is a line-shaped object that moves back and forth on the roulette object 65. The game progress unit 113 changes the shot success rate by the amount of change indicated by the success rate change region 68 at the point where the stop indicator 66 stops. Specifically, first, with the roulette object 65 and the stop button 67 displayed, the game progress unit 113 moves the stop indicator 66 back and forth on the roulette object 65. Next, when an input operation (for example, a touch operation) is performed on the stop button 67, the game progress unit 113 stops the stop indicator 66. Next, the game progress unit 113 determines the success rate change region 68 (hereinafter referred to as "stop region 68") where the stop indicator 66 has stopped, and determines the amount of change in the shot success rate according to the stop region 68. Next, the game progress unit 113 changes the shot success rate determined by the success rate determination process by the determined amount of change. For example, if the stop indicator 66 stops in the success rate fluctuation region 68 labeled "+25" in Figure 9, the shot success rate increases by 25%. Specifically, the shot success rate increases from 40% to 65%.

[0145] Furthermore, the user may be able to choose whether or not to perform success rate adjustment processing during the second shot execution process. Specifically, for example, the game progress unit 113 may display a skip button 69 simultaneously with the success / failure information object 61, the roulette object 65, and the stop button 67, etc. If an input operation is performed on the skip button 69, the success rate adjustment processing may be omitted. In other words, if a predetermined input operation is performed, the shot may be executed without changing the shot success rate, using the shot success rate determined by the success rate determination process.

[0146] Furthermore, the success rate adjustment process may not be executed depending on the result of the success rate determination process. For example, the game progress unit 113 may execute the success rate adjustment process if the result of the success rate determination process determines that the shot success rate (for example, the probability that the ball goes into the cup) is within a predetermined probability (for example, 11% to 89%), and may not execute the success rate adjustment process if it is not within that predetermined probability.

[0147] Furthermore, a time limit may be set for the period during which input operations to the stop button 67 are accepted. The game progress unit 113 may also display an object indicating the time limit. Specifically, for example, as shown in Figure 9, the stop button 67 may also serve as the object indicating the time limit. More specifically, for example, as time progresses, a specific colored area on the circular stop button 67 may decrease, and when that specific colored area disappears, input operations to the stop button 67 may become impossible. Furthermore, if the stop button 67 is not operated within the time limit, the shot success rate may not be affected, and the amount of change in the shot success rate may be determined according to the position of the stop indicator 66 (in other words, the stop area 68) when the time limit has elapsed.

[0148] (Modification 2) A golf game may, for example, involve a player character controlled by a user using their terminal device 10, competing against an opponent character controlled by another user using their terminal device 10, or an opponent character controlled by the computer. In the following, the character that takes the first shot will be referred to as the "first player character," and the character that takes the second shot will be referred to as the "second player character." In such a golf game, when the game state is in the second state, the computer of the game system 1 (for example, the game progress unit 113) may perform a success rate correction process to adjust the shot success rate. The computer may then execute the shot (second shot) with the shot success rate adjusted by the success rate correction process.

[0149] Specifically, when a second player makes a putt at a specific number of strokes, the computer determines whether a specific condition (for example, whether the difference in the success rates of both players' shots (e.g., the probability of ball 31 going into cup 32) is above a certain level) is met, based on the results of the success rate determination and success rate change processes for the second player's putt and the success rate determination and success rate change processes for the first player's putt at the same number of strokes. At this time, the computer also determines which player has a higher shot success rate.

[0150] If the computer determines that certain conditions are met, it will determine whether the first player's putt was successful or unsuccessful (for example, whether ball 31 went into cup 32 or not).

[0151] If the first player has a higher shot success rate and meets certain conditions, and the first player misses their putt, the computer will apply a correction to lower the second player's shot success rate. On the other hand, if the first player has a higher shot success rate and meets certain conditions, and the first player succeeds their putt, the computer will not apply a correction to the second player's shot success rate.

[0152] Furthermore, if the first player has a lower shot success rate and meets certain conditions, and the first player misses their putt, the computer will not adjust the second player's shot success rate. On the other hand, if the first player has a lower shot success rate and meets certain conditions, and the first player succeeds their putt, the computer will adjust the second player's shot success rate to increase it.

[0153] During autoplay, if a character with a high shot success rate misses a shot while a character with a low success rate succeeds, the user controlling the character with the high success rate may feel that it is unfair. Furthermore, this feeling of unfairness may increase depending on the results of minigames, potentially diminishing the user's sense of satisfaction. This modification reduces the possibility of the user feeling unfairly treated and improves the enjoyment of the game.

[0154] <Application to other games> The configuration according to this embodiment can also be applied to games other than golf games. For example, the configuration according to this embodiment can be applied to games in which the player moves an object to be manipulated, such as a ball or a player character, in order to achieve a predetermined goal. Furthermore, the configuration according to this embodiment can also be applied to other games. Specific examples will be explained below.

[0155] (Application to RPGs) The configuration according to this embodiment can also be applied to RPGs (role-playing games) in which the player character, as the object to be manipulated, moves to defeat enemy characters (e.g., minor characters and boss characters). Specifically, the configuration according to this embodiment can also be applied to a game in which the player character progresses through a predetermined stage (e.g., a dungeon) while defeating minor characters, and when the player character reaches the location of the boss character, a battle with the boss character begins.

[0156] Specifically, for example, the game may proceed in the second progression mode until the player reaches the location of the boss character, and then proceed in the first progression mode once the player reaches the boss character's location.

[0157] Here, the first progression mode is a game progression mode in which the user manually performs actions such as moving the player character and attacking or healing enemy characters. In contrast, the second progression mode can be a game progression mode in which at least some of the operations that the user manually performs in the first progression mode are performed automatically. Specifically, actions that are performed through user operation in the first progression mode, such as the player character approaching an enemy character, the player character dodging an attack from an enemy character, the player character attacking an enemy character, or the player character recovering predetermined parameters such as health points, may be performed without user operation in the second progression mode. In other words, the second progression mode can also be described as a progression mode in which the game progression unit 113 performs processing that assists user operation and is not performed in the first progression mode.

[0158] The game progression unit 113 sets the game state to a second state, which allows the game to proceed in a second progression mode, until the player character reaches the location of the boss character. Once the player character reaches the location of the boss character, it sets the game state to a first state, which allows the game to proceed in a first progression mode. In other words, the game state is switched automatically (in other words, without user intervention) depending on whether or not the player has reached the location of the boss character.

[0159] In this RPG example, the relationship between the player character as an object to be manipulated and the boss character as a predetermined object is such that the game state becomes the second state when the player character is not located within a predetermined range from the boss character, and the game state becomes the first state when the player character is located within the predetermined range. This correspondence between the relationship between the player character and the boss character and the game state may be realized by the game progress unit 113 directly determining whether the relationship exists or not, or by a different process. For example, the game progress unit 113 may switch the game state by determining whether the player character is located within a predetermined range from the boss character, or by determining whether the player character has reached a predetermined location (for example, the boss character's room), or by determining whether a flag set to a specific state when combat with the boss character begins is in that specific state or not.

[0160] (Application to music games) For example, the configuration according to this embodiment can be applied to a music game in which a predetermined shape object (e.g., a rod-shaped or round object) as the object to be manipulated moves on the screen of the display unit 18, and the user performs operations on the input unit 17 in time with the predetermined shape object being positioned at a predetermined location on the screen. Specifically, the configuration according to this embodiment can be applied to a game in which the user performs predetermined operations in time with a predetermined song, aiming to complete the song or obtain a predetermined score. In this case, the operations on the input unit 17 can be described as operations that give the predetermined shape object an effect such as flashing and disappearing.

[0161] Specifically, the game may proceed using the first mode of progression until a difficult situation is reached, and then proceed using the second mode of progression once a difficult situation is encountered.

[0162] Here, the first mode of progression is, for example, a mode in which operations are performed on the input unit 17 in accordance with the timing when each predetermined shape object moves on the screen and is positioned in a predetermined location. In contrast, the second mode of progression can be, for example, a mode in which at least a portion of the operations that the user would manually perform in the first mode of progression are performed automatically. Specifically, the game may be progressed by assuming that operations are performed on the input unit 17 at the timing when at least a portion of the predetermined shapes moving on the screen are positioned in a predetermined location (in other words, without user intervention). That is, the second mode of progression can also be described as a mode in which the game progression unit 113 performs processing that assists user operations and is not performed in the first mode of progression. Furthermore, the success rate of operations performed automatically in the second progression mode may be determined based on the success rate calculated based on the user's operations in the first progression mode (in other words, the results of play up to that point). Here, the success rate refers to parameters such as whether each operation was performed at the exact timing, slightly off timing, or significantly off timing.

[0163] The game progression unit 113 sets the game state to a first state, which allows the game to proceed in a first progression mode, until a difficult section of the song is reached. Once a difficult section is reached, it sets the game state to a second state, which allows the game to proceed in a second progression mode. In other words, the game state is switched automatically (in other words, without user intervention) depending on whether or not a difficult section is being played. Here, the game state is switched when transitioning to a more difficult section, but "when transitioning to a more difficult section" or "when transitioning to a more difficult section" does not mean that the state changes after the transition, or that the state changes before the transition. In other words, it is sufficient that a correspondence between difficulty and state (in other words, the game progression mode) holds true.

[0164] In this music game example, for instance, the game state may be set to a second state when the relationship between the next target object to be manipulated and other target objects (as predetermined objects) reaches a predetermined density (in other words, when the number or types of target objects within a predetermined range exceed a predetermined number), and to a first state when the density does not reach the predetermined density. This correspondence between the relationship between a specific target object and other target objects and the game state may be achieved by the game progress unit 113 directly determining whether or not the relationship exists, or by a different process. For example, the game progress unit 113 may switch the game state by determining the number of target objects located within a predetermined range, or by determining whether or not the music has reached a predetermined position.

[0165] (Application to Mahjong games) The configuration according to this embodiment can also be applied to a mahjong game in which players select tiles to discard from their hand, which is the object being manipulated, with the goal of winning (in other words, achieving victory).

[0166] Specifically, the game may proceed using the first mode of progression until a difficult situation is reached, and then proceed using the second mode of progression once a difficult situation is encountered.

[0167] Here, the first mode of progression is, for example, a mode in which the user selects which tiles to discard and proceeds with the game. In contrast, the second mode of progression may be, for example, a mode in which the tiles to discard are automatically selected and the game proceeds without user intervention. In the second mode of progression, the tiles to discard may be determined by the game progression unit 113 based on tile efficiency or the score if a win is achieved.

[0168] The game progression unit 113 sets the game state to a first state in which the game can proceed in a first mode of progression until a difficult situation is reached in the game. Once a difficult situation is reached, it sets the game state to a second state in which the game can proceed in a second mode of progression. In other words, the game state is switched automatically (in other words, without user intervention) depending on whether or not a difficult situation is being played.

[0169] In this example of a mahjong game, for example, the game state may be set to a second state when the number of tiles of the same type (e.g., characters, dots, or bamboo, etc.) between a specific tile in the hand (e.g., 14 tiles) and the other tiles (e.g., 13 other tiles) exceeds a predetermined number, and the game state may be set to a first state when the number of tiles of the same type exceeds a predetermined number. In the second state, a button instructing the player to automatically select a discard tile may be displayed on the screen of the display unit 18, and the game may proceed in the second mode of progression when the user operates this button. Furthermore, in the second state, if a predetermined time elapses without any user operation, the game may proceed in the second mode of progression where a discard tile is automatically selected. Furthermore, the correspondence between the relationship between a specific target object and other target objects, and the game state, may be realized by the game progress unit 113 directly determining whether or not such a relationship exists, or it may be realized by a different process.

[0170] (Application to shooting games) For example, the configuration according to this embodiment can be applied to a shooting game in which the player character (in other words, the player's ship) is moved as the object to be manipulated, with the goal of clearing the stage.

[0171] Specifically, the game may proceed using the first mode of progression until a difficult situation is reached, and then proceed using the second mode of progression once a difficult situation is encountered.

[0172] Here, the first mode of progression is a mode in which the user manually performs actions such as moving the player character and attacking enemy characters. In contrast, the second mode of progression may be a mode in which at least some of the operations that the user manually performs in the first mode of progression are performed automatically. Specifically, actions that are performed through user input in the first mode of progression, such as the player character dodging enemy bullets, the player character attacking enemy characters, or the player character aiming at enemy characters, may be performed without user input in the second mode of progression. In other words, the second mode of progression can also be described as a mode in which the game progression unit 113 performs processing that assists user input and is not performed in the first mode of progression.

[0173] The game progression unit 113 sets the game state to a first state, which allows the game to proceed in a first progression mode, until a difficult scene is reached in the stage. Once a difficult scene is reached, it sets the game state to a second state, which allows the game to proceed in a second progression mode. In other words, the game state is switched automatically (in other words, without user intervention) depending on whether or not a difficult scene is being played.

[0174] In this example of a shooting game, the relationship between the player character as the object to be controlled and the boss character as a predetermined object may be such that the game state is the first state when the player character is not located within a predetermined range from the boss character, and the game state is the second state when the player character is located within the predetermined range. Alternatively, the relationship between the player character as the object to be controlled and the enemy bullets as predetermined objects may be such that the proportion of enemy bullets within a predetermined range from the player character is greater than or equal to a predetermined proportion, and the game state may be such that the game progress unit 113 directly determines whether or not the relationship exists, or it may be achieved by a different process.

[0175] (Application to the game of Go) For example, the configuration according to this embodiment can be applied to a Go game in which players aim to win by placing stones, which are the objects to be manipulated, on the board.

[0176] Here, the first mode of progression is, for example, a mode in which the user selects where to place a stone and the game progresses from there. In contrast, the second mode of progression may be, for example, a mode in which the location for placing a stone is automatically selected without any user intervention and the game progresses from there.

[0177] The game progress unit 113 sets the game state to a first state in which the game can proceed in a first mode of progression until the game reaches the endgame, and then sets the game state to a second state in which the game can proceed in a second mode of progression once the endgame is reached. In other words, the game state is switched automatically (in other words, without user intervention) depending on whether or not the game is in the endgame. That is, the game state is not limited to when a difficult situation is reached; for example, it may be switched in the endgame.

[0178] In this example of a Go game, the game state may be defined as a second state when the relationship between the stone placed by the user as the object to be manipulated and the stones already placed on the board as predetermined objects becomes a predetermined relationship. Specifically, the game state may be defined as a second state when the number of places where the stone can be placed (for example, valid placement locations) is less than or equal to a predetermined number in relation to the stones already placed on the board (for example, when the number of possible choices is less than or equal to a predetermined number). This correspondence between the relationship between the stone to be placed and the stones on the board and the game state may be realized by the game progress unit 113 directly determining whether or not the relationship is met, or it may be realized by a different process.

[0179] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ.

[0180] <Note> The matters described in the above embodiments may also be described as follows:

[0181] (Note 1) Computers, A first progression means (game progression unit 113) that progresses the game in a first progression mode that progresses the game based on user operations, A second progression means (game progression unit 113) that progresses the game in a second progression mode that does not require at least a portion of the user operations that affect the game's progress in the first progression mode, The success or failure determination means (game progression unit 113) functions to determine the success or failure of a predetermined event during the game progression in the second mode of progression, based on the environment in the game space and the attributes of the character controlled by the user. program. With this configuration, the character's attributes will influence the success or failure of predetermined events during the game's progression in the second mode. Therefore, the strategic depth of character selection is enhanced, and the game's enjoyment is increased.

[0182] (Note 2) The aforementioned success / failure determination means is The probability of success or failure of the predetermined event is determined by correcting the probability reference value, which is determined based on the environment within the game space, based on the attributes of the character. The program described in Appendix 1. With this configuration, the success rate of a given event changes depending on the character's attributes, which can improve the game's appeal.

[0183] (Note 3) The aforementioned computer is further, When a predetermined condition is met for a predetermined object in the game space, this function serves as a means to present the user with a choice between proceeding with the game in the first mode of progression or proceeding with the game in the second mode of progression. The program described in Appendix 1 or 2. With this configuration, when a certain situation occurs during gameplay, the user can choose whether to proceed with the game in the first or second progression mode. Therefore, the range of gameplay can be broadened, and the enjoyment of the game can be enhanced.

[0184] (Note 4) A first progression means (game progression unit 113) that progresses the game in a first progression mode that progresses the game based on user operations, A second progression means (game progression unit 113) that progresses the game in a second progression mode that does not require at least a portion of the user operations that affect the game's progress in the first progression mode, The system includes a success / failure determination means (game progression unit 113) that determines the success or failure of a predetermined event during the progression of the game in the second progression mode, based on the environment in the game space and the attributes of the character controlled by the user. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]

[0185] 1 Game system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touchscreen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Game space, 31 Ball, 32 Cup, 33 Player character, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit

Claims

1. Computers, A first progression means for advancing the game in a first progression mode in which the game progresses by moving objects in the game space based on user operations, A second progression means for progressing the game in a second progression mode that allows the game to progress by moving the object without requiring at least a portion of the operations for moving the object in the first progression mode, A success / failure determination means for determining the success or failure of the movement of the object during the game's progression in the second mode of progression, based on the environment within the game space and the attributes of the character controlled by the user, The means functions to change whether or not the user is allowed to choose whether to proceed with the game in the first mode of progression or the game in the second mode of progression, depending on whether or not predetermined conditions are met with respect to the object moving in the game space. The second mode of execution is one in which the success or failure of the movement of the object is determined independently of the user's skill. program.

2. A first progression means for advancing the game in a first progression mode in which the game progresses by moving objects in the game space based on user operations, A second progression means for progressing the game in a second progression mode that allows the game to progress by moving the object without requiring at least a portion of the operations for moving the object in the first progression mode, A success / failure determination means for determining the success or failure of the movement of the object during the game's progression in the second mode of progression, based on the environment within the game space and the attributes of the character controlled by the user, The system includes means for changing whether or not the user is allowed to choose whether to proceed with the game in the first mode of progression or the game in the second mode of progression, depending on whether or not predetermined conditions are met with respect to the object moving in the game space. The second mode of execution is one in which the success or failure of the movement of the object is determined independently of the user's skill. Information processing system.

Citation Information

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