Storage medium storing game program, information processing system, and method
Patent Information
- Application Number
- CN202310247261.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2022-03-16
- Filing Date
- 2023-03-15
- Publication Date
- 2026-10-27
- Estimated Expiration
- 2043-03-15
AI Technical Summary
[0003]然而,在上述以往的游戏中,存在以下课题:例如,在采用行驶体环绕赛道上的道路行驶的前进路线的情况下,由于在相同的路径上行驶多次而缺乏变化
[0048]根据本发明,能够根据操作目标对象在竞速游戏中的行进程度来切换在赛道的分支部分处该操作目标对象能够进入的分支目的地或者限制该操作目标对象进入的分支目的地。
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Figure CN116764201B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a storage medium storing a game program capable of executing a racing game, an information processing system, and an information processing method. Background Technology
[0002] Previously, there was a racing game in which a vehicle travels on a track (for example, see Japanese Patent Application Publication No. 11-347247).
[0003] However, in the aforementioned previous games, there are the following issues: for example, when using a route where the vehicle travels around the road on the track, there is a lack of variation due to traveling on the same path multiple times.
[0004] Therefore, the object of the present invention is to provide a storage medium, an information processing system, and an information processing method that store a game program capable of changing paths in a racing game. Summary of the Invention
[0005] To address the aforementioned problems, the present invention employs the following structure.
[0006] (Structure 1)
[0007] The game program of the first structure is a game program that enables a computer to execute a racing game in which multiple mobile objects progress on a track defined by a track object in virtual space. The track has branch sections divided into multiple branch destinations. The multiple mobile objects pass through these branch sections multiple times while traveling on the track. The game program enables the computer to function as: a movement control unit that moves a target object, which is the player's operational objective, on the track based on the player's input; and a branch control unit that allows the target object to enter at least one of the multiple branch destinations at each branch section, and restricts the target object from entering other branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that are restricted at each branch section, regardless of the progress of the mobile objects other than the target object in the racing game, based on the progress of the target object in the racing game.
[0008] Based on the above structure, the branch destinations that the target object can enter or the branch destinations that the target object can enter are switched according to the progress of the target object in the racing game. Thus, by having the moving object travel on different roads within the same track, a racing game with varying paths can be realized.
[0009] (Structure 2)
[0010] Regarding the second structure, it can also be that, in the first structure described above, the branch control unit switches between enabling and disabling the entry control object, which is used to restrict entry to the other branch destinations or enable entry to at least one branch destination at the branch portion.
[0011] Based on the above structure, by enabling or disabling the access control object, it is possible to switch the branch destinations that the operation target object can enter or restrict the branch destinations that the operation target object can enter.
[0012] (Structure 3)
[0013] Regarding the third structure, it is also possible that, in the second structure described above, the track pre-includes the entry control object. Alternatively, the branch control unit may switch the activation and deactivation of the display of the entry control object and / or the activation and deactivation of the collision determination for the entry control object.
[0014] Based on the above structure, the switching can be performed by toggling the display of pre-configured entry control objects on the track (enabling / disabling) or the collision determination of entry control objects (enabling / disabling). This eliminates the need to construct a virtual space for each moving object, reducing the processing burden.
[0015] (Structure 4)
[0016] Regarding the fourth structure, it could also be that, in the third structure described above, the entry control object is an entry prevention object used to restrict entry into the other branch destinations, and the entry prevention object is displayed in a manner that allows visual confirmation of the existence of a virtual space behind the entry prevention object.
[0017] Based on the above structure, by setting it to be able to visually confirm the rear direction of the object being prevented from entering, for example, even when moving objects of different speeds pass through the object being prevented from entering, the unnatural feeling can be reduced.
[0018] (Structure 5)
[0019] Regarding the fifth structure, it is also possible that, in any of the structures 2 to 4 described above, the game program causes the computer to also function as a display control unit. The display control unit generates a first image including an operation target object that serves as the player's operation target, and a second image including a second moving object from among the plurality of moving objects, excluding the operation target object that serves as the player's operation target. The display control unit causes the first image to be displayed in a first area of the display screen, and causes the second image to be displayed in a second area of the display screen. Alternatively, the branch control unit may switch the activation and deactivation of the entry control object based on the movement progress of the operation target object, regardless of the movement progress of the moving objects other than the operation target object, thereby switching between branch destinations that the operation target object can enter at the branch portion or branch destinations that restrict the operation target object's entry. Similarly, the branch control unit may switch the activation and deactivation of the entry control object based on the movement progress of the second moving object, regardless of the movement progress of the moving objects other than the second moving object, thereby switching between branch destinations that the second moving object can enter at the branch portion or branch destinations that restrict the second moving object's entry. Alternatively, the display control unit may enable or disable the display of the entering control object in the first image based on the degree of movement of the target object, and the display control unit may enable or disable the display of the entering control object in the second image based on the degree of movement of the second moving object.
[0020] Based on the above structure, the screen can be divided and moving objects can be displayed in each screen, and the game can be progressed in each screen.
[0021] (Structure 6)
[0022] Regarding the sixth structure, it could also be that, in any of the structures 1 through 5 described above, the racing game is a game where the target object passes through the starting point of the track multiple times. Alternatively, the branch control unit performs the switching such that the branch destination that the target object can enter at the branch section, or the branch destination that restricts the target object's entry, differs between when the target object passes the starting point for the first time and when the target object passes the starting point for the second time.
[0023] Based on the above structure, in a racing game that revolves around a track, the path that the target object moves can be different depending on the number of laps.
[0024] (Structure 7)
[0025] Regarding the seventh structure, it could also be that, in the sixth structure described above, the branch control unit performs the switching during the period after the target object has passed the starting point and before it arrives at the starting point again.
[0026] Based on the above structure, it is possible to switch paths while the target object is circling the track.
[0027] (Structure 8)
[0028] Regarding the eighth structure, it could also be that, in the sixth or seventh structure described above, the branch control unit performs the switching for the next cycle after the target object passes through the branch portion in the current cycle and before the target object enters the next cycle.
[0029] Based on the above structure, the path can be switched before the target object enters the next cycle. For example, the path can be switched even when the target object is moving at high speed.
[0030] (Structure 9)
[0031] Regarding the ninth structure, it is also possible that in any of the structures 1 to 8 described above, the game program enables the computer to also function as an object control unit, which enables objects on the track that have a beneficial or detrimental effect on the moving object in the racing game to be effective based on the moving object's speed of movement, regardless of the speed of movement of other moving objects.
[0032] Based on the above structure, objects that bring favorable or unfavorable effects to the game can be made effective according to the progress of each moving object.
[0033] (Structure 10)
[0034] Regarding the 10th structure, it is also possible that, in the 9th structure described above, the validated object can change to a first state and a second state, and when the object is validated for multiple moving objects, the state of the object is common among the multiple moving objects.
[0035] Based on the above structure, even when objects are made valid according to the progress of each moving object, the state of the objects can be shared.
[0036] (Structure 11)
[0037] Regarding the 11th structure, it can also be that in any of the above structures 1 to 10, the track includes a common path that the plurality of moving objects pass through multiple times in the racing game, and the direction of travel of the moving object on the common path when it passes through the common path for the first time is opposite to the direction of travel of the moving object on the common path when it passes through the common path for the second time.
[0038] Based on the above structure, the direction of movement can be changed according to the progress of the moving object, thereby making the racing game more varied.
[0039] (Structure 12)
[0040] Regarding the 12th structure, it is also possible that, in the 11th structure described above, the game program enables the computer to also function as a movement change object control unit, which enables or disables the movement change object, which is used to change the movement mode of the movement object in a predetermined direction. Alternatively, the movement change object control unit enables or disables the movement change object based on the degree of movement of the movement object, in a manner that the direction of movement of the movement object corresponds to the direction of change of movement mode when the movement object moves on the common path.
[0041] According to the above structure, for example, when the moving object is at a first level of movement, the first direction becomes the direction of movement, and when the moving object is at a second level of movement, the second direction becomes the direction of movement. In this case, the moving object can change its movement mode in the first direction when the moving object is at a first level of movement, and change its movement mode in the second direction when the moving object is at a second level of movement.
[0042] (Structure 13)
[0043] The 13th structure is an information processing system for executing a racing game that progresses by moving multiple mobile objects, each corresponding to a multiple player, along a track defined by a track object in virtual space. The track has branch sections divided into multiple branch destinations, and the multiple mobile objects pass through these branch sections multiple times while traveling on the track. The information processing system includes: a movement control unit that moves the mobile object corresponding to a player on the track based on the player's input; and a branch control unit that allows the mobile object to enter at least one of the multiple branch destinations at a branch section and restricts the mobile object from entering other branch destinations. The branch control unit switches between branch destinations that the first mobile object can enter or branch destinations that are restricted at a branch section based on the progress of a first mobile object corresponding to a first player in the racing game, and switches between branch destinations that the second mobile object can enter or branch destinations that are restricted at a branch section based on the progress of a second mobile object corresponding to a second player in the racing game.
[0044] Based on the above structure, the branch destinations that each moving object can enter or the branch destinations that each moving object can enter are switched according to the progress of each moving object in the racing game. Thus, a racing game with changing paths can be realized.
[0045] (Structure 14)
[0046] Regarding the 14th structure, it is also possible that, in the 13th structure described above, the information processing system includes a first information processing device and a second information processing device. The first information processing device includes: a first movement control unit that causes the first moving object to move within the track based on the input of the first player; and a first branch control unit that allows the first moving object to enter at least one of the plurality of branch destinations at the branch section, and restricts the first moving object from entering other branch destinations among the plurality of branch destinations. Alternatively, the first branch control unit may switch between the branch destinations that the first moving object can enter or the branch destinations that the first moving object is restricted from entering at the branch section based on the progress of the first moving object. The second information processing device includes: a second movement control unit that causes the second moving object to move within the track based on the input of the second player; and a second branch control unit that allows the second moving object to enter at least one of the plurality of branch destinations at the branch section, and restricts the second moving object from entering other branch destinations among the plurality of branch destinations. Alternatively, the second branch control unit may switch the branch destination that the second moving object can enter at the branch section or restrict the second moving object from entering a branch destination based on the degree of travel of the second moving object.
[0047] In addition, other structures can be information processing systems that execute the aforementioned game programs, information processing devices, or information processing methods.
[0048] According to the present invention, it is possible to switch the branch destinations that the target object can enter at the branch sections of the track or to restrict the target object from entering, depending on the progress of the target object in the racing game.
[0049] These and other objects, features, aspects, and effects of the present invention will become more apparent from the accompanying drawings and the following detailed description. Attached Figure Description
[0050] Figure 1 This is a diagram illustrating an example of a game system.
[0051] Figure 2 This is a block diagram illustrating an example of the internal structure of the main device.
[0052] Figure 3 This is an example of a game image showing a racing game in multiplayer mode, where two players use a single main unit 2 to race.
[0053] Figure 4This is an example of a game image displayed on the screen of monitor 12 when playing a racing game in single-player mode.
[0054] Figure 5 This diagram illustrates an example of a game image displayed on the screen of a display device at the start of a racing game played by two players using a single main unit 2.
[0055] Figure 6 It is a schematic diagram representing the overall track after the start of the racing game, and it is a diagram representing the track from the perspective of player A.
[0056] Figure 7 It is shown in Figure 6 The image shown is an example of the game image displayed on the screen in the indicated state.
[0057] Figure 8 This is an example of a game image displayed on the screen when the moving object TOa reaches the vicinity of branch IC2.
[0058] Figure 9 It is a schematic diagram representing the entire track after the moving object TOa passes through the branch section IC3, and it is a diagram representing the track from the perspective of player A.
[0059] Figure 10 It is shown in Figure 9 The image shown is an example of the game image displayed on the screen in the indicated state.
[0060] Figure 11 This is a schematic diagram of the entire track when moving object TOa reaches branch IC1 of the second lap and moving object TOb reaches branch IC1 of the first lap.
[0061] Figure 12 It is shown in Figure 11 The image shown is an example of the game image displayed on the screen in the indicated state.
[0062] Figure 13A It is a schematic representation in Figure 12 The map showing the overall track as the racing game progresses is a map representing the track from the perspective of player A.
[0063] Figure 13B It means and Figure 13A (4) The track map for player B at the same time point.
[0064] Figure 14 It is shown in Figure 13A (4) and Figure 13B The image shown is an example of the game image displayed on the screen in the indicated state.
[0065] Figure 15 This is an example diagram showing the configuration of all objects.
[0066] Figure 16 This is a diagram illustrating an example of a table that associates the progress of a moving object with a group of objects.
[0067] Figure 17 This is a diagram showing an example of object group 1-A.
[0068] Figure 18 This is a diagram showing an example of object group 2-D.
[0069] Figure 19 This is a diagram showing an example of object group 1-B.
[0070] Figure 20 This is a diagram showing an example of object group 2-E.
[0071] Figure 21 It shows based on Figure 16 The diagram showing the objects that are made active in the object group is an example of the objects displayed when the moving object TOa moves from the first lap to the second lap.
[0072] Figure 22 This is a diagram illustrating an example of the various data used in game processing within game system 1.
[0073] Figure 23 This is a flowchart illustrating an example of game processing performed by game system 1.
[0074] Figure 24 This is a flowchart illustrating an example of the moving object control process in step S4.
[0075] Figure 25 This is a flowchart illustrating an example of the object setting process in step S5. Detailed Implementation
[0076] (Structure of the game system)
[0077] The following describes a game system based on an example of this embodiment. Figure 1 This diagram illustrates an example of a game system. An example of the game system 1 in this embodiment includes a main unit (information processing device; functioning as the main body of the game device in this embodiment) 2, a left controller 3, and a right controller 4. The main unit 2 is the device that performs various processes (e.g., game processing) in the game system 1. The left controller 3 and right controller 4, as examples of operation units for user input, include multiple buttons and analog joysticks.
[0078] The main unit 2 is configured such that the left controller 3 and the right controller 4 can be attached to and detached from the main unit 2. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are installed on the main unit 2 as a whole, or the main unit 2 can be used independently of the left controller 3 and the right controller 4. In addition, the left controller 3 and the right controller 4 are sometimes referred to as "controllers" below.
[0079] Figure 2 This is a block diagram illustrating an example of the internal structure of the main body device 2. (For example...) Figure 2 As shown, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that performs various information processing tasks (such as game processing) executed in the main unit 2, and may include, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). Furthermore, the processor 21 may consist only of a CPU, or it may be a System-on-a-chip (SoC) that includes multiple functions such as CPU and GPU functions. The processor 21 performs various information processing tasks by executing information processing programs (such as game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 26, or an external storage medium installed in slot 29).
[0080] Additionally, the main unit 2 includes a display 12. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 can be any type of display device. The display 12 is connected to the processor 21. The processor 21 displays images generated (e.g., by performing the information processing described above) and / or images acquired from external sources on the display 12.
[0081] In addition, the main unit 2 has a left terminal 23 and a right terminal 22. The left terminal 23 is used for wired communication between the main unit 2 and the left controller 3, and the right terminal 22 is used for wired communication between the main unit 2 and the right controller 4.
[0082] Additionally, as an example of internal storage media built into the main unit 2 itself, the main unit 2 includes flash memory 26 and DRAM (Dynamic Random Access Memory) 27. Flash memory 26 and DRAM 27 are connected to processor 21. Flash memory 26 is primarily used to store various data (which may also be programs) stored in the main unit 2. DRAM 27 is used to temporarily store various data used in information processing.
[0083] The main unit 2 includes a slot 29. The slot 29 has a shape suitable for mounting a specified type of storage medium. The specified type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically used for the game system 1 and information processing devices of the same type. The specified type of storage medium is used for storing data used in the main unit 2 (e.g., save data of game applications) and / or programs executed in the main unit 2 (e.g., game programs).
[0084] The main unit 2 has a slot interface (hereinafter referred to as "I / F") 28. Slot I / F 28 is connected to processor 21. Slot I / F 28 is connected to slot 29 and performs data reading and writing to a specified type of storage medium (e.g., a dedicated memory card) installed in slot 29 according to instructions from processor 21.
[0085] The processor 21 reads or writes data appropriately between the flash memory 26, the DRAM 27, and the aforementioned storage media to perform the aforementioned information processing.
[0086] Additionally, the main unit 2 includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with external devices wirelessly or via a network. In this embodiment, the network communication unit 24 communicates with external devices by connecting to a wireless LAN using a Wi-Fi-compliant standard as a first communication method. Furthermore, the network communication unit 24 communicates wirelessly with other main units 2 of the same type using a prescribed communication method as a second communication method (e.g., communication based on a proprietary protocol, infrared communication). Moreover, the wireless communication based on the aforementioned second communication method enables wireless communication with other main units 2 configured within a closed local area network area, and allows for the transmission and reception of data through direct communication between multiple main units 2—a so-called "local communication" function.
[0087] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 wirelessly communicates with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 25 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth standard.
[0088] The processor 21 is connected to the left terminal 23 and the right terminal 22 described above. When communicating with the left controller 3 via a wired connection, the processor 21 sends data to and receives operation data from the left controller 3 via the left terminal 23. Similarly, when communicating with the right controller 4 via a wired connection, the processor 21 sends data to and receives operation data from the right controller 4 via the right terminal 22. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.
[0089] In addition, the main unit 2 has Figure 2 In addition to the elements shown, it also includes a battery for power supply and an output terminal for outputting images and sound to a display device (e.g., a television) that is different from the display 12.
[0090] (Game Overview)
[0091] Next, an outline of the game processing performed in game system 1 will be explained. The game in this embodiment is a racing game in which multiple moving objects move along a track. In the racing game, track objects (roads, walls at both ends of the road, buildings, etc.) are arranged in the game space to define the track, and moving objects are also arranged there. The racing game progresses by the moving objects moving along a path set in the track. Here, the path refers to the road on the track from the starting point to the finish line.
[0092] Moving objects can be objects moving on land, such as cars, motorcycles, bicycles, sleds, and tanks, or objects moving on or in water, such as boats, small boats, and submarines. Additionally, moving objects can also be objects moving in the air, such as airplanes, helicopters, and gliders. Furthermore, the moving object can also be the character themselves, allowing for racing games where the character runs or swims along a track.
[0093] Furthermore, when the moving object is a ground-based object such as a car, it moves along a track set in the game space (virtual space). However, the moving object does not necessarily need to be in constant contact with the track; it can temporarily leave the track and fly in the air. Additionally, the track can have vertical undulations. Furthermore, when the moving object is an airborne object such as an airplane, it moves, for example, along a track (a specific space) defined by an invisible tubular wall set in the game space. In this case, if an invisible wall is not set in a portion of the space, the airborne object can temporarily move freely in the virtual space.
[0094] The following explanation uses a racing game where the moving object is a car object, and multiple car objects move along a track.
[0095] In this embodiment, there is a single-player game mode where one player plays the game and a multiplayer game mode where multiple players play the game. In the single-player game mode, one player uses controller 3 and / or controller 4 to control a moving object, while the processor 21 of the main device 2 controls one or more other moving objects, thereby conducting a racing game using multiple moving objects.
[0096] In multiplayer mode, there are offline multiplayer mode and local communication multiplayer mode. Offline multiplayer mode is where multiple players use a single main device 2 to race, while local communication multiplayer mode connects multiple main devices 2 via local communication for multiple players to race. Additionally, there is an online multiplayer mode where multiple players use multiple main devices 2 connected to the internet to race.
[0097] In the offline multiplayer game mode, multiple controllers are wirelessly connected to the main device 2, and multiple players use controller 3 or controller 4 to control the moving object corresponding to themselves.
[0098] In the local communication multiplayer game mode, multiple main devices 2 are connected via local communication. Each player uses a controller 3 and / or controller 4 connected to their own main device 2 to control their corresponding mobile object. The main device 2 receives position and action information of other players' mobile objects via local communication. Additionally, the main device 2 sends position and action information of its own player's mobile objects to other main devices 2 via local communication. Each main device 2 controls its own player's mobile object on the same track, and controls mobile objects corresponding to players on other main devices based on data received from other main devices via local communication.
[0099] In the online multiplayer mode, multiple main devices 2 are connected to the Internet. Each player uses controller 3 and / or controller 4 to control their corresponding mobile object. For example, main device 2 receives location information, action information, etc., of mobile objects corresponding to other players via a server on the Internet. Additionally, main device 2 sends location information, action information, etc., of mobile objects corresponding to its own player to other main devices 2 via the server. Each main device 2 controls the mobile object corresponding to its own player on the same track, and controls the mobile objects corresponding to players on other main devices based on data received from other main devices via the server.
[0100] Figure 3 This is an example of a game image showing a racing game in multiplayer mode, where two players use a single main unit 2 to race. Furthermore, Figure 3 The game image shown can be displayed on the screen of monitor 12 or on the screen of an external display device.
[0101] like Figure 3 As shown, for example, in a racing game between player A and player B, player A uses controller 3 to control the moving object TOa (player A's target object). Player B uses controller 4 to control the moving object TOb (player B's target object). On the race track in the game space, in addition to moving objects TOa and TOb, there are one or more moving objects TO automatically controlled by processor 21, and the racing game involves multiple moving objects, including TOa and TOb.
[0102] like Figure 3 As shown, in a racing game played by two players, the screen is divided into two parts, left and right. The game image 50a on the left is the image used by player A, with the corresponding moving object TOa displayed approximately in the center. The game image 50b on the right is the image used by player B, with the corresponding moving object TOb displayed approximately in the center. Specifically, a virtual camera VCa corresponding to the moving object TOa and a virtual camera VCb corresponding to the moving object TOb are set up in the game space. The field of view of each virtual camera includes the corresponding moving object TO. For example, each virtual camera is positioned behind the moving object TO and moves according to the movement of the moving object TO.
[0103] Alternatively, three or more players can use a single main unit 2 to play racing games. For example, four controllers can be connected to a single main unit 2 to allow four players to play racing games, in which case the screen is split into four parts.
[0104] Figure 4 This diagram illustrates an example of the game image displayed on the screen of monitor 12 when playing a racing game in single-player mode. Furthermore, Figure 4 The game images shown can also be displayed on an external display device.
[0105] like Figure 4As shown, in single-player mode, the game is played on a single screen. A moving object TOa (the target object) controlled by player A on the main device 2 is displayed roughly in the center of the screen. A virtual camera VCa corresponding to the moving object TOa is set up in the game space. The virtual camera VCa is positioned behind the moving object TOa and moves according to the movement of TOa. Figure 4 As shown, if a moving object TOb, which is controlled by the processor 21 and is other than the target object, exists near the moving object TOa (within the camera's field of view of the virtual camera VCa), the moving object TOb is also displayed. Furthermore, other moving objects controlled by the processor 21 can also be displayed.
[0106] In addition, it is also related to online multiplayer game mode and local communication multiplayer game mode. Figure 4 The game is played within a single screen.
[0107] Furthermore, in the case of racing games in single-player mode, the display screen of the main device 2 (the screen of the display 12 or the screen of an external display device connected to the main device 2) can also be divided into multiple screens (e.g. Figure 3 (Such two screens). In this case, for example, the moving object controlled by the player (the target object) may be displayed on the first screen, and the moving object controlled by the processor 21 may be displayed on the second screen. Furthermore, in racing games using local communication multiplayer mode or online multiplayer mode, one player uses one main device 2, and multiple players use their respective main devices 2. In this case, the display screen of the main device 2 may also be divided into multiple screens. For example, the moving object controlled by the player using the main device 2 may be displayed in the first area of the display screen, and the moving objects controlled by other players may be displayed in the second area of the display screen. Furthermore, in racing games using local communication multiplayer mode or online multiplayer mode, the moving object controlled by the player using the main device 2 may be displayed in the first area of the display screen, the moving objects controlled by other players may be displayed in the second area, and the moving objects controlled by the processor 21 may be displayed in the third area.
[0108] In the racing game of the present embodiment, a plurality of moving objects TO move on a track, and each moving object TO laps the track a predetermined number of times. The racing game of the present embodiment is a game in which the plurality of moving objects compete for the ranking (time) until completing the predetermined number of laps. In addition, the racing game may also be a game that competes for the actions of each moving object in the game, the items acquired by each moving object, the physical strength value of each moving object at the time point of reaching the finish line, the remaining number of lives, and the like. Furthermore, the racing game may also be a game that competes for scores calculated based on rankings, actions, acquired items, and the like.
[0109] In the racing game of the present embodiment, the path traveled by a moving object TO changes according to the progress of the moving object TO in the racing game. Control is performed such that the path traveled by the moving object TO varies according to the number of laps completed by the moving object TO. For example, control is performed such that the path in the first lap is different from the path in the second lap. In the following, a case where two players play the racing game is taken as an example to describe the variation of the path traveled by the moving object TO.
[0110] Figure 5 is a diagram showing an example of a game image displayed on the screen of a display device at the time point when the game starts, in a case where two players play the racing game using one main body device 2.
[0111] As Figure 5 shown, the game image 50a for player A is displayed on the left side of the screen, and the game image 50b for player B is displayed on the right side of the screen. In Figure 5 , since it is the time point when the racing game starts, portions around the start point location on the track are displayed in the game image 50a and the game image 50b. Specifically, in the game image 50a and the game image 50b, a moving object TOa controlled by player A, a moving object TOb controlled by player B, and a moving object TOc controlled by the processor 21 are displayed on the near side of the start line SL. In addition to displaying these three moving objects TO, one or more moving objects TO controlled by the processor 21 may also be displayed.
[0112] In the racing game, a map image M representing the entire track on which the racing game is played is displayed substantially at the center of the screen so as to be superimposed on the game image 50a and the game image 50b. An image of the entire track and icons representing each moving object TO are displayed in the map image M. The icons representing each moving object TO in the map image M indicate the current position of each moving object TO. In addition, in diagrams other than Figure 5 , the map image M is omitted for the sake of easy understanding.
[0113] In game image 50a, a lap count display 51a is shown, indicating the current lap number of the moving object TOa. The numerator of lap count display 51a represents the current lap number, and the denominator represents the total number of laps in this racing game. For example, "2 / 3" in lap count display 51a means that the finish line has been reached after three laps around the track (when the starting line SL has been crossed three times), and the current lap is the second lap. Similarly, in game image 50b, a lap count display 51b is shown, indicating the current lap number of the moving object TOb.
[0114] When the racing game begins, player A moves the target object TOa in a predetermined positive direction along the track by inputting commands to controller 3. Here, the positive direction refers to the direction along the designated path, which is the conventional direction of travel in the racing game. For example, when a specified button on controller 3 is pressed, the target object TOa moves forward. Furthermore, the direction of movement of target TOa changes according to the input direction of the analog joystick on controller 3. Similarly, the target object TOb is controlled by inputting commands to controller 4. In addition, the player moves the target object in a positive direction by pressing specified buttons on the controller while using the analog joystick to control the movement direction; however, the movement direction of the target object can also be automatically corrected to ensure it faces the positive direction.
[0115] Figure 6 It is a schematic diagram representing the overall track after the start of the racing game, and it is a diagram representing the track from the perspective of player A. Figure 7 It is shown in Figure 6 The image shown is an example of the game image displayed on the screen in the indicated state. Figure 8 This diagram illustrates an example of the game image displayed on the screen when the moving object TOa reaches the vicinity of branch IC2. Furthermore, in each diagram, the arrows and characters representing the route drawn on the track are for illustrative purposes and are not actually displayed in the game image.
[0116] like Figure 6 As shown, after the racing game begins, based on the input to controller 3, the moving object TOa crosses the starting line SL, moves along the track in the positive direction (upward in the diagram), and reaches the vicinity of branch point IC1. At this time, the display... Figure 7 The game image shown. Furthermore, the moving object TOb exists slightly beyond the starting line SL, behind the moving object TOa.
[0117] Here, the track has multiple branch sections that are divided into multiple destinations. A single branch section can also be divided into more than three destinations.
[0118] Specifically, branch IC1 divides the movement path of the moving object TO into a left route and a right route. Because of obstacles in the straight direction, the moving object TO can only travel via either the left or right route branching off from branch IC1. In other words, once the moving object TOa reaches branch IC1, player A can choose either the left or right route as the path for TOa to move forward.
[0119] After the moving object TOa has passed the right path of branch IC1, the moving object TOa reaches branch IC2. At this time, the display... Figure 8 The game image shown.
[0120] like Figure 6 and Figure 8 As shown, branch IC2 divides the route into left and right routes. However, an entry prevention object 60 (an example of an entry control object) exists on the right route at branch IC2. Entry prevention object 60 restricts entry at the branch to at least one of multiple branch destinations. Due to this entry prevention object 60, the moving object TOa cannot enter the right route at branch IC2 (…). Figure 8 Proceed along the route indicated by the dashed arrow, and can only take the left route at branch IC2. Figure 8 Proceed along the route indicated by the solid-line arrow. For example, when moving object TOa along... Figure 8 When moving along the path indicated by the dashed arrow, the moving object TOa will collide with the entry prevention object 60, causing it to stop or slow down. Therefore, the moving object TOa cannot advance to the rear of the entry prevention object 60.
[0121] The entry prevention object 60 is displayed in a manner that allows for visual confirmation of a portion of the track further away from it (a portion of the game space in the rear direction of the right route at branch IC2). For example, the entry prevention object 60 may also be displayed in a semi-transparent manner. Alternatively, the entry prevention object 60 may be composed of multiple opaque or semi-transparent objects arranged at predetermined intervals, and may also be configured such that a portion of the game space further away (in the rear direction) than the entry prevention object 60 can be visually confirmed through the gaps between the objects. Furthermore, the entry prevention object 60 may also be displayed as an object in which multiple semi-transparent or opaque objects flow in a fixed direction, allowing for visual confirmation of a portion of the track further away from the entry prevention object 60.
[0122] Additionally, the entry prevention object 60 indicates the direction in which the moving object TO should proceed. For example, the entry prevention object 60 may also include an image to indicate the direction. Figure 8 In the middle, entering the object 60 implies the left direction.
[0123] In the first lap of the racing game, due to the presence of an entry prevention object 60 at branch IC2 that restricts entry to the right route, player A controls the moving object TOa to pass through the left route at branch IC2. Moving object TOa then immediately proceeds to branch IC3, which divides the route into left and right routes (see reference). Figure 6 The moving object TOa, having reached branch IC3, enters the right route, which is the positive direction for racing.
[0124] Figure 9 It is a schematic diagram representing the entire track after the moving object TOa passes through the branch section IC3, and it is a diagram representing the track from the perspective of player A. Figure 10 It is shown in Figure 9 The image shown is an example of the game image displayed on the screen in the indicated state.
[0125] like Figure 9 As shown, the moving object TOa has reached the straight section of the track and is moving in the positive direction on that straight section. Figure 9 The object TOb moves downwards. On the other hand, since player B, for example, does not input any action to controller 4, the moving object TOb remains near its starting point. At this time, the display... Figure 10 The game image shown.
[0126] like Figure 9 and Figure 10 As shown, acceleration objects 61 and item boxes 63 are configured on the straight sections of the track.
[0127] Acceleration Object 61 is an object placed on the track. In the racing game, it has a beneficial effect on the moving object TO, changing its movement in a specified direction. Acceleration Object 61 accelerates the moving object TO, increasing its speed and maintaining it for a specified time. For example... Figure 10 As shown, acceleration object 61 is configured to cover a portion of the track. When moving object TO passes over acceleration object 61, moving object TO accelerates. Therefore, moving object TO that has passed over acceleration object 61 gains an advantage in the racing game.
[0128] Item box 63 is an object placed on the track (on the surface or at a position higher than the surface) and contains items used in the racing game. In this embodiment of the game, multiple items are prepared that have either a beneficial or detrimental effect on the moving object TO during the racing game. When the moving object TO collides with item box 63, the moving object TO acquires one of the multiple items. Which item is acquired can be determined randomly using random numbers or predetermined.
[0129] Multiple items can also be items that give an advantage to the moving object (TO) that acquires the item in the game. For example, multiple items can include items that increase the speed of the moving object (TO) that acquires the item, items that nullify or reduce attacks from other moving objects, items that increase the defense of the moving object (TO) that acquires the item, items that attack other moving objects, items that hinder the movement of other moving objects, and items that stop or slow down other moving objects. These items can be used by the player at any time, or they can be used automatically (e.g., upon acquisition).
[0130] like Figure 10 As shown, multiple item boxes 63 are configured. When a moving object TOa acquires any one of the item boxes 63, that item box 63 disappears. Therefore, other moving objects TO cannot acquire the item box 63 already acquired by moving object TOa. Alternatively, an item box 63 configured in the game space can be acquired by a moving object TO after being acquired, and can be acquired again under specified conditions (e.g., a specified time has elapsed since it was acquired, or the moving object TO that acquired the item box has finished its current lap).
[0131] Move object TOa from Figure 9 and Figure 10 From the position shown, move further along the track path, crossing the starting line SL to enter the second lap. Meanwhile, player B inputs commands to controller 4, causing the object TOb to cross the starting line SL and move to the vicinity of branch section IC1 (first lap).
[0132] Figure 11 This is a schematic diagram of the entire track when moving object TOa reaches branch IC1 of the second lap and moving object TOb reaches branch IC1 of the first lap. Figure 12 It is shown in Figure 11 The image shown is an example of the game image displayed on the screen in the indicated state.
[0133] Figure 11 The image on the left shows the track from the perspective of player A. Figure 11 The diagram on the right is a diagram of the track for player B, and they represent the same point in time.
[0134] like Figure 11 The image on the left and Figure 12As shown in the game image 50a on the left, when the moving object TOa reaches the vicinity of branch IC1 in the second lap, an entry prevention object 60 is present to block the left route at branch IC1. Additionally, an entry prevention object 60 is also present at branch IC2 to block the left route. Therefore, in the second lap, the moving object TOa passes through the right routes at both branch IC1 and branch IC2.
[0135] On the other hand, such as Figure 11 The image on the right and Figure 12 As shown in the game image 50b on the right, the moving object TOb is in the first loop, and an entry prevention object 60 is present at the same position as the moving object TOa in the first loop. Specifically, in the first loop, no entry prevention object 60 is placed at branch IC1, and the moving object TOb can pass through the left and right routes at branch IC1. Additionally, in the first loop, an entry prevention object 60 is present at branch IC2 to block the right route. Therefore, when the moving object TOb reaches branch IC2, it passes through the left route at branch IC2.
[0136] like Figure 12 As shown, when both moving objects TOa and TOb are included within the field of view of the virtual camera VCa corresponding to moving object TOa, moving objects TOa and TOb are displayed in game image 50a. In game image 50a, since the entry prevention object 60 is configured to block the left path at branch IC2, when moving object TOa moves along the left path at branch IC2, it will collide with the entry prevention object 60 and will be unable to move to a location further than the entry prevention object 60. On the other hand, moving object TOb can pass through the left path at branch IC2. When moving object TOb passes through the left path at branch IC2, in game image 50a, moving object TOb moves through the entry prevention object 60 without colliding with it. Since the entry prevention object 60 is configured in a way that allows visual confirmation of game space (part of the track) further away from it, player A can recognize that moving object TOb is moving along the left path at branch IC2 when viewing game image 50a.
[0137] Similarly, when both moving objects TOa and TOb are included within the field of view of the virtual camera VCb corresponding to the moving object TOb, both moving objects TOa and TOb are displayed in the game image 50b. In the game image 50b, since the entry prevention object 60 is present in a way that blocks the right route at branch IC2, when the moving object TOb moves along the right route at branch IC2, it will collide with the entry prevention object 60 and thus be unable to move to a place further than the entry prevention object 60. On the other hand, the moving object TOa can pass through the right route at branch IC2. When the moving object TOa passes through the right route at branch IC2, in the game image 50b, the moving object TOa moves by passing through the entry prevention object 60. Since the entry prevention object 60 is configured in a way that allows visual confirmation of the game space (part of the track) further away from it, player B can recognize that the moving object TOa is moving along the right route at branch IC2 when viewing the game image 50b.
[0138] Figure 13A It is a schematic representation in Figure 12 The subsequent map showing the overall track as the racing game progressed further is a map representing the track from player A's perspective. Furthermore, in... Figure 13A In this example, only the objects needed for explanation are displayed, omitting the display of some objects.
[0139] After the moving object TOa passes the right path of branch IC2, the moving object TOa moves along the path ( Figure 13A (1)~(3)). In the second loop, the path is restricted at multiple branch points due to the entry of the preventive object 60, thereby moving the object TOa as follows. Figure 13A As shown in (2) to (3), the movement proceeds in the opposite direction to that of the first lap. In the second lap, the direction opposite to that of the first lap becomes the positive direction in the racing game. That is, in the first lap, when viewing the track from directly above, the counterclockwise direction is set as the positive direction in the racing game, but in the second lap, when viewing the track from directly above, the clockwise direction is set as the positive direction in the racing game. In addition, by pressing the specified button and inputting the left or right direction of the analog stick, the player can make the moving object TO rotate 180 degrees to move in the opposite direction from the positive direction, but when the moving object TO moves in the opposite direction, a warning is given to return to the positive direction. In addition, if the moving object TO moves in the opposite direction a specified distance, the movement direction of the moving object TO can be forcibly corrected to the positive direction.
[0140] exist Figure 13AThe document also records the position and movement path of the moving object TOb for reference. The moving object TOb is currently in its first lap. Therefore, as... Figure 13A As shown in (1) to (3), the moving object TOb moves in the positive direction of the counterclockwise direction when viewed from the front of the track.
[0141] like Figure 13A As shown in (3) and (4), in the second lap of the moving object TOa, the acceleration object 62 and the item box 63 are displayed in the straight section. Figure 13A As shown in (4), when the moving objects TOa and TOb reach the straight section, the moving objects TOa and TOb move in opposite directions (towards each other).
[0142] Figure 13B It means and Figure 13A (4) The track map for player B at the same time point. Figure 13B As shown, in the first lap of the moving object TOb, the acceleration object 61 and the item box 63 are displayed in the straight line section.
[0143] Figure 14 It is shown in Figure 13A (4) and Figure 13B The image shown is an example of the game image displayed on the screen in the indicated state.
[0144] exist Figure 14 The game image 50a on the left shows an acceleration object 62. Acceleration object 62, like acceleration object 61 described above, causes the moving object TO to accelerate in the positive direction. Acceleration object 62 includes an image representing the opposite direction to acceleration object 61. Specifically, acceleration object 62 includes an image representing the direction from... Figure 13A The image below (4) facing upwards in the direction of the second direction. Here, the accelerated object 62 is sometimes referred to as the "accelerated object in the second direction". Figure 14 In the game image 50a on the left, the acceleration object 62 indicates the depth direction of the game image 50a (the positive direction for the moving object TOa). When the moving object TOa passes over the acceleration object 62, the moving object TOa accelerates in the positive direction.
[0145] On the other hand, Figure 14 The game image 50b on the right shows an acceleration object 61. The acceleration object 61 includes representations of acceleration from... Figure 13BThe image is oriented from top to bottom (first direction). Here, the acceleration object 61 is sometimes referred to as the "acceleration object in the first direction". As shown in game image 50b, acceleration object 61 indicates the depth direction of game image 50b (the positive direction for the moving object TOb). When the moving object TOb passes over acceleration object 61, the moving object TOb accelerates in the positive direction.
[0146] When the positive direction of the moving object TO is taken as a reference, both accelerating objects 61 and 62 indicate the same direction (the depth direction of the screen), causing the moving object TO to accelerate in the positive direction. On the other hand, when the entire track is taken as a reference, accelerating objects 61 and 62 indicate opposite directions, causing the moving object TO to accelerate in opposite directions.
[0147] Furthermore, acceleration objects 61 and 62 are positioned at the same location on the track. That is, acceleration objects 61 and 62 are positioned in overlapping locations.
[0148] Thus, in the first lap, an acceleration object 61 is configured to accelerate the moving object TO in the first direction on the track. In the second lap, assuming that the moving object TO moves in the opposite direction to that in the first lap, an acceleration object 62 is configured to accelerate the moving object TO in the second direction on the track.
[0149] As described above, in the racing game of this embodiment, the moving object TO circles the track multiple times, and the entry prevention object 60 is displayed at the branch section in such a way that the path taken by the moving object TO is different according to the number of laps of the moving object TO.
[0150] Next, an example of a method to make entry prevention objects and other objects (speed-up objects, item boxes, etc.) appear on the track will be explained.
[0151] Figure 15 This is an example diagram showing the configuration of all objects. For example... Figure 15 As shown, all objects are pre-configured on the track. For example, entry prevention objects 60 are pre-configured at positions P1 to P5 on the track. For example, position P1 corresponds to the left route at branch IC1, and position P2 corresponds to the right route at branch IC1.
[0152] Additionally, acceleration objects 61 and 62 are configured at position P6. Furthermore, in Figure 15 In the image, acceleration objects 61 and 62 appear to be configured in different locations, but in fact they are configured to overlap in the same location.
[0153] Additionally, place item box 63 at position P7, and place entry prevention object 60 at positions P8 and P10. Also, place item 64 at position P9. Item 64 is an object that has a beneficial or detrimental effect on the moving object TO during the racing game. When the moving object TO collides with item 64, the moving object TO acquires item 64.
[0154] Additionally, preventable objects 60 are configured at positions P11–P13. Furthermore, multiple objects can be pre-configured on the track.
[0155] Figure 15 The objects pre-configured on the track shown are enabled or disabled based on the progress of the moving object TO in the racing game. Specifically, multiple object groups are prepared to enable the pre-configured objects, and these object groups are used to enable the objects.
[0156] Figure 16 This is a diagram illustrating an example of a table that associates the progress of a moving object with a group of objects.
[0157] The progress of a moving object (TO) in a racing game is determined by its position along the track. From Figure 16 The path from the starting point (point A) to the ending point is the moving point. The distance traveled by the moving object TO indicates its location within that path. Furthermore, the distance traveled can be represented either by its distance from the starting point along the path or by its coordinate position in game space. Figure 16 As shown, an object group is applied to the moving object TO based on the degree of its movement.
[0158] For example, in the section from the starting point (location A) to location B, object group 1-A is applied to the moving object TO, and this object group is used to activate each object. Additionally, in the section from location B to location C, object group 1-B is applied. In the section from location C to location D, object group 1-C is applied. Furthermore, these locations can also be lines crossing roads.
[0159] Additionally, in the interval from point D to point E, apply object group 2-D. There is a starting point in the interval from point D to point E, within which the player will move from the first lap to the second lap. Additionally, in the interval from point E to point F, apply object group 2-E.
[0160] Similarly, below, based on the location of the moved object TO... Figure 16Which interval is shown to apply the object group? For example, in the interval from point H to point I, apply object group 3-H. There is a starting point in the interval from point H to point I, where the player will enter the third loop from the second loop. Furthermore, Figure 16 The intervals shown are simple examples; intervals can be arbitrarily divided from the starting point to the ending point. For example, the starting point could be located between one interval and the next. Alternatively, intervals could be divided per lap, and different groups of objects could be applied per lap.
[0161] Here, the sections from point A to point B and from point D to point E include the same locations on the track. See below for reference. Figure 17 and Figure 18 This example illustrates the use of object group 1-A in the interval from location A to location B and object group 2-D in the interval from location D to location E.
[0162] Figure 17 This is a diagram showing an example of object group 1-A. Figure 18 This is a diagram showing an example of object group 2-D.
[0163] An object group is a group of objects that are set as valid for a movement object (TO). Without an object group applied, all movement objects are disabled. With an object group applied to a movement object (TO), the objects included in that object group are enabled for that movement object (TO). Each object group includes a list of object identifiers used to identify the enabled objects. For each object identifier, information such as the object's type, position, orientation (position in the game space), scale, and whether it can be passed through is stored as object configuration data (described later) in memory (e.g., DRAM 27, external storage medium). Furthermore, in... Figures 17-20 In this context, each object identifier is a symbol that indicates the type and location of the object. For example, the object identifier "Entry Prevention Object_P3" represents an identifier used to identify an entry prevention object located at position P3. Similarly, "Acceleration Object_P6_First Direction" represents an identifier used to identify an acceleration object located at position P6 in the first direction. Additionally, "Acceleration Object_P6_Second Direction" represents an identifier used to identify an acceleration object located at position P6 in the second direction. When a moving object TO is enabled, its display is enabled in the game image corresponding to that moving object TO, and collision detection between the moving object TO and the object is enabled. Conversely, when a moving object TO is disabled, the object is not displayed in the game image corresponding to that moving object TO, and collision detection between the moving object TO and the object is not performed.
[0164] like Figure 17 As shown, in object group 1-A, the entry prevention object 60 configured at position P3 is activated. Therefore, in the game image (the game image corresponding to the moving object) based on the virtual camera set behind the moving object TO, only the entry prevention object 60 configured at position P3 is displayed. Furthermore, collision determination between the moving object TO and the entry prevention object 60 configured at position P3 is activated. Since the moving object cannot pass through the entry prevention object 60 it collides with, the result is as follows: Figure 6 and Figure 8 As shown, only the entry prevention object 60 that prevents entry into the right path of branch IC2 is displayed. In the first loop, when the moving object TO moves on the right path of branch IC2, the moving object TO collides with the entry prevention object 60 located at position P3.
[0165] On the other hand, such as Figure 18 As shown, in object group 2-D, the entry prevention object 60 located at position P1 and the entry prevention object 60 located at position P4 are activated. Additionally, the entry prevention object 60 located at position P12 is also activated. Therefore, in the game image corresponding to the moving object TO, the entry prevention object 60 located at position P1, the entry prevention object 60 located at position P4, and the entry prevention object 60 located at position P12 are displayed (appear). Furthermore, collision detection between the moving object TO and the entry prevention object 60 located at position P1, the moving object TO and the entry prevention object 60 located at position P4, and the moving object TO and the entry prevention object 60 located at position P12 are activated. As a result, the game screen displays... Figure 12 In the game image 50a on the left, during the second lap, the moving object TO cannot advance on the left path of branch IC2, but instead advances on the right path. Furthermore, in Figure 12 In the game image 50a on the left, the object 60 at position P12 is not displayed because it does not enter the camera's field of view, but the object 60 at position P12 is also internally active.
[0166] Additionally, the sections from point B to point C and from point E to point F include the same locations on the track. See below for reference. Figure 19 and Figure 20 This example illustrates the use of object group 1-B in the interval from location B to location C and object group 2-E in the interval from location E to location F.
[0167] Figure 19 This is a diagram showing an example of object group 1-B. Figure 20 This is a diagram showing an example of object group 2-E.
[0168] like Figure 19 As shown, in object group 1-B, the entry prevention object 60 positioned at position P3 remains active. Additionally, the acceleration object 61 in the first direction at position P6 is active, and the item box 63 at position P7 is active. Thus, in the first lap, the following is displayed: Figure 10 The game image 50a is on the left. Thus, objects sometimes existing in a region different from the region where the moving object TO is currently located are also enabled. Therefore, for example, objects can be displayed even when the virtual camera captures a position farther than the current location of the moving object TO, or when the moving object TO is facing a direction opposite to its current position.
[0169] On the other hand, such as Figure 20 As shown, in object group 2-E, the acceleration object 62 in the second direction at position P6 is activated. Additionally, the item box 63 at position P7 is activated. Therefore, in the second lap, it is displayed... Figure 14 The game image 50a on the left. In addition, the entry prevention object 60 at position P8, the item 64 at position P9, the entry prevention object 60 at position P10, and the entry prevention object 60 at position P12 are activated.
[0170] In this way, different object groups are applied based on the progress of the moving object TO to make each object effective, thereby displaying the entry prevention object 60 at different positions based on the number of laps of the moving object TO. This ensures that the path of the moving object TO on lap N of the racing game is different from the path of the moving object TO on lap M (N and M are different integers). Furthermore, it ensures that the objects displayed (appearing) on the track that have a beneficial or detrimental effect on the racing game are different in lap N and lap M.
[0171] Figure 21 It shows based on Figure 16 The diagram showing the objects that are made active in the object group is an example of the objects displayed when the moving object TOa moves from the first lap to the second lap.
[0172] In addition, Figure 21 In the diagram, the dotted icons represent various locations, and the dotted icons display the location information. Additionally, the icons at both ends of the area containing the moving object TOa are highlighted in black.
[0173] When the moving object TOa is located between the starting point (point A) and point B, object group 1-A is applied. As a result, the entry prevention object 60 at position P3 is activated, and the right route of branch IC2 becomes unpassable. Figure 21(1) and (2)). When the moving object TOa moves and enters the interval from point B to point C, apply object group 1-B, and use object group 1-B to enable the entry prevention object 60 at position P3, the acceleration object 61 in the first direction at position P6, and the prop box 63 at position P7. Figure 21 (3)).
[0174] If the moving object TOa moves further and enters the interval from point C to point D, the entry prevention object 60 at position P13, position P1, and position P4 of the application object group 1-C are activated. Figure 21 (4)). In this case, the moving object TOa moves in the direction of the starting point, passes point D and enters the second lap.
[0175] In the interval from point D to point E, the entry prevention object 60 at position P1 and position P4 of the application object group 2-D remain active, and the entry prevention object 60 at position P12 is also active. Figure 21 (5) Thus, the moving object TOa moves on the track in the opposite direction (clockwise) to the direction in the first lap, which is the positive direction for the moving object TOa in the second lap.
[0176] If the moving object TOa moves further and enters the interval from point E to point F, apply object group 2-E. Within this interval, the entry prevention object 60 at position P12 remains active, and the entry prevention objects 60 at positions P8 and P10 are also active. Additionally, the item 64 at position P9, the item box 63 at position P7, and the second-direction acceleration object 62 at position P6 are active. Figure 21 (6)).
[0177] Then, the object group is applied based on the progress of the moving object TOa. TOa reaches the finish line after completing three laps around the track. The race ends when all moving objects TOa have reached the finish line.
[0178] The track is divided into sections like this, and objects are activated for each section. Here, object activation can also occur during the period after the moving object TO has passed the starting point and before it reaches the starting point again (including the starting points of both sides). Furthermore, the starting point here refers to the position where the object stops near the front of the starting line before the start of the race in the first lap, and the starting line itself in the second lap and beyond. For example, object activation occurs during the period after passing the starting point of the second lap and before reaching the starting point of the third lap, during which the activated object appears. Additionally, for example, in... Figure 21 In the period from the start of the first lap to the start of the second lap, the entry prevention target 60 at position P3 is activated. Figure 21 (1)), and the entry prevention object 60 at position P13 is activated ( Figure 21 (4) That is, the object is made valid during the time it takes for the moving object TO to circle the track once.
[0179] Additionally, after the moving object passes through a branch in the current loop and before it enters the next loop, at least a portion of the entry into the preventive object 60 is made valid (path switching). For example, in Figure 21 In (5), after the moving object TOa passes through branch IC1 and IC2 and before the moving object TOa enters the second circle, the entry prevention object 60 at position P1 and the entry prevention object 60 at position P4 are activated to determine the paths of branch IC1 and IC2 in the second circle. Figure 21 (4)).
[0180] Specifically, the entry prevention object 60 at the branch section is activated before it enters the camera's field of view. That is, the entry prevention object 60 at the branch section is activated before the branch section can be visually confirmed. Therefore, the instant the entry prevention object 60 changes from an inactive to an active state is not displayed. Furthermore, the instant the entry prevention object 60 changes from an active to an inactive state is also set to be inactive at a time that prevents it from entering the camera's field of view. For example, in... Figure 21 In (1), the moving object TOa is located at the starting point, and position P3 is not included in the field of view of the virtual camera VCa corresponding to the moving object TOa. Therefore, at this point in time, although position P3 is not displayed in the game image 50a, the entry prevention object 60 of position P3 has been activated. Other objects besides the entry prevention object 60 are also activated before they can be visually confirmed. For example, such as... Figure 21As shown in (3), before the moving object TOa approaches the straight section (i.e., before position P6 and position P7 can be visually confirmed), the acceleration object 61 at position P6 and the prop box 63 at position P7 are activated.
[0181] In this way, by activating the entry prevention object 60 at the branch point beforehand, path switching is possible even when the moving object TO is moving at high speed. Furthermore, the object is activated or deactivated before the virtual camera captures its position. For example, the entry prevention object 60 at the branch point is activated before the branch point can be visually confirmed. Therefore, the sudden appearance of the entry prevention object 60 in the game image can be prevented, allowing for path switching without causing the player any discomfort.
[0182] As described above, in this racing game embodiment, at branch points on the track, the destination of the branch is set to be either inaccessible or accessible based on the progress of the moving object TO, thereby switching the path of the moving object TO. Thus, the moving object TO can, for example, travel on a different path each lap, increasing the fun of the racing game.
[0183] (Details of game processing)
[0184] Next, refer to Figures 22-25 To explain the details of game processing in Game System 1.
[0185] Figure 22 This is a diagram illustrating an example of the various data used in game processing within Game System 1. For example... Figure 22 As shown, game system 1 stores game program, movement object data, track data, object configuration data, and object group data.
[0186] The game program is used to execute the game processing in this embodiment. Figure 23 The game program (shown in the diagram) is pre-stored in the storage medium or flash memory 26 installed in slot 29, and is read into DRAM 27 when the racing game is executed.
[0187] The movement object data includes data related to each movement object. For example, the movement object data includes data related to movement object TOa controlled by player A, data related to movement object TOb controlled by player B, and data related to movement object TOc controlled by processor 21. The data related to each movement object includes data representing its shape, data related to items acquired by each movement object, data representing the number of rotations and position of each movement object, data representing its movement direction and speed, and data related to its state (e.g., advantageous or disadvantageous). Additionally, the data related to each movement object includes information indicating the object group applied to that movement object. For example, if movement object TOa is located between location E and location F, the data related to movement object TOa includes information indicating the currently applied object group 2-E. Similarly, if movement object TOb is located between location B and location C, the data related to movement object TOb includes information indicating the currently applied object group 1-B.
[0188] Track data is data used to define the tracks for the racing game. Track data includes track objects (roads, walls, etc.) used to define the tracks. In this embodiment, multiple tracks are prepared in advance, and the track data corresponding to each track is stored in the game system 1. Furthermore, track data can be pre-stored in a storage medium or flash memory 26 installed in slot 29, or obtained from a server via the Internet, or from other main devices 2.
[0189] Object configuration data is data related to the configuration of each object. Object configuration data includes data representing the object's position on the track and data related to the objects configured at that position. Object-related data includes data representing the object's shape and appearance, data representing the object's type, and data representing the object's state (e.g., whether it has been acquired).
[0190] Object group data is data used to validate the various objects configured on the track, for example, Figures 17-20 The data shown in the figure.
[0191] In addition, in game system 1, besides storing... Figure 22 In addition to the data shown, various other types of data are stored. For example, game system 1 stores data representing... Figure 16 The data shown in the table includes the data related to the items.
[0192] Figure 23 This is a flowchart illustrating an example of game processing performed by game system 1. Figure 23 The game processing shown begins, for example, in response to a player giving an instruction to start the game.
[0193] Furthermore, in this embodiment, the processor 21 of the main device 2 executes the aforementioned game program by using a memory (e.g., DRAM 27). Figure 23 The processing steps shown will be explained below. However, in other embodiments, some of the processing steps below may be performed by a processor different from processor 21 (e.g., a dedicated circuit). Furthermore, if the game system 1 is capable of communicating with other information processing devices (e.g., a server), Figure 23 Some of the steps shown can also be performed in other information processing devices. Additionally, Figure 23 The steps shown are just one example. As long as the same result can be obtained, the order of the steps can be changed, and other processes can be performed in addition to (or in place of) the processes in each step.
[0194] Figure 23 As shown, in step S1, processor 21 performs initial processing. Specifically, processor 21 reads track data from an external storage medium or flash memory 26 installed in slot 29 and sets up a three-dimensional game space including the track for the racing game. Additionally, processor 21 positions one or more mobile objects TO controlled by the player and one or more mobile objects TO controlled by processor 21 at the starting line on the track. Furthermore, processor 21 positions each object at a predetermined location on the track.
[0195] In step S2, processor 21 starts the racing game. After starting the racing game in step S2, the processing steps S3 to S8 are repeatedly executed during the racing game at a specified frame time interval (e.g., 1 / 60 second interval).
[0196] In step S3, the processor 21 obtains operation data from the controller. Here, it is assumed that the main device 2 obtains operation data from the controller 3 operated by player A and operation data from the controller 4 operated by player B.
[0197] In step S4, processor 21 performs moving object control processing. Moving object control processing involves moving each moving object TO, determining collisions between each moving object TO, and instructing each moving object TO to perform actions. The following refers to... Figure 24 To explain the details of the moving object control process in step S4. Figure 24 This is a flowchart illustrating an example of the moving object control process in step S4.
[0198] In step S21, processor 21 updates the positions of each moving object TO. Specifically, processor 21 moves the moving object TOa corresponding to player A along the track based on the operation data obtained from controller 3 in step S3. Additionally, processor 21 moves the moving object TOb corresponding to player B along the track based on the operation data obtained from controller 4 in step S3. Furthermore, processor 21 moves the moving object TOc controlled by processor 21 along the track. If a moving object TO crosses the starting line SL while moving, the lap count for that moving object TO is incremented by "1", and the lap count display is updated. Next, processor 21 executes the processing in step S22.
[0199] In step S22, processor 21 performs collision determination processing between each moving object TO and the validated object. Here, based on the position and shape of each moving object TO, it is determined whether each moving object TO has collided with the object validated in step S5 (described later). If a collision is determined between a moving object TO and a validated object, processor 21 performs processing corresponding to the collision. Collision determination between invalidated objects and moving objects TO is not performed. For example, processor 21 determines whether moving object TOa has collided with a validated object, and if a collision is determined, processing corresponding to the collided object is performed. Only objects validated for moving object TOa affect moving object TOa; objects invalidated for moving object TOa do not affect moving object TOa. For example, if an object is valid for moving object TOb but invalidated for moving object TOa, that object does not affect moving object TOa.
[0200] For example, when the entry prevention object 60 at position P1 is activated based on the object group set according to the travel progress of the moving object TOa, the processor 21 performs a collision determination between the moving object TOa and the entry prevention object 60 at position P1. If the moving object TOa collides with the entry prevention object 60 at position P1, the processor 21 stops or decelerates the moving object TOa, or changes the direction of movement of the moving object TOa. If the entry prevention object 60 at position P1 is deactivated, even if the moving object TOa reaches position P1, a collision determination between the moving object TOa and the entry prevention object 60 at position P1 is not performed. That is, when the entry prevention object 60 at position P1 is deactivated, there is no entry prevention object 60 at position P1 for the moving object TOa, and thus the moving object TOa passes through position P1.
[0201] Furthermore, when the accelerating object 61 in the first direction at position P6 is activated, the processor 21 performs a collision determination between the moving object TOa and the accelerating object 61, and performs processing corresponding to the result of the collision determination. For example, when the moving object TOa is moving in the first direction (positive direction) in the game space, if the moving object TOa collides with the accelerating object 61, the moving object TOa accelerates in the first direction in the game space.
[0202] Furthermore, when item box 63 at position P7 is activated, processor 21 performs a collision determination between the moving object TOa and item box 63, and performs processing corresponding to the collision determination result. For example, if moving object TOa collides with item box 63, moving object TOa acquires item box 63 and obtains the specified item. Alternatively, if moving object TOa collides with item box 63, any item may be randomly selected from multiple items, and the selected item may be acquired by moving object TOa. Moreover, after moving object TOa acquires item box 63, item box 63 becomes unvisible to other moving objects and cannot be acquired by other moving objects. For example, if there are 5 item boxes 63 at position P7 and one item box 63 is acquired by moving object TOa, that item box 63 is visually eliminated, leaving 4 item boxes 63 at position P7. In other words, the acquired item box 63 becomes unvisible to other moving objects and cannot be acquired. Therefore, even if other moving objects TO (e.g., TOb, TOc) arrive at position P7, only four item boxes 63 will be displayed at position P7, and only one of the four item boxes 63 can be acquired. That is, when item boxes 63 at position P7 are enabled for multiple moving objects TO, the state of item boxes 63 is shared by all moving objects TO. Therefore, if the state of item boxes 63 is changed by any moving object TO, item boxes 63 will remain in the same state for the other moving objects TO.
[0203] Item 64 at position P9 is controlled in the same way as item box 63. However, item box 63 has multiple item boxes, while item 64 at position P9 is a single item. Therefore, when item 64 is acquired by a moving object TOa, it becomes visually invisible and unacquiable. Thus, even if other moving objects TO (e.g., TOb, TOc) subsequently arrive at position P9, it appears as if item 64 is not present at position P9. That is, although item 64 at position P9 is valid for multiple subsequent moving objects TO, it appears to be invalid.
[0204] In step S22, processor 21 performs the aforementioned collision determination process for all moving objects TO. Specifically, processor 21 performs collision determination process between moving object TOb and items that are active against that moving object TOb. Additionally, it performs collision determination process between moving object TOc and items that are active against that moving object TOc. Next, processor 21 executes the process in step S23.
[0205] In step S23, processor 21 performs collision detection processing between moving objects. Here, collision detection between moving objects TO is performed based on the position and shape of each moving object TO. Additionally, if a moving object TO attacks another moving object TO (e.g., by throwing a projectile), a collision detection is also performed between that attack and the moving object TO. Based on the collision detection result, processor 21 decelerates or stops the moving object TO, or changes its direction of movement. Next, processor 21 executes step S24.
[0206] In step S24, processor 21 performs collision detection between a fixed object in the game space (e.g., a wall object along the track) and a moving object TO. Based on the collision detection result, processor 21 slows down or stops the moving object TO, or changes its direction of movement. Alternatively, instead of separating collision detection processing as in steps S22 to S24, collision detection processing for each moving object with objects other than that moving object can be performed together. Next, processor 21 executes the processing in step S25.
[0207] In step S25, processor 21 controls the actions of each moving object TO. Besides moving, moving objects TO can perform various actions (jumping, attacking other moving objects TO, using items, etc.). Processor 21 causes moving object TOa to perform actions corresponding to the operation data from controller 3. Additionally, processor 21 causes moving object TOb to perform actions corresponding to the operation data from controller 4. Furthermore, processor 21 controls the actions of moving object TOc. After processing in step S25, processor 21 executes... Figure 23 The processing of step S5.
[0208] Back Figure 23 In step S5, processor 21 performs object setting processing. Object setting processing uses... Figure 16 Correspondence table and Figures 17-20 The example objects in the middle are used to process the various objects configured on the track. Below, refer to... Figure 25 To explain the details of the object setting process in step S5. Figure 25 This is a flowchart illustrating an example of the object setting process in step S5.
[0209] In step S31, the processor 21 applies an object group to each moving object TO based on the progress of each moving object TO. Here, using Figure 16 The corresponding table shown applies object groups to each moving object TO. For example, if moving object TOa is located in the interval from location D to location E, object group 2-D is applied to moving object TOa. Similarly, if moving object TOb is located in the interval from location B to location C, object group 1-B is applied to moving object TOb. Furthermore, if moving object TOc is located in the interval from location F to location G, object group 2-F is applied to moving object TOc. Next, processor 21 executes the processing in step S32.
[0210] In step S32, processor 21 activates each object pre-configured on the track based on the object group applied to each mobile object TO. Thus, the pre-configured entry prevention object 60 on the track is activated, as are acceleration objects 61, 62, item boxes 63, and item 64. By applying object groups to each mobile object TO, the activation of each object configured on the track is performed for each mobile object TO. Processor 21 executes the process after step S32. Figure 23 The processing of step S6.
[0211] Back Figure 23 In step S6, processor 21 performs a rendering process. In this rendering process, a game image is generated based on a virtual camera. For example, game image 50a is generated based on the virtual camera VCa corresponding to the moving object TOa. When generating game image 50a, objects that are valid for the moving object TOa in step S5 are rendered, while objects that are invalid for the moving object TOa are not rendered. That is, in game image 50a, the display of objects valid for the moving object TOa is valid, but the display of objects invalid for the moving object TOa is invalid. Additionally, game image 50b is generated based on the virtual camera VCb corresponding to the moving object TOb. When generating game image 50b, objects that are valid for the moving object TOb in step S5 are rendered, while objects that are invalid for the moving object TOb are not rendered. Then, processor 21 generates a game image that includes both game image 50a and game image 50b.
[0212] Furthermore, there are cases where, even if an object is displayed as invalid for a specific moving object TO, collision detection with other moving objects TO is performed in step S22. Conversely, there are cases where, even if an object is displayed as valid for a specific moving object TO, collision detection with other moving objects TO is not performed in step S22. For example, in Figure 12 In the situation shown, in game image 50a, entry prevention objects 60 are displayed on the left path at branch IC1 and IC2. However, in game image 50b, these entry prevention objects 60 are not displayed, and the moving object TOb can pass through the left path at branch IC1. Therefore, when the moving object TOb passes through the left path at branch IC1, in game image 50a, it appears that the moving object TOb moves by passing through the entry prevention objects 60. Additionally, Figure 12 In the situation shown, when the moving object TOa moves along the left path at branch IC1, it collides with the entry prevention object 60 and stops or slows down. At this time, in the game image 50b, although the entry prevention object 60 is not displayed on the left path at branch IC1, the moving object TOa stops or slows down. Next, the processor 21 executes the processing of step S7.
[0213] In step S7, processor 21 outputs the game image generated in step S6 to the display device. Next, processor 21 executes the processing in step S8.
[0214] In step S8, processor 21 determines whether to end the racing game. For example, if all moving objects TO reach the finish line, or if a predetermined time has elapsed since the start of the racing game, processor 21 determines that the racing game should end. If the determination result in step S8 is negative, the processing in step S3 is executed again. Then, a series of processes from S3 to S8 are repeatedly executed until the determination to end the game is made in step S8. On the other hand, if the determination result in step S8 is positive, processor 21 terminates the process. Figure 23 The game processing shown.
[0215] Furthermore, the processes shown in the flowchart above are merely illustrative examples, and the order and content of the processes can be appropriately changed.
[0216] As described above, in this embodiment, the entry prevention object 60, which restricts the entry of the first moving object, is activated based on the progress of the first moving object, regardless of the progress of moving objects other than the first moving object. Similarly, the entry prevention object 60, which restricts the entry of the second moving object, is activated based on the progress of the second moving object, regardless of the progress of moving objects other than the second moving object. This allows each moving object to move along a path that varies depending on its progress, enabling a racing game with changing paths on a track. Furthermore, the path traversed by a player's moving object is determined by their own progress and is not affected by the progress of other players. Therefore, for example, even if a player is behind other players in laps, the path they can take will not change based on the progress of those other players, allowing the player to race at their own pace while progressing along changing paths.
[0217] Furthermore, in this embodiment, multiple moving objects share a single game space, and objects (entry prevention objects 60, acceleration objects, etc.) are pre-configured on the track within the game space. The display and collision determination of the pre-configured objects are activated based on the progress of each moving object in the game. Therefore, it is not necessary to construct a game space for each moving object and configure objects in each game space, thus reducing resources and processing burden. For example, a first game space for the first moving object and a second game space for the second moving object are constructed. Entry prevention objects 60 are configured in the first game space but not in the second game space. This allows entry prevention objects 60 to be activated for the first moving object and deactivated for the second moving object at the same branch of the same track. However, in this case, a game space needs to be constructed for each moving object, potentially increasing the processing burden. However, in this embodiment, entry prevention objects 60 are pre-configured in one game space, allowing multiple moving objects to move within the same game space. Furthermore, the activation / deactivation of the display of entry prevention objects 60 and the activation / deactivation of collision determination for entry prevention objects 60 are switched for each moving object. This reduces the processing burden and allows the entry prevention object 60 to appear or not appear based on the progress of each moving object.
[0218] Furthermore, in this embodiment, the entry prevention object 60 is displayed in a way that allows for visual confirmation of the game space behind it. This reduces the sense of unnaturalness even when other moving objects at different stages of the game pass through the entry prevention object 60. Additionally, even if a moving object is unable to enter a game space further away from the entry prevention object 60 due to it, the player can visually confirm the game space further away from the entry prevention object 60, for example, by recognizing the path when passing through a branch.
[0219] Furthermore, in this embodiment, the entry prevention object 60 at the branch is activated before the branch can be visually confirmed. This prevents the sudden appearance of the entry prevention object 60 at the branch and suppresses switching of the path at the branch while it is being displayed.
[0220] Furthermore, in this embodiment, the racing game involves multiple laps around the track, and the forward direction (the normal direction of travel) varies depending on the number of laps the moving object has completed. For example, in the first lap, the counter-clockwise direction is the normal direction of travel when viewed from the front of the track, while in the second lap, the clockwise direction becomes the normal direction of travel. Therefore, for example, if the first moving object falls behind the second moving object in terms of laps, the first moving object moves in the opposite direction to the second moving object. Even when the first moving object moves in the opposite direction, since it is the normal direction of travel, the first moving object can continue to move in the opposite direction. Thus, a racing game with unprecedented variations can be achieved.
[0221] Furthermore, the game processing described above assumes two players using a single main unit 2 to engage in a racing game; however, the same game processing is performed when engaging in a racing game in single-player mode. In this case, a player-controlled moving object (operation target object) races against one or more moving objects controlled by processor 21. During the object setting process described above, the process is applied based on the movement progress of the operation target object. Figure 16 The shown object group is used to enable or disable each object. For one or more moving objects controlled by processor 21, the process is also applied based on the progress of each moving object. Figure 16 The object group shown can be used to enable or disable each object. Furthermore, in single-player racing mode, the target object can be displayed on the first screen, and the moving object controlled by the processor 21 can be displayed on the second screen.
[0222] Furthermore, the same game processing is performed in both local multiplayer and online multiplayer racing modes. For example, in online multiplayer mode, multiple main devices 2 are connected to the Internet and communicate, for example, via a server. For instance, a first player's first main device 2 and a second player's second main device 2 are connected via the Internet, and they race in the same game space using multiple moving objects, including a first moving object corresponding to the first player and a second moving object corresponding to the second player. The first main device 2 controls the first moving object based on operation data from a controller. Additionally, the first main device 2 sends the position information (lap count and position) of the first moving object to the second main device 2 via the server, and receives the position information of the second moving object operated by the second player from the second main device 2 via the server. Furthermore, in the first main device 2, during the object setting process described above, the process is applied based on the progress of the first moving object. Figure 16 The object group shown allows switching between branch destinations that the first moving object can access and those that cannot, based on the progress of the first moving object. Furthermore, in the second main unit 2, during the object setting process described above, the progress of the second moving object is also considered... Figure 16 The object group shown allows switching between branch destinations that the second moving object can and cannot enter, based on the progress of the second moving object. Furthermore, the first main unit 2 performs collision determination processing between each moving object (the first moving object and the second moving object) and the validated object in the aforementioned moving object control processing. The second main unit 2 also performs collision determination processing between each moving object (the first moving object and the second moving object) and the validated object in the aforementioned moving object control processing. Thus, in the case of racing games in online multiplayer mode, the same processing described above is performed in each main unit 2.
[0223] (Modified Example)
[0224] The above description of this embodiment is just one example, and variations such as the following can also be applied.
[0225] For example, in the above embodiment, the moving object TO is prevented from entering the branch destination by using an access prevention object that restricts access to at least one of the multiple branch destinations at the branch section. In other embodiments, the moving object TO can be allowed to enter the branch destination by using an accessible object that enables access to at least one of the multiple branch destinations at the branch section. For example, the accessible object could also be a bridge.
[0226] That is, it is also possible to prevent a moving object TO from entering a branch destination or to enable a moving object TO to enter a branch destination by restricting access to at least one of the multiple branch destinations at the branch section or by enabling an access control object that can enter at least one of the multiple branch destinations.
[0227] The entry control object can be either the entry prevention object mentioned above or an enterable object. Furthermore, besides considering the movement progress of the moving object, the entry control object can also consider other parameters to switch the moving object's path. For example, the path switching object can be switched to either the first or second branch destination among three branch destinations based on the movement progress; if the moving object is in the first posture, it switches to the first branch destination, and if the moving object is in the second posture, it switches to the second branch destination. Additionally, the entry control object can also be a movement direction changing object used to forcibly change the movement direction of the moving object. For example, if the moving object approaches or collides with a movement direction changing object, the moving object's movement direction changes according to that movement direction changing object.
[0228] Alternatively, the entry control object can also be a facilitator object used to encourage entry into at least one of multiple branch destinations without encouraging entry into other branch destinations. The facilitator object can also be activated at branch points based on the movement object's progress in the racing game. For example, the movement object could be recommended to enter a branch destination prompted by the facilitator object, but could also enter a branch destination not prompted by the facilitator object. In this case, it could also be configured so that although entry is possible, the movement object deviates from its path, thus its progress does not advance. With such objects activated, the path can be switched based on the progress of the racing game, providing a dynamic racing experience.
[0229] Furthermore, in the above embodiments, objects (entry prevention objects, speed-up objects, item boxes, etc.) are pre-configured in the game space, and the display of the moving object is made effective based on its progress in the racing game, and collision detection for that object is also made effective. In other embodiments, only the display of the object may be made effective, or only collision detection for the object may be made effective.
[0230] Furthermore, in the above implementation, each object is invalidated by default, and the object group is applied based on the progress of the movement to make the objects included in the object group valid. In other implementations, each object may be valid by default, and each object may be invalidated based on the progress of the movement. For example, the validity and invalidation of the entry control object may be switched based on the progress of the moving object, thereby switching the path of the moving object.
[0231] Furthermore, in the above embodiments, objects (entry prevention objects, speed-up objects, item boxes, etc.) are pre-configured in the game space, and the configured objects are made effective based on the movement of the moving object in the racing game. Thus, for example, entry prevention objects can be used to restrict the movement of the moving object, or to enable the moving object to acquire item boxes. In other embodiments, objects may not be pre-configured in the game space, but rather configured in the game space based on the movement of the moving object in the racing game, thereby making the objects effective. That is, making an object effective includes enabling the display of pre-configured objects and / or enabling collision detection for pre-configured objects, as well as configuring new objects in the game space.
[0232] Furthermore, besides the methods described above for enabling entry control objects, other methods can also be used to switch between branch destinations that the moving object cannot enter or branch destinations that the moving object can enter at branch sections, based on the progress of the moving object. For example, instead of using entry control objects, control can be performed automatically so that the moving object enters different branch destinations at branch sections based on its progress.
[0233] Furthermore, in the above embodiments, the acceleration object is defined as an object used to accelerate in the same direction as the positive direction. In other embodiments, in addition to or instead of the acceleration object, a movement change object may be configured to change the movement mode in a predetermined direction. For example, the movement change object may also be an object used to jump in the same direction as the positive direction. Additionally, in other examples, the acceleration object may be an object used to accelerate the moving object in the current direction of travel, regardless of the moving object's direction of travel when colliding with it. In this case, it is also possible that among a plurality of acceleration objects whose acceleration function remains unchanged but whose displayed arrows point in different directions, the acceleration object whose arrow direction is along the positive direction is activated. It is also possible that the acceleration object is an object that, although having a display indicating orientation, accelerates the moving object in the positive direction regardless of that display, based on the degree of travel. Furthermore, it is also possible that the acceleration object is an object that does not have a display indicating orientation but accelerates the moving object in the positive direction based on the degree of travel.
[0234] In addition, the movement of a moving object in a racing game can be determined based on the number of laps and the position of the moving object, or only based on the number of laps, or based on the distance the moving object travels along the track.
[0235] Furthermore, in the above embodiment, a racing game is designed where multiple moving objects circle the entire track multiple times. In other embodiments, the racing game can also be a game where multiple moving objects circle the track only once, and the track may include branch sections that the multiple moving objects pass through multiple times. Additionally, the racing game can also be a game where multiple moving objects move from a starting point to a different ending point, and branch sections that the multiple moving objects pass through multiple times between the starting point and the ending point may be included. In this case, control can be implemented to activate the aforementioned entry control objects at the branch sections, thereby causing the moving objects to enter different branch destinations based on the number of times they pass through the branch sections.
[0236] Furthermore, in the above embodiment, the racing game is assumed to be a game that involves multiple loops around the entire track. The path is switched by activating the entry prevention object, and the direction of travel (positive direction) of the moving object differs based on the number of laps. In other embodiments, instead of switching paths using the aforementioned entry prevention object, the path can be switched based on a common path that the moving object traverses multiple times in the racing game. The direction of travel (positive direction) of the moving object on that common path can differ based on the number of times it traverses the common path. For example, it could be configured such that when the moving object traverses the common path for the Nth time, the first direction in the game space becomes the direction of travel, and when the moving object traverses the common path for the Mth time, the second direction in the game space becomes the direction of travel. In this case, for example, the aforementioned acceleration object causes the moving object to accelerate in the direction corresponding to the direction of travel (towards the first direction if the first direction is the direction of travel, and towards the second direction if the second direction is the direction of travel).
[0237] Furthermore, the above processing is not limited to being performed in game system 1, but can also be performed in any other information processing device or information processing system. An information processing system can also consist of multiple devices, which can be connected via a network (e.g., LAN, Internet, etc.).
[0238] Furthermore, the structures involved in the above embodiments and their variations can be arbitrarily combined as long as they do not contradict each other. Also, the above are merely illustrative examples of the present invention, and various modifications and variations can be applied in addition to the above.
[0239] Several system examples, method examples, equipment examples, and apparatus examples have been described. However, it should be understood that the claims are not limited to the disclosed systems, methods, equipment, and apparatuses. It goes without saying that various modifications and variations can be made without departing from the spirit and scope of the claims.
Claims
1. A storage medium storing a game program that causes a computer to execute a racing game in which multiple moving objects move on a track defined by track objects in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The game program enables the computer to function as the following unit: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The branch control unit switches between enabling and disabling the entry control object, which is used to restrict entry to the other branch destinations or enable entry to at least one branch destination at the branch portion.
2. The storage medium storing the game program according to claim 1, wherein, The track pre-includes the entry control object. The branch control unit switches between enabling and disabling the display of the access control object.
3. The storage medium storing the game program according to claim 1, wherein, The track pre-includes the entry control object. The branch control unit switches between validating and invalidating collision detection for the object being entered.
4. The storage medium storing the game program according to claim 2, wherein, The access control object is a facilitator used to promote access to at least one of the plurality of branch destinations without promoting access to the other branch destinations.
5. The storage medium storing a game program according to claim 2 or 3, wherein, The access control object is an access prevention object used to restrict access to the other branch destinations. The entry prevention object is displayed in a manner that allows for visual confirmation of the existence of a virtual space behind the entry prevention object.
6. The storage medium storing a game program according to any one of claims 1 to 4, wherein, The game program also enables the computer to function as a display control unit. The display control unit generates a first image including a target object (the player's target for movement) and a second image including a second moving object (other than the target object). The display control unit causes the first image to be displayed in a first area of the display screen and the second image to be displayed in a second area of the display screen. The branch control unit switches the activation and deactivation of the entry control object based on the progress of the moving object other than the target object, thereby switching between branch destinations that the target object can enter at the branch section or branch destinations that restrict the target object's entry. The branch control unit switches the activation and deactivation of the entry control object based on the travel progress of the second mobile object, independent of the travel progress of the other mobile objects. This switches between branch destinations that the second mobile object can enter at the branch section and branch destinations that restrict the second mobile object's access. The display control unit enables or disables the display of the object entering the control object in the first image based on the degree of movement of the target object. The display control unit enables or disables the display of the entering controlled object in the second image based on the degree of movement of the second moving object.
7. The storage medium storing a game program according to any one of claims 1 to 4, wherein, The racing game is a game in which the player passes the starting point on the track multiple times. The branch control unit performs the switching such that the branch destination that the target object can enter at the branch section, or the branch destination that restricts the target object from entering, is different when the target object passes the starting point for the first time and when the target object passes the starting point for the second time.
8. The storage medium storing the game program according to claim 7, wherein, The branch control unit performs the switching during the period after the target object has passed the starting point and before it arrives at the starting point again.
9. The storage medium storing a game program according to claim 7, wherein, The branch control unit performs the switching for the next loop after the target object has passed through the branch section in the current loop and before the target object enters the next loop.
10. The storage medium storing a game program according to any one of claims 1 to 4, wherein, The game program enables the computer to also function as an object control unit, which, in the racing game, activates an item object on the track that has a beneficial or detrimental effect on the moving object, regardless of the movement of other moving objects, based on the movement of the moving object itself.
11. The storage medium storing a game program according to claim 10, wherein, The validated prop object can change into a first state and a second state. When the prop object is made valid for multiple moving objects, the state of the prop object is shared among the multiple moving objects.
12. The storage medium storing a game program according to any one of claims 1 to 4, wherein, The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
13. The storage medium storing a game program according to claim 12, wherein, The game program also enables the computer to function as a control unit for moving and changing objects. This control unit enables or disables moving and changing objects, which are used to change the movement mode of the moving objects in a specified direction. The mobile change object control unit enables or disables the mobile change object based on the degree of movement of the mobile object, in a manner that the direction of movement of the mobile object corresponds to the direction that causes the change in movement mode when the mobile object moves on the common path.
14. A storage medium storing a game program that causes a computer to execute a racing game in which multiple moving objects move on a track defined by track objects in virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The game program enables the computer to function as the following unit: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The game program enables the computer to also function as an object control unit, which, in the racing game, activates an item object on the track that has a beneficial or detrimental effect on the moving object, regardless of the movement of other moving objects, based on the movement of the moving object itself.
15. The storage medium storing a game program according to claim 14, wherein, The validated prop object can change into a first state and a second state. When the prop object is made valid for multiple moving objects, the state of the prop object is shared among the multiple moving objects.
16. The storage medium storing a game program according to claim 14 or 15, wherein, The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
17. The storage medium storing a game program according to claim 16, wherein, The game program also enables the computer to function as a control unit for moving and changing objects. This control unit enables or disables moving and changing objects, which are used to change the movement mode of the moving objects in a specified direction. The mobile change object control unit enables or disables the mobile change object based on the degree of movement of the mobile object, in a manner that the direction of movement of the mobile object corresponds to the direction that causes the change in movement mode when the mobile object moves on the common path.
18. A storage medium storing a game program that causes a computer to execute a racing game in which multiple moving objects move on a track defined by track objects in virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The game program enables the computer to function as the following unit: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
19. The storage medium storing a game program according to claim 18, wherein, The game program also enables the computer to function as a control unit for moving and changing objects. This control unit enables or disables moving and changing objects, which are used to change the movement mode of the moving objects in a specified direction. The mobile change object control unit enables or disables the mobile change object based on the degree of movement of the mobile object, in a manner that the direction of movement of the mobile object corresponds to the direction that causes the change in movement mode when the mobile object moves on the common path.
20. An information processing system for executing a racing game that progresses by moving multiple moving objects, each corresponding to a multiple player, along a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the movement object corresponding to the player to move on the track based on the player's input. as well as A branch control unit that enables the moving object at the branch portion to enter at least one of the plurality of branch destinations, and restricts the moving object from entering the other branch destinations. The branch control unit switches between branch destinations that the first moving object, corresponding to the first player, can enter or branch destinations that restrict the first moving object from entering, based on the progress of the first moving object in the racing game. The branch control unit switches between branch destinations that the second moving object, corresponding to the second player, can enter or branch destinations that restrict the second moving object from entering, based on the progress of the second moving object in the racing game. The branch control unit switches between enabling and disabling the entry control object, which is used to restrict entry to the other branch destinations or enable entry to at least one branch destination at the branch portion.
21. The information processing system according to claim 20, wherein, The information processing system includes a first information processing device and a second information processing device. The first information processing device has: A first motion control unit causes the first moving object to move on the track based on the operation input of the first player; as well as A first branch control unit enables the first moving object at the branch portion to enter at least one of the plurality of branch destinations, and restricts the first moving object from entering the other branch destinations among the plurality of branch destinations. The first branch control unit switches between branch destinations that the first moving object can access or branch destinations that restrict the first moving object from accessing, based on the degree of travel of the first moving object. The second information processing device has: A second movement control unit causes the second moving object to move on the track based on the operation input of the second player; as well as A second branch control unit enables the second moving object at the branch portion to enter at least one of the plurality of branch destinations, and restricts the second moving object from entering the other branch destinations among the plurality of branch destinations. The second branch control unit switches the branch destination that the second moving object can enter at the branch section or restricts the second moving object from entering a branch destination based on the degree of travel of the second moving object.
22. An information processing system for executing a racing game that progresses by moving multiple moving objects, each corresponding to a multiple player, along a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the movement object corresponding to the player to move on the track based on the player's input. as well as A branch control unit that enables the moving object at the branch portion to enter at least one of the plurality of branch destinations, and restricts the moving object from entering the other branch destinations. The branch control unit switches between branch destinations that the first moving object, corresponding to the first player, can enter or branch destinations that restrict the first moving object from entering, based on the progress of the first moving object in the racing game. The branch control unit switches between branch destinations that the second moving object, corresponding to the second player, can enter or branch destinations that restrict the second moving object from entering, based on the progress of the second moving object in the racing game. The information processing system also includes an object control unit, which, for item objects on the track that have a beneficial or detrimental effect on the moving object in the racing game, makes the item object effective based on the moving object's speed, regardless of the speed of other moving objects.
23. An information processing system for executing a racing game that progresses by moving multiple moving objects, each corresponding to a different player, along a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the movement object corresponding to the player to move on the track based on the player's input. as well as A branch control unit that enables the moving object at the branch portion to enter at least one of the plurality of branch destinations, and restricts the moving object from entering the other branch destinations. The branch control unit switches between branch destinations that the first moving object, corresponding to the first player, can enter or branch destinations that restrict the first moving object from entering, based on the progress of the first moving object in the racing game. The branch control unit switches between branch destinations that the second moving object, corresponding to the second player, can enter or branch destinations that restrict the second moving object from entering, based on the progress of the second moving object in the racing game. The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
24. An information processing system for executing a racing game that progresses by moving multiple moving objects on a track defined by a track object in virtual space, wherein, The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The branch control unit switches between enabling and disabling the entry control object, which is used to restrict entry to the other branch destinations or enable entry to at least one branch destination at the branch portion.
25. An information processing system for executing a racing game that progresses by moving multiple moving objects on a track defined by a track object in a virtual space, wherein, The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The information processing system also includes an object control unit, which, for item objects on the track that have a beneficial or detrimental effect on the moving object in the racing game, makes the item object effective based on the moving object's speed, regardless of the speed of other moving objects.
26. An information processing system for executing a racing game that progresses by moving multiple moving objects on a track defined by a track object in virtual space, wherein, The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing system has the following features: A movement control unit that causes the target object, which is the player's operation target, to move on the track based on the player's operation input; as well as A branch control unit that enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering the other branch destinations among the plurality of branch destinations. The branch control unit switches between branch destinations that the target object can enter or branch destinations that restrict the target object's access, regardless of the target object's progress in the racing game. The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
27. An information processing method for executing a racing game in an information processing system, wherein the game progresses by moving multiple moving objects on a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing method includes the following steps: The movement control step involves causing the target object among the plurality of moving objects, which serves as the player's operation target, to move on the track based on the player's operation input; and The branch control step enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering other branch destinations among the plurality of branch destinations. In the branch control step, the branch destination that the target object can enter at the branch section or the branch destination that the target object can enter is switched based on the progress of the target object in the racing game, regardless of the progress of the moving object other than the target object. In the branch control step, the entry control object is toggled between being enabled and disabled. The entry control object is used to restrict entry to the other branch destinations or to enable entry to at least one branch destination at the branch portion.
28. An information processing method for executing a racing game in an information processing system, wherein the game progresses by moving multiple moving objects on a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing method includes the following steps: The movement control step involves causing the target object among the plurality of moving objects, which serves as the player's operation target, to move on the track based on the player's operation input; and The branch control step enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering other branch destinations among the plurality of branch destinations. In the branch control step, the branch destination that the target object can enter at the branch section or the branch destination that the target object can enter is switched based on the progress of the target object in the racing game, regardless of the progress of the moving object other than the target object. The information processing method further includes an object control step, in which, for a prop object on the track that has a beneficial or detrimental effect on the moving object in the racing game, the prop object is made effective based on the moving object's degree of movement, regardless of the moving object's degree of movement.
29. An information processing method for executing a racing game in an information processing system, wherein the game progresses by moving multiple moving objects on a track defined by a track object in a virtual space, wherein... The track has branch sections divided into multiple destinations. The multiple moving objects pass through the branch section multiple times while traveling on the track. The information processing method includes the following steps: The movement control step involves causing the target object among the plurality of moving objects, which serves as the player's operation target, to move on the track based on the player's operation input; and The branch control step enables the target object to enter at least one of the plurality of branch destinations at the branch portion, and restricts the target object from entering other branch destinations among the plurality of branch destinations. In the branch control step, the branch destination that the target object can enter at the branch section or the branch destination that the target object can enter is switched based on the progress of the target object in the racing game, regardless of the progress of the moving object other than the target object. The track includes the common path that the multiple moving objects traverse multiple times in the racing game. The direction of travel of the moving object on the common path when it passes through it for the first time is opposite to the direction of travel of the moving object on the common path when it passes through it for the second time.
30. A computer program product comprising a game program that causes a computer to perform the information processing method according to any one of claims 27 to 29.
Citation Information
Patent Citations
Game device and information recording medium
JP1999347247A