Information processing programs, information processing methods, information processing systems, and game devices
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2024-07-26
- Publication Date
- 2026-08-07
AI Technical Summary
【0019】 本発明によれば、戦略性の向上により、プレイヤのプレイ意欲を向上させることができる。
Smart Images

Figure 0007902227000001 
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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, an information processing system, and a game device.
Background Art
[0002] Patent Document 1 discloses a game of a genre called a so-called score attack game in which players compete to obtain as high a score as possible within a limited time.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a score attack game such as Patent Document 1, the level of the score obtained largely depends on the player's operation technique, and the strategic nature can be limited. If the strategic nature required of the player is lacking, there is a problem that the player's motivation to play decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, an information processing system, and a game device that can improve the player's motivation to play by enhancing the strategic nature.
Means for Solving the Problems
[0006] In order to solve the above problems, the information processing program A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, The computer will perform this task. height, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: This process includes updating a specific point that indicates the distance traveled by the object being operated on. .
[0008] The aforementioned predetermined object is associated with at least one of several types of effects that give an advantage in the game. Information processing programs are A process that enables the effect associated with the predetermined object selected by the player's selection operation to be activated during the game. The computer may be made to perform this task.
[0009] Information processing programs are When a plurality of predetermined objects are associated with the object to be operated on, and the effects associated with each of the plurality of predetermined objects associated with the object to be operated on overlap, a process to enhance the effect, The computer may be made to perform this task.
[0010] Information processing programs are A process for determining the type of effect to associate with the predetermined object by lottery, Associate with the predetermined object connection A process to determine the parameter values by lottery, The predetermined object associated with the connection A process of increasing at least one of the first parameter and the second parameter associated with the object being operated on, based on the parameters, The computer may be made to perform this task.
[0012] Information processing programs are A process to update the value of a special parameter based on the elapsed time, A process to determine the contents of the obstacle objects to be placed within a certain distance from the specified distance based on the value of the special parameter when the object to be operated reaches a specified distance, The computer is instructed to perform the following: When the value of the special parameter is greater than or equal to a specific value, the possibility of collision between the operation target object and the failure object may increase more than when the value of the special parameter is less than the specific value.
[0013] The information processing program Performs a process of increasing the level associated with the operation target object according to a predetermined update condition, Based on the increase in the level, performs a process of increasing the operation target parameters associated with the operation target object, including at least the first parameter and the second parameter, Based on the increase in the level associated with the operation target object, performs a process of making the attack object associated with the operation target object among a plurality of types of attack objects selectable by a player, Performs a process of associating the attack object selected by the player with the operation target object, And may cause the computer to execute the above.
[0014] The information processing program When the attack object already associated with the operation target object is selected by the player, performs a process of strengthening the attack object, And may cause the computer to execute the above.
[0015] The process of making the attack object selectable by the player May determine the attack object to be made selectable by the player by lottery.
[0016] In order to solve the above problems, an information processing method Is an information processing method executed by one or more computers, The computer A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, to carry out death, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: This process includes updating a specific point that indicates the distance traveled by the object being operated on. .
[0017] To solve the above problems, the information processing system will An information processing system comprising one or more computers, The aforementioned computer, A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, to carry out death, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: This process includes updating a specific point that indicates the distance traveled by the object being operated on. .
[0018] To solve the above problems, the game device is Equipped with one or more computers, The aforementioned computer, A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, to carry out death, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: This process includes updating a specific point that indicates the distance traveled by the object being operated on. . [Effects of the Invention]
[0019] According to the present invention, improving strategic elements can enhance players' motivation to play. [Brief explanation of the drawing]
[0020] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3] Figure 3 is a diagram illustrating an example of a controller. [Figure 4] Figure 4 illustrates an example of a title screen. [Figure 5] Figure 5 illustrates an example of an equipment change screen. [Figure 6] Figure 6 is the first diagram illustrating an example of a game screen. [Figure 7] Figure 7 illustrates an example of the relationship between risk level, number of divisions, and number of placements. [Figure 8] Figure 8 illustrates an example of the arrangement of game media when the risk level is 1. [Figure 9] Figure 9 is a diagram illustrating an example of a system lottery table. [Figure 10] Figure 10 is a diagram illustrating an example of an item details lottery table. [Figure 11] Figure 11 is a diagram illustrating an example of a rarity lottery table. [Figure 12] Figure 12 is a second diagram illustrating an example of a game screen. [Figure 13] Figure 13 illustrates an example of a level-up dialog box. [Figure 14]Figure 14A illustrates an example of the first termination notification sequence, and Figure 14B illustrates an example of the second termination notification sequence. [Figure 15] Figure 15 illustrates an example of a results dialog. [Figure 16] Figure 16 illustrates an example of the status of equipment corresponding to the head area. [Figure 17] Figure 17 illustrates an example of the status of equipment corresponding to the leg area. [Figure 18] Figure 18 is a diagram illustrating an example of the acquired equipment screen. [Figure 19] Figure 19 illustrates the configuration of the storage device and its function as a computer in a player terminal. [Figure 20] Figure 20 is a flowchart illustrating an example of game management processing on a player terminal. [Figure 21] Figure 21 is a flowchart illustrating an example of the equipment setting process on a player terminal. [Figure 22] Figure 22 is a flowchart illustrating an example of in-game processing on a player terminal. [Modes for carrying out the invention]
[0021] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0022] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system in which multiple player terminals 1 and a server 1000 are connected via a communication network N having a communication base station Na.
[0023] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include personal computers, smartphones, mobile phones, tablet devices, and dedicated game devices. In this embodiment, the case in which a dedicated game device is used as the player terminal 1 will be described. A display 10 on which the game screen is displayed is connected to the player terminal 1.
[0024] Server 1000 communicates with multiple player terminals 1. Server 1000 stores player information for each player playing the game. Server 1000 also updates the stored information and controls the game's progress based on the input from the player terminals 1.
[0025] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0026] In this embodiment, an information processing system S is provided, which includes a player terminal 1 and a server 1000. The player terminal 1, which constitutes the information processing system S, functions as a game device G. The player terminal 1 and the server 1000 are each assigned a specific role in controlling the progress of the game. The game can progress through the cooperation of the player terminal 1 and the server 1000.
[0027] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 12, storage device 14, bus 16, input / output interface 18, disk drive 20, storage unit 22, communication unit 24, input unit 26, and output unit 28.
[0028] The CPU 12 runs the program stored in the memory device 14 and controls the progress of the game. The memory device 14 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the progress of the game. The memory device 14 is connected to the CPU 12 via the bus 16.
[0029] An input / output interface 18 is connected to bus 16. A disk drive 20, a storage unit 22, a communication unit 24, an input unit 26, and an output unit 28 are connected to the input / output interface 18.
[0030] The disk drive 20 houses a non-temporary storage medium containing information necessary to run the game, such as programs, audio data, and image data. The CPU 12 reads the various types of information stored in the non-temporary storage medium housed in the disk drive 20.
[0031] The memory unit 22 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 22 are loaded into the storage device 14 by the CPU 12.
[0032] The communication unit 24 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the storage device 14 or the storage unit 22.
[0033] The input unit 26 consists of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Here, the input unit 26 consists of a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. The input unit 26 may also include an accelerometer that detects the tilt and movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 26 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0034] The output unit 28 includes a display 10 and a speaker connected to the player terminal 1. The output unit 28 may be connected to (externally) the player terminal 1, or it may be a device built into the player terminal 1.
[0035] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1012, a storage device 1014, a bus 1016, an input / output interface 1018, a disk drive 1020, a storage unit 1022, a communication unit 1024, an input unit 1026, and an output unit 1028.
[0036] The configuration and functions of the CPU 1012, storage device 1014, bus 1016, input / output interface 1018, disk drive 1020, memory unit 1022, communication unit 1024, input unit 1026, and output unit 1028 of server 1000 are substantially the same as those of the CPU 12, storage device 14, bus 16, input / output interface 18, disk drive 20, memory unit 22, communication unit 24, input unit 26, and output unit 28 of player terminal 1, respectively. Therefore, the hardware configuration of server 1000 will not be explained here.
[0037] Figure 3 illustrates an example of a controller 30. Here, the controller 30 is provided as an input unit 26. The controller 30 is wirelessly or wiredly connected to the input / output interface 18. The controller 30 includes a main body 30a. The main body 30a is shaped to be held by the player with both hands. The main body 30a is also provided with multiple operation units that receive input from the player. Some of the operation units provided on the controller 30 will be described below.
[0038] The main body 30a is provided with a first button 32a marked with a triangle, a second button 32b marked with a square, a third button 32c marked with a circle, a fourth button 32d marked with an X, a fifth button 32e marked with "R", a sixth button 32f marked with "L", a seventh button 32g marked with "OPTION", and a direction indicator 34.
[0039] The first button 32a, second button 32b, third button 32c, fourth button 32d, fifth button 32e, sixth button 32f, and seventh button 32g are provided on the main body 30a so as to be pressable. The direction indicator 34 is provided protruding from the main body 30a and is configured to be tiltable in all 360° directions. As will be described in more detail later, the player can operate the target object by inputting operations to the controller 30.
[0040] (Game content) The game content of this embodiment will be described in detail below. The information processing system S and game device G of this embodiment provide a so-called score attack game.
[0041] Figure 4 illustrates an example of a title screen. The title screen is the first screen displayed after the game starts. As shown in Figure 4, on the title screen, a title image 40 displaying the game's title is shown in the center of the display 10.
[0042] Below the title image 40, the game start control unit 42 labeled "GAME START," the equipment control unit 44 labeled "EQUIP," and the score control unit 46 labeled "MY SCORE" are displayed. Also, as shown in Figure 4, a cursor 48 is displayed on the title screen. The player can move the cursor 48 to a position corresponding to the game start control unit 42, the equipment control unit 44, or the score control unit 46 by operating the directional indicator unit 34. Figure 4 shows the case where the cursor 48 is displayed at the position corresponding to the game start control unit 42, and the game start control unit 42 is selected. When the third button 32c is pressed, the screen corresponding to the selected control unit (game start control unit 42, equipment control unit 44, or score control unit 46) is displayed on the display 10.
[0043] Furthermore, as shown in Figure 4, the title screen displays information including a points display section 50, a high score display section 52, and a rank display section 54. The points display section 50 displays the total number of points the player possesses. For example, the player can strengthen equipment that can be equipped to the target object by spending their points. In other words, the player can gain an advantage in score attack games by spending their points. It may also be possible to purchase equipment via an equipment change screen or the like by spending the points the player possesses.
[0044] The high score display section 52 shows the maximum score the player has achieved in past score attack games. As will be explained in more detail later, the score is an indicator that shows the evaluation given to the player based on the results of their play in the score attack game.
[0045] The rank display unit 54 displays the current player's rank. In this embodiment, the rank is a value that increases as the player repeatedly plays the score attack game and accumulates a total score (distance traveled, described later). When the player's rank increases, the various status values of the controlled object also increase.
[0046] When the equipment control unit 44 is selected and the third button 32c is pressed, the equipment change screen is displayed on the display 10.
[0047] Figure 5 illustrates an example of an equipment change screen. In this embodiment, it is possible to equip the target object with equipment owned by the player. On the equipment change screen, it is possible to equip the target object with equipment or change the equipment to be equipped.
[0048] As shown in Figure 5, the equipment change screen displays a character icon 60 indicating the object being manipulated. Below the character icon 60, a rank display section 62 is displayed. The rank display section 62 shows the current player's rank.
[0049] Furthermore, as shown in Figure 5, the equipment change screen displays an equipment display unit 64, a skill display unit 66, and a status display unit 68. The equipment display unit 64 displays a list of equipment equipped to the target object. In this embodiment, the types of equipment that can be equipped are predetermined for each part of the target object (head, torso, arms, back, legs). The example shown in Figure 5 illustrates the case where "Equipment A-1" is equipped to the "head" of the target object, "Equipment B-1" is equipped to the "torso" of the target object, "Equipment C-1" is equipped to the "arms" of the target object, "Equipment D-1" is equipped to the "back" of the target object, and "Equipment E-1" is equipped to the "legs" of the target object.
[0050] As shown in Figure 5, a cursor 70 is displayed on the equipment display unit 64. The player can move the cursor 70 by operating the direction indicator unit 34. Figure 5 shows the case where the cursor 70 is displayed at the position corresponding to the "head" of the target object, and the "head" of the target object is selected. When the third button 32c is operated, an equipment selection screen (not shown) is displayed on the display 10. On the equipment selection screen, a list of equipment classified as being equipable on the selected part of the target object (in this case, the "head") is displayed. On the equipment selection screen, the equipment selected and determined based on the player's operation is equipped to the selected part of the target object (in this case, the "head").
[0051] Furthermore, as shown in Figure 5, the skill display unit 66 displays the type of skill assigned to the target object, and the level of each skill (hereinafter also referred to as the total level). Skills are abilities that may be activated when predetermined conditions are met during the execution of the score attack game, which will be described later. By activating skills, the player can gain an advantage in the score attack game. The predetermined conditions for activating skills may be met based on the progress of the score attack game. Alternatively, the predetermined conditions for activating a skill may be met when the player inputs an operation to specify which skill to activate.
[0052] Furthermore, skills may include, for example, an effect that increases the probability of a specific item being placed. Skills may also include, for example, an effect that increases a specific stat of the target object. Skills may also include, for example, an effect that increases the attack frequency of a weapon (described later). Skills may also include, for example, an effect that decreases a specific stat of an enemy robot. Furthermore, skills may include, for example, an effect that raises the level cap of a specific weapon (described later).
[0053] As will be explained in more detail later, each piece of equipment can have up to three skills assigned to it. Furthermore, each skill assigned to an item has a level assigned to it (hereinafter referred to as "individual level"). By equipping an item with a skill to a target object, it is possible to assign that skill to the target object.
[0054] In this embodiment, since multiple pieces of equipment can be equipped to the target object, for example, the skills granted to the equipment equipped on the "head" of the target object may match the skills granted to the equipment equipped on the "legs" of the target object. In this case, the sum of the individual levels of the overlapping skills becomes the total level of that skill. This allows the player to adopt a strategy of deliberately overlapping the skills granted to the target object to increase the total level of a given skill. Alternatively, the player can adopt a strategy of deliberately avoiding overlapping skills granted to the target object to increase the variety of skills granted to the target object. In this way, the player needs to consider how to activate skills, which can improve strategic depth.
[0055] Furthermore, as shown in Figure 5, the status display unit 68 displays the values of each status of the target object, which are derived based on the contents of the equipment equipped to the target object and the skills granted to the target object. In this embodiment, there are four types of statuses for the target object: "speed," "attack power," "defense power," and "stamina."
[0056] In this embodiment, as the player's rank increases, the values of each status of the controlled object also increase. On the other hand, the increase in each status based on the equipment equipped to the controlled object and the skills granted to the controlled object depends on the type of equipment and skills. As mentioned above, since the skills granted to the controlled object are based on the skills granted to the equipment, it is strategically important to carefully consider the type of equipment to equip the controlled object.
[0057] Furthermore, if the 7th button (32g) is pressed while the equipment change screen is displayed, the contents of the equipment to be equipped to the target object will be automatically determined, and the equipment with the determined contents will be equipped to the target object. This reduces the effort required for the player to consider the contents of the equipment to be equipped to the target object.
[0058] Furthermore, if the 6th button 32f is pressed while the equipment change screen is displayed, a detailed screen (not shown) will be displayed on display 10. On the detailed screen, players can enhance their equipment by spending points they own. Additionally, players can sell their equipment on the detailed screen and earn points as a profit.
[0059] Additionally, if the fourth button 32d is pressed while the equipment change screen is displayed, the equipment change screen will be closed and the title screen will be displayed on display 10.
[0060] Furthermore, if the 5th button 32e is pressed while the equipment change screen is displayed, a My Set screen (not shown) will be displayed on the display 10. On the My Set screen, it is possible to store combinations of equipment to be equipped to the target object, and to equip the target object with the stored equipment combinations. In other words, the player can prepare multiple combinations of equipment and equip the target object with the equipment combination that suits their strategy in the score attack game. This improves the convenience for the player.
[0061] Furthermore, when the score control unit 46 in Figure 4 is selected and the third button 32c is operated, a score screen (not shown) is displayed on the display 10. On the score screen, the scores the player has achieved in past score attack games are displayed in a ranking format. The score screen may also display the player's high score and the high scores achieved by other players in a ranking format.
[0062] Furthermore, when the game start operation unit 42 in Figure 4 is selected and the third button 32c is pressed, the game screen is displayed on the display 10.
[0063] Figure 6 is the first diagram illustrating an example of a game screen. First, the general gameplay of the score attack game in this embodiment will be explained. When the score attack game starts, the controllable object 102 starts moving to the right of the display 10 at a predetermined speed. That is, even if the player does not perform any operations after the score attack game starts, the controllable object 102 will continue to move to the right of the display 10 at a predetermined speed. If the controllable object 102 itself is to be displayed in a manner that it continues to move in approximately the same position on the display 10, the game medium, such as the background and obstacles, can be displayed by scrolling from the right to the left of the display 10.
[0064] Furthermore, as shown in Figure 6, the score attack game is provided with a first lane 100a, a second lane 100b, a third lane 100c, and a fourth lane 100d, which are areas on which the target object 102 can travel. The player can switch the lane on which the target object 102 travels by operating the directional indicator 34 up and down. In addition, by operating the fourth button 32d, the target object 102 can be made to jump into the air. The player can also decelerate the travel speed of the target object 102 by operating the directional indicator 34 to the left.
[0065] In this embodiment, we describe a case where the target object 102 continues to run at a predetermined speed even if the player does not perform any operations after the score attack game has started, but we are not limited to this. For example, the target object 102 may be made to run at a predetermined speed to the right of the display 10 based on the player's input of a rightward direction on the direction indicator unit 34. In this case, the higher the value of the "speed" status of the target object 102, the faster the target object 102 should run.
[0066] As shown in Figure 6, various game media are placed in each lane. In the score attack game, the stage changes every certain distance (for example, 250m). As will be explained in more detail later, at the start of each stage, the number and type of game media placed in each lane of that stage are determined.
[0067] The game elements placed in each lane can be broadly categorized into items 104a, which, when acquired, allow players to gain an advantage in the score attack game, and first obstacles 104b, second obstacles 104c, and enemy robots 104d, which, when collided with, reduce the health of the controllable object 102. The "first obstacles" can be avoided by jumping, while the "second obstacles" and "enemy robots" cannot be avoided by jumping. Furthermore, the "first obstacles" and "second obstacles" remain stationary in their placed locations, while the "enemy robots" move from their placed locations towards the controllable object 102 and attack.
[0068] The score attack game has predetermined termination conditions, and when these conditions are met, the score attack game ends. Specifically, the termination conditions are met when the health set for the target object 102 becomes 0, or when the predetermined time limit has elapsed. In this embodiment, the termination conditions are not met based on the distance moved by the target object 102 in the score attack game. However, the termination conditions may be met based on so-called completion, based on the distance moved by the target object 102 in the score attack game. In this embodiment, the score value is determined based on the distance moved by the target object 102 at the end of the score attack game.
[0069] The player can inflict damage on the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d by attacking with the controlled object 102. The first obstacle 104b, the second obstacle 104c, and the enemy robot 104d will be destroyed when the amount of damage they receive from the controlled object 102 reaches a predetermined value. In other words, in the score attack game, the player aims to obtain item 104a while controlling the controlled object 102 in a way that avoids collisions between the controlled object 102 and the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d, thereby achieving a higher score.
[0070] Figure 7 illustrates an example of the relationship between risk level, number of divisions, and number of placements. In this embodiment, a risk level function is provided. Risk level is a parameter that increases according to the elapsed time since the start of the score attack game. However, the risk level may also increase according to the distance moved by the target object 102. Alternatively, the risk level may increase according to the level of the target object 102.
[0071] As shown in Figure 7, in this embodiment, the risk level is set to 40 levels, from "1" to "40". The number of divisions in Figure 7 indicates the number of divisions that make up one stage. The number of placements in Figure 7 indicates the total number of game media placed in each section divided based on the number of divisions. In this embodiment, the values of the number of divisions and the number of placements are set to increase as the risk level increases.
[0072] Figure 8 illustrates an example of game medium placement when the risk level is 1. As shown in Figure 7, when the risk level is 1, the number of divisions is set to 5 and the number of placements to 10. In this case, as shown in Figure 8, one 250m stage is divided into sections of 50m each (Section 1 to Section 5). Furthermore, Sections 1 to 5 are each divided into smaller sections of 10m each.
[0073] Then, at the start of the score attack game, or at the start of each stage, a predetermined lottery is conducted for each of the four lanes in each sub-section to determine whether or not game media are placed. If, as a result of the predetermined lottery, the total number of game media placed in each section from the 1st to the 5th section is less than the number set in Figure 7, a correction process is performed so that the total number of game media placed in each section from the 1st to the 5th section becomes the number set in Figure 7. As a result, the placement of game media in the starting stage is determined, as shown in Figure 8.
[0074] In Figure 8, the value "0" indicates that no game media will be placed in that sub-interval, and the value "1" indicates that a game media will be placed in that sub-interval. It is sufficient to distinguish whether a game media will be placed in a sub-interval, and it is not necessary to use the values "0" and "1". Furthermore, this embodiment shows the case where a maximum of one game media can be placed in a sub-interval, but it is not limited to this. For example, multiple game media may be placed in a sub-interval. In this case, if it is decided that two game media will be placed in a sub-interval, the value "2" should be stored.
[0075] Once the placement of the game media is determined, the content of the game media to be placed is determined. In this embodiment, first, the general type (category) of the game media to be placed at each position is determined.
[0076] Figure 9 illustrates an example of a system lottery table. As shown in Figure 9, the system lottery table sets the selection ratio of the system of game media to be placed at each position according to the current risk level. In this embodiment, as shown in Figure 9, the selection ratio is set so that the proportion of items determined gradually decreases as the risk level increases. Alternatively, the selection ratio may be set so that the proportion of items determined gradually increases as the risk level increases. Furthermore, the selection ratio may be set so that when the risk level is a predetermined value, the proportion of items determined is higher than when the risk level is not a predetermined value. Alternatively, the selection ratio may be set so that when the risk level is a predetermined value, the proportion of items determined is lower than when the risk level is not a predetermined value.
[0077] Furthermore, as shown in Figure 9, the selection ratio is set so that the proportion of cases in which the first and second obstacles are determined changes as the level of danger increases. Alternatively, the selection ratio may be set so that the proportion of cases in which the first and second obstacles are determined gradually decreases as the level of danger increases. Alternatively, the selection ratio may be set so that the proportion of cases in which the first and second obstacles are determined gradually increases as the level of danger increases. Additionally, the selection ratio may be set so that when the level of danger is a predetermined value, the proportion of cases in which the first and second obstacles are determined is higher than when the level of danger is outside the predetermined value. Alternatively, the selection ratio may be set so that when the level of danger is a predetermined value, the proportion of cases in which the first and second obstacles are determined is lower than when the level of danger is outside the predetermined value.
[0078] Furthermore, as shown in Figure 9, the selection ratio is set such that the proportion of enemy robots determined gradually increases as the risk level increases. Alternatively, the selection ratio may be set so that the proportion of enemy robots determined gradually decreases as the risk level increases. Also, the selection ratio may be set so that when the risk level is a predetermined value, the proportion of enemy robots determined is higher than when the risk level is not a predetermined value. Alternatively, the selection ratio may be set so that when the risk level is a predetermined value, the proportion of enemy robots determined is lower than when the risk level is not a predetermined value.
[0079] In this embodiment, each system is provided with multiple types of game media. Once the system for the game media to be placed at each position is determined, the specific type of game media is determined by lottery based on a detailed lottery table provided for each system.
[0080] Figure 10 is a diagram illustrating an example of an item detail lottery table. In Figure 10, the item detail lottery table is shown as a system of game media, and is referenced when an item is determined. As shown in Figure 10, the item detail lottery table has a selection ratio set for each type of game media placed at each position according to the current level of danger. As shown in Figure 10, in this embodiment, items such as experience point items that can acquire experience points (described later), health recovery items that can restore the health of the target object 102, time recovery items that can restore the time limit, equipment that can acquire equipment, and treasure chests that can acquire multiple types of items are provided as items.
[0081] Furthermore, in this embodiment, if "equipment" is determined as the item to be placed, the rarity of the "equipment" is determined.
[0082] Figure 11 illustrates an example of a rarity lottery table. As shown in Figure 11, the rarity lottery table sets the selection ratio for each rarity of "equipment" according to the current risk level. In this embodiment, as shown in Figure 11, the selection ratio is set so that the proportion of higher rarity being determined increases as the risk level increases. At this time, only the rarity of the "equipment" is determined, and the type of "equipment" is not yet determined. As will be explained in more detail later, the type of "equipment" will be determined when the end condition of the score attack game in which the "equipment" was acquired is met.
[0083] Furthermore, as part of the game system, once the first obstacle is determined, the first obstacle details lottery table (not shown) is referenced. In the first obstacle details lottery table, the selection ratios are set so that as the danger level increases, the proportion of first obstacles with high values for various stats gradually increases. For example, as the danger level increases, the selection ratios are set so that the proportion of first obstacles with high health gradually increases. Also, for example, as the danger level increases, the selection ratios are set so that the proportion of first obstacles that inflict a large amount of damage on the target object 102 upon collision gradually increases.
[0084] Furthermore, as part of the game system, when a second obstacle is determined, a detailed second obstacle selection table (not shown) is referenced. In the detailed second obstacle selection table, the selection ratios are set so that as the danger level increases, the proportion of second obstacles with high values for various stats gradually increases. For example, as the danger level increases, the selection ratios are set so that the proportion of second obstacles with high health gradually increases. Also, for example, as the danger level increases, the selection ratios are set so that the proportion of second obstacles that inflict a large amount of damage on the target object 102 upon collision gradually increases.
[0085] Furthermore, as part of the game system, once an enemy robot is determined, an enemy robot detailed selection table (not shown) is referenced. In the enemy robot detailed selection table, the selection ratios are set so that as the danger level increases, the proportion of enemy robots with high values for various stats gradually increases. For example, as the danger level increases, the selection ratios are set so that the proportion of enemy robots with high health and attack power gradually increases. Also, for example, as the danger level increases, the selection ratios are set so that the proportion of enemy robots that deal a large amount of damage to the target object 102 upon collision gradually increases.
[0086] As described above, once the arrangement of game media in the starting stage and the type of game media to be placed at each position are determined, the item 104a, the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d are placed based on these determinations, as shown in Figure 6.
[0087] Furthermore, as shown in Figure 6, a distance display unit 106 showing the current distance traveled is displayed at the top of the game screen. Also, a remaining time display unit 108 showing the remaining time is displayed at the top of the game screen. Also, a health display unit 110 showing the health of the currently controlled object 102 is displayed at the top of the game screen.
[0088] Furthermore, as shown in Figure 6, a level display unit 112 indicating the current level of the target object 102 is displayed at the bottom of the game screen. In this embodiment, the level of the target object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, when the end condition of the score attack game is met, the level of the target object 102 is reset. That is, immediately after the start of the score attack game, the level of the target object 102 is always at its initial value (in this case, level 1).
[0089] In Figure 6, it is reported that the target object 102 is at level 1 because it is immediately after the start of the score attack game. The level of the target object 102 increases within the upper limit each time the experience points earned in the score attack game reach a predetermined value. Experience points can be earned by acquiring certain items, destroying the first obstacle, destroying the second obstacle, destroying enemy robots, completing a stage, etc.
[0090] In this embodiment, in addition to the "equipment," a weapon that can be equipped to the target object 102 is provided. At the start of the score attack game, only one predetermined weapon (hereinafter also referred to as the initial weapon) is equipped to the target object 102. The initial weapon may be a weapon of a predetermined type, or a weapon of a type determined by lottery.
[0091] Both "equipment" and "weapons" are similar in that they can be equipped to the target object 102. However, in this embodiment, "equipment" can only be equipped to the target object 102 before the score attack game starts, while "weapons" can only be equipped to the target object 102 while the score attack game is running.
[0092] Furthermore, in this embodiment, it is possible to equip the target object 102 with up to six types of weapons. As shown in Figure 6, the first weapon display unit 114a to the sixth weapon display unit 114f are displayed at the bottom of the game screen. Each weapon display unit displays the weapon equipped on the target object 102 and the level of that weapon in an identifiable manner. Also, as shown in Figure 6, a weapon icon 102a indicating the equipped weapon is displayed near the target object 102.
[0093] Figure 12 is a second diagram illustrating an example of a game screen. If the target object 102 is equipped with a weapon, an attack action corresponding to that weapon is executed. Each weapon has a set attack frequency. For example, as shown in Figure 12, bullets B are fired one after another from the weapon icon 102a based on the attack frequency, and when bullets B hit the enemy robot 104d, the enemy robot 104d's health is reduced. When the enemy robot 104d's health reaches 0, the enemy robot 104d is destroyed, and the target object 102 gains a predetermined amount of experience points. However, the attack action corresponding to the weapon selected by the player may be executed based on the player's input. Alternatively, the attack action corresponding to each weapon may be continuously executed at a predetermined frequency corresponding to each weapon.
[0094] As shown in Figure 12, the level display unit 112 displays a gauge that shows the amount of experience points required to reach the next level. When the target object 102 gains experience points, the gauge rises, as shown in Figure 12. When the gauge reaches its maximum value and the target object 102's level increases, the values of each status of the target object 102 are updated based on the increased level. Also, when the target object 102's level increases, a level-up dialog 120 is displayed on the display 10.
[0095] Figure 13 illustrates an example of the level-up dialog 120. When the level of the target object 102 increases, several candidates for the new weapon to be assigned to the target object 102 are determined by lottery. In the example shown in Figure 13, three types of weapons are displayed as candidates for the new weapon to be assigned to the target object 102.
[0096] Furthermore, as shown in Figure 13, a cursor 122 is displayed in the level-up dialog 120. The player can move the cursor 122 to a position corresponding to one of the weapon candidates by operating the direction indicator 34. Figure 13 shows the case where the cursor 122 is displayed at the position corresponding to "Weapon A". When the third button 32c is pressed, it is determined that the selected weapon will be assigned to the target object 102.
[0097] In this embodiment, if the target object 102 acquires another weapon of the same type as a weapon already equipped, the level of that weapon will increase within the upper limit. When the weapon level increases, the values of various stats set for the weapon will also increase. The stats set for a weapon may include attack power, attack frequency, attack speed, etc.
[0098] On the other hand, if an unequipped weapon is selected, that weapon will be newly equipped to the target object 102 at level 1. In other words, the player will need to consider whether to adopt a strategy of raising the levels of a few types of weapons, or a strategy of equipping many types of weapons at low levels, which will improve the strategic depth of the game.
[0099] In this embodiment, the weapon equipped to the target object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, once the end condition of the score attack game is met, the weapon equipped to the target object 102 is reset. That is, immediately after the start of the score attack game, the weapon equipped to the target object 102 becomes the initial weapon of level 1.
[0100] Furthermore, in this embodiment, if the target object 102 acquires an "equipment" item during the score attack game, that equipment cannot be immediately equipped to the target object 102. That is, "equipment" acquired during the score attack game can be equipped to the target object 102 on the equipment change screen (Figure 5) after the score attack game has ended. However, it may be possible to immediately equip "equipment" acquired during the score attack game to the target object 102.
[0101] Then, if the termination condition is met based on the expiration of the predetermined time limit, the first termination notification animation is executed.
[0102] Figure 14A illustrates an example of the first termination notification animation. As shown in Figure 14A, when the termination condition is met based on the expiration of a predetermined time limit, the first termination notification animation is executed for a predetermined period of time, in which an image labeled "TIME UP" is displayed in the center of the display 10.
[0103] Furthermore, if the termination condition is met based on the fact that the health of the target object 102 becomes 0, the second termination notification animation will be executed.
[0104] Figure 14B illustrates an example of a second termination notification animation. As shown in Figure 14B, when the termination condition is met based on the fact that the health set for the target object 102 becomes 0, a second termination notification animation is performed for a predetermined time, in which an image labeled "KO" is displayed in the center of the display 10.
[0105] Figure 15 illustrates an example of the results dialog 130. When the first or second end notification animation finishes, the results dialog 130 shown in Figure 15 is displayed on the display 10. As shown in Figure 15, the results dialog 130 displays the play time for the score attack game. The results dialog 130 also displays the score, which is the distance reached in the score attack game. The results dialog 130 also displays the number of points awarded to the player as a reward for the score attack game. When the third button 32c is pressed while the results dialog 130 is displayed, the display of the results dialog 130 ends.
[0106] Furthermore, if the termination conditions are met, the player terminal 1 will send game result information, including the play time and score for this score attack game, to the server 1000. Based on the received game result information, the server 1000 will rank the players based on their scores. The server 1000 may also rank the players based on their play time based on the received game result information.
[0107] Furthermore, if the termination conditions are met, the type of "equipment" acquired during the score attack game is determined. As mentioned above, the rarity of the "equipment" is already determined when the "equipment" is placed. Here, the type of "equipment" is determined by a predetermined lottery based on the rarity set for the "equipment" acquired by the target object 102.
[0108] Figure 16 illustrates an example of the status of equipment corresponding to the head. Figure 17 illustrates an example of the status of equipment corresponding to the legs. As shown in Figures 16 and 17, in this embodiment, each type of equipment has a maximum value set for its status. Specifically, each piece of equipment has a maximum value associated with at least one of the four statuses: defense, attack, stamina, and agility. Once the type of "equipment" is determined, the value of the status associated with that "equipment" is determined by lottery. At this time, for example, the value of the status associated with the equipment may be determined by multiplying the maximum value of the status associated with the equipment by a percentage determined by lottery (for example, 100%, 80%, 70%, 60%).
[0109] Furthermore, as shown in Figures 16 and 17, the selection ratio for each "equipment" is set such that the higher the rarity, the more skills are granted. Once the number of skills to be granted is determined, the types of skills to be granted are determined by a predetermined lottery. Note that for each type of "equipment," there may be skills that are more likely to be granted and skills that are less likely to be granted.
[0110] Here, as shown in Figures 16 and 17, equipment can be broadly categorized into those where the agility stat is higher than the attack power stat (equipment A-1 to A-3, E-1 to E-3, E-11 to E-13, E-21 to E-23), those where the agility stat is lower than the attack power stat (equipment A-21 to A-23, A30), and those where the attack power and agility stats are the same (equipment A-11 to A-13).
[0111] For example, setting the "speed" status to a high value increases the movement speed of the controllable object 102. That is, the higher the value of the "speed" status, the faster the game elements such as the background and obstacles are scrolled from right to left on the display 10. In this embodiment, the distance traveled is derived by multiplying the movement speed of the controllable object 102, which is derived based on the "speed" status, by the elapsed time since the start of the score attack game. In other words, when the movement speed of the controllable object 102 increases, the distance traveled per unit time increases compared to when the movement speed is slow, making it possible to improve the score. Also, when the movement speed of the controllable object 102 increases, the level of danger at the start of a given stage is relatively lower compared to when the movement speed is slow, so relatively weaker first obstacles 104b, second obstacles 104c, and enemy robots 104d are placed. This reduces the likelihood of encountering the powerful enemy robot 104d, thereby lowering the risk of the controlled object 102 losing all health due to an attack by the powerful enemy robot 104d and thus fulfilling the termination condition.
[0112] Furthermore, setting a high value for the "Speed" stat may increase the movement speed of the target object 102 when switching lanes, that is, the speed at which the target object 102 moves from one lane to another. However, the movement speed of the target object 102 when switching lanes may be kept constant regardless of the value of the "Speed" stat.
[0113] On the other hand, if the movement speed of the target object 102 increases, the difficulty of controlling the target object 102 may increase compared to when the movement speed is slow. In this case, the likelihood of the target object 102 colliding with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d increases, which increases the likelihood of its health dropping to 0 and the termination condition being met. Also, there is a higher possibility of failing to acquire items and not being able to sufficiently strengthen the level of the target object 102. In this case, when the danger level increases, there is a higher likelihood of the target object 102 being attacked by the powerful enemy robot 104d, causing its health to drop to 0 and the termination condition to be met.
[0114] Furthermore, for example, setting the "Attack Power" stat to a high value can relatively suppress the increase in the movement speed of the target object 102. By suppressing the increase in the movement speed of the target object 102, it is possible to suppress the increase in the difficulty of operation. In addition, because the "Attack Power" stat will be a high value, the probability of destroying the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d by the attacks of the target object 102 will increase.
[0115] This reduces the possibility of the target object 102 colliding with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d, thereby reducing the risk of its health reaching zero and the termination condition being met. It also reduces the risk of failing to acquire items, making it possible to sufficiently strengthen the level of the target object 102.
[0116] On the other hand, setting the "Attack Power" stat to a high value reduces the distance traveled per unit time compared to when the movement speed is relatively fast, making it difficult to improve the score. Also, setting the "Attack Power" stat to a high value increases the relative danger at the start of a given stage compared to when the movement speed is relatively fast, resulting in the placement of relatively strong first obstacle 104b, second obstacle 104c, and enemy robot 104d. Consequently, setting the "Attack Power" stat to a high value increases the likelihood of confronting a powerful enemy robot 104d, and there is a higher risk that the target object 102 will be attacked by the powerful enemy robot 104d, reducing its health to 0 and fulfilling the termination condition.
[0117] In other words, in this embodiment, there is a trade-off between increasing the value of the "speed" status and increasing the value of the "attack power" status. If a parameter called "danger level" is not provided, increasing the value of the "speed" status will increase the difficulty of operation, and the timing of the appearance of powerful enemy robot 104d will be relatively earlier, so even if the value of the "speed" status is increased, there is a risk that the score will not improve. On the other hand, in this embodiment, by providing a parameter called "danger level" that increases based on the passage of time, it becomes easier to increase the score without increasing the difficulty of operation. Thus, in this embodiment, by providing a parameter called "danger level" that increases based on the passage of time, it is possible to strengthen the trade-off relationship between increasing the value of the "speed" status and increasing the value of the "attack power" status.
[0118] Figure 18 illustrates an example of the acquired equipment screen. After the display of the results dialog 130 (Figure 15) ends, the acquired equipment screen is displayed on the display 10. As shown in Figure 18, the acquired equipment screen displays the equipment display section 140, the skill display section 142, and the status display section 144. The equipment display section 140 displays a list of equipment acquired in the score attack game and whose type has been determined as described above. Also, as shown in Figure 18, the equipment display section 140 displays a cursor 146. The player can move the cursor 146 by operating the direction indicator section 34 to select one or more pieces of equipment. Figure 18 shows the case where "Equipment A-3" is selected. When the third button 32c is operated, an icon labeled "GET" is displayed on the selected equipment.
[0119] Furthermore, as shown in Figure 18, the type of skill assigned to the equipment selected by the cursor 146, and the skill level, are displayed in the skill display unit 142. The example in Figure 18 shows the case where both "Skill A-1" and "Skill B-1" are at level 1.
[0120] Furthermore, as shown in Figure 18, the status display unit 144 displays the type of equipment and the equipment's stats ("speed," "attack power," "defense power," and "stamina") derived from the skills assigned to the equipment.
[0121] Then, with the cursor 146 selected, the image labeled "Selection Complete" displayed on the equipment display unit 140, when the third button 32c is operated, the equipment with the "GET" icon displayed (in the case of Figure 18, "Equipment A-3") is given to the player.
[0122] On the other hand, equipment that does not have the "GET" icon displayed (in the case of Figure 18, "Equipment B-2") is sold, and points are awarded to the player as a profit from the sale. It is possible to sell all the equipment displayed on the equipment display unit 140, or to acquire all of them. However, a limit may be placed on the number of equipment items that can ultimately be acquired in a single score attack game, i.e., the number of equipment items that can be selected on the equipment display unit 140.
[0123] Furthermore, once the acquired equipment screen has finished displaying, the title screen (Figure 4) will be displayed on display 10.
[0124] Next, we will describe the functional configuration of player terminal 1 and the specific processing performed on player terminal 1. In the following, we will describe the configuration and processing related to the features described above, while other configurations and processing will be omitted.
[0125] (Functional configuration of player terminal 1) Figure 19 illustrates the configuration and computer functions of the storage device 14 in the player terminal 1. The storage device 14 is provided with a program storage area 14a and a data storage area 14b. Before the start of the score attack game, the CPU 12 stores various programs in the program storage area 14a.
[0126] The programs stored in the program storage area 14a include the game execution control program 500 and the display control program 502. Note that the program shown in Figure 19 is just one example, and the player terminal 1 is equipped with many other programs.
[0127] The CPU 12 runs each program stored in the program storage area 14a and updates the data in each storage unit of the data storage area 14b. Then, by running each program stored in the program storage area 14a, the CPU 12 makes the player terminal 1 (computer) function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 500a and a display control unit 502a.
[0128] Specifically, the CPU 12 runs the game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 12 runs the game execution control program 500, causing the computer to function as a display control unit 502a.
[0129] The data storage area 14b is provided with a player information storage unit 510 as a storage unit for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 14b is provided with many other storage units as well.
[0130] The game execution control unit 500a controls the overall progress of the game. For example, the game execution control unit 500a logs the player into the game in response to player actions and determines whether or not the game information for the entire game has been updated.
[0131] The display control unit 502a controls the display of images shown on the display 10 in accordance with the player's actions and the progress of the game.
[0132] (Specific processing of player terminal 1) Figure 20 is a flowchart illustrating an example of game management processing in player terminal 1. The game execution control unit 500a performs the equipment setting process, which will be described in detail later (P2).
[0133] Furthermore, the game execution control unit 500a determines whether the third button 32c was pressed while the game start operation unit 42 (Figure 4) was selected, that is, whether a game start operation was input (P1-1). If, as a result, no game start operation was input (NO in P1-1), the game execution control unit 500a terminates the game management process.
[0134] Furthermore, if a game start command is input (YES in P1-1), the game execution control unit 500a executes the in-game processing (P3) described later.
[0135] Figure 21 is a flowchart illustrating an example of the equipment setting process on player terminal 1. The game execution control unit 500a determines whether the third button 32c was operated, that is, whether an equipment change operation was input, while the equipment change screen (Figure 5) is displayed (P2-1). If, as a result, no equipment change operation was input (NO in P2-1), the game execution control unit 500a terminates the equipment setting process.
[0136] Furthermore, if an equipment change operation is input (YES in P2-1), the game execution control unit 500a checks the skills and their levels assigned to each piece of equipment displayed on the equipment display unit 64 (P2-2). The game execution control unit 500a also derives the level of each skill based on the results of the check in step P2-2 (P2-3). Specifically, the game execution control unit 500a derives the sum of the levels of skills of the same type as the level of that skill.
[0137] Furthermore, the game execution control unit 500a checks the status of each piece of equipment displayed on the equipment display unit 64 (P2-4). The game execution control unit 500a also checks the player's rank (P2-5).
[0138] The game execution control unit 500a derives the status of the target object 102 based on the player's rank, the status of each piece of equipment displayed on the equipment display unit 64, and the level of each skill (P2-6).
[0139] The display control unit 502a updates the display on the equipment change screen (Figure 5) based on the results of steps P2-3 to P2-6 (P2-7).
[0140] Figure 22 is a flowchart illustrating an example of in-game processing on the player terminal 1. The game execution control unit 500a checks the status of the target object 102 derived in step S2-6 above (P3-1).
[0141] The game execution control unit 500a determines which game media to place in each lane of the starting stage, and executes a placement process to place the determined game media in each lane of the starting stage (P3-2).
[0142] Specifically, the game execution control unit 500a determines the number of divisions and placements based on the current risk level, referring to the relationship between risk level, number of divisions, and placement number shown in Figure 7. Then, based on the determined number of divisions, the game execution control unit 500a divides one 250m stage, and further divides each into 10m sub-sections. For each sub-section, the game execution control unit 500a performs a predetermined lottery to determine whether or not to place game media in each of the four lanes. If, as a result of the predetermined lottery, the total number of game media placed in each division section is less than the placement number set in Figure 7, a correction process is performed so that the total number of game media placed in each division section becomes the placement number set in Figure 7.
[0143] Furthermore, the game execution control unit 500a determines the system of game media to be placed at each position by referring to the system lottery table in Figure 9 based on the current risk level. If an item is determined, the game execution control unit 500a determines the type of item to be placed by referring to the item detail lottery table in Figure 10 based on the current risk level. If "equipment" is determined to be placed, the game execution control unit 500a determines the rarity of the "equipment" by referring to the rarity lottery table in Figure 11 based on the current risk level. In this embodiment, the rarity of the "equipment" is determined during the placement process, and the specific type is determined at the end of the score attack game. However, the specific type may also be determined during the placement process.
[0144] Furthermore, if a first obstacle is determined as part of the game medium's system, the game execution control unit 500a determines the specific type of the first obstacle by referring to a first obstacle detail lottery table (not shown) based on the current level of danger.
[0145] Furthermore, if a second obstacle is determined as part of the game medium's system, the game execution control unit 500a determines the specific type of the second obstacle by referring to a second obstacle detail lottery table (not shown) based on the current level of danger.
[0146] Furthermore, as part of the game medium's system, once an enemy robot has been determined, the game execution control unit 500a determines the specific type of enemy robot by referring to an enemy robot detailed lottery table (not shown) based on the current level of danger.
[0147] Once the arrangement of the game media in the starting stage and the type of game media to be placed at each position are determined as described above, the game execution control unit 500a places the item 104a, the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d based on the determined information.
[0148] The game execution control unit 500a executes an operation target object control process that controls the operation of the operation target object 102 (P3-3).
[0149] Specifically, the game execution control unit 500a controls the movement of the target object 102 based on the status of the target object 102 and the player's input. For example, based on the player's input, the game execution control unit 500a may slow down the movement speed of the target object 102 or switch the lane on which the target object 102 travels. In addition, based on the player's input, the game execution control unit 500a may make the target object 102 jump into the air.
[0150] Furthermore, the display control unit 502a scrolls the background displayed on the display 10 and the game media placed in each lane according to the movement speed of the target object 102, which is derived based on the "speed" status value of the target object 102.
[0151] Furthermore, the game execution control unit 500a controls attacks made by the target object 102.
[0152] Furthermore, the game execution control unit 500a activates a predetermined skill assigned to the target object 102 when a predetermined condition is met.
[0153] The game execution control unit 500a performs enemy object control processing to control the movement of enemy robots (P3-4). Specifically, the game execution control unit 500a controls the movement of enemy robots based on the type, level, and status values of the enemy robots placed in each lane. The game execution control unit 500a also controls attacks by enemy robots based on the type, level, and status values of the enemy robots placed in each lane.
[0154] The game execution control unit 500a performs collision detection processing (P3-5). Specifically, the game execution control unit 500a determines whether the target object 102 has collided with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d. The game execution control unit 500a also determines whether the attack of the target object 102 has collided with the first obstacle 104b, the second obstacle 104c, and the enemy robot 104d. Furthermore, the game execution control unit 500a determines whether the attack of the enemy robot 104d has collided with the target object 102.
[0155] For example, if the target object 102 collides with the first obstacle 104b, the game execution control unit 500a subtracts the health of the target object 102 based on the status values of the target object 102 and the first obstacle 104b. Similarly, if the target object 102 collides with the second obstacle 104c, the game execution control unit 500a subtracts the health of the target object 102 based on the status values of the target object 102 and the second obstacle 104c. Furthermore, if the target object 102 collides with the enemy robot 104d, the game execution control unit 500a subtracts the health of the target object 102 based on the status values of the target object 102 and the enemy robot 104d. Furthermore, if the target object 102 collides with an attack from the enemy robot 104d, the game execution control unit 500a subtracts the health of the target object 102 based on the status values of the target object 102 and the status values of the enemy robot 104d.
[0156] Furthermore, if an attack by the target object 102 collides with the first obstacle 104b, the game execution control unit 500a subtracts the health of the first obstacle 104b based on the status values of the target object 102 and the first obstacle 104b. Furthermore, if an attack by the target object 102 collides with the second obstacle 104c, the game execution control unit 500a subtracts the health of the second obstacle 104c based on the status values of the target object 102 and the second obstacle 104c. Furthermore, if an attack by the target object 102 collides with the enemy robot 104d, the game execution control unit 500a subtracts the health of the enemy robot 104d based on the status values of the target object 102 and the enemy robot 104d.
[0157] In this embodiment, the presence or absence of a collision is determined, and if a collision is determined, health is deducted. However, the embodiment is not limited to this, and for example, if it is determined that the distance between the target object 102 and the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has approached a certain distance, the game execution control unit 500a may deduct the health of the target object 102. Also, if it is determined that the distance between the attack of the target object 102 and the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has approached a certain distance, the game execution control unit 500a may deduct the health of the enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d). Furthermore, if it is determined that the distance between the target object 102 and an attacking enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) has approached a certain distance, the game execution control unit 500a may subtract health from the target object 102.
[0158] Furthermore, an attack by an enemy object (first obstacle 104b, second obstacle 104c, or enemy robot 104d) may be provided that puts the target object 102 into a so-called poisoned state. In this case, the game execution control unit 500a may continuously deduct health from the target object 102 until the poisoned state of the target object 102 is removed.
[0159] The game execution control unit 500a destroys the first obstacle 104b, the second obstacle 104c, or the enemy robot 104d whose health becomes 0 as a result of the subtraction, and gains experience points.
[0160] Furthermore, when the target object 102 comes into contact with various items placed in the lanes, or with items dropped by the first obstacle, second obstacle, enemy robots, etc., the game execution control unit 500a causes the target object 102 to acquire the item. For example, if an experience point item is acquired, the game execution control unit 500a adds the experience points corresponding to the acquired experience point item to the accumulated experience points. Also, if a health recovery item is acquired, the game execution control unit 500a restores the health of the target object 102. Also, if a time recovery item is acquired, the game execution control unit 500a increases the remaining time limit. In addition, if an "equipment" is acquired as an item, the rarity of that "equipment" is stored in memory.
[0161] The game execution control unit 500a performs level management processing (P3-6). Specifically, the game execution control unit 500a determines whether the experience points earned in the score attack game have reached a predetermined value. If the experience points have reached the predetermined value, the game execution control unit 500a increases the level of the target object 102 within the upper limit range. Based on the increased level, the game execution control unit 500a updates (increases) the status of the target object 102 ("speed", "attack power", "defense power", "stamina").
[0162] The game execution control unit 500a performs time management processing to manage the time limit (P3-7). Specifically, the game execution control unit 500a subtracts the time limit. In addition, the game execution control unit 500a increases the time limit when a predetermined item is acquired or a predetermined skill is activated.
[0163] The game execution control unit 500a performs distance management processing to manage the distance moved by the target object 102 based on the value of the "speed" status of the target object 102 and the elapsed time since the start of the score attack game (P3-8).
[0164] The game execution control unit 500a performs a risk management process that updates the risk level based on the elapsed time since the start of the score attack game (P3-9). That is, the game execution control unit 500a updates the risk level according to the elapsed time based on the relationship between elapsed time and risk level as defined in Figure 7.
[0165] The display control unit 502a executes a display update process that manages the display of various images on the display 10 (P3-10).
[0166] The display control unit 502a determines whether the level has increased in step P3-6 (P3-11). If the level has increased (YES in P3-11), 502a displays the level-up dialog 120 (Figure 13) on the display 10. At this time, the game execution control unit 500a randomly selects several candidates for weapons to be newly assigned to the target object 102. That is, when the level-up dialog 120 (Figure 13) is displayed on the display 10, the player can select one of the candidates for weapons to be newly assigned to the target object 102.
[0167] In the level-up dialog 120 (Figure 13), the game execution control unit 500a executes a weapon equipping process to equip the target object 102 with a weapon of the type selected by the player (P3-13). Specifically, if the player acquires another weapon of the same type as one already equipped to the target object 102, the game execution control unit 500a increases the level of that weapon within the upper limit. If a weapon of a type not yet equipped to the target object 102 is selected, that weapon is newly equipped to the target object 102 at level 1. In this embodiment, the weapon equipped to the target object 102 is carried over across multiple stages until the end condition of the score attack game is met. On the other hand, if the end condition of the score attack game is met, the weapon equipped to the target object 102 is reset.
[0168] The game execution control unit 500a determines whether the distance traveled, as derived in step P3-8, has reached a predetermined distance (P3-14). Specifically, the game execution control unit 500a determines whether the distance traveled, as derived in step P3-8, is a multiple of 250m, which is the distance required to complete one stage. If the predetermined distance has been reached (YES in P3-14), the process moves to step P3-2, where the game media to be placed in each lane in the next stage are determined, and the placement process to place the determined game media is executed.
[0169] Furthermore, if the specified distance has not been reached (NO in P3-14), the game execution control unit 500a determines whether a predetermined termination condition has been met (P3-15). If the termination condition has not been met (NO in P3-15), the game execution control unit 500a proceeds to step P3-3.
[0170] Furthermore, if the termination condition is met (YES in P3-15), the game execution control unit 500a executes termination processing. Specifically, the game execution control unit 500a determines by lottery the type, status, number of skills, and content of the "equipment" acquired during the score attack game. The display control unit 502a then executes either the first termination notification animation (Figure 14A) or the second termination notification animation (Figure 14B) on the display 10. Once the first or second termination notification animation has finished, the display control unit 502a displays the result dialog 130 (Figure 15) on the display 10. As a result, the "equipment" acquired during the score attack game can be equipped to the target object 102 on the equipment change screen (Figure 5) after the score attack game has ended.
[0171] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0172] (Processes performed by a computer) An information processing program may have a computer perform the following processes:
[0173] A process to move and display the target object (in the above embodiment, for example, the target object 102) within the game field based on the player's input (in the above embodiment, for example, P3-3, P3-10). A process (P3-8 in the above embodiment) to update a specific point (P3-8 in the above embodiment) based on a first parameter associated with the target object (P3-8 in the above embodiment) until a game termination condition is met (P3-8 in the above embodiment) which includes updating a predetermined parameter associated with the target object to a predetermined value (P3-8 in the above embodiment), which includes updating the health of the target object 102 to 0. When the object being manipulated and an obstacle object placed in the game field (in the above embodiment, for example, the first obstacle, the second obstacle, and the enemy robot) satisfy predetermined conditions (in the above embodiment, when it is determined that a collision has occurred), a process is performed to update predetermined parameters (in the above embodiment, for example, P3-5). When an attack object associated with the target object (for example, an attack with a weapon in the above embodiment) and an obstacle object satisfy predetermined conditions (for example, when a collision is determined in the above embodiment), a process is performed (for example, P3-5 in the above embodiment) to update a specific parameter associated with the obstacle object (for example, health in the above embodiment) based on a second parameter associated with the target object (for example, the value of the "attack power" status in the above embodiment). When special conditions are met (for example, in the above embodiment, when "equipment" is placed as an item, or when it is dropped when the first obstacle, second obstacle, or enemy robot is destroyed with a predetermined probability), a process (for example, P3-2 in the above embodiment) makes available to the target object for acquisition of at least one of a plurality of predetermined objects (for example, equipment A-21~A-23, A30 in the above embodiment) and second predetermined objects (for example, equipment A-1~A-3, E-1~E-3, E-11~E-13, E-21~E-23 in the above embodiment). A process that accepts the player's selection operation to associate a predetermined number of acquired predetermined objects with the target object (P2 in the above embodiment is an example). A process in which, when a first predetermined object is associated with the object to be operated on, the second parameter is increased significantly more than the first parameter, and when a second predetermined object is associated with the object to be operated on, the first parameter is increased significantly more than the second parameter (in the above embodiment, P2-6 is an example).
[0174] Furthermore, if special conditions are met, at least one of several types of designated objects, including the first and second designated objects, may be made available for purchase by consuming in-game currency, etc. Also, for example, if a certain challenge in the game (for example, reaching a certain high score) is achieved, the special conditions may be met.
[0175] Furthermore, if the target object 102 is equipped with a predetermined piece of equipment, the final second parameter of the target object 102 (the value of the "Attack Power" status) may always exceed the first parameter (the value of the "Speed" status). Also, if the target object 102 is equipped with a predetermined piece of equipment, the final first parameter of the target object 102 (the value of the "Speed" status) may always exceed the second parameter (the value of the "Attack Power" status).
[0176] The process of accepting the player's selection operation to associate a predetermined number of acquired predetermined objects with the target object may be performed before the game starts (for example, P2 in the above embodiment).
[0177] A predetermined object may be associated with at least one of several types of effects that give an advantage in the game (in the above embodiment, skills are one example). The information processing program may cause the computer to perform a process (in the above embodiment, P3-3 as an example) that enables the activation of an effect associated with a predetermined object selected by the player's selection operation during the game.
[0178] The information processing program may cause the computer to perform a process to enhance the effects (for example, P2-6 and P3-1 in the above embodiment) when multiple predetermined objects are associated with the object to be operated on, and the effects associated with each of the multiple predetermined objects associated with the object to be operated on overlap.
[0179] The information processing program may cause the computer to perform a process (in the above embodiment, P3-16 as an example) of determining the type of effect to associate with a predetermined object by lottery. The information processing program may cause the computer to perform a process (P3-16 in the above embodiment as an example) of determining the value of a predetermined parameter associated with a predetermined object (in the above embodiment, the status of equipment as an example) by lottery. The information processing program may cause the computer to perform a process (in the above embodiment, for example, P2-6 and P3-1) that increases at least one of the first and second parameters associated with the object to be operated on, based on predetermined parameters associated with a predetermined object.
[0180] The game termination conditions may also include the expiration of the time limit. The first parameter may indicate the movement speed of the object being manipulated. The specific point may indicate the distance the target object has moved.
[0181] The information processing program may cause the computer to perform a process to update the value of a special parameter (in the above embodiment, for example, the risk level) based on the elapsed time (in the above embodiment, for example, P3-9). The information processing program may cause the computer to perform a process to determine the contents of obstacle objects to be placed within a certain distance (in the above embodiment, 250m, the distance to complete one stage) from a specified distance, based on the value of a special parameter when the object to be operated reaches a specified distance (in the above embodiment, a multiple of 250m, the distance to complete one stage). (In the above embodiment, P3-2 is an example.) When the value of a special parameter is above a certain value, the likelihood of a collision between the target object and the faulty object may be higher than when the value of the special parameter is below a certain value (for example, in the above embodiment, as shown in Figure 9, i.e., when the risk level is high, the rate at which items are selected decreases).
[0182] The information processing program may cause the computer to perform a process (for example, P3-6, P3-11~P3-13 in the above embodiment) that increases the level associated with the object being operated on, according to predetermined update conditions (for example, when the experience value reaches a predetermined value set in advance in the above embodiment). The information processing program may cause the computer to perform a process (in the above embodiment, for example, P3-6, P3-11~P3-13) that increases the parameters of the target object, which include at least the first parameter and the second parameter, based on the increase in level. The information processing program may cause the computer to perform a process (in the above embodiment, for example, P3-6, P3-11~P3-13) that allows the player to select from among several types of attack objects to associate with the target object, based on the increase in the level associated with the target object. The information processing program may cause the computer to perform the process of associating the attack object selected by the player with the target object (for example, P3-6, P3-11~P3-13 in the above embodiment).
[0183] The information processing program may cause the computer to perform a process to strengthen an attack object (for example, P3-11 to P3-13 in the above embodiment) if the attack object already associated with the target object is selected by the player.
[0184] The process of making attack objects selectable by the player may be determined by lottery (for example, P3-11 to P3-13 in the above embodiment).
[0185] Note that the processing performed by the player terminal 1 and server 1000 in the above embodiment is merely an example. In the above embodiment, the processing performed by the player terminal 1 may also be performed by the server 1000. Similarly, in the above embodiment, the processing performed by the server 1000 may also be performed by the player terminal 1.
[0186] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above-mentioned information processing tasks. Also, in the above embodiment, the game device G is composed of the server 1000 and the player terminal 1. However, the functions of the server 1000 in the above embodiment may also be provided by the player terminal 1. In this case, communication functionality is not essential, and the player terminal 1 functions as the game device G.
[0187] Furthermore, the programs in the above embodiments and modifications may be stored in a computer-readable non-temporary storage medium and provided as such. They may also be provided as a game device or server device including this storage medium. Moreover, the above embodiments and modifications may also be information processing methods that implement each function and the steps shown in the flowchart. [Explanation of symbols]
[0188] 1 Player terminal 1000 Servers G Game Device S Information Processing System
Claims
1. A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, Have the computer perform this task. The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: An information processing program that includes a process for updating a specific point indicating the distance moved by the object being operated on.
2. The aforementioned predetermined object is associated with at least one of several types of effects that give an advantage in the game. A process that enables the effect associated with the predetermined object selected by the player's selection operation to be activated during the game. The computer is made to perform the following: The information processing program according to claim 1.
3. When a plurality of predetermined objects are associated with the object to be operated on, and the effects associated with each of the plurality of predetermined objects associated with the object to be operated on overlap, a process to enhance the effect, The computer is made to perform the following: The information processing program according to claim 2.
4. A process for determining the type of effect to associate with the predetermined object by lottery, A process for determining the values of related parameters associated with the predetermined object by lottery, A process of increasing at least one of the first parameter and the second parameter associated with the object to be operated on, based on the associated parameter associated with the predetermined object, The computer is made to perform the following: The information processing program according to claim 2.
5. A process to update the value of a special parameter based on the elapsed time, A process to determine the contents of the obstacle objects to be placed within a certain distance from the specified distance based on the value of the special parameter when the object to be operated reaches a specified distance, The computer is instructed to perform the following: When the value of the special parameter is greater than or equal to a specific value, the likelihood of a collision between the object being operated on and the faulty object increases compared to when the value of the special parameter is less than the specific value. An information processing program according to any one of claims 1 to 4.
6. A process to increase the level associated with the target object according to predetermined update conditions, Based on the increase in the aforementioned level, a process is performed to increase the target parameter associated with the target object, which includes at least the first parameter and the second parameter. Based on the increase in the level associated with the target object, the process allows the player to select from among multiple types of attack objects to associate with the target object. A process of associating the attack object selected by the player with the target object, The computer is made to perform the following: An information processing program according to any one of claims 1 to 4.
7. If the attack object already associated with the target object is selected by the player, a process to enhance the attack object, The computer is made to perform the following: The information processing program according to claim 6.
8. The process of making the aforementioned attack object selectable by the player is as follows: The attack object that the player can select is determined by lottery. The information processing program according to claim 6.
9. An information processing method performed by one or more computers, The aforementioned computer, A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, To carry out, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: An information processing method that includes a process for updating a specific point indicating the distance moved by the object being operated on.
10. An information processing system comprising one or more computers, The aforementioned computer, A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, To carry out, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: An information processing system that includes a process for updating a specific point indicating the distance traveled by the object being operated on.
11. Equipped with one or more computers, The aforementioned computer, A process for moving and displaying an object to be manipulated within a game field based on player input, the process for moving and displaying the object based on a first parameter associated with the object and indicating the movement speed of the object, until a game termination condition is met, which includes updating a predetermined parameter associated with the object to a predetermined value. When it is determined that the target object has collided with an obstacle object in the game field, the process of updating the predetermined parameters is performed. When it is determined that an attack object associated with the target object has collided with the fault object, the process of updating a specific parameter associated with the fault object based on a second parameter associated with the target object that indicates the attack power related to the attack object, When the aforementioned specific parameter is updated to a specific value, a process is performed to make at least one of several types of predetermined objects, including the first predetermined object and the second predetermined object, available to the target object for operation. A process that accepts a player's selection operation to associate a predetermined number of predetermined objects acquired in the game with the target objects after the end of the game and before the start of the next game, A process to increase the second parameter significantly more than the first parameter when the first predetermined object is associated with the object to be operated on, and to increase the first parameter significantly more than the second parameter when the second predetermined object is associated with the object to be operated on, To carry out, The aforementioned game termination conditions further include the expiration of the time limit. The process of moving and displaying the object to be operated on is: A game device that includes a process for updating a specific point indicating the distance moved by the object being manipulated.
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