Game programs, game processing methods, information processing devices.

A game program and processing method transition characters to a slow mode in specific areas, addressing the challenge of poor strategy execution in high-intensity ball sport game scenarios, enhancing strategic depth and calm operation.

JP7849842B2Active Publication Date: 2026-04-23LEVEL-5
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
LEVEL-5
Filing Date
2024-08-30
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

In ball sport games, players struggle to operate characters calmly and strategically in high-intensity areas like offense and defense near the goal, leading to poor strategy execution.

Method used

Implementing a game program and processing method that transitions characters to a slow mode when in specific areas of the field, allowing players to control characters at a slower speed and enabling strategic operations.

Benefits of technology

Enhances strategic depth and calm operation of characters in critical game areas, improving overall strategy in ball sport games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the strategic aspects of ball sports games. [Solution] The game program causes the information processing device 3 to function as a match progress processing unit 37 that advances a soccer match in which a friendly team, consisting of multiple friendly characters 31 including a playable character operated by the player, and an enemy team, consisting of multiple enemy characters 33 operated by other players or the game program, compete to get the ball 35 into the opponent's goal; and a mode transition processing unit 55 that, when a friendly character 31 or enemy character 33 holding the ball 35 is located in a zone area 59, 61 of the field 17 where the match is played, transitions the friendly character 31 and enemy character 33 to a zone mode in which the player can operate the playable character, with the operation speed set to slower than the normal operation speed, when a predetermined transition operation is performed by the player.
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Description

Technical Field

[0001] The present invention relates to a game program, a game processing method, and an information processing apparatus.

Background Art

[0002] Conventionally, there is known a game of a ball sport in which teams composed of a plurality of player characters play against each other. As an example of such a game, for example, in Patent Document 1, there is described a soccer game in which players compete for a ball among enemy and ally player characters arranged on a virtual field and carry the ball toward the enemy goal.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game of the above prior art, for example, in a situation where players concentrate in a specific area within the field, such as an offense and defense in front of the goal, the player needs to instantaneously grasp the situation around the operation character and operate the operation character. Therefore, there is a problem that the player cannot operate the operation character calmly and the strategy is poor.

[0005] [[ID=�9]]The present invention has been made in view of such problems, and an object thereof is to provide a game program, a game processing method, and an information processing apparatus capable of improving the strategy in a game of a ball sport.

Means for Solving the Problems

[0006] To achieve the above objective, the game program of the present invention functions as a game progression processing unit that advances a ball sport match in which a team of friendly characters, including a player-controlled character, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, compete to get the ball into the opponent's goal; and a mode transition processing unit that, when the friendly character or enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, transitions the friendly character and the enemy character to a slow mode in which the player can control the player-controlled character, with the characters operating at a slower speed than normal.

[0007] To achieve the above objective, the present invention provides a game processing method, which is executed by an information processing device, comprising the steps of: conducting a ball sport match in which a team of friendly characters, including a player-controlled character, and an opposing team, consisting of multiple opposing characters controlled by other players or a game program, compete to get the ball into the opposing team's goal; and, when the friendly character or opposing character holding the ball is located in a predetermined area of ​​the field where the match is being played, and a predetermined transition operation is performed by the player, the player transitions the friendly character and the opposing character to a slow mode in which the player can control the player-controlled character, with the characters operating at a slower speed than the normal operating speed.

[0008] To achieve the above objective, the information processing device of the present invention includes a match progress processing unit that advances a ball sport match in which a team of friendly characters, including a player-operated character, and an opposing team, consisting of multiple opposing characters operated by other players or a game program, compete to get the ball into the opposing team's goal; and a mode transition processing unit that, when the friendly character or opposing character holding the ball is located in a predetermined area of ​​the field where the match is being played, and a predetermined transition operation is performed by the player, transitions the friendly character and the opposing character to a slow mode in which the player can operate the player-operated character at a slower operating speed than the normal operating speed. [Effects of the Invention]

[0009] The game program and the like of the present invention can improve the strategic aspect of ball sports games. [Brief explanation of the drawing]

[0010] [Figure 1] This is an explanatory diagram illustrating an example of the overall structure of a game system. [Figure 2] This is an explanatory diagram showing an example of a field where a soccer match is played in the game according to the embodiment. [Figure 3] This block diagram shows an example of a functional configuration related to the display of effects when switching between user characters, which is a function of an information processing device. [Figure 4] This diagram illustrates an example of switching between playable characters and displaying linear effects during an attack phase in which the allied team is engaged in combat. [Figure 5] This diagram illustrates an example of switching between playable characters and displaying linear effects during an attack phase in which the allied team is engaged in combat. [Figure 6] This diagram illustrates an example of switching playable characters during an attack phase in the allied team. [Figure 7]It is a diagram showing an example of switching operation characters in a situation where the friendly team is on defense. [Figure 8] It is a diagram showing an example of switching operation characters and beam effect display in a situation where the friendly team is on defense. [Figure 9] It is a diagram showing an example of switching operation characters in a situation where the friendly team is on defense. [Figure 10] It is an explanatory diagram showing a specific example of a predetermined rule that defines the switching of operation characters in a situation where the friendly team is on defense. [Figure 11] It is an explanatory diagram showing a specific example of a predetermined rule that defines the switching of operation characters in a situation where the friendly team is on defense. [Figure 12] It is an explanatory diagram showing a specific example of a predetermined rule that defines the switching of operation characters in a situation where the friendly team is on defense. [Figure 13] It is a flowchart showing an example of a processing procedure related to effect display when switching operation characters executed by an information processing device. [Figure 14] It is a block diagram showing an example of a functional configuration related to mode switching among the functions of an information processing device. [Figure 15] It is an explanatory diagram showing an example of a predetermined area where the zone mode can be activated. [Figure 16] It is a diagram showing an example of a transition operation for transitioning to the attack zone mode. [Figure 17] It is a diagram showing an example of a game image in the attack zone mode. [Figure 18] It is a diagram showing an example of a game image in the attack zone mode. [Figure 19] It is a diagram showing an example of a game image in the attack zone mode. [Figure 20] It is a diagram showing an example of a game image in the attack zone mode. [Figure 21] It is a diagram showing an example of a transition operation for transitioning to the defense zone mode. [Figure 22]It is a diagram showing an example of a game image in the defense zone mode. [Figure 23] It is a diagram showing an example of reservation of the arrangement of the barrier object in the defense zone mode. [Figure 24] It is a diagram showing an example of reservation of the arrangement of the barrier object in the defense zone mode. [Figure 25] It is a diagram showing an example of the arrangement of the barrier object in the defense zone mode. [Figure 26] It is a diagram showing an example of the arrangement of the barrier object in the defense zone mode. [Figure 27] It is a flowchart showing an example of the processing procedure related to mode switching executed by the information processing apparatus. [Figure 28] It is a flowchart showing an example of the processing procedure related to mode switching executed by the information processing apparatus. [Figure 29] It is a diagram showing an example of switching of the operation character in a modification example of selecting and switching the operation character in the defense situation. [Figure 30] It is a diagram showing an example of beam effect display in a modification example of selecting and switching the operation character in the defense situation. [Figure 31] It is a diagram showing an example of the arrangement of the barrier object in a modification example in which the arrangement location of the barrier object can be changed. [Figure 32] It is a diagram showing an example of the arrangement of the barrier object in a modification example in which the arrangement location of the barrier object can be changed. [Figure 33] It is a block diagram showing an example of the hardware configuration of the information processing apparatus.

Embodiments for Carrying Out the Invention

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] <1. Overall Configuration of the Game System> An example of the overall configuration of the game system 1 according to this embodiment will be described using Figure 1. As shown in Figure 1, the game system 1 includes an information processing device 3, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are connected to the information processing device 3 via wired or wireless communication.

[0013] The information processing device 3 is, for example, a stationary game console. However, it is not limited to this, and may also be a portable game console that integrates an input unit, a display unit, etc. In addition to game consoles, it may also be computer equipment such as a server computer, a desktop computer, a notebook computer, a tablet computer, or a device with telephone functionality such as a smartphone, a mobile phone, or a phablet.

[0014] The player uses the game controller 5 to perform various input operations. In the example shown in Figure 1, the game controller 5 includes, for example, a directional pad 9, multiple operation buttons 11, a joystick 13, a touchpad 15, etc. The multiple operation buttons 11 include, for example, an X button, a Y button, an A button, a B button, etc.

[0015] <2. Game Overview> Next, an example of the outline of a game according to this embodiment, that is, a game provided by the execution of the game program and game processing method of the present invention by the information processing device 3, will be described.

[0016] In the game according to this embodiment, a match of a ball sport is played between a friendly team, which consists of multiple friendly characters including a playable character controlled by a player, and an opposing team, which consists of multiple opposing characters controlled by other players or the game program, competing to get the ball into the opposing team's goal. Note that "ball" includes non-spherical objects such as the disc-shaped puck used in ice hockey. In this embodiment, as an example of a ball sport, the application of the present invention to a soccer game will be described.

[0017] As shown in Figure 2, the field 17 on which the soccer match is played in this embodiment of the game has a goal 19 (hereinafter referred to as "friendly goal 19"), a goal area 21, and a penalty area 23 for the friendly team, as well as a goal 25 (hereinafter referred to as "opponent goal 25"), a goal area 27, and a penalty area 29 for the opposing team. The friendly team consists of 11 friendly characters 31, and the opposing team consists of 11 enemy characters 33. In each drawing, friendly characters 31 are shown in white and enemy characters 33 are shown in gray (dot hatching) to distinguish between friendly and enemy players.

[0018] The player controls one of the ally characters 31 as the playable character, moving it around the field 17 and performing various soccer actions such as dribbling, shooting, and passing. The player can switch the playable character to another ally character 31 through a predetermined switching operation. Ally characters 31 other than the playable character are automatically controlled by a predetermined algorithm (game AI) defined by the game program. Hereafter, the playable ally character 31 will be referred to as "playable character 31" as appropriate.

[0019] A player can play against the game AI or another player. When a player plays against the game AI, all of the enemy characters 33 are automatically controlled by a predetermined algorithm (game AI) defined by the game program, moving around the field 17 and performing various soccer actions such as dribbling, shooting, and passing. When a player plays against another player, one of the enemy characters 33 is controlled by the other player, and the remaining enemy characters 33 are automatically controlled by a predetermined algorithm (game AI) defined by the game program.

[0020] When friendly character 31 puts ball 35 into the opposing team's goal 25, it's a goal for the friendly team. When opposing character 33 puts ball 35 into the friendly team's goal 19, it's a goal for the opposing team. The team with the most goals when the match time is up wins. Otherwise, the match will proceed according to the rules of actual soccer as appropriate.

[0021] In the game according to this embodiment, the effect display indicating the switching of the controlled character differs depending on whether the friendly team is attacking or defending. Furthermore, in a specific area within the field 17, the player can initiate a zone mode that slows down the movement speed of the player characters through a predetermined transition operation. These details will be explained below.

[0022] <3. Functional Configuration of Information Processing Devices> Next, using Figures 3 and 4 to 12, we will explain an example of the functional configuration related to the display of effects when switching operation characters among the functions of the information processing device 3.

[0023] As shown in Figure 3, the information processing device 3 includes a match progress processing unit 37, a character switching processing unit 39, and an effect display processing unit 41.

[0024] The match progress processing unit 37 manages the progress of a soccer match between a friendly team consisting of multiple friendly characters 31, including a playable character controlled by a player, and an opposing team consisting of multiple enemy characters 33 controlled by other players or the game program. The match progress processing unit 37 performs various processes necessary for the progress of the soccer match.

[0025] The character switching processing unit 39 switches the player's controlled character to a friendly character 31 selected by a predetermined first selection operation when the friendly team is on the offensive, and switches the player's controlled character to a friendly character 31 selected by the game program based on predetermined rules when the friendly team is on the defensive. Specifically, when the friendly team is on the offensive, the character switching processing unit 39 considers the friendly character 31 selected by the first selection operation as a candidate for switching, and switches the player's controlled character to the candidate friendly character 31 when the player performs a predetermined execution operation to pass the ball to that candidate friendly character 31. Furthermore, when the friendly team is on the defensive, the character switching processing unit 39 switches the player's controlled character to a friendly character 31 selected based on predetermined rules when the player performs a predetermined switching operation. The "predetermined rules" will be described later.

[0026] The effect display processing unit 41 displays different effect displays to indicate the switching of the controlled character depending on whether the character is being switched during an attack or during a defense. Specifically, when the friendly team is attacking, the effect display processing unit 41 displays a linear effect (an example of a first effect display) that connects the friendly character 31 selected by the player's first selection operation with the current controlled character, and stops displaying the linear effect when a pass operation is performed. Furthermore, when the friendly team is defending, the effect display processing unit 41 displays a beam effect (an example of a second effect display) that moves in a beam-like manner from the current controlled character to the target friendly character 31 selected according to predetermined rules. In this case, the effect display processing unit 41 displays an arrow effect (an example of a third effect display) that connects the current controlled character with the target friendly character 31 selected according to predetermined rules, and displays the beam effect when a predetermined switching operation is performed.

[0027] Figures 4 to 6 show examples of switching playable characters and displaying linear effects during offensive phases. Figures 7 to 9 show examples of switching playable characters, displaying beam effects, and displaying arrow effects during defensive phases. Figures 4 to 9 are examples of game images from "Normal Mode" before transitioning to "Zone Mode" (described later), and are overhead images of a relatively wide area of ​​Field 17 from an oblique angle.

[0028] As shown in Figures 4 to 9, an identification mark 43 is displayed on the friendly character 31 and an identification mark 45 is displayed on the enemy character 33 to make it easier for the player to distinguish between friendly characters 31 and enemy characters 33. Furthermore, an identification mark 47 is displayed on the player's controlled character to make it easier for the player to distinguish between them. In this embodiment, the identification marks 43, 45, and 47 are displayed as ring-shaped marks at the current position of each player on the field 17, and their display characteristics (e.g., color, presence or absence of illumination) differ. However, if the types of friendly characters, enemy characters, and controlled characters can be distinguished, the identification marks may be distinguished by display characteristics other than those described above (e.g., shape, type, etc.).

[0029] In the examples shown in Figures 4 and 5, the playable character 31A is holding the ball 35 and advancing towards the enemy's territory. At this time, the player can select a friendly character 31 to whom the ball 35 will be passed by performing a predetermined first selection operation. Since the playable character switches to the friendly character 31 to whom the ball 35 is passed when the pass is executed, it can also be said that the player selects a friendly character 31 to whom the playable character will be switched by performing a predetermined first selection operation. The "predetermined first selection operation" is, for example, tilting the joystick 13 of the game controller 5. In this case, the friendly character 31 closest to the direction of the tilt is selected. Note that the "predetermined first selection operation" may be any operation other than the joystick 13 that can specify a friendly character 31. For example, the "predetermined first selection operation" may be performed using the directional pad 9, operation buttons 11, touchpad 15, etc.

[0030] Figure 4 shows a game image when an allied character 31B, located in front of the controlled character 31A, is selected as a pass destination (switch destination). As shown in Figure 4, a straight line effect 49 is displayed, connecting the selected allied character 31B and the current controlled character 31A in a straight line.

[0031] On the other hand, Figure 5 shows a game image when an allied character 31C located to the left and in front of the controlled character 31A is selected as a pass destination candidate (switch destination candidate). As shown in Figure 5, a straight line effect 49 is displayed that connects the selected allied character 31C and the current controlled character 31A in a straight line.

[0032] The above explanation describes the selection of allied characters 31B and 31C, but if other allied characters 31 are displayed in the game image, those allied characters 31 can also be selected. In other words, the player can switch the selection of pass destination candidates (switch destination candidates) for all allied characters 31 displayed in the game image. Furthermore, the player can freely switch the pass destination candidates (switch destination candidates) as many times as they like using the above selection operation while controlling the playable character 31A.

[0033] The player can pass the ball 35 to the selected friendly character 31 by performing a predetermined execution operation when a pass destination candidate (switch destination candidate) is selected. The "predetermined execution operation" is, for example, pressing the B button 11 on the game controller 5, and in the examples shown in Figures 4 to 6, it is displayed on the operation guide section 51 on the game screen. Note that the "predetermined execution operation" may be any operation other than the B button 11 that triggers the execution. For example, the "predetermined execution operation" may be performed using the directional pad 9, operation buttons other than the B button 11, joystick 13, touchpad 15, etc.

[0034] Figure 6 shows a game image when a pass is executed on ally character 31C. As shown in Figure 6, when a pass is executed, the display of the linear effect 49 stops, and the controlled character switches from ally character 31A to ally character 31C. Accordingly, the identification mark 47 of ally character 31A changes to identification mark 43, and the identification mark 43 of ally character 31C changes to identification mark 47.

[0035] As described above, the player can pass the ball between friendly characters 31, switching between them one after another. When selecting the pass destination (the character to switch to), a straight line effect 49 representing the ball pass trajectory is displayed, allowing the player to predict the movements of surrounding enemy characters 33 and strategically choose which friendly character 31 to pass to (which friendly character 31 to switch to) in order to prevent the ball 35 from being stolen.

[0036] On the other hand, in the example shown in Figures 7 to 9, enemy character 33A is holding the ball 35 and advancing toward the friendly side. At this time, the player can switch the controlled character to a friendly character 31 selected according to predetermined rules by performing a predetermined switching operation. The "predetermined switching operation" is, for example, pressing the B button 11 on the game controller 5, and in the example shown in Figures 7 to 9, it is displayed on the operation guide section 51 on the game screen. Note that the "predetermined switching operation" may be any operation other than the B button 11 as long as it is an operation that triggers the switch. For example, the "predetermined switching operation" may be performed using the directional pad 9, operation buttons other than the B button 11, joystick 13, touchpad 15, etc.

[0037] Figure 7 shows a game image where the player controls an ally character 31A, and an enemy character 33A, holding the ball 35, overtakes the player character 31A. As shown in Figure 7, an identification mark 47 is displayed on the player character 31A. In the example shown in Figure 7, it is assumed that the player has not performed a "predetermined second selection operation" to select an ally character 31. In this case, the direction the ball 35 is heading (the direction the enemy character 33A, holding the ball 35, is heading; in Figure 7, for example, downwards) is predicted, and the ally character 31B closest to the predicted direction is automatically selected as the target character. Then, as shown in Figure 7, an arrow effect 52 is displayed that connects the player character 31A and the target character 31B in a straight line. The arrow effect 52 is a semi-transparent arrow pointing from the player character 31A to the ally character 31B. The arrow shape of the arrow effect 52 clearly indicates the direction of the switch, and its semi-transparency prevents the game screen from becoming difficult to see. Furthermore, the arrow effect 52 may be displayed in a manner other than those described above, as long as the ally character 31 that is a candidate for the switch destination can be identified.

[0038] Figures 8 and 9 show game images when the "predetermined switching operation" described above is performed in the state shown in Figure 7. As shown in Figure 8, when the "predetermined switching operation" is performed, the player character is switched to the friendly character 31B, which has an arrow effect 52 displayed on it. At that time, as shown in Figure 8, the display of the arrow effect 52 stops, and a beam effect 53 is displayed, which moves in a beam-like manner from the player character 31A to the target friendly character 31B. The beam effect 53 is displayed, for example, as a ring that moves with a tail, but other display modes are also acceptable as long as the target of the player character can be identified.

[0039] As shown in Figure 8, when the beam effect 53 is emitted from the identification mark 47 of the controlled character 31A, the identification mark 47 of the controlled character 31A changes to identification mark 43, and when the beam effect 53 reaches the identification mark 43 of the friendly character 31B, as shown in Figure 9, the identification mark 43 of the friendly character 31B changes to identification mark 47. As a result, the ring-shaped identification mark 47 representing the controlled character moves in accordance with the switching of the controlled character, so the player can easily identify which friendly character 31 the controlled character has been switched to. Unlike the attack phase, where the player selects the friendly character 31 to switch to, in the defense phase, the friendly character 31 to switch to is automatically selected without the player having to select it themselves, so the player can easily lose track of the controlled character. For this reason, the beam effect 53, which can clearly indicate the transition of the controlled character, is particularly effective.

[0040] Furthermore, even when the allied team is on the defensive, just as when the allied team is on the offensive, the player can intentionally select the target character to switch to. That is, when the player performs a "predetermined second selection operation" to select an allied character 31, the allied character 31 selected by that second selection operation becomes a candidate for the switch target, and an arrow effect 52 is displayed that connects the controlled character and the candidate allied character 31 in a straight line. The "predetermined second selection operation" is, for example, tilting the joystick 13 of the game controller 5. In this case, the allied character 31 closest to the direction of the tilt is selected. Note that the "predetermined second selection operation" may be any operation other than the joystick 13 that can specify an allied character 31. For example, the "predetermined second selection operation" may be performed using the directional pad 9, operation buttons 11, touchpad 15, etc.

[0041] When the arrow effect 52 is displayed by the "predetermined second selection operation" and the "predetermined switching operation" is performed, the controlled character is switched to the friendly character 31 on which the arrow effect 52 is displayed. At that time, the display of the arrow effect 52 stops, and a beam effect 53 is displayed, moving in a beam-like manner from the controlled character to the switched friendly character 31.

[0042] Figures 29 and 30 show specific examples of when a player selects a target character to switch to. In the examples shown in Figures 29 and 30, enemy character 33A is holding the ball 35 and advancing towards the friendly side. Figure 29 is a game image when friendly character 31C, located to the right and behind player character 31A, is selected as a target character by a "predetermined second selection operation". As shown in Figure 29, an arrow effect 52 is displayed that connects player character 31A and the target character 31C in a straight line. The player can also select friendly character 31B as a target character by a selection operation. In this case, an arrow effect 52 is displayed that connects the player character and the target character 31B in a straight line. In other words, the player can switch the selection of target characters for any of the friendly characters 31 displayed in the game image.

[0043] The player can switch their playable character to the selected ally character 31 by performing a "predetermined switching operation" when a target character is selected (when the arrow effect 52 is displayed). Figure 30 is a game image when the "predetermined switching operation" described above is performed in Figure 29. In the example shown in Figure 30, the playable character is switched from ally character 31A to ally character 31C. At that time, the display of the arrow effect 52 stops, and a beam effect 53 is displayed, which moves in a beam-like manner from the playable character 31A to the target ally character 31C.

[0044] As described above, in defensive situations, players can not only have their target character automatically selected according to predetermined rules, but they can also manually select their target character. Therefore, the degree of freedom in selecting the target character in defensive situations can be increased. Furthermore, since the way in which players switch characters can be changed depending on the situation of the match, the strategic depth can be further enhanced.

[0045] Furthermore, if the player has not performed the "predetermined second selection operation," and there is no friendly character 31 near the direction the predicted ball 35 is heading (for example, within a predetermined angular range or distance range from that direction), the arrow effect 52 will not be displayed. In this case, even if the player performs the "predetermined switching operation," the controlled character will not be switched, and the beam effect 53 will not be displayed. However, as described above, the player can switch the controlled character to the friendly character 31 selected by the second selection operation by performing the "predetermined second selection operation."

[0046] Figures 10 to 12 show specific examples of the predetermined rules described above. As shown in Figure 10, for example, if the player character is friendly character 31A located closer to the friendly goal 19 than the ball 35, and the direction the ball 35 is heading (the direction the enemy character 33A holding the ball 35 is heading) is indicated by arrow 34, then friendly character 31B, which is closest to the direction of arrow 34, automatically becomes the candidate for the switch destination, and an arrow effect 52 connecting player character 31A and friendly character 31B is displayed. When the "predetermined switching operation" is performed in this state, the player character is switched from friendly character 31A to friendly character 31B.

[0047] Furthermore, as shown in Figure 11, for example, if the player character is an ally character 31A near the enemy goal 25, and the direction the ball 35 is heading (the direction the enemy character 33A holding the ball 35 is heading) is indicated by arrow 34, then the ally character 31B closest to the direction of arrow 34 automatically becomes the candidate for the switch destination, and an arrow effect 52 connecting the player character 31A and the ally character 31B is displayed. When the "predetermined switching operation" is performed in this state, the player character switches from ally character 31A to ally character 31B.

[0048] Furthermore, as shown in Figure 12, if, for example, the controlled character is an ally character 31A, and the direction the ball 35 is heading (the direction the enemy character 33A holding the ball 35 is heading) is indicated by arrow 34, and there is no ally character 31 near the direction of arrow 34, then the arrow effect 52 will not be displayed. In this case, even if the player performs a "predetermined switching operation," the controlled character will not be switched. However, as mentioned above, the player can perform a "predetermined second selection operation" to switch the controlled character to the ally character 31 selected by the second selection operation.

[0049] In addition, other rules may be set. For example, if any friendly character 31 is within a predetermined distance (for example, about 2-3m) of the ball 35 (or the enemy character 33 holding the ball 35), that friendly character 31 may be automatically selected even if it is not the closest in the direction the ball 35 is heading.

[0050] Furthermore, the processing in each processing unit described above is not limited to these examples of processing division, and may, for example, be processed by further subdivided processing units. In addition, the functions of each processing unit described above are implemented by the game program executed by the CPU 301 (see Figure 33 below), but for example, a part of it may be implemented by actual devices such as dedicated integrated circuits like ASICs (Application Specific Integrated Circuits) or FPGAs (Field Programmable Gate Arrays), or other electrical circuits.

[0051] <4. Processing procedures executed by the information processing device> Next, using Figure 13, an example of the processing procedure related to the display of effects when switching playable characters, which is performed by the information processing device 3, will be explained. Note that the processing procedure shown in Figure 13 is an example of a game processing method performed by the information processing device 3.

[0052] In step S5, the information processing device 3 determines whether the friendly character 31 is holding the ball 35. If the friendly character 31 is not holding the ball 35 (step S5: NO), the information processing device 3 proceeds to step S30, which will be described later. On the other hand, if the friendly character 31 is holding the ball 35 (step S5: YES), the information processing device 3 proceeds to the next step, S10.

[0053] In step S10, the information processing device 3, using the character switching processing unit 39, selects the ally character 31 chosen by the player as a candidate for switching, and the effect display processing unit 41 displays a linear effect 49 that connects the ally character 31 selected by the player and the currently controlled character in a straight line.

[0054] In step S15, the information processing device 3 determines whether or not a pass operation of the ball 35 has been performed to the friendly character 31 selected in step S10. The information processing device 3 repeats step S15 until a pass operation is performed (step S15: NO), and if a pass operation is performed (step S15: YES), it proceeds to the next step S20.

[0055] In step S20, the information processing device 3 stops displaying the linear effect 49 using the effect display processing unit 41.

[0056] In step S25, the information processing device 3 executes a pass of the ball 35 to the friendly character 31 selected in step S10, and the character switching processing unit 39 switches the controlled character to the friendly character 31 to whom the ball was passed. After that, the process returns to step S5.

[0057] In step S30, the information processing device 3 determines whether the enemy character 33 is holding the ball 35. If the enemy character 33 is not holding the ball 35 (step S30: NO), the information processing device 3 returns to step S5. On the other hand, if the enemy character 33 is holding the ball 35 (step S30: YES), the information processing device 3 proceeds to the next step S35.

[0058] In step S35, the information processing device 3, using the character switching processing unit 39, selects an allied character 31 according to predetermined rules and designates it as a candidate for switching to the controlled character. Then, the information processing device 3, using the effect display processing unit 41, displays an arrow effect 52 that connects the controlled character and the selected allied character 31 in a straight line.

[0059] In step S40, the information processing device 3 determines whether or not the player has performed a character switching operation. The information processing device 3 repeats step S40 until a character switching operation is performed (step S40: NO), and if a character switching operation is performed (step S40: YES), it proceeds to the next step S45.

[0060] In step S45, the information processing device 3 displays a beam effect 53 that moves in a beam shape from the currently controlled character to the allied character 31 selected in step S35, using the effect display processing device 41.

[0061] In step S50, the information processing device 3, using the character switching processing unit 39, switches the operated character to the ally character 31 selected in step S35. After that, the process returns to step S5.

[0062] The processing procedure described above is merely an example, and at least some of the above procedure may be deleted or modified, or additional procedures may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure.

[0063] <5. Functional Configuration of Information Processing Devices> Next, using Figures 14 and 15 to 26, we will explain an example of the functional configuration related to mode switching among the functions of the information processing device 3.

[0064] As shown in Figure 14, the information processing device 3 includes the aforementioned match progress processing device 37, a mode transition processing device 55, and a defense object processing device 57.

[0065] The mode transition processing unit 55, when an allied character 31 holding the ball 35 or an enemy character 33 holding the ball 35 is located in a predetermined area of ​​the field 17 where the match is being played, and when a predetermined transition operation is performed by the player, transitions from normal mode to zone mode (an example of slow mode), in which the player can control the character while the allied character 31 and enemy character 33 are operating at a slower speed than normal. In "normal mode," allied character 31 and enemy character 33 operate at normal speed, whereas in "zone mode," allied character 31 and enemy character 33 operate at a slower speed than normal mode (a so-called slow-motion state). In this slow-motion state, the player can perform various command operations on the character. These various command operations include special commands that cannot be performed in normal mode but can only be performed in zone mode.

[0066] Zone mode has a time limit, and once this time limit has elapsed, the mode transition processing unit 55 terminates zone mode and returns to normal mode. Furthermore, even within the time limit, if a predetermined cancellation operation is performed by the player, the mode transition processing unit 55 will terminate zone mode and return to normal mode. A predetermined cancellation operation is, for example, in a situation where an allied character 31 is attacking, the allied character 31 holding the ball 35 passes it to an allied character 31 outside the zone area 61. In other words, the player can transition from normal mode to zone mode at any time they wish, and if they are attacking, they can intentionally terminate zone mode at any time they wish before the time limit expires and return to normal mode. The mode transition processing unit 55 also terminates zone mode if a shot by an allied character 31 or an enemy character 33 is stopped by an opponent's defensive character or defensive wall object. The predetermined cancellation operation may also include, for example, the operation of passing the ball 35 from an allied character 31 holding the ball 35 to an allied character 31 outside the zone area 59 in a situation where an allied character 31 is defending.

[0067] Figure 15 shows an example of a designated area. A "designated area" is an area within the field 17 where players tend to concentrate, such as a specific range near the goal. In the example shown in Figure 15, the zone area 59 encompassing the penalty area 23 on the side of the team's goal 19 and the zone area 61 encompassing the penalty area 29 on the side of the opponent's goal 25 are set as designated areas. Alternatively, the entire field 17 could be designated as a zone area, and it may be possible to switch to zone mode at any point on the field 17.

[0068] Zone modes include attack zone mode and defense zone mode. When the friendly team is on the offensive, if a transition operation is performed while the friendly character 31 holding the ball 35 is located in the zone area 61 surrounding the enemy goal 25, the mode transition processing unit 55 will transition from normal mode to attack zone mode. Also, when the friendly team is on the defensive, if a transition operation is performed while the enemy character 33 holding the ball 35 is located in the zone area 59 surrounding the friendly goal 19, the mode transition processing unit 55 will transition from normal mode to defense zone mode.

[0069] Figure 16 shows an example of a transition operation to enter attack zone mode. Figure 16 shows a situation where the friendly team is attacking, and the player character 31A, holding the ball 35, has entered the zone area 61 surrounding the enemy goal 25. In this state, if the player performs a predetermined transition operation, the game will transition from normal mode to attack zone mode. The "predetermined transition operation" is, for example, pressing the X button 11 on the game controller 5, and in the example shown in Figure 16, it is displayed on the operation guide section 63 near the player character 31A. Note that the "predetermined transition operation" may be any operation other than the X button 11 that triggers the mode transition. For example, the "predetermined transition operation" may be performed using the directional pad 9, other operation buttons 11, joystick 13, touchpad 15, etc.

[0070] Figures 17 to 20 show examples of game images when the game switches to attack zone mode. For example, if the player operates the X button 11 in the game image shown in Figure 16, the game image will change to the attack zone mode shown in Figure 17 or Figure 18. As shown in Figures 17 and 18, the game image in attack zone mode is closer to the player character and is viewed from a more horizontal angle compared to the normal mode game image shown in Figure 16.

[0071] In the attack zone mode game image, a cursor 65 is displayed to specify the destination of the ball 35. The player can freely move the cursor 65 using, for example, the joystick 13 of the game controller 5. However, the cursor 65 may be moved not only with the joystick 13, but also with, for example, the directional pad 9, control buttons 11, touchpad 15, etc. In addition, the attack zone mode game image displays in the mode display unit 66 that the zone mode is active and the remaining time limit.

[0072] Figure 17 shows a game image when the cursor 65 is moved inside the opponent's goal 25. In this case, along with the trajectory 67 of a straight shot, the operation guide 69 displays the operation for shooting (for example, the B button 11 or the Y button 11). By performing this operation, the player can make the playable character 31A shoot towards the position specified by the cursor 65. In the example shown in Figure 17, the playable character 31A has special abilities and skills related to shooting (for example, a special shot), and the player can choose to execute either a normal shot or a special shot.

[0073] Figure 18 shows a game image when the cursor 65 is moved to friendly character 31B. In this case, along with the arc-shaped pass trajectory 71, an operation for making a pass (e.g., the B button) is displayed on the operation guide 69, and by performing this operation, the player can make the player character 31A execute a pass towards friendly character 31B, which is specified by the cursor 65. Also, in the example shown in Figure 18, an operation for making a shoot chain (e.g., the Y button) is displayed on the operation guide 69. A "shoot chain" refers to multiple friendly characters 31 chaining their shots together to increase the power. In this example, player character 31A makes a shot towards friendly character 31B, and friendly character 31B shoots the ball 35 towards the opponent's goal 25, so that the shooting power of player character 31A is added to the shooting power of friendly character 31B and the shot is executed. Note that a shoot chain may be made by three or more friendly characters 31. Also, when the cursor 65 is moved to friendly character 31C, a pass or shoot chain can be made to friendly character 31C.

[0074] When the player character passes or performs a shot chain to another friendly character 31, the player character switches to that friendly character 31. Figure 19 is a game image showing, for example, the game image in Figure 18 where a shot chain is performed from the player character 31A to friendly character 31B, and the player character switches to friendly character 31B. In the example shown in Figure 19, the cursor 65 is moved inside the enemy goal 25, and along with the trajectory of a straight shot 67, the operation guide 69 displays the operation to perform a shot (for example, the B button 11 or the Y button 11). By performing this operation, the player can have the player character 31B perform a shot with increased power due to the shot chain towards the position specified by the cursor 65. In the example shown in Figure 19, the player can choose to perform, for example, a direct shot or a special shot. A "direct shot" is a shot that can be performed, for example, when receiving the ball 35 at a high position.

[0075] Figure 20 is a game image showing, for example, the game image in Figure 18 above, where a pass is executed from the player character 31A to an ally character 31B, and the player character switches to the ally character 31B. In the example shown in Figure 20, the cursor 65 has moved to the ally character 31C, and along with the arc-shaped pass trajectory 71, an operation for making a pass (for example, the B button) is displayed on the operation guide 69. By performing this operation, the player can make the player character 31B execute a pass to the ally character 31C specified by the cursor 65. In this way, passes can be made between ally characters 31 near the enemy goal 25. If the player character 31B receives the pass at a high position, the direct shot described above may be made possible.

[0076] In addition, other control commands may be made available in attack zone mode. For example, a centering pass may be performed, sending ball 35 from either the left or right side of field 17 towards the opponent's goal 25. Alternatively, a through pass may be performed, kicking ball 35 to an empty area on field 17 and moving a nearby friendly character 31 towards ball 35.

[0077] Figure 21 shows an example of a transition operation to enter defensive zone mode. Figure 21 shows a situation where the friendly team is defending, and an enemy character 33A, holding the ball 35, has entered the zone area 59 surrounding the friendly goal 19. In this state, if the player performs a predetermined transition operation, the game will transition from normal mode to defensive zone mode. The "predetermined transition operation" is, for example, pressing the X button 11 on the game controller 5, and in the example shown in Figure 21, it is displayed on the operation guide section 63 near the player character 31A.

[0078] Figures 22 to 26 show examples of game images when the game switches to defensive zone mode. For example, if the player presses the X button 11 in the game image shown in Figure 21, the game image will change to the defensive zone mode shown in Figure 22. In defensive zone mode, the playable character automatically switches to the goalkeeper, friendly character 31D. As shown in Figure 22, the game image in defensive zone mode is closer to the playable character 31D and is viewed from a more horizontal angle compared to the normal mode game image shown in Figure 21.

[0079] As shown in Figure 22, in the defensive zone mode game image, the defensive range 73 of the playable character 31D, who is the goalkeeper, is displayed. The defensive range 73 is displayed in a length corresponding to the playable character 31D's defensive ability. That is, if the playable character 31D's defensive ability is high, the length of the defensive range 73 will be long, and if the playable character 31D's defensive ability is low, the length of the defensive range 73 will be short. In the example shown in Figure 22, the defensive range 73 is displayed as an object with both hands open, but it may also be displayed in other forms, such as arrows. The player can move the playable character 31D freely using, for example, the joystick 13 of the game controller 5 while referring to the defensive range 73. Note that the playable character 31D may be moved not only by the joystick 13, but also by, for example, the directional pad 9, operation buttons 11, touchpad 15, etc. Also, in the defensive zone mode game image, similar to the offensive zone mode, the mode display unit 66 displays that the zone mode is active and the remaining time limit.

[0080] In the example shown in Figure 22, the operation guide unit 69 displays an operation for catching a shot (for example, the A button). When the enemy character 33A executes a shot, the player can perform this operation at the same time the ball 35 reaches the defensive range 73, allowing the player character 31D to catch the ball 35. However, if the ball 35 passes outside the defensive range 73, or if the ball 35 passes within the defensive range 73 but the power of the shot by the enemy character 33A is greater than the defensive ability of the player character D, the catch will fail. On the other hand, if the ball 35 passes within the defensive range 73 and the power of the shot is less than the defensive ability of the player character D, the catch will be successful.

[0081] Furthermore, if the playable character 31D possesses special abilities or skills related to catching the ball 35 (for example, a special catch), the operation guide unit 69 may display instructions for performing a special catch in addition to a normal catch.

[0082] Furthermore, in the example shown in Figure 22, the operation guide section 69 displays an operation (for example, the B button) for placing a defensive wall using the Defender. By performing this operation, the player can place a defensive wall object at the desired location. The placement of defensive wall objects will be explained below.

[0083] As shown in Figure 14 above, the defensive object processing unit 57, when in defensive zone mode, places a wall-shaped defensive object (an example of a defensive object) with a predetermined width capable of cutting off or weakening the force of the passing opposing team's ball 35 at a position specified by the player within the zone area 59. In detail, the defensive object processing unit 57 moves the friendly character 31 closest to the position specified by the player (reserved position) toward the specified position, and places the defensive object when the friendly character 31 arrives at the specified position. At that time, the defensive object processing unit 57 adjusts the orientation of the defensive object based on the position of the ball 35 held by the opposing character 33 or the starting position of the shot by the opposing character 33.

[0084] Furthermore, when a defensive object is placed near an allied character 31D (an example of a predetermined allied character) who is the goalkeeper, the defensive object processing unit 57 absorbs the defensive object into the allied character 31D when the allied character 31D performs a special skill, thereby increasing the power of the special skill. The performance of a special skill is the activation of the allied character 31D's unique abilities or skills, but may also include, for example, the use of an item. The same processing may also be performed for allied characters 31 other than the goalkeeper (for example, a defender).

[0085] Furthermore, not only the friendly team but also the enemy team may be allowed to place defensive wall objects. In this case, the defensive wall objects placed by the enemy team may or may not be displayed in the game image.

[0086] Figures 23 to 26 show an example of the placement of defensive wall objects. As shown in Figure 23, when a defensive wall placement operation is performed in defensive zone mode, a cursor 75 for specifying the position of the defensive wall object is displayed. The cursor 75 also displays a number indicating that it is the first defensive wall object. The player can move the cursor 75 freely using, for example, the joystick 13 of the game controller 5. Alternatively, the cursor 75 may be moved using, for example, the directional pad 9 or the touchpad 15. The player can reserve the first defensive wall object by moving the cursor 75 to the desired position and then performing a predetermined confirmation operation. Once the position of the cursor 75 is determined, the friendly character 31 closest to the cursor 75 begins to move toward the cursor 75. In the example shown in Figure 23, the friendly character 31A closest to the cursor 75 begins to move toward the cursor 75.

[0087] Note that the cursor 75 is displayed with its orientation automatically adjusted. While the player adjusts the position of cursor 75, its orientation is automatically adjusted according to that position. For example, if enemy character 33A has not yet shot, the orientation of cursor 75 is adjusted to be perpendicular to the line connecting the ball 35 held by enemy character 33A and the position of cursor 75 (e.g., the center position). Also, if enemy character 33A has already shot, the orientation of cursor 75 is adjusted to be perpendicular to the line connecting the starting position of the shot by enemy character 33A and the position of cursor 75 (e.g., the center position).

[0088] Due to the slow-motion movement, a predetermined amount of time is required, depending on the distance traveled, for friendly character 31A to reach cursor 75. Therefore, if a shot is taken and the ball 35 passes cursor 75, or if enemy character 33A holding the ball 35 passes cursor 75 before friendly character 31A reaches cursor 75, the defensive object will not activate, and cursor 75 will be canceled.

[0089] Furthermore, as shown in Figure 24, the position of the second wall object may be specified by cursor 77 before the friendly character 31A reaches cursor 75. A number indicating that it is the second wall object is also displayed on cursor 77. The player can reserve the second wall object by moving cursor 77 to the desired position and then performing a predetermined decision operation. In the example shown in Figure 24, the friendly character 31B closest to cursor 77 begins moving towards cursor 77. Note that in the examples shown in Figures 23 to 26, the number of wall objects that can be placed is 2, and the player cannot reserve a third wall object. Also, the orientation of cursor 77 is automatically adjusted and displayed, similar to cursor 75.

[0090] In the example shown in Figure 25, when the friendly character 31A arrives at the cursor 75, a defensive object 79 is generated and placed at the cursor 75's position. At this time, the defensive object 79 is positioned to align with the direction of the cursor 75. As a result, the orientation of the defensive object 79 is automatically adjusted. For example, if the enemy character 33A has not yet made a shot, the orientation of the defensive object 79 is adjusted to be perpendicular to the line connecting the ball 35 held by the enemy character 33A and the friendly character 31A. If the enemy character 33A has already made a shot, the orientation of the defensive object 79 is adjusted to be perpendicular to the line connecting the starting position of the shot by the enemy character 33A and the friendly character 31A.

[0091] The defensive wall object 79 can intercept or weaken the power of an opposing team's ball 35 as it passes through. Specifically, the defensive wall object 79 has a defensive power corresponding to the parameters (e.g., defensive power) of the corresponding friendly character 31A. If this defensive power is greater than the power of the shot ball 35, friendly character 31A can intercept the ball 35. If the defensive power of the defensive wall object 79 is less than the power of the shot ball 35, the power of the shot can be weakened by the amount of the defensive power (the power of the shot becomes the value obtained by subtracting the defensive power). Also, if an opposing character 33A comes into contact with the defensive wall object 79 while holding the ball 35, friendly character 31A can steal the ball 35. Furthermore, if an opposing team's passed ball comes into contact with the defensive wall object 79, friendly character 31A can steal the ball 35. Note that if an opposing character 33 who does not hold the ball 35 passes through the defensive wall object 79, the defensive wall object 79 will not function.

[0092] Furthermore, the defensive wall object 79 has the effect of increasing the defensive power of the corresponding allied character 31A. In other words, allied character 31A's defensive power is higher when the defensive wall object 79 is generated than when defending without generating the defensive wall object 79.

[0093] In the example shown in Figure 26, when friendly character 31B arrives at cursor 77, a defensive wall object 81 is generated and placed at the cursor 77's position. The defensive wall object 81 is positioned to align with the direction of cursor 77. As a result, the orientation of the defensive wall object 81 is automatically adjusted, similar to the defensive wall object 79. The placed defensive wall objects 79 and 81 disappear when the friendly team captures the ball 35.

[0094] Furthermore, the size of the defensive wall objects (e.g., width and height) may be changed according to the abilities of the allied character 31, for example, by making them larger the higher the defensive power of the corresponding allied character 31. Also, in the examples shown in Figures 25 and 26, the defensive wall objects 79 and 81 are displayed as wall-like objects such as castle walls, but they may be displayed in a manner other than walls.

[0095] Furthermore, the processing in each processing unit described above is not limited to these examples of processing division, and may, for example, be processed by further subdivided processing units. In addition, the functions of each processing unit described above are implemented by the game program executed by the CPU 301 (see Figure 33 below), but for example, a part of it may be implemented by actual devices such as dedicated integrated circuits like ASICs (Application Specific Integrated Circuits) or FPGAs (Field Programmable Gate Arrays), or other electrical circuits.

[0096] <6. Processing procedures executed by the information processing device> Next, an example of a processing procedure related to mode switching performed by the information processing device 3 will be described using Figures 27 and 28. Note that the processing procedure shown in Figures 27 and 28 is an example of a game processing method performed by the information processing device 3.

[0097] Figure 27 shows the processing procedure related to the attack zone mode. In step S110, the information processing device 3, using the mode transition processing unit 55, determines whether the friendly character 31 holding the ball 35 is located within the enemy team's zone area 61. The information processing device 3 repeats this step S110 until the friendly character 31 holding the ball 35 enters the zone area 61 (step S110: NO), and if it enters the zone area 61 (step S110: YES), it proceeds to the next step S120.

[0098] In step S120, the information processing device 3 determines, using the mode transition processing unit 55, whether or not the player has performed an operation to transition to attack zone mode. The information processing device 3 repeats step S120 until the transition operation is performed (step S120: NO), and if the transition operation is performed (step S120: YES), it proceeds to the next step S130.

[0099] In step S130, the information processing device 3 transitions from normal mode to attack zone mode via the mode transition processing unit 55. This triggers a slow-motion effect for both the friendly character 31 and the enemy character 33.

[0100] In step S140, the information processing device 3 causes the player character to perform actions such as shooting, passing, or shooting chains in response to the player's actions.

[0101] In step S150, the information processing device 3 determines, using the mode transition processing unit 55, whether or not the time limit for the attack zone mode has elapsed. If the time limit has not elapsed (step S150: NO), the information processing device 3 returns to step S140. On the other hand, if the time limit has elapsed (step S150: YES), the information processing device 3 proceeds to the next step S160.

[0102] In step S160, the information processing device 3, via the mode transition processing unit 55, terminates the attack zone mode and returns to normal mode. This concludes this flowchart.

[0103] Figure 28 shows the processing procedure related to the defensive zone mode. In step S210, the information processing device 3, using the mode transition processing unit 55, determines whether the enemy character 33 holding the ball 35 is located within the friendly team's zone area 59. The information processing device 3 repeats this step S210 until the enemy character 33 holding the ball 35 enters the zone area 59 (step S210: NO), and if it enters the zone area 59 (step S210: YES), it proceeds to the next step S220.

[0104] In step S220, the information processing device 3 determines, using the mode transition processing unit 55, whether or not the player has performed an operation to transition to defensive zone mode. The information processing device 3 repeats step S220 until the transition operation is performed (step S220: NO), and if the transition operation is performed (step S220: YES), it proceeds to the next step S230.

[0105] In step S230, the information processing device 3 switches from normal mode to defensive zone mode via the mode transition processing unit 55. This triggers a slow-motion effect for both the friendly character 31 and the enemy character 33.

[0106] In step S240, the information processing device 3 reserves the placement of a defensive wall object at the location specified by the player, using the defensive object processing device 57.

[0107] In step S250, the information processing device 3, using the defense object processing unit 57, moves the friendly character 31 closest to the reserved location of the defensive wall object toward the reserved location.

[0108] In step S260, the information processing device 3 determines, using the defense object processing unit 57, whether or not the allied character 31 has arrived at the reserved location. The information processing device 3 repeats step S260 until the allied character 31 arrives at the reserved location (step S260: NO), and if the allied character 31 has arrived at the reserved location (step S260: YES), it proceeds to the next step S270.

[0109] In step S270, the information processing device 3 generates a defensive wall object at the reserved location using the defensive object processing unit 57, adjusts its orientation, and places it there.

[0110] In step S273, the information processing device 3, using the defensive object processing unit 57, determines whether the defensive wall object is positioned near the goalkeeper, allied character 31D, and whether allied character 31D has performed a special skill. If the defensive wall object is not positioned near allied character 31D, or if allied character 31D has not performed a special skill (step S273: NO), the information processing device 3 proceeds to step S280, described below. On the other hand, if the defensive wall object is positioned near the goalkeeper, allied character 31D, and allied character 31D has performed a special skill (step S273: YES), the information processing device 3 proceeds to the next step, S276.

[0111] In step S276, the information processing device 3, through the defense object processing device 57, causes the defensive wall object to be absorbed by the allied character 31D, thereby increasing the power of the special skill.

[0112] In step S280, the information processing device 3 determines, using the mode transition processing unit 55, whether or not the time limit for the defensive zone mode has elapsed. If the time limit has not elapsed (step S280: NO), the information processing device 3 returns to step S240. On the other hand, if the time limit has elapsed (step S280: YES), the information processing device 3 proceeds to the next step S290.

[0113] In step S290, the information processing device 3, via the mode transition processing unit 55, terminates the defensive zone mode and returns to normal mode. This concludes this flowchart.

[0114] The processing procedure described above is merely an example, and at least part of the procedure may be deleted or modified, or additional procedures may be added. Furthermore, the order of at least part of the procedure may be changed, or multiple procedures may be combined into a single procedure. For example, in step S260 of Figure 28, steps S240 to S270 may be executed in parallel while the allied character 31 arrives at the reserved location (step S260: NO) to reserve the placement of the next defensive wall object. Also, although omitted in Figure 27, if the player performs the aforementioned predetermined cancellation operation while the attack zone mode is active, the attack zone mode may be terminated and the player may return to normal mode.

[0115] <7. Effects of the Embodiment> As explained above, in this embodiment, the player can activate Zone Mode to enter a slow-motion state in situations where players are concentrated in a specific area within the field 17, such as during a battle in front of the goal. This allows the player to calmly control their character while being aware of the situation around them and carefully considering the selection of control commands. Therefore, the strategic aspect of the game can be improved.

[0116] Furthermore, in this embodiment in particular, by activating the defensive zone mode when the friendly team is on the defensive, players can carefully consider and execute actions such as positioning friendly characters (goalkeepers and defenders) and selecting control commands, thereby improving the strategic depth of defense.

[0117] Furthermore, in this embodiment in particular, players can place defensive wall objects at desired positions in defensive zone mode. This allows for strategic placement of defensive wall objects by predicting the opposing team's movements and shooting trajectories, thereby improving strategic gameplay. Additionally, using defensive wall objects enhances the visual sense of defense, improving the overall presentation.

[0118] Furthermore, in this embodiment, a defensive wall object is reserved by the player's position specification, and the defensive wall object is only generated when the nearest friendly character 31 arrives. Therefore, if a shot is taken and the ball 35 passes through before the friendly character 31 arrives at the reserved position, it is not possible to intercept the ball 35 or weaken its power. Consequently, when placing a defensive wall object, the player needs to consider not only the movements of the enemy team and the shot trajectory, but also the distance to friendly characters. This further enhances the strategic depth of the game.

[0119] Furthermore, in this embodiment, the player only needs to specify the position of the defensive wall object, and the orientation of the defensive wall object can be automatically adjusted to the optimal orientation according to the match situation. Therefore, the player's operability can be improved.

[0120] Furthermore, in this embodiment, when a defensive wall object is placed near the goalkeeper, friendly character 31D, and friendly character 31D performs a special skill, the defensive wall object is absorbed by friendly character 31D, increasing the power of the special skill. This strengthens the defensive capabilities of the friendly team. In addition, the ways in which defensive objects can be used are diversified, further enhancing the game's strategy and encouraging continued gameplay.

[0121] Furthermore, in this embodiment, in particular, effects can be displayed when switching playable characters according to the situation of the match, both when the friendly team is attacking and when they are defending. This allows players to perform strategic actions in each situation, thereby improving the strategic aspect of the game.

[0122] Furthermore, in this embodiment, especially when the friendly team is on the offensive, a straight line effect 49 representing the trajectory of the ball pass is displayed when selecting the target character to switch to. This allows the player to strategically choose which friendly character 31 to switch to in order to predict the movements of the enemy character 33 and prevent the ball 35 from being stolen.

[0123] Furthermore, in this embodiment, the beam effect 53 is displayed when the player's controlled character is automatically switched according to predetermined rules, especially when the friendly team is on the defensive. This makes it easier for the player to identify which friendly character 31 the player's controlled character has been switched to. As a result, the player can immediately take the next action after the controlled character has been switched.

[0124] Furthermore, in this embodiment, especially when the friendly team is on the defensive, the player does not have to intentionally select a target character to switch to; the player can automatically switch to the friendly character 31 closest to the direction the ball is heading. This allows the player to efficiently defend while controlling the friendly character 31 closest to the direction the ball 35 is moving. In addition, the display of the arrow effect 52 allows the player to instantly identify which friendly character 31 is the candidate to switch to.

[0125] Furthermore, in this embodiment, even when the allied team is on the defensive, the player can intentionally select and switch to a different character. This allows the player to choose a different character if, for example, the automatically selected allied character 31 does not suit their intentions, thereby improving the strategic depth of the game. Also, if automatic switching is impossible because there is no character to switch to, the player can manually select and switch to a different character.

[0126] <8. Variations, etc.> It should be noted that the present invention is not limited to the embodiments described above, and various modifications are possible without departing from its spirit and technical concept. Such modifications will be described below.

[0127] (8-1. When the opposing team initiates a transition to zone mode) In the above embodiment, the player transitions from normal mode to zone mode by performing a transition operation when certain conditions are met, but the embodiment is not limited to this. For example, when a player plays a match against another player, the other player can activate zone mode by performing a transition operation when the opposing team meets the same conditions as in the above embodiment. Similarly, when a player plays a match against a game AI, the game AI can activate zone mode when the opposing team meets the same conditions as in the above embodiment. In such cases, the player may automatically transition from normal mode to zone mode without performing a transition operation.

[0128] Even if Zone Mode is activated automatically as described above, players may still execute the Zone Mode-specific commands mentioned earlier. For example, if the opposing team activates Offensive Zone Mode, players may still execute the Defensive Zone Mode-specific commands mentioned earlier. Similarly, if the opposing team activates Defensive Zone Mode, players may still execute the Offensive Zone Mode-specific commands mentioned earlier.

[0129] (8-2. When the placement location of the barrier object can be changed) In the above embodiment, if the number of placeable wall objects is, for example, 2, the player is prevented from reserving a third wall object, but this is not limited to that. In other words, in the above embodiment, the location of a wall object once it has been placed cannot be changed, but this is not limited to that. For example, if the number of placeable wall objects is 2, the player may be allowed to reserve a third wall object, and when the third wall object is reserved, the first wall object (or the reserved first wall object if its placement is not yet complete) may be deleted. Similarly, the player may be allowed to reserve a fourth wall object, and when the fourth wall object is reserved, the second wall object (or the reserved second wall object if its placement is not yet complete) may be deleted. The same applies to the fifth and subsequent objects.

[0130] Figures 31 and 32 show an example of the arrangement of barrier objects in this modified example. Figures 31 and 32 correspond to Figure 26 mentioned above, and the same reference numerals are used for similar components, with explanations omitted as appropriate.

[0131] In the example shown in Figure 31, with barrier objects 79 and 81 already created, the cursor 85 specifies the position of the third barrier object, causing the first barrier object 79 to disappear. The friendly character 31C closest to cursor 85 begins moving towards it. Cursor 85 is automatically adjusted in orientation and displayed. In the example shown in Figure 32, when friendly character 31C arrives at cursor 85, a barrier object 87 is created and placed at the cursor 85's position. At this time, barrier object 87 is positioned to align with the orientation of cursor 85. As a result, the orientation of barrier object 87 is automatically adjusted.

[0132] The examples shown in Figures 31 and 32 represent the case where the number of placeable wall objects is 2, but as described above, the player can reserve a third or subsequent wall object.

[0133] As explained above, in the modified configuration, if the number of possible placements of defensive wall objects is, for example, 2, the number of defensive wall objects that can be placed simultaneously is limited to 2 or less. However, by reserving the third and subsequent defensive wall objects, it becomes possible to continuously update the defensive wall objects. As a result, it becomes possible to continuously change the placement locations of defensive wall objects. This further improves the strategic possibilities during defense.

[0134] (8-3. Others) For example, while the above embodiment described the application of the present invention to a soccer game, the present invention is not limited to soccer games. That is, it can be applied to various ball sports in which teams compete to get the ball into the opponent's goal. For example, it can be applied to a wide variety of ball sports such as basketball, rugby, American football, handball, water polo, and ice hockey.

[0135] Furthermore, the games described above can also be applied to online games. In this case, the information processing device 3 is connected to a server device, for example, via the internet, and the server device is equipped with some or all of the functional configurations of the information processing device 3 shown in Figures 3 and 14 above. In this case, the server device corresponds to an example of an information processing device.

[0136] Furthermore, in addition to what has already been described above, the methods of the above embodiments and their respective modifications may be used in appropriate combinations. While not explicitly exemplified here, the above embodiments and their respective modifications may be implemented with various modifications, without departing from their intended purpose.

[0137] The problems and effects that the embodiments and modifications described above aim to solve are not limited to those stated above. The embodiments and modifications may solve problems not mentioned above, or produce effects not mentioned above, and may solve only some of the problems described or produce only some of the effects described.

[0138] <9. Hardware configuration of the information processing device> Next, an example of the hardware configuration of the information processing device 3 will be described using Figure 33.

[0139] As shown in Figure 33, the information processing device 3 includes, for example, a CPU 301, a ROM 303, a RAM 305, a GPU 306, a dedicated integrated circuit 307 built for a specific application such as an ASIC (Application Specific Integrated Circuit) or FPGA (Field Programmable Gate Array), an input device 313, an output device 315, a recording device 317, a drive 319, a connection port 321, and a communication device 323. These components are connected to each other via a bus 309, an input / output interface 311, etc., enabling them to transmit signals to one another.

[0140] The game program can be stored in, for example, ROM 303, RAM 305, or a storage device 317. The storage device 317 is, for example, a hard disk drive or a solid-state drive.

[0141] Furthermore, the game program can also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 325, such as a magnetic disk like a flexible disk, an optical disk like various CDs, MO disks, or DVDs, or a semiconductor memory. Such a recording medium 325 can also be provided as so-called packaged software. In this case, the game program recorded on these recording media 325 may be read by the drive 319 and recorded on the recording device 317 via the input / output interface 311 or bus 309, etc.

[0142] Furthermore, the game program can also be stored on, for example, a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network such as a LAN or the Internet, and the communication device 323 receives this program. The program received by the communication device 323 may then be recorded on the recording device 317 via the input / output interface 311 or bus 309, etc.

[0143] Furthermore, the game program can also be stored, for example, on an appropriate external device 327. In this case, the game program may be transferred via an appropriate connection port 321 and recorded on the recording device 317 via an input / output interface 311 or bus 309, etc.

[0144] Then, the CPU 301 executes various processes according to the program recorded in the recording device 317, thereby realizing the processing by the aforementioned match progress processing unit 37, character switching processing unit 39, effect display processing unit 41, mode transition processing unit 55, and defense object processing unit 57, etc. In this case, the CPU 301 may, for example, directly read and execute the program from the recording device 317, or it may load it into RAM 305 first and then execute it. Furthermore, if the CPU 301 receives a program via the communication device 323, drive 319, or connection port 321, it may execute the received program directly without recording it in the recording device 317.

[0145] Furthermore, the CPU 301 may, if necessary, perform various processes based on signals and information input from input devices 313, such as the aforementioned game controller 5, or other devices such as a microphone, mouse, or keyboard (not shown).

[0146] GPU306 performs image display processing, such as rendering, in response to instructions from CPU301.

[0147] The CPU 301 and GPU 306 then output the results of the above processing from an output device 315, including the display device 7 mentioned above. Furthermore, the CPU 301 and GPU 306 may, if necessary, transmit these processing results via the communication device 323 or connection port 321, or record them in the recording device 317 or recording medium 325. [Explanation of symbols]

[0148] 1. Game System 3. Information Processing Device 5 Game Controllers 7 Display device 9. D-pad 11 Operation buttons 13 Joystick 15 Touchpad 17 Fields 19 Ally Goal 25 Opponent's goal 31 Ally Instructions 33 Enemy Characters 35 balls 37 Match Progression Processing Unit 39 Character switching processing unit 41 Effect display processing unit 49 Linear Effect (Example of the first effect display) 53. Beam Effect (Example of a second effect display) 55 Mode Transition Processing Unit 57 Defense Object Processing Unit 59 Zone Area 61 Zone Area 65 Cursors 79 Barrier Objects (Examples of Defensive Objects) 81 Barrier Objects (Examples of Defensive Objects)

Claims

1. Information processing equipment, A match progression processing unit that manages a ball sport match in which a team of friendly characters, including a playable character controlled by the player, competes to get the ball into the opponent's goal, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, competes to get the ball into the opponent's goal. When the friendly character or the enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, and a predetermined transition operation is performed by the player, a mode transition processing unit is provided that transitions the friendly character and the enemy character to a slow mode in which the player can control the character, with the character moving at a slower speed than the normal speed. To make it function as, The mode transition processing unit, When the friendly team is on the attack, if the friendly character holding the ball is located in the predetermined area surrounding the opposing team's goal when the transition operation is performed, the game will switch to slow mode. In the slow mode, if the player moves the cursor used to specify the ball's destination to the opposing team's goal, the player is given the option to select from a number of commands, including a normal shot and a special shot. If the player moves the cursor to a different friendly character than the character holding the ball, the player is given the option to select from a number of commands, including a pass and a shot performed by multiple friendly characters in a combined manner. Game program.

2. The mode transition processing unit, In a situation where the allied team is on defense, if the transition operation is performed while the enemy character holding the ball is located in the predetermined area surrounding the allied team's goal, the game will switch to slow mode. The game program according to claim 1.

3. The aforementioned information processing device In the state where the player has entered the aforementioned slow mode, a defensive object processing unit places a defensive object having a predetermined width capable of cutting off or weakening the force of the opposing team's ball as it passes through at a position specified by the player within the predetermined area. To make it function even better The game program according to claim 2.

4. Information processing equipment, A match progression processing unit that manages a ball sport match in which a team of friendly characters, including a playable character controlled by the player, competes to get the ball into the opponent's goal, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, competes to get the ball into the opponent's goal. When the friendly character or the enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, and a predetermined transition operation is performed by the player, a mode transition processing unit is provided that transitions the friendly character and the enemy character to a slow mode in which the player can control the character, with the character moving at a slower speed than the normal speed. To make it function as, The mode transition processing unit, When the aforementioned friendly team is on the defensive, if the transition operation is performed while the opposing character holding the ball is located in the predetermined area surrounding the friendly team's goal, the game will transition to slow mode. The aforementioned information processing device In the state where the player has entered the aforementioned slow mode, a defensive object processing unit places a defensive object having a predetermined width capable of cutting off or weakening the force of the opposing team's ball as it passes through at a position specified by the player within the predetermined area. To make it function even better, The aforementioned defense object processing unit, The player moves the ally character closest to the designated position toward the designated position, and places the defensive object when the ally character arrives at the designated position. Game program.

5. The aforementioned defense object processing unit, The orientation of the defensive object is adjusted based on the position of the ball held by the enemy character or the starting position of the shot by the enemy character. The game program according to claim 4.

6. Information processing equipment, A match progression processing unit that manages a ball sport match in which a team of friendly characters, including a playable character controlled by the player, competes to get the ball into the opponent's goal, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, competes to get the ball into the opponent's goal. When the friendly character or the enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, and a predetermined transition operation is performed by the player, a mode transition processing unit is provided that transitions the friendly character and the enemy character to a slow mode in which the player can control the character, with the character moving at a slower speed than the normal speed. To make it function as, The mode transition processing unit, When the aforementioned friendly team is on the defensive, if the transition operation is performed while the opposing character holding the ball is located in the predetermined area surrounding the friendly team's goal, the game will transition to slow mode. The aforementioned information processing device In the state where the player has entered the aforementioned slow mode, a defensive object processing unit places a defensive object having a predetermined width capable of cutting off or weakening the force of the opposing team's ball as it passes through at a position specified by the player within the predetermined area. To make it function even better, The aforementioned defense object processing unit, When the defensive object is placed near a predetermined allied character, and the predetermined allied character performs a special skill, the defensive object is absorbed by the predetermined allied character to increase the power of the special skill. Game program.

7. A game processing method executed by an information processing device, A step in a ball sport match in which a team of friendly characters, including a playable character controlled by the player, competes to get the ball into the opponent's goal, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, proceeds. When the friendly character or the enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, and the player performs a predetermined transition operation, the player transitions the friendly character and the enemy character to a slow mode in which the player can control the character, with the character moving at a slower speed than the normal speed. It has, The step of transitioning to the slow mode is: When the friendly team is on the attack, if the friendly character holding the ball is located in the predetermined area surrounding the opposing team's goal when the transition operation is performed, the game will switch to slow mode. In the slow mode, if the player moves the cursor used to specify the ball's destination to the opposing team's goal, the player is given the option to select from a number of commands, including a normal shot and a special shot. If the player moves the cursor to a different friendly character than the character holding the ball, the player is given the option to select from a number of commands, including a pass and a shot performed by multiple friendly characters in a combined manner. Game processing method.

8. A match progression processing unit that manages a ball sport match in which a team of friendly characters, including a playable character controlled by the player, and an opposing team, consisting of multiple enemy characters controlled by other players or the game program, compete to get the ball into the opposing team's goal. When the friendly character or the enemy character holding the ball is located in a predetermined area of ​​the field where the match is being played, and the player performs a predetermined transition operation, a mode transition processing unit is provided that transitions the friendly character and the enemy character to a slow mode in which the player can control the character, with the character moving at a slower speed than the normal speed. It has, The mode transition processing unit, When the friendly team is on the attack, if the friendly character holding the ball is located in the predetermined area surrounding the opposing team's goal when the transition operation is performed, the game will switch to slow mode. In the slow mode, if the player moves the cursor used to specify the ball's destination to the opposing team's goal, the player is given the option to select from a number of commands, including a normal shot and a special shot. If the player moves the cursor to a different friendly character than the character holding the ball, the player is given the option to select from a number of commands, including a pass and a shot performed by multiple friendly characters in a combined manner. Information processing device.

Citation Information

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