Programs, information processing systems
Patent Information
- Application Number
- JP2025140301
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-08-26
- Publication Date
- 2026-10-01
- Estimated Expiration
- 2045-08-26
Smart Images

Figure 0007927955000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background Art]
[0002] Conventionally, there has been known a system configured to resume a battle game based on save data (e.g., progress information and mode identification information) when a predetermined resumption condition is satisfied after the battle game is interrupted (see, for example, Patent Document 1). [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2022-21492 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] There is a demand for reducing user discomfort when resuming a game from an interrupted state. [Means for Solving the Problem]
[0005] A program according to an aspect of the present disclosure causes a computer to function as: progress means for progressing a game including a first phase and a second phase that can be transitioned to from the first phase; and storage means for storing progress data in the second phase, wherein when the second phase is interrupted and the second phase is to be resumed based on the progress data, the progress means transitions to the second phase via the first phase, and then resumes the second phase. [Effects of the Invention]
[0006] According to the present disclosure, entertainment interest can be improved. [Brief Description of the Drawings]
[0007] [Figure 1] Figure 1 is a diagram illustrating the overview of the information processing system. [Figure 2] Figure 2 shows an example of the hardware configuration of the terminal shown in Figure 1. [Figure 3] Figure 3 shows an example of the server hardware configuration shown in Figure 1. [Figure 4] Figure 4 shows an example of the module configuration of the terminal shown in Figure 1. [Figure 5] Figure 5 shows an example of the module configuration of the server shown in Figure 1. [Figure 6] Figure 6 shows an example of the game flow provided by the information processing system shown in Figure 1. [Figure 7] Figure 7 shows an example of a virtual world constructed in a virtual space. [Figure 8] Figure 8 shows an example of the processing flow for running a game. [Figure 9] Figure 9 shows an example of the processing flow for executing the battle phase. [Figure 10] Figure 10 shows an example of the process flow for restarting the battle phase. [Figure 11] Figure 11 shows an example of the process flow for restarting the battle phase. [Figure 12] Figure 12 shows an example of a display screen on a terminal monitor. [Figure 13] Figure 13 shows an example of a display screen on a terminal monitor. [Figure 14] Figure 14 shows an example of a display screen on a terminal monitor. [Figure 15] Figure 15 shows an example of a display screen on a terminal monitor. [Figure 16] Figure 16 shows an example of a display screen on a terminal monitor. [Modes for carrying out the invention]
[0008] An embodiment of the information processing system and program according to the present disclosure will be described. <Overview of Information Processing System> As shown in FIG. 1, the information processing system 10 includes a network 11, a terminal 20, and a server 30. The terminal 20 is configured to communicate with the server 30 via the network 11. The information processing system 10 may include a plurality of terminals 20. The information processing system 10 may include a plurality of servers 30. The terminal 20 and the server 30 are examples of a computer (information processing apparatus).
[0009] As an example, the information processing system 10 is configured to provide a game to a user 12 who uses the terminal 20. The information processing system 10 may be a game system. A game is an example of a service. In this case, the user 12 is a player of the game. In the following description, when simply referred to as "the game", it means the game provided by the information processing system 10.
[0010] <Network> As an example, the network 11 is configured by a mobile communication system including the Internet and a wireless base station. For example, the mobile communication system may be a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
[0011] <Hardware Configuration of Terminal> As an example, the terminal 20 is a smartphone. The terminal 20 may be a mobile terminal such as a feature phone, a PDA (Personal Digital Assistant), smart glasses, AR glasses, a wearable device, or a tablet computer. The terminal 20 may be a fixed terminal such as a personal computer or a workstation.
[0012] As shown in Figure 2, the terminal 20 includes a processor 21 and a memory 22. The terminal 20 may include a communication interface (hereinafter referred to as IF) 23 and an input / output interface 24. The terminal 20 may include a microphone 25, a speaker 26, a monitor 27, and a touch panel 28. The monitor 27 and the touch panel 28 may constitute a touch screen that also functions as an input device. Each component included in the terminal 20 is preferably connected to a communication bus to enable mutual communication.
[0013] The processor 21 executes a series of instructions included in a program stored in the memory 22 in response to a signal supplied to the terminal 20 or in response to satisfaction of a predetermined condition. For example, the processor 21 may be a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or another arithmetic device.
[0014] The memory 22 stores programs and data. The memory 22 may be either a volatile memory that temporarily stores data or the like, or a non-volatile memory that permanently stores data or the like, and may be configured by combining both. For example, the volatile memory may be a RAM (Random Access Memory) or another device. For example, the non-volatile memory may be a ROM (Read-Only Memory), a hard disk drive, a flash memory, a magnetic tape device, or another device. The memory 22 may be a detachable device such as a memory card.
[0015] As an example, memory 22 stores a game program and a communication program. When the game program is executed by the processor 21, it causes the processor 21 to function to provide the game. When the communication program is executed by the processor 21, it causes the processor 21 to function to communicate with another computer. The other computer may be a server 30. Memory 22 may also store an operating system (hereinafter referred to as OS), a simulation program, a user authentication program, and other programs.
[0016] Memory 22 may store data for defining the virtual space VS used in the game, data specifying various objects to be placed in the virtual space, and user data. Various objects may include field objects. By placing field objects in the virtual space, a virtual world VW is constructed in the virtual space VS. Various objects may include characters, equipment items, consumable items, and objects that constitute screens for various games. User data may include user ID, username, gender, age, and address. User data may include in-game virtual currency, in-game items, and various rewards owned by user 12. User data may include progress data and movement data as save data indicating the game status.
[0017] The communication interface 23 is connected to the network 11. The communication interface 23 communicates with other computers connected to the network 11. The communication interface 23 may also communicate with external input devices connected to the network 11. For example, the communication interface 23 may be a LAN (Local Area Network) or another wired communication interface. For example, the communication interface 23 may be Wi-Fi®, Bluetooth®, NFC (Near Field Communication), or another wireless communication interface. The communication interface 23 is not limited to those described above.
[0018] Input / Output IF24 communicates with an external input device (not shown). For example, Input / Output IF24 may be USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark, High-Definition Multimedia Interface), or other wired communication interface. For example, Input / Output IF24 may be Bluetooth (Registered Trademark) or other wireless communication interface.
[0019] For example, the input device may be a controller. The controller has multiple operating components. For example, the multiple operating components may include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits output values to the terminal 20 based on the user 12's operation of the operating components. For example, the controller may include motion sensors such as an accelerometer and an angular velocity sensor. The controller may be configured to transmit output values from the motion sensors to the terminal 20. The controller may be attachable to and detachable from the terminal 20.
[0020] The input device is not limited to those described above. For example, the input device may be a camera. The camera may be configured to transmit images of user 12 to terminal 20. For example, the input device may be a distance measuring sensor. The distance measuring sensor may be configured to transmit output values to terminal 20 based on the detection of user 12's hand or a marker, etc.
[0021] The microphone 25 converts the user 12's speech into an audio signal (electrical signal) and transmits it to the processor 21. The speaker 26 converts the audio signal back into sound and outputs it to the user 12. In addition to or instead of the speaker 26, the terminal 20 may be equipped with earphones or an earphone jack for connecting earphones.
[0022] The monitor 27 is a transparent or opaque display device. For example, the monitor 27 may be a liquid crystal panel, an organic EL (Electro-Luminescence) panel, or other device. The monitor 27 displays various images. The images displayed on the monitor 27 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 27 is not limited to those described above. For example, the monitor 27 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0023] The touch panel 28 transmits output values to the processor 21 based on the user 12's operation on the display surface of the monitor 27. For example, the touch panel 28 may be a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another touch sensor. The input surface of the touch panel 28 is part or all of the display surface of the monitor 27. The touch panel 28 may be used as an input device. For example, if the input device is the touch panel 28, the processor 21 accepts the user 12's physical contact operation on the input surface of the touch panel 28 as the user 12's input operation. For example, the forms of input operations using the touch panel 28 may include tapping, swiping, dragging, flicking, and other forms.
[0024] <Server Hardware Configuration> As shown in Figure 3, the server 30 may be a general-purpose computer such as a workstation or personal computer. The server 30 includes a processor 31, memory 32, a communication interface 33, and an input / output interface 34. The server 30 may also include a monitor 37. It is preferable that each component of the server 30 be able to communicate with each other by being connected to a communication bus.
[0025] The processor 31 executes a series of instructions contained in the program stored in memory 32 in response to signals given to the server 30 or when predetermined conditions are met. For example, the processor 31 may be a CPU, GPU, MPU, FPGA, or other arithmetic unit.
[0026] Memory 32 stores programs and data. Memory 32 may be either volatile memory or non-volatile memory, or a combination of both. Memory 32 may be a removable device, such as a memory card. Server 30 may use programs stored in an external storage device instead of memory 32. For example, in a scenario where multiple information processing systems 10 are used, such as in an amusement facility, program and data updates can be performed collectively.
[0027] Memory 32 stores game programs and communication programs. When executed by processor 31, the game programs cause processor 31 to function to provide games. When executed by processor 31, the communication programs cause processor 31 to function to communicate with other computers. For example, the other computer may be terminal 20. Memory 32 may also store distribution programs, operating systems, simulation programs, user authentication programs, and other programs. For example, memory 32 may store data for defining virtual spaces, data defining objects, and user data, etc.
[0028] The communication interface 33 is connected to the network 11. The communication interface 33 communicates with other computers connected to the network 11. For example, the communication interface 33 may be a LAN or other wired communication interface. For example, the communication interface 33 may be Wi-Fi, Bluetooth, NFC or other wireless communication interface. The communication interface 33 is not limited to those mentioned above.
[0029] The input / output IF34 communicates with an external input / output device (not shown). For example, the input / output IF34 may be a USB, DVI, HDMI, or other wired communication interface. For example, the input / output IF34 may be a Bluetooth® or other wireless communication interface.
[0030] <Device Functions> As shown in Figure 4, the components of the terminal 20, one or more of which are combined, form functionally cohesive functional units (modules) or means. The terminal 20 may include a game control unit 200, a display control unit 210, a display unit 220, a storage unit 230, a communication unit 280, and an input / output unit 290. The game control unit 200 and the display control unit 210 may be implemented by a processor 21. The display unit 220 may be implemented by a monitor 27. The storage unit 230 may be implemented by a memory 22. The communication unit 280 may be implemented by a communication IF 23. The input / output unit 290 may be implemented by a processor 21, a touch panel 28, and an input / output IF 24. The processor 21 can function as a functional unit or means corresponding to the processing content by executing processing for transmitting various types of data. The processor 21 can function as a functional unit or means corresponding to the processing content of each process by executing processing for advancing the game, processing for generating data (information), and processing for controlling the display unit 220. The specific processing steps will be described later.
[0031] The input / output unit 290 may detect and accept user 12's input operations to the touch panel 28 and user 12's input operations to external input devices via the input / output IF 24. The input / output unit 290 may detect the nature of the user 12's input operation to the touch panel 28 based on the user 12's input operation. For example, the nature of input operations that the input / output unit 290 can detect may include taps, swipes, drags, flicks, and other types. Hereinafter, when user 12's fingers or the like touch the touch panel 28, it will simply be referred to as a touch.
[0032] When a touch is initiated on the touch panel 28, the input / output unit 290 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch panel 28 is interrupted, the input / output unit 290 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch panel 28 is ongoing, the input / output unit 290 identifies the coordinates of the touch position at that time (hereinafter referred to as the current touch position). The input / output unit 290 may identify the mode of input operation by the user 12 based on the touch time from the start to the end of the touch and the change in touch position.
[0033] The communication unit 280 receives various types of data from the server 30. The data received by the communication unit 280 from the server 30 may include progress data and user data. Progress data is information for controlling the progress of the game. Progress data may include various requests or notifications. The communication unit 280 may detect and accept input operations from the user 12 to an external input device via the communication IF 23.
[0034] The communication unit 280 transmits various types of data to the server 30. The data transmitted by the communication unit 280 to the server 30 may include play data and user data. Play data is information used to reflect the user 12's input operations in the game's progress. Play data is output according to the input operations received by the communication unit 280 or the input / output unit 290. Play data may include various requests or notifications.
[0035] The memory unit 230 stores various types of data. The memory unit 230 stores user data 231. For example, user data 231 includes data associated with the user ID, such as username, gender, age, and address. User data 231 also includes data associated with the user ID, such as card ID, equipment item ID, and consumable item ID. User data 231 may also include various types of save data 232 associated with the user ID. Save data 232 may include progress data and movement data.
[0036] The game control unit 200 defines the virtual space that serves as the stage for the game. The game control unit 200 places various objects in the virtual space. These various objects include field objects that constitute the virtual world VW. These various objects may include a user object corresponding to user 12 as the user 12's avatar. For example, the user object may be a character, a symbol, or an icon. The game control unit 200 generates game play data according to the game progress data, various operation instructions related to the game, various judgment results, and various lottery results. The play data generated by the game control unit 200 is transmitted to the server 30 by the communication unit 280.
[0037] The display control unit 210 controls the display content of the monitor 27, which acts as the display unit 220. For example, the display control unit 210 generates data for displaying an image on the monitor 27. The display control unit 210 generates image data of the game screen according to the progress data received via the communication unit 280. The display control unit 210 generates image data of the game screen according to the play data generated by the game control unit 200. The display control unit 210 uses the generated image data to display the game screen image on the monitor 27. The display control unit 210 may be configured to display the game screen image on an external display device via the input / output IF 24. The display control unit 210 may be configured to display the game screen image on an external display device via the communication IF 23. The game screen is an image in which 2D or 3D objects are controlled and drawn.
[0038] The display control unit 210 controls and draws objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for user 12's input operations. UI objects are information that assists user 12's input operations necessary to advance the game. For example, UI objects include icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to their forms. As an example, the processor 21, as the display control unit 210, can function as a functional unit or means corresponding to the processing content by executing processing to control the display content of the monitor 27, which is the display unit 220.
[0039] Each function corresponding to a process in terminal 20 is realized by hardware and software (programs) executed by processor 21. The software may be pre-stored in memory 22. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as server 30 via communication IF 23, and then stored in memory 22. The software is read from memory 22 by processor 21 and stored in memory 22 in the form of an executable program. Processor 21 executes the program.
[0040] <Server Functions> As shown in Figure 5, the components of the server 30, one or more of which are combined, form functionally cohesive functional units (modules) or means. The server 30 may include a game control unit 300, a storage unit 330, a communication unit 340, and an input / output unit 350. The server 30 may also include a display unit (not shown) and a display control unit (not shown). The game control unit 300 may be implemented by a processor 31. The storage unit 330 may be implemented by a memory 32. The communication unit 380 may be implemented by a communication IF 33. The input / output unit 390 may be implemented by a processor 31 and an input / output IF 34. The processor 31 can function as a functional unit or means corresponding to the processing content by executing processing for transmitting various types of data. The processor 31 can function as a functional unit or means corresponding to the processing content by executing processing for advancing the game. Specific processing content (steps) will be described later.
[0041] The communication unit 340 receives various types of data from the terminal 20. The data received by the communication unit 340 from the terminal 20 may include play data and user data. The communication unit 340 transmits various types of data to the terminal 20. The data transmitted by the communication unit 340 to the terminal 20 may include progress data and user data. The communication unit 340 may detect and accept input operations from the user 12 to an external input device via the communication IF 33. The input / output unit 350 may detect and accept input operations from the user 12 to an external input device via the input / output IF 34.
[0042] The game control unit 300 advances the game according to the play data received by the communication unit 340 from the terminal 20. The game control unit 300 may define a virtual space that serves as the stage for the game. The game control unit 300 may place various objects in the virtual space. These objects may include field objects and user objects. The game control unit 300 may perform various decisions regarding the progress of the game. The game control unit 300 may perform various draws regarding the progress of the game. The game control unit 300 may generate progress data according to the play data, various operation instructions related to the game, various decision results, and various draw results. The progress data generated by the game control unit 300 may be transmitted to the terminal 20 by the communication unit 340.
[0043] The memory unit 330 stores various types of data. The memory unit 330 stores user data 331. For example, user data 331 may include data associated with the user ID, such as username, gender, age, and address. User data 331 may also include various types of save data 332 associated with the user ID. Save data 332 may include progress data and movement data.
[0044] Each function corresponding to a process in the server 30 is realized by hardware and software (programs) executed by the processor 31. The software may be pre-stored in memory 32. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer, such as an external storage device, via the communication IF 33, and then stored in memory 32. The software is read from memory 32 by the processor 31 and stored in memory 32 in the form of an executable program. The processor 31 executes the program.
[0045] <Game Overview> As shown in Figure 6, the game may include multiple parts 70 with different properties. For example, the multiple parts 70 may be a first part 71 and a second part 72. The multiple parts 70 may include parts different from the first part 71 and the second part 72. The multiple parts 70 are not limited to including two parts 70, but may include three or more parts 70.
[0046] Let's look at an example from Part 1, Section 71. Part 1, 71 may be a preparatory part for preparing Part 2, 72. The preparation for Part 2, 72 may include changing the avatar's settings. In Part 1, 71 may allow the character used as the avatar to be changed. In Part 1, 71 may allow the items possessed by the avatar to be changed, including cards, equipment items, and consumable items. Changing these items may include adding, deleting, and exchanging them.
[0047] Equipment items should include weapons, armor, and accessories. Equipment items should increase the avatar's ability parameters. Avatars may have attack power data, defense power data, and durability data (so-called hit points) to represent their attack power, defense power data, and durability data. Weapons should enhance the avatar's attack power. Armor should enhance the avatar's defense power. Accessories should enhance the avatar's durability. Consumable items may be usable in Part 72 of the second section if the avatar possesses them. For example, consumable items may include healing potions and enhancement potions. Healing potions should restore the avatar's durability. Enhancement potions should temporarily increase ability parameters by a certain value.
[0048] In Part 1, 71, several consumable items may be available for use. These consumable items may include growth items that permanently increase ability parameters by a certain amount. These consumable items may include skill items that allow avatars to learn skills or magic. These consumable items may include modification items that grant the right to change the avatar's race, gender, body shape, hairstyle, or facial expression. In addition, Part 1, 71 may be configured to allow avatar settings to be changed without consuming items. In Part 1, 71, it may be possible for user 12 to delete cards that are no longer needed. Details about cards will be described later.
[0049] Let's look at an example from Part 2, Chapter 72. When the start operation is performed in Part 1 71, Part 1 71 ends and Part 2 72 begins. Part 2 72 may include multiple phases 75. For example, the multiple phases 75 may be a movement phase 76 and a battle phase 77. The multiple phases 75 may include phases different from the movement phase 76 and the battle phase 77. The multiple phases 75 are not limited to including two phases 75, but may include three or more phases 75. The battle phase 77 can be understood as an event phase that executes a predetermined event.
[0050] In Part 2, Phase 72, the movement phase 76 begins first. If the predetermined first transition condition is met in the movement phase 76, the movement phase 76 ends and the battle phase 77 begins. If the predetermined second transition condition is met in the battle phase 77, the battle phase 77 ends and the movement phase 76 begins again. In Part 2, if the predetermined termination condition is met, Part 2 ends and Part 1, Part 71 begins. In Part 2, the movement phase 76 and the battle phase 77 may be executed repeatedly and alternately.
[0051] Let's explain the movement phase 76. As shown in Figure 7, the movement phase 76 may include moving through a virtual world VW constructed in the virtual space VS. The virtual world VW may be an indoor field such as a dungeon, labyrinth, cave, temple, or skyscraper. The virtual world VW may be composed of a passage PA that the user 12 can pass through. However, the virtual world VW may also be an outdoor field such as a grassland, mountain, or river, or an underwater field such as the sea or lake.
[0052] For example, a passage PA that constitutes the virtual world VW may have multiple nodes ND and multiple links LK connecting the nodes. The multiple nodes ND may include a branch node ND1 set at a branching point where the passage PA branches. The multiple nodes ND may include a passage node ND2 set at a point where the passage PA does not branch. The multiple nodes ND may include a battle node ND3, which, when reached by user 12, fulfills the first transition condition to battle phase 77. Battles in battle phase 77 may include a normal battle that takes place on the passage PA and a special battle that takes place in a different space, such as a room, from the passage PA. The multiple nodes ND may include an event node ND4, which, when reached by user 12, causes an event different from a battle. At event node ND4, the event may take place in a different space, such as a room, from the passage PA. The event may be a selection event in which a predetermined option is selected.
[0053] In the movement phase 76, user 12 may move along link LK from node ND to node ND. Here, user 12 moving in the virtual world VW means that user 12's viewpoint coordinates move in the virtual world VW, but it is not limited to this; for example, user 12's avatar's position coordinates may also move in the virtual world VW. The viewpoint coordinates may be the position where the virtual camera CM is placed in the virtual space VS. In one example, the monitor 27 of terminal 20 may render and display the portion of the virtual world VW that is located within the shooting range ST of the virtual camera CM. Below, the rendered image of the portion of the virtual world VW located within the shooting range ST is referred to as the virtual world image 520. The virtual world image 520 may be a moving image realized by creating multiple still image data and displaying them by sequentially switching between them at a predetermined frame rate. The virtual world image 520 is a so-called 3D image. The virtual world image 520 is also an image of the virtual world VW from a first-person viewpoint. In addition to this, the virtual world VW may be set to a viewpoint that overlooks the virtual world VW. In other words, the virtual world image 520 may be an image of the virtual world VW from a third-person perspective. In this case, the user 12's avatar is placed in the virtual world VW, and a virtual camera CM is positioned so that this avatar is within the shooting range ST.
[0054] Let me explain Battle Phase 77. Battle Phase 77 may include a battle against an enemy character 630, which is an example of an enemy object (see Figure 13). The battle in Battle Phase 77 may be structured as a card battle using cards 80. For example, the cards 80 used in the card battle may have card ID, name data, image data, attribute data, effect data (skill data), attack power data, and cost data set.
[0055] Now, let's explain the flow of Battle Phase 77. Battle Phase 77 is a turn-based competitive event in which User 12's avatar battles against enemy characters 630. Enemy characters 630 may include regular characters, which are so-called weak characters, and boss characters, which are specific characters. When Battle Phase 77 begins, multiple cards 80 in the deck are shuffled, and the order of these multiple cards 80 (hereinafter referred to as the card order) is randomly determined. Then, according to the card order, a predetermined number of cards 80 are dealt to User 12 as their hand. The predetermined number is 3, but it is not limited to this and may be 1, 2, or 4 or more. The deck may consist of all of the multiple cards 80 owned by User 12, or it may consist of multiple cards 80 that User 12 has pre-set.
[0056] User 12 selects a card 80 (hereinafter referred to as "card 80A") from their hand to use in the current turn. The hit points of enemy character 630 should decrease according to the combined attack power of card 80A and the attack power of the weapon equipped by the avatar. For example, the damage value calculated by subtracting the enemy character 630's defense from the combined attack power of card 80A and the equipped weapon should be subtracted from the enemy character 630's hit points. Card 80A is removed from the hand, and one card 80 is drawn from the deck in order. In one turn, User 12 can continue to select cards 80A and take action until the total cost of cards 80A reaches the specified cost. User 12 can also use consumable items they possess.
[0057] In Battle Phase 77, when the total cost of the used cards 80A reaches the specified cost and the turn ends, enemy character 630 takes action. When attacked by enemy character 630, the avatar's hit points decrease. The amount of hit point reduction should be reduced according to the avatar's defense. For example, the damage value calculated by subtracting the defense of the armor the avatar is wearing from the enemy character 630's attack power should be subtracted from the avatar's hit points.
[0058] In Battle Phase 77, the criterion for determining the outcome of the battle is that User 12 fulfills the predetermined victory conditions. The victory conditions may be that all enemy characters 630 become incapacitated before User 12's avatar. The avatar and enemy characters 630 should become incapacitated when their hit points reach 0. If the victory conditions are met, and this Battle Phase 77 is a specific type of battle, the termination conditions for Part 2 72 should be met. In this case, Part 2 72 will end with a successful result (e.g., successful completion). In a specific type of battle, a battle against a boss character should take place. In a normal battle, a battle against normal characters should take place.
[0059] The second transition condition should be met if the victory conditions are fulfilled and this battle phase 77 is not a specific battle. The specific battle should be the final phase of the battle against the boss character in Part 72 of Part 2. The termination condition for Part 72 of Part 2 is met if User 12's avatar becomes incapacitated before the enemy character 630. In this case, Part 72 of Part 2 ends with a failure result (completion failure).
[0060] <Processing flow for running the game> The following describes the process for executing Part 72 of the second section. The processor 21 of terminal 20 functions as a game control unit 200 by executing processes for running the game, and acts as a means of progressing the game. The game may include a movement phase 76, which is an example of a first phase, and a battle phase 77, which is an example of a second phase that can be transitioned from the first phase. The processor 31 of server 30 functions as a game control unit 300 by executing processes for running the game, which includes a second part 72, and acts as a means of progressing the game.
[0061] As shown in Figure 8, in step S100, the processor 21 of terminal 20 displays the movement screen 500 on the monitor 27. As will be described in detail later, the movement screen 500 may include various objects that constitute a UI (hereinafter referred to as movement UI 510) for accepting movement operations by the user 12, in addition to the virtual world image 520. Next, in step S101, the processor 21 of terminal 20 determines whether or not it has received a movement instruction operation. The movement instruction operation may be an operation that instructs to move in the virtual world VW. The movement instruction operation may be an operation that instructs to move in the virtual world VW. The movement instruction operation may be an operation that instructs to move in the virtual world VW.
[0062] When the processor 21 of terminal 20 receives a move instruction operation (S101: YES), it proceeds to step S102 and executes the move process. The move process is to move the position of user 12 from the current node ND to the destination node ND specified by the move instruction operation. In step S102, the processor 21 of terminal 20 moves the viewpoint position of user 12, i.e., the position of the virtual camera CM, along link LK from the current node ND to the destination node ND. In one example, the processor 21 of terminal 20 moves the virtual camera CM along link LK and renders the portion of the virtual world VW that is within the shooting range ST of the virtual camera CM and displays it on monitor 27. For example, the processor 21 of terminal 20 generates still image data rendered from the virtual world VW at a predetermined frame rate and displays the generated still image data sequentially on monitor 27. In other words, monitor 27 displays a virtual world image 520 from a first-person perspective, i.e., a moving image showing the movement through the virtual world VW. Thus, the first phase involves moving around the virtual world VW.
[0063] Next, in step S103, the processor 21 of terminal 20 sends movement data to server 30. Movement data is a type of root data among the save data, and it is data indicating the destination node ND of user 12 in the virtual world VW. After completing step S103, the processor 21 of terminal 20 proceeds to step S106.
[0064] In step S104, the processor 31 of the server 30 receives movement data from the terminal 20. In step S105, the processor 31 of the server 30 stores the movement data received in step S104 in the memory 32. The processor 31 of the server 30 stores movement data indicating the destination node ND in the memory 32 each time the processor 21 of the terminal 20 executes the movement process in step S102, that is, each time the user 12 moves in the virtual world VW. For this reason, multiple movement data are stored in the memory 32 so that multiple nodes ND that the user 12 has passed through in the movement phase 76 can be identified. In other words, route data for identifying the user 12's movement route in the virtual world VW is stored in the memory 32 as save data 332.
[0065] In step S106, the processor 21 of terminal 20 determines whether the destination node ND is the battle node ND3. In other words, the processor 21 of terminal 20 determines whether the second transition condition for phase 75 has been met. If the destination node ND is not the battle node ND3 (S106: NO), the processor 21 of terminal 20 returns to step S100.
[0066] If the destination node ND is battle node ND3 (S106:YES), the processor 21 of terminal 20 proceeds to step S107 and executes terminal battle processing. In terminal battle processing, the processor 21 of terminal 20 controls battle phase 77 based on action instructions corresponding to user 12's input operations. The processor 21 of terminal 20 displays the battle screen on monitor 27 according to the progress of battle phase 77. The processor 21 of terminal 20 sends and receives various data with server 30 via communication IF 23. Details of terminal battle processing will be described later.
[0067] In step S108, the processor 31 of server 30 executes server battle processing. In server battle processing, the processor 31 of server 30 controls battle phase 77 based on various data input from terminal 20. The processor 31 of server 30 sends and receives various data to and from terminal 20 via communication IF 33. Details of server battle processing will be described later. Various data may include progress data. Progress data is save data that shows the progress (progress) of battle phase 77. Details of progress data will be described later.
[0068] When the terminal 20's processor 21 obtains the result of battle phase 77 through the execution of terminal battle processing, it proceeds to step S109. In step S109, the terminal 20's processor 21 sends result data indicating the result of battle phase 77 to the server 30 and proceeds to step S112. In step S110, the server 30's processor 31 receives the result data. In step S111, the server 30's processor 31 stores the result data in memory 32. In step S111, the server 30's processor 31 erases the progress data stored in memory 32.
[0069] In step S112, the processor 21 of terminal 20 determines whether the result of battle phase 77 is "victory". A result of "victory" in battle phase 77 is an example of the result of the second phase being the first result. If the result of battle phase 77 is not "victory" (S112: NO), the processor 21 of terminal 20 proceeds to step S113 and executes the failure display process. In the failure display process, the processor 21 of terminal 20 displays a screen on monitor 27 indicating that the strategy for conquering the second part 72 has failed (hereinafter referred to as the strategy failure screen). After that, the processor 21 of terminal 20 terminates the process for executing the second part 72.
[0070] On the other hand, if the result of battle phase 77 is "victory" (S112:YES), the processor 21 of terminal 20 proceeds to step S114 to determine whether the most recent battle phase 77 was a specific battle. In one example, the processor 21 of terminal 20 determines whether it was a battle against a specific character. If the most recent battle phase 77 was not a specific battle (S114:NO), the processor 21 of terminal 20 returns to step S101.
[0071] If the most recent battle phase 77 is a specific battle (S114: NO), the processor 21 of terminal 20 proceeds to step S115 and executes the success display process. In the success display process, the processor 21 of terminal 20 displays a screen on monitor 27 indicating that the second part 72 has been successfully completed (hereinafter referred to as the success screen). After that, the processor 21 of terminal 20 terminates the process for executing the second part 72.
[0072] <Processing flow for executing the battle phase> This section explains the flow of terminal battle processing and server battle processing. As shown in Figure 9, in step S120, the processor 21 of terminal 20 determines whether or not it is a normal battle. For example, the processor 21 of terminal 20 may determine it is a normal battle if it is a normal battle node ND3 and not a specific battle node ND3A, and determine it is a specific battle if it is a specific battle node ND3A. If it is not a normal battle (S120: NO), the processor 21 of terminal 20 proceeds to step S123.
[0073] In the case of a normal battle (S120:YES), the processor 21 of terminal 20 proceeds to step S121 and controls the monitor 27 so that the movement UI 510 is hidden. That is, the display of the objects that make up the movement UI 510 among the various objects that make up the movement screen 500 is terminated, and only the field objects that make up the virtual world VW, i.e., only the virtual world image 520, are displayed. As described above, the virtual world image 520 is a moving image rendered from the area of the virtual world VW that is included in the shooting range ST of the virtual camera CM.
[0074] In step S122, the processor 21 of terminal 20 takes a screenshot of the movement screen 500. In step S122, the processor 21 of terminal 20 may take a still image of the frame at the time step S122 is executed as a battle background image 620 and store it in memory 22. The battle background image 620 is an image captured from the movement screen 500. At the time the battle background image 620 is taken, the movement UI 510 is hidden. In other words, the battle background image 620 will not include the movement UI 510, but will include an image of the virtual world VW.
[0075] In step S123, the processor 21 of terminal 20 determines the battle conditions. For normal battles, the processor 21 of terminal 20 may determine a battle background image 620 as the background image for the battle screen 600. For specific battles, the processor 21 of terminal 20 may determine a special background image 720, which is a still image, as the background image for the battle screen 600. Phase 2 does not involve moving through the virtual world.
[0076] In step S123, the processor 21 of terminal 20 may determine the order of cards in the deck for the first cycle by drawing a predetermined random number. Alternatively, the processor 21 of terminal 20 may determine the order of cards in the deck for the next cycle by drawing a predetermined random number each time the deck is used up. In other words, the processor 21 of terminal 20 may randomly determine the order of cards in the deck each time the deck is used up.
[0077] In step S124, the processor 21 of terminal 20 displays the battle UI 610 and enemy character 630 on the monitor 27. In step S124, the processor 21 of terminal 20 displays them superimposed on the background image determined in step S123. The background image on the battle screen 600 is the battle background image 620 acquired in step S122 in normal battles, and the special background image 720 in specific battles. In other words, the battle UI 610, the battle background image 620, and the enemy character 630 constitute the battle screen 600. The battle UI 610, the special background image 720, and the enemy character 630 constitute the battle screen 600.
[0078] In step S125, the processor 21 of terminal 20 accepts a battle operation. For example, the battle operation may be a card selection operation in which a card 80A to be used in the current turn is selected from multiple cards in the hand.
[0079] In step S126, the processor 21 of terminal 20 executes the first battle progression process. For example, the processor 21 of terminal 20 may reduce the hit points of the enemy character 630 according to the total attack power of the weapon equipped by the avatar and the card 80A used. The processor 21 updates the display content of monitor 27 according to the progress of battle phase 77 based on battle operations.
[0080] For example, the processor 21 of terminal 20 may activate the effect of the card 80A being used. For example, the processor 21 may display on monitor 27 the decrease in the hit points of the enemy character 630 and the activation of the effect (skill) of the card being used. In addition, the processor 21 of terminal 20 may hide the card 80A being used and add card 80 from the deck to user 12's hand according to the card order. At this time, the processor 21 of terminal 20 may display on monitor 27 the process of drawing card 80 from the deck and adding it to the hand.
[0081] In step S127, the processor 21 of terminal 20 determines whether or not battle phase 77 has ended. In step S127, the processor 21 of terminal 20 determines whether or not the second transition condition of phase 75 has been met. The processor 21 of terminal 20 may determine that battle phase 77 has ended if the victory conditions predetermined by user 12 have been met. The victory conditions may be that all enemy characters 630 become incapacitated before user 12's avatar. If battle phase 77 has ended (S127: YES), the processor 21 of terminal 20 terminates terminal battle processing and proceeds to step S109.
[0082] If Battle Phase 77 is not over (S127: NO), the processor 21 of terminal 20 proceeds to step S128 to determine whether the turn is over or not. In step S128, the processor 21 of terminal 20 calculates the total cost of the cards 80A used in the current turn and makes a positive determination if the total cost exceeds the specified cost. If the turn is not over (S128: NO), the processor 21 of terminal 20 returns to step S125.
[0083] If it is the end of the turn (S128: YES), the processor 21 of terminal 20 proceeds to step S129 and executes the second battle progression process. The second battle progression process may be a process to cause the enemy character 630 to take action. For example, the processor 21 of terminal 20 may reduce the avatar's hit points according to the attack power of the enemy character 630 and the defense power of the armor equipped by the avatar. The maximum value of the avatar's hit points may be increased by the accessories equipped by the avatar.
[0084] In step S130, the processor 21 of terminal 20 determines whether or not battle phase 77 has ended. In step S130, the processor 21 of terminal 20 determines whether or not the second transition condition of phase 75 has been met. The processor 21 of terminal 20 may determine that battle phase 77 has ended if user 12 has met predetermined victory or defeat conditions. The defeat condition may be that user 12's avatar becomes incapacitated before the enemy character 630. If battle phase 77 has ended (S130: YES), the processor 21 of terminal 20 terminates terminal battle processing and proceeds to step S109.
[0085] If Battle Phase 77 is not finished (S127: NO), the processor 21 of terminal 20 proceeds to step S131 and sends progress data to server 30. The progress data is data indicating the progress of Battle Phase 77. For example, the progress data may be data indicating the cards 80 and their order in the deck at the time step S131 is executed. For example, the progress data may be data indicating the hand. For example, the progress data may be data indicating the remaining hit points of user 12's avatar and enemy character 630. After completing step S131, the processor 21 of terminal 20 proceeds to step S125.
[0086] In step S132, the processor 31 of the server 30 receives progress data. In step S133, the processor 31 of the server 30 stores the progress data in memory 32 as save data 332. Steps S132 and S133 are processes that are executed each time progress data is sent from the terminal 20. Therefore, for example, progress data is stored in the memory 32 of the server 30 each time a turn ends. In this way, the processor 31 of the server 30 functions as a means of retaining progress data in the second phase.
[0087] <Processing flow during restart> This section describes the process for resuming Battle Phase 77 if it is interrupted. Scenarios in which Battle Phase 77 might be interrupted include, for example, the program being forcibly terminated by the OS of Terminal 20 during game program execution, the program terminating unexpectedly due to an error, and Terminal 20 being shut down.
[0088] As shown in Figure 10, in step S140, the processor 21 of terminal 20 executes the startup process. In the startup process, the processor 21 of terminal 20 may read various processing modules and initial configuration files from memory 22. The processor 21 of terminal 20 may then perform tasks such as establishing a session with server 30 and logging in user 12. At this time, the memory 22 of terminal 20 does not contain the save data 232 due to memory release upon program termination or initialization during the startup process.
[0089] In step S141, the processor 21 of terminal 20 sends a data request to server 30. The data request may be data requesting the transmission of save data 332. In step S142, the processor 31 of server 30 receives the data request. In step S143, the processor 31 of server 30 retrieves the save data 332 stored in memory 32 and sends it to terminal 20. The save data 332 may include progress data and movement data (route data).
[0090] In step S144, the processor 21 of terminal 20 receives save data 332. In step S144, the processor 21 of terminal 20 stores the received save data 332 in memory 22 as save data 232. Note that save data 232 and 332 do not include the battle background image 620, which is a screenshot.
[0091] In step S145, the processor 21 of terminal 20 performs movement display processing. Based on the movement data (route data) contained in the save data 232, the processor 21 of terminal 20 displays a movement screen 500 on the monitor 27. The movement screen 500 at this time includes a virtual world image 520, which is a moving image showing the movement from the reference position to the execution position of the interrupted battle phase 77. As described above, the movement data shows the movement route in the virtual world VW from the reference position to the execution position of the interrupted battle phase 77.
[0092] In the following description, the node ND corresponding to the reference position will be referred to as the reference node ND, and the battle node ND3 corresponding to the execution position of the interrupted battle phase 77 will be referred to as the target node ND3. The movement data received as save data 332 should be data that includes one or more nodes ND between the reference node ND as the starting point and the target node ND3.
[0093] The reference node ND may be, for example, the node ND corresponding to the initial position in the second part 72, or it may be the battle node ND3 corresponding to the execution position in the previous battle phase 77, with respect to the interrupted battle phase 77. Thus, in step S145, a video showing the movement from the reference node ND to the target node ND3 is displayed on the monitor 27. During the movement display process, the processor 21 of the terminal 20 does not display the movement UI 510 on the monitor 27. In other words, during the movement display process, the movement screen 500 displayed on the monitor 27 does not include the movement UI 510, but includes the virtual world image 520, which is a video of the virtual world VW.
[0094] In step S146, the processor 21 of terminal 20 executes terminal battle processing. Steps S150 and S152-S163 included in the terminal battle processing in step S146 are the same as steps S120 and S122-S133 included in the terminal battle processing in step S107, respectively. The terminal battle processing in step S146 does not include the step corresponding to step S121 included in the terminal battle processing in step S106. This is because the movement UI 510 is not displayed when the terminal battle processing in step S146 is executed. Below, we will explain in detail the battle return processing that is different from the terminal battle processing, and other explanations will be omitted or simplified.
[0095] As shown in Figure 11, in step S152, the processor 21 of terminal 20 takes a screenshot of the movement screen 500. In step S152, the processor 21 of terminal 20 may take a still image of the frame at the time step S152 is executed as a battle background image 620 and store it in memory 22. The battle background image 620 is an image captured from the movement screen 500. At the time the battle background image 620 is taken, the movement UI 510 is already hidden. In other words, the battle background image 620 does not include the movement UI 510, but includes the virtual world image 520, which is a moving image of the virtual world VW.
[0096] In step S153, the processor 21 of terminal 20 restores battle phase 77 based on the progress data contained in save data 232. As described above, the progress data is sent to server 30 at the end of the turn and stored in memory 32 as save data 332. Therefore, battle phase 77 is restored to the state it was in at the start of the interrupted turn.
[0097] For example, in Battle Phase 77, the deck should be restored, including the card order. For instance, consider a scenario where the deck is unused at the start of a turn, and the turn is interrupted after one or more cards (80) have been used from the deck. In this case, Battle Phase 77 restores the deck to its unused state, including the card order. Another example is a scenario where three cards (80) have been used from the deck at the start of a turn, and the turn is interrupted after one or more cards (80) have been used from the deck. In this case, Battle Phase 77 restores the deck to its state where the three cards (80) mentioned above have been used, including the card order. Then, in the restored Battle Phase 77, the cards will be added to the hand in the same order as when Battle Phase 77 was interrupted. Unless the progress data is updated, the order in which cards are drawn from the deck to the hand will not change even if multiple restarts occur.
[0098] For example, in Battle Phase 77, the hand should be restored. For instance, imagine a scenario where, at the start of a turn, you have three cards 80 in your hand, and then one card 80 is used from your hand and another card 80 is added to your hand, after which the turn is interrupted. In this case, in Battle Phase 77, the hand should be restored to the state where the three cards 80 mentioned above are in your hand. In other words, unless the progress data is updated, the cards in your hand will not change even if the game is restarted multiple times.
[0099] For example, in Battle Phase 77, the hit points of Avatar 613 and Enemy Character 630 should be restored. For instance, imagine a scenario where Avatar 613's hit points are "100" at the start of the turn, and then the turn is interrupted after Avatar 613's hit points decrease to "80" due to an attack by Enemy Character 630. In this case, Battle Phase 77 will restore Avatar 613's hit points to "100". In another example, imagine a scenario where Enemy Character 630's hit points are "150" at the start of the turn, and then the turn is interrupted after Enemy Character 630's hit points decrease to "145" due to an attack by Avatar 613. In this case, Battle Phase 77 will restore Enemy Character 630's hit points to "150". In other words, unless the progress data is updated, the parameters (hit points) of Avatar 613 and Enemy Character 630 will not change even after multiple restarts.
[0100] <An example of a display screen on a terminal monitor> This explains screen 500. As shown in Figure 12, the movement screen 500 is displayed on the monitor 27 of the terminal 20 during the execution of the movement phase 76. The movement screen 500 may include a first movement screen 501 and a second movement screen 502. The first movement screen 501 may be displayed on the monitor 27 when the event is not being executed. The second movement screen 502 may be displayed on the monitor 27 when the event is being executed.
[0101] The first movement screen 501 includes a movement UI 510 and a virtual world image 520. As described above, the virtual world image 520 is generated by rendering the virtual world VW. Here, the virtual world VW is given various visual effects from the viewpoint of enhancing the sense of realism in the game. For example, the visual effects include shading, gloss, reflection, and blurring depending on the positional relationship with the virtual light source. Various decorative objects 560 may be placed in the virtual world VW. For example, the decorative object 560 may be a footprint object 561 placed in a passage PA. However, the decorative object 560 may be anything, such as flowers or animals.
[0102] The movement UI 510 may include a map 511, a status 512, an avatar 513, and a progress button 514. The map 511 may include a passage PA when viewing the virtual world VW from above. The map 511 may include a current location icon 511A indicating the node ND where the user 12 is located. The status 512 may include parameter information (e.g., hit point value) of the avatar 513. The avatar 513 may be the character selected by the user 12 as the avatar 513. The progress button 514 may allow movement instructions to be made by tapping the area where the progress button 514 is displayed. For example, on the monitor 27, multiple progress buttons 514 may be displayed at branching node ND1, corresponding to the branch destination, and one progress button 514 may be displayed at passing node ND2, which does not branch. For example, the progress button 514 may be an object that resembles an arrow pointing in the direction of movement or to the next node ND.
[0103] The second movement screen 502 includes a movement UI 510 and a special background image 720. The movement UI 510 may include a status 512, an avatar 513, and a selection button 515. For example, the selection button 515 may be an object that indicates the options available to the user 12. The special background image 720 may be a different image from the virtual world image 520 and the battle background image 620. The special background image 720 is a still image, but is not limited to a still image and may be a moving image.
[0104] This explains the Battle Screen 600. As shown in Figure 13, the battle screen 600 is displayed on the monitor 27 of terminal 20 during the execution of battle phase 77. The battle screen 600 includes a first battle screen 601 and a second battle screen 602. The first battle screen 601 is displayed on the monitor 27 during normal battles in battle phase 77. The second battle screen 602 is displayed on the monitor 27 during specific battles.
[0105] The first battle screen 601 includes a battle UI 610, a battle background image 620, and an enemy character 630. The battle UI 610 may include a status 612, an avatar 613, and multiple cards 80 as a hand. The status 612 may include parameter information of the avatar 613 (e.g., hit point value). The status 612 may be the same object as the status 512. That is, the status 512 may be carried over from the movement phase 76 to the battle phase 77 and displayed as the status 612.
[0106] Avatar 613 may be the character selected by user 12 as Avatar 613. Avatar 613 may be the same object as Avatar 513. That is, Avatar 513 may be carried over from movement phase 76 to battle phase 77 and displayed as Avatar 613.
[0107] As mentioned above, the battle background image 620 is a screenshot of the virtual world image 520 taken immediately before the start of battle phase 77. The enemy character 630 may be a monster or an animal. The enemy character 630 may include parameter information (e.g., hit point value). It is desirable that a card selection operation be possible, where a card 80 is selected as a playable card 80A by tapping the area where multiple cards 80 are displayed as a hand.
[0108] The second battle screen 602 includes a battle UI 610, a special background image 720, and enemy characters 630. The battle UI 610 may include status 612, an avatar 613, and multiple cards 80 as the hand. The special background image 720 is an image different from both the virtual world image 520 and the battle background image 620.
[0109] <An example of the transition of display states on a terminal monitor> This section describes the transition of the display state on monitor 27 when user 12 moves through the virtual world VW and reaches battle node ND3, and a normal battle in battle phase 77 begins.
[0110] As shown in Figure 12, the first movement screen 501 is displayed on the monitor 27. At this time, the monitor 27 displays various movement UIs 510 along with the virtual world image 520. For example, the monitor 27 displays a progress button 514 at each node ND, and shows how the user 12 moves through the virtual world VW to reach the battle node ND3 based on the movement instruction operation using each progress button 514.
[0111] As shown in Figure 14, when user 12 moves through the virtual world VW and reaches battle node ND3, the display state of monitor 27 becomes display state 90A. In display state 90A, the first movement screen 501 is displayed on monitor 27. Various movement UIs 510 are displayed on monitor 27 along with the virtual world image 520. Display state 90A may also include enemy symbols 550. The enemy symbols 550 are objects that are displayed at the position corresponding to battle node ND3 and indicate that battle phase 77 will start when that position is reached. The process of user 12 reaching battle node ND3 is represented as a moving image of the virtual world image 520. In one example, the virtual world image 520 that constitutes the first movement screen 501 includes footprint objects 561.
[0112] The display state of monitor 27 transitions from display state 90A to display state 90B. In display state 90B, the virtual world image 520 is displayed on monitor 27, while the movement UI 510 is not displayed. In other words, the movement UI 510 is displayed while user 12 moves through the virtual world VW and reaches battle node ND3, but its display ends after reaching battle node ND3. The virtual world image 520 still contains the footprint object 561. At this point, the processor 21 of terminal 20 takes a screenshot of the virtual world image 520 (S122).
[0113] The display state of monitor 27 transitions from display state 90B to display state 90C. In display state 90C, monitor 27 should display a battle start screen 730 indicating the start of battle phase 77. For example, the battle start screen 730 may include the text "Battle Start" as information indicating that battle phase 77 is starting. The battle start screen 730 is a screen different from both the first movement screen 501 and the first battle screen 601, and includes objects not found in either of them.
[0114] The display state of monitor 27 transitions from display state 90C to display state 90D. In display state 90D, the first battle screen 601 is displayed on monitor 27. That is, various battle UIs 610 are displayed on monitor 27 along with the battle background image 620.
[0115] Here, the battle background image 620 displayed on monitor 27 is a screenshot taken when display state 90B is active. That is, the battle background image 620 is a still image of the virtual world image 520 in display state 90B. For this reason, the battle background image 620 includes footprint objects 561, just like the virtual world image 520 in the first movement screen 501. In this way, each time the game transitions to battle phase 77, the battle background image 620 uses a screenshot of the virtual world image 520 that has been rendered at that time. In addition, in display state 90D, monitor 27 displays cards 80 as the player's hand and enemy characters 630.
[0116] Thus, in the movement phase 76, the processor 21 of terminal 20 displays the virtual world image 520, and when the battle phase 77 proceeds as a normal battle, in the battle phase 77, at least a part of the first movement screen 501 in the movement phase 76 (for example, the virtual world image 520) is displayed as the first battle screen 601. The movement phase 76 is an example of the first phase, and the battle phase 77 is an example of the second phase. Furthermore, a normal battle is an example of the first pattern, the first movement screen 501 is an example of the first image, and the first battle screen 601 is an example of the second image. The virtual world image 520 included in the first movement screen 501 is a moving image. The battle background image 620 is a frame image acquired at a predetermined timing from the data used to display the virtual world image 520.
[0117] If progress data is not retained, the first movement screen 501 in movement phase 76 consists of a virtual world image 520 and a movement UI 510. The first battle screen 601 includes the virtual world image 520 as the battle background image 620, but does not include the movement UI 510. Here, the case where progress data is not retained is an example of a scene where a new battle phase 77 is started, rather than a scene where an interrupted battle phase 77 is resumed. The virtual world image 520 is an example of a first object, and the movement UI 510 is an example of a second object.
[0118] Next, we will explain the transition of the display state on monitor 27 in the scene where user 12 moves through the virtual world VW and reaches battle node ND3, and a specific battle in battle phase 77 begins.
[0119] As shown in Figure 12, the first movement screen 501 is displayed on the monitor 27. At this time, the monitor 27 displays various movement UIs 510 along with the virtual world image 520. For example, the monitor 27 displays a progress button 514 at each node ND, and shows how the user 12 moves through the virtual world VW to reach the battle node ND3 based on the movement instruction operation using each progress button 514.
[0120] As shown in Figure 15, when user 12 moves through the virtual world VW and reaches battle node ND3A, the display state of monitor 27 becomes display state 91A. In display state 91A, the first movement screen 501 is displayed on monitor 27. Various movement UIs 510 are displayed on monitor 27 along with the virtual world image 520. Display state 91A does not include enemy symbols 550. The process of user 12 reaching battle node ND3A is represented as a moving image of the virtual world image 520.
[0121] The display state of monitor 27 transitions from display state 91A to display state 91B. In display state 91B, monitor 27 may display a transition screen 740 indicating that the user is transitioning to a space different from the corridor PA, such as room PB. The transition screen 740 may be configured to reduce or eliminate the display area of the corridor PA by enlarging a shielding object 741 different from the corridor PA, such as a double door. The user will move to a different virtual space before and after the display of the transition screen 740.
[0122] Next, the display state of monitor 27 transitions from display state 91B to display state 91C. In display state 91C, the battle start screen 730 should be displayed on monitor 27. After that, the display state of monitor 27 transitions from display state 91C to display state 91D. In display state 91D, the second battle screen 602 is displayed on monitor 27. That is, various battle UIs 610 are displayed on monitor 27 along with a special background image 720. The special background image 720 is an image different from both the virtual world image 520 and the battle background image 620, which is a screenshot of the virtual world image 520, and should be an image that has been stored in memory 22 in advance.
[0123] Thus, when the terminal 20's processor 21 proceeds with the battle phase 77 in a specific battle different from a normal battle, the battle phase 77 will display a special background image 720 that is different from the first movement screen 501 (particularly the virtual world image 520) in the movement phase 76. The special background image 720 is an example of a third image different from the first image.
[0124] Next, we will describe a scenario where the normal battle in Battle Phase 77 is interrupted and the Battle Phase 77 is restarted based on progress data. In this case, user 12 moves the virtual world VW from the reference node ND to the target node ND3, and the normal battle in Battle Phase 77 is restarted.
[0125] As shown in Figure 16, the monitor 27 displays the first movement screen 501, and shows how user 12 moves through the virtual world VW from the reference node ND to the target node ND3 based on the movement data as save data. At this time, the monitor 27 displays the virtual world image 520, but does not display the various movement UIs 510. In other words, when resuming the interrupted battle phase 77, the movement UIs 510 are not displayed from the time user 12 starts moving through the virtual world VW until they reach the target node ND3. That is, the progress button 514 is not displayed on the monitor 27 at each node ND, and user 12 moves through the virtual world VW along the same route as before without requiring any movement instruction operations at each node ND. However, the system may also be configured so that the progress button 514 is displayed on the monitor 27 at each node ND, and the progress button 514 is automatically selected, so that user 12 moves through the virtual world VW along the same route as before without requiring any movement instruction operations at each node ND. When user 12 reaches the target node ND3 (battle node ND3), the display state of monitor 27 becomes display state 92A. In display state 92A, the first movement screen 501 is displayed on monitor 27. The virtual world image 520 is displayed on monitor 27, while the various movement UIs 510 are not displayed. Thus, when resuming the interrupted battle phase 77, the movement UIs 510 are not displayed from the moment user 12 starts moving in the virtual world VW.
[0126] Display state 92A may include enemy symbols 550. The process by which user 12 reaches battle node ND3 is represented as a moving image as a virtual world image 520. In one example, the virtual world image 520 that constitutes the first movement screen 501 includes footprint objects 561.
[0127] The display state of monitor 27 transitions from display state 92A to display state 92B. In display state 92B, the virtual world image 520 is displayed on monitor 27, while various movement UIs 510 are not displayed. Furthermore, in display state 92B, the display of enemy symbols 550 has also ended. The virtual world image 520 includes footprint objects 561. In this state, the processor 21 of terminal 20 takes a screenshot of the virtual world image 520 (S152).
[0128] The display state of monitor 27 transitions from display state 92B to display state 92C. In display state 92C, the battle start screen 730, indicating the start of battle phase 77, should be displayed on monitor 27. The display state of monitor 27 transitions from display state 92C to display state 92D. In display state 92D, the first battle screen 601 is displayed on monitor 27. That is, various battle UIs 610 are displayed on monitor 27 along with the battle background image 620. Here, the battle background image 620 displayed on monitor 27 is a screenshot from when display state 92B was active. That is, the battle background image 620 is a still image of the virtual world image 520 in display state 90B. For this reason, the battle background image 620 includes footprint objects 561, just like the virtual world image 520.
[0129] Thus, when the battle phase 77 is interrupted and the terminal 20's processor 21 decides to resume the battle phase 77 based on progress data, it will transition to the battle phase 77 via the movement phase 76 before resuming the interrupted battle phase 77. When progress data is retained, the first movement screen 501 in the movement phase 76 consists of a virtual world image 520 but does not include the movement UI 510. One example of when progress data is retained is when an interrupted battle phase 77 is resumed. The terminal 20's processor 21 retains route data regarding the movement route in the virtual world VW during the period from the start of the most recent movement phase 76 to the transition to the battle phase 77. When resuming the battle phase 77, the movement route in the virtual space VS in the movement phase 76 is the movement route corresponding to the route data. Thus, when resuming, it can be said that the player moves from the previous event end point on the 3D map, via the first phase, to the previous interruption point.
[0130] Next, we will describe a scenario where a specific battle in Battle Phase 77 is interrupted, and Battle Phase 77 is restarted based on progress data. In this case, User 12 moves the virtual world VW from the reference node ND to the target node ND3, and the specific battle in Battle Phase 77 is restarted.
[0131] In this case, the transition of the display state is the same as when a battle is normally resumed, but it differs in that the transition screen 740 is displayed, and the second battle screen 602, which includes a special background image 720, is displayed to resume the specific battle. In other words, the monitor 27 may display the first movement screen 501, which does not include the movement UI 510, then the transition screen 740 is displayed, and the second battle screen 602 is displayed to resume the specific battle. Alternatively, the system may be configured so that the user 12 moves through the virtual world VW along the same route as last time without requiring movement instruction operations at each node ND, by displaying the progress button 514 on the monitor 27 and automatically selecting the progress button 514.
[0132] As described above, the special background image 720 is an image different from both the virtual world image 520 and the battle background image 620, which is a screenshot of the virtual world image 520, and is an image that is pre-stored in memory 22. In other words, the special background image 720 differs from the battle background image 620, which is created each time the battle phase 77 starts or restarts, in that it is displayed using pre-created image data.
[0133] Here, a transition screen 740 is displayed between the display of the virtual world image 520 and the display of the special background image 720. Therefore, in the scene where a specific battle is started or resumed, the continuity between the movement phase 76 and the battle phase 77 is relatively low, and it is less likely to cause discomfort compared to the scene where a normal battle is started or resumed. In this embodiment, since a predetermined still image is used as the special background image 720 in both the scene where a specific battle is started and the scene where a specific battle is resumed, the image processing load in the scene where the battle phase 77 is resumed can be reduced. Furthermore, in the battle phase 77, it is necessary to display enemy characters 630 in addition to various battle UIs 610, which tends to increase the image processing load, but by using a pre-created still image as the special background image 720, the image processing load can be reduced.
[0134] <Effects of the Embodiment> The effects of this embodiment will be described. (1) If Battle Phase 77 is interrupted, instead of immediately resuming Battle Phase 77 based on the progress data, it will be restarted after going through Movement Phase 76. Therefore, since Battle Phase 77 will be restarted after going through Movement Phase 76, just as when the interrupted Battle Phase 77 was started, the sense of incongruity associated with the restart of Battle Phase 77 can be reduced.
[0135] (2) When Battle Phase 77 is conducted as a normal battle, at least a portion of the virtual world image 520 from Movement Phase 76 is displayed as the battle background image 620 in Battle Phase 77. Therefore, the continuity between Movement Phase 76 and Battle Phase 77 is perceived even when Battle Phase 77 resumes, further reducing any sense of unease associated with the resumption of Battle Phase 77.
[0136] (3) The battle background image 620 is a frame image acquired at a predetermined timing from the data used to display the virtual world image 520. Therefore, it can be made consistent with the virtual world image 520, which is a moving image.
[0137] (4) If progress data is not retained, that is, when a new battle phase 77 is started, the movement screen 500 in the movement phase 76 consists of a virtual world image 520 and a movement UI 510, and the battle screen 600 includes a battle background image 620 which is also the virtual world image 520, but does not include the movement UI 510. Therefore, the first battle screen 601 does not include the movement UI 510 which is unnecessary for the battle, and can provide a clean screen configuration.
[0138] (5) When progress data is retained, that is, when restarting battle phase 77, the movement screen 500 in movement phase 76 is configured to include the virtual world image 520 but not the movement UI 510. If the movement screen 500 including the movement UI 510 were to be displayed, it would be necessary to make the movement UI 510 exactly match the past, which would increase the control load. According to the configuration of this embodiment, when restarting battle phase 77, the movement UI 510 is not displayed, thus reducing the control load. In addition, it is possible to reduce the sense of incongruity caused by the movement UI 510 (e.g., status 512) not exactly matching the past.
[0139] (6) The movement phase 76 includes moving through the virtual world VW, and the virtual world image 520 is an image of the virtual world VW from a first-person or third-person perspective. On the other hand, the battle phase 77 does not include moving through the virtual world VW. As described above, the battle background image 620 is a screenshot of the virtual world image 520. Therefore, compared to a configuration in which the battle background image 620 is a moving image, the processing load on the terminal 20's processor 21 is reduced, while making it easier to perceive visual continuity between the movement phase 76 and the battle phase 77.
[0140] (7) If progress data is retained, the movement route in the virtual space VS during movement phase 76 is the movement route corresponding to the route data. Therefore, when attempting to restart battle phase 77, it is possible to reproduce the movement from the start of the most recent movement phase 76 to the start of battle phase 77, and then restart battle phase 77. Thus, it is possible to make the player feel more strongly that the interrupted battle phase 77 is being restarted.
[0141] (8) When Battle Phase 77 is conducted as a specific battle different from a normal battle, a special background image 720 different from the virtual world image 520 in Movement Phase 76 is displayed in Battle Phase 77. This makes it possible to clearly distinguish between a specific battle and a normal battle. It also reduces the control load.
[0142] (9) The special background image 720 is a screenshot of the virtual world image 520, and an image that is neither of the virtual world image 520, and is a still image stored in memory 22. Therefore, the image processing load when restarting battle phase 77 can be reduced.
[0143] (10) A screenshot of the virtual world image 520 will be used for the normal battle in Battle Phase 77. Therefore, the sense of incongruity when transitioning from Movement Phase 76 to Battle Phase 77 (normal battle) can be suppressed.
[0144] (11) In Battle Phase 77, the system will resume with a common process regardless of when it is restarted, which reduces the processing load and minimizes any sense of unease for the user 12. <Example of changes> The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically.
[0145] (Example of change 1) The movement phase 76 is not limited to the configuration of the above embodiment. The movement phase 76 may be configured to allow free movement in the virtual world VW without providing node ND. In this modified example, the movement data may be configured to determine the movement route in the virtual world VW. For example, the movement data may be represented as a set of position coordinates of user 12 at any given time, or as a function that connects the position coordinates at each of multiple timings.
[0146] (Example of change 2) Battle Phase 77 is not limited to the configuration of the above embodiment. Battle Phase 77 may be a one-on-one, one-on-many, many-on-one, or many-on-many battle. Battle Phase 77 is not limited to a card battle using cards 80, and may be a command-based battle in which the user 12's avatar's actions are selected from a set of options, or an action battle. The battle in Battle Phase 77 is not limited to a turn-based battle, and may be a real-time battle.
[0147] (Example of change 3) The first phase is not limited to the movement phase 76. That is, the first phase does not have to include the user 12 moving around the virtual world VW. The second phase is not limited to the battle phase 77. For example, the second phase may be a phase that includes moving around the virtual world VW. The first and second phases may include one or more of the following, which can be arbitrarily selected from RPG (Role-Playing Game), action game, shooting game, racing game, adventure game, strategy game, simulation game, and music (rhythm) game. Also, the first and second phases may be phases with the same content as each other. The game provided by the information processing system 10 is not limited to having multiple parts. For example, the game may have a single part. The first and second phases may be included within a single event, or they may be included during periods when a predetermined image (object) is displayed, such as during the display of a predetermined movie, during the display of an ending, and during the display of a menu screen.
[0148] (Example of change 4) The images and videos included in the first movement screen 501 are not limited to the virtual world image 520. For example, the first movement screen 501 may include images and videos explaining the operation method in movement phase 76, or may include images of gameplay streamed by other users. Furthermore, the elements carried over to the battle screen 600 are not limited to the virtual world image 520, but may be any elements that constitute the movement screen 500. The virtual world image 520 is not limited to an image or video, but may be a still image. Also, the screenshot used as the battle background image 620 does not have to include decorative objects 560.
[0149] (Example of change 5) The game may be runnable on each of the multiple terminals 20. In this example of modification, it is assumed that user 12 owns a first terminal 20 and a second terminal 20. The first terminal 20 and the second terminal 20 have different monitor resolutions and aspect ratios. Suppose that user 12 is playing the game using the first terminal 20 and is interrupted in the middle of a normal battle in battle phase 77. Next, suppose user 12 resumes battle phase 77 using the second terminal 20. In this case, the processor 21 of the second terminal 20 will regenerate the data for displaying the virtual world image 520, adapted to the resolution of the monitor 27 of the second terminal 20. Therefore, even when attempting to resume battle phase 77 using a terminal 20 with different monitor specifications, it can be resumed without any issues.
[0150] (Example of change 6) The first and second patterns are not limited to normal battles and specific battles. The first and second patterns may differ in the time of play, date, day of the week, month, time of day, and season. The first and second patterns may differ in the number of enemy characters, or in the presence or absence and number of allied characters.
[0151] (Example of change 7) The save data used when resuming the interrupted battle phase 77 is not limited to being stored in the memory 32 of server 30. For example, the movement data may be stored in the memory 32 of server 30, and the progress data may be stored in the memory 22 of terminal 20. In this case, the processor 21 of terminal 20 may obtain the movement data (route data) from server 30 in step S144 and store it in memory 32 as save data 232. The processor 21 of terminal 20 may store the movement data in memory 22 as save data 232 in step S103. Alternatively, both the movement data and the progress data may be stored in the memory 22 of terminal 20. In this case, the processor 21 of terminal 20 may store the movement data in memory 22 as save data 232 in step S103, and the progress data in memory 22 as save data 232 in steps S131 and S161.
[0152] (Example of change 8) The information processing system 10 is not limited to providing games as a service, but may be configured to provide services other than games. For example, if learning support is provided as a service, the first phase may involve moving an avatar to acquire learning materials, and the second phase may involve working on learning tasks together with characters other than the avatar. For example, if e-commerce is provided as a service, the first phase may involve moving an avatar to put products into a basket, and the second phase may involve making a payment at a counter.
[0153] (Example of change 9) The execution order of the processes and steps described above is merely an example and is not limited to these. The execution order of the processes and steps can be arbitrarily changed as long as it does not deviate from the embodiments and modifications.
[0154] (Example of change 10) One or more modules or functions provided by terminal 20 and server 30 may be implemented by circuits such as ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field-Programmable Gate Array), and MCU (Micro Control Unit).
[0155] (Example of change 11) One or more modules or functions provided by terminal 20 and server 30 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above-mentioned programs and various data are recorded in storage so that they can be read by the processor. The programs are loaded into memory. The processor then reads the above-mentioned programs from storage and executes them, thereby realizing the functions of this disclosure. The storage may be implemented as a non-volatile storage device, as already described.
[0156] (Example of change 12) The program may be supplied to the computer via any transmission medium capable of transmitting it (such as a communication network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0157] (Example of change 13) The game program on server 30 and the game program on terminal 20 can be perceived as a single program, or they can be perceived as separate programs. The server 30 may perform all processing and display the results of that processing as an image on the monitor 27 of terminal 20.
[0158] (Example of change 14) Of the processes and steps described in the embodiments and modifications, any specific processes and steps may be executed by the processor 31 of the server 30, while processes and steps different from those specific may be executed by the processor 21 of the terminal 20. In other words, in the information processing system 10, the computer may consist of one or more terminals 20 and one or more servers 30. For example, all of the various means and functional units that can be implemented by the processor 31 of the server 30 may be implemented by the processor 21 of the terminal 20. For example, of the various means and functional units that can be implemented by the processor 31 of the server 30, some may be implemented by the processor 31 of the server 30, and the remainder may be implemented by the processor 21 of the terminal 20.
[0159] The various functional units described in the embodiments and modifications are not limited to being composed of a single processor 31, but may be composed of a single server 30 or a plurality of processors contained in a plurality of servers 30. The various functional units described in the embodiments and modifications are not limited to being composed of a single processor 21, but may be composed of a single terminal 20 or a plurality of processors contained in a plurality of terminals 20. Furthermore, the various functional units may be composed of one or more processors contained in one or more terminals 20 and one or more servers 30. Thus, a computer may be composed of terminals 20, may be composed of servers 30, or may be composed of terminals 20 and servers 30.
[0160] (Example of change 15) When terminal 20 performs all of the processes and steps described in the embodiments and modifications, terminal 20 may be configured not to communicate with other devices when performing these processes and steps. Furthermore, the computer is not limited to being composed of terminal 20 and / or server 30. The computer may be a device that does not communicate with other devices. For example, the computer may be a stationary device for home or business use, or it may be a portable device.
[0161] <Note> This disclosure includes the following embodiments. (assignment) For example, the aim is to improve interest.
[0162] (Solution) [Note 1] A program in which a computer functions as a means for advancing a game including a first phase and a second phase that can be transitioned from the first phase, and a means for holding progress data in the second phase, wherein if the second phase is interrupted and the second phase is to be restarted based on the progress data, the means for advancing to the second phase via the first phase and then restarting the second phase.
[0163] According to this, if Phase 1 is interrupted, Phase 2 will not be restarted without going through Phase 1, but rather Phase 2 will be restarted after going through Phase 1. Therefore, the sense of unease associated with restarting Phase 2 can be reduced, and thus the level of interest can be improved.
[0164] [Note 2] The program described in Note 1, wherein the progress means displays a first image in the first phase, and when the second phase is carried out in the first pattern, in the second phase, at least a part of the first image in the first phase is displayed as the second image.
[0165] According to this, in the second phase, at least a portion of the first image from the first phase is displayed as the second image, thus creating continuity between the first and second phases and further reducing any sense of unease associated with the resumption of the second phase.
[0166] [Note 3] The program described in Note 1 or Note 2, wherein the first image includes a moving image, and the second image includes a frame image acquired at a predetermined timing from data for displaying the moving image.
[0167] According to this, the second image includes frame images acquired at a predetermined timing from the data used to display the first image, which includes moving images. Therefore, consistency with the first image, which includes moving images, can be maintained.
[0168] [Note 4] In the case where the progress data is not retained, the program described in any one of Notes 1 to 3, wherein the first image in the first phase comprises a first object and a second object, and the second image includes the first object but does not include the second object.
[0169] According to this, if progress data is not retained, that is, in the process where the second phase begins, the first image includes both the first and second objects, while the second image includes the first object but does not include the second object. Therefore, the second screen can give a clean impression while still conveying a sense of connection to the first image.
[0170] [Note 5] The program described in any one of Notes 1 to 4, wherein, when the progress data is retained, the first image in the first phase consists of the first object and does not include the second object.
[0171] According to this, if progress data is retained, that is, in a process where the second phase is restarted based on the progress data, the first image in the first phase includes the first object but does not include the second object. Therefore, it becomes easier to perceive that the second phase, not the first phase, is being restarted.
[0172] [Note 6] The program described in any one of Notes 1 to 5, wherein the first phase includes moving through a virtual world, the first image is an image of the virtual world in a first-person or third-person perspective, and the second phase does not include moving through the virtual world.
[0173] According to this, the first image, which is a moving image, is an image of the virtual world from a first-person or third-person perspective, accompanying movement within the virtual world, whereas the second phase does not involve movement within the virtual world. Therefore, it can be assumed that the second phase is executed as a result of the movement process in the first phase.
[0174] [Note 7] The program described in any one of Notes 1 to 6, wherein the progress data includes route data relating to the movement route in the virtual world during the period from the start of the first phase to the transition to the second phase, and when the progress data is retained, the movement route in the virtual space during the first phase is the movement route corresponding to the route data.
[0175] According to this, the movement during the period from the start of Phase 1 to the transition to Phase 2 is reproduced, and then Phase 2 is restarted. This reduces the sense of unease associated with the restart of Phase 2.
[0176] [Note 8] The program described in any one of Notes 1 to 7, wherein when the progress means proceeds with the second phase in a second pattern different from the first pattern, the second phase displays a third image different from the first image in the first phase.
[0177] According to this, in scenes where the second phase proceeds according to the second pattern, a third image different from the first image is displayed. Therefore, the difference between the first and second patterns can be clearly defined.
[0178] [Note 9] The aforementioned second phase is a battle phase in which battles are conducted, and is a program as described in any one of Notes 1 to 8. According to this, battles easily capture the user's attention. This can reduce the awkwardness when restarting the battle phase and improve the level of engagement.
[0179] Furthermore, the solutions configured in the above program may be adapted as appropriate to the fields of devices (information processing devices or computers), information processing systems, methods, and recording media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to the procedures. The scope of the present invention should be determined by referring to the appended claims, along with the entire scope of equivalents to which the claims are granted. [Explanation of Symbols]
[0180] 10… Information Processing Systems 20… Terminal 21… Processor 22...Memory 30… Server 31… Processor 32...memory 76…Movement Phase 77... Battle Phase 500~502...Transition screen 510…Movement UI 520…Virtual world image 600-602... Battle screen 620... Battle background image 720... Special background image VS...Virtual Space VW...Virtual World
Claims
1. Computers, A means for progressing a game that includes a first phase and a second phase that can be transitioned from the first phase and in which battles take place, and for progressing the second phase based on user input, A means for retaining progress data in the second phase, and which functions as such. The first phase includes moving through a virtual world, If the second phase is interrupted and the progress means restarts the second phase based on the progress data, it will proceed to the second phase via the first phase and then restart the second phase in the same way as when the second phase was interrupted. When the travel route in the first phase up to the interrupted second phase is the first route, the first phase up to the resumed second phase is reproduced with the content of traveling along the first route. A program that, when the travel route in the first phase up to the interrupted second phase is a second route different from the first route, reproduces the first phase up to the resumed second phase by traveling along the second route.
2. A means for progressing a game that includes a first phase and a second phase that can be transitioned from the first phase and in which battles take place, and for progressing the second phase based on user input, The system comprises a holding means for holding progress data in the second phase, The first phase includes moving through a virtual world, If the second phase is interrupted and the progress means restarts the second phase based on the progress data, it will proceed to the second phase via the first phase and then restart the second phase in the same way as when the second phase was interrupted. When the travel route in the first phase up to the interrupted second phase is the first route, the first phase up to the resumed second phase is reproduced with the content of traveling along the first route. An information processing system that, when the travel route in the first phase up to the interrupted second phase is a second route different from the first route, reproduces the first phase up to the resumed second phase with the content of traveling along the second route.
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